Normal Topic Bloodhawk (Read 409 times)
dsumner
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Bloodhawk
Apr 19th, 2010 at 8:14pm
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BLOODHAWK

"Just make sure you've got my money in the bank."

Identity:  Terence Jerome Washington
Affiliation: M.E.R.C.
Base of Operations: Western and Central Africa
Side: Evil                        
Sex: Male
Age: 32                         
Level: 9
Training: Accuracy

Powers:
1. Cybernetics:
a) Heightened Senses: Enhanced/Telescopic Vision & Enhanced/Parabolic/Ultrasonic Hearing; IR Vision, Thermal Imaging: 4x Detect Hidden.
b) Heightened Agility B: +18.
c) Heightened Defenses (Computer Enhanced Reflexes): -4 to be hit
2. Armor B: ADR = 88
a) Life Support:
b) Natural Weaponry Device (Claws/Talons): +3 to hit, +6 Damage.
3. Wings Device: +3 Agility; 85" flight speed.
4. Natural Weaponry (Unarmed Combat Training) +2 to hit, +4 Damage.
5. Heightened Senses: Tracking Ability:
6. Heightened Expertise: +6 to hit w/modern weapons (+2 from training)

Weapons/Equipment:
1. Glock 23 .40 cal. Automatic Pistol w/laser and tactical light: +4 to hit, 1d8 damage, R=108”.
2. Laser Scoped HK G-36K 5.56mm Assault Rifle w/AG36 40mm Grenade Launcher: +4 to hit, 1d10 damage, R=180” ; Grenade Launcher: +2 to hit, 1d8 damage, 1" blast radius.
3. USAS-12 Automatic Shotgun: +3 to hit, 2d6 damage, R=18”.
4. Combat Knife: +1to hit  HTH + 1d2 damage.
5. Hand Grenades: (use standard grenades from rule book)
6. Garrote: +4 to hit, HTH +1d6 damage. The garrote is used to choke a victim to death. For each turn the garrote is around the throat of a victim, damage is automatic. A strangling victim can withstand the choking for a number of turns equal to his Endurance -5 (rounded down). After this point, unconsciousness will set in. The Garrote will then strangle the victim to death in one phase. Since the weapon must be used from behind to be effective, the Garrote receives a +4 to Hit.

Hair: Black
Eyes: Brown
Weight: 220 lbs.                            
Basic Hits: 5
Agility Mod: -                                 
Strength: 17
Endurance: 23                              
Agility: 36
Intelligence: 13                              
Charisma: 13
Reactions from Good: -1/Evil: +1
Hit Mods.: ()()()() =
Hit Points: 74 
Healing Rate: 3.0
Power: 89
Damage Mod.: +4
Accuracy: +6
Carrying Capacity: 793lbs.
Basic HTH Damage: 1d8
Movement Rates: 76” ground; 85" max flight speed.
Detect Hidden: 40%                     
Detect Danger: 56%
Inventing Points: 7.1                     
Inventing: 54%
Legal Status: US citizen, with an extensive criminal record.

Origin/Background: Bloodhawk is a former US Marine, mercenary, and bounty hunter. Severely wounded, during a terrorist bombing, he was left for dead. Taken in by the group responsible for the bombing, he reappeared several years later, working as a mercenary, in Africa. How he acquired his abilities, or what his motivations are, has yet to be determined. His cybernetically enhanced senses, and mutant tracking ability, have served him well in his new career.

Combat Tactics/M.O.: Bloodhawk prefers to attack his opponents at a distance, using his assault rifle to maximum effect. But, he's also a capable hand-to-hand combatant, and won't shy away from mixing it up, when he feels it's necessary to accomplish his mission.

Personality/Character Traits: Bloodhawk's a weapons expert, who's is heavily armed at all times. He spends a lot of his "free time" training with various weapons, exercising, or reviewing his prior assignments.
« Last Edit: Nov 9th, 2013 at 7:27am by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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