5701 in-depth character profiles from comics, games, movies

Hawk-Man

(Karter Hall)


Power Level:
Game system: DC Heroes Role-Playing Game

Context

This character is an original creation. We often call these “homemades” or “homebrewed” – think home cooking or craft beer.

Many of these characters were created to take part in tabletop role-playing game sessions. Others were invented as a creative writing exercise, often as part of a community event.

This specific character is part of “Wink World”, a campaign setting created by writeups.org contributor Mike.


Background

  • Real Name: Karter Hall.
  • Marital Status: Single.
  • Known Relatives: None.
  • Group Affiliation: JLA.
  • Base Of Operations: JLA headquarters in the Metroplex.
  • Height: 6’4 Weight: 260 lbs.
  • Eyes: Brown Hair: Brown


Powers and Abilities

Karter is a Thangarian advanced infiltration combat cyborg designed for use on Earth. Attached to his skeletal structure is a set of mono-molecular iron wings less than 4 molecules thick. These are hung on a frame of silicon nuro-conductors.

The wings can be retracted tight against his back as to be invisible to all but advanced detection. Fully extended thy cover 3 meters to either side of him and can support his weight and several hundred addition pounds in an un-powered glide.

Also implanted in his body is a gravity polarizer. When combined with the use of his wings, it allows for powered flight at speeds up to 50 mph. In un-powered mode Hawk-man is as quiet as a hunting owl.

Hawk-man is a tough, strong, highly trained forward observer. Although not trained in military style tactics and combat he is a capable, brutal opponent in both armed and unarmed combat. Karter was literally built for the job of invading Earth and was good at it.


History

In the time directly after the Hatani War, the Earth was no longer cloaked by Kilowog and the Green Energy Defenders devices. Thus, it was thought to be weakened. A group of scavengers and pirates, the Thangari, invaded Earth.

An advanced wave of combat infiltration cyborgs determined the best place for a foothold would be near enough to the powers of Asia to be threatening and in the same strike the American juggernaut and show their immediate superiority. Hawaii was picture perfect.

The Islands were attacked entirely without warning. With the notable exception of the New World Men, every person in the Hawaiian Islands was killed or subjugated inside hours. The Island of Guam was annexed in the next day.

Free Hawaii!

Conventional military forces were useless. And none of the Hatani technology was understood well enough yet to fight with. The Justice League came the rescue. After the first battle the island of Niihau was isolated as a no-man’s land. It was a war-torn ruin inhabitated by refugees, the First New World Men and scattered Thangarian forces including Karter Hall.

Karter disguised himself as a refugee when the New World Men, led by Mako, retook the part of he island he was on. Over a stretch of several weeks Karter assisted the NWM and the refugees as they attempted to rebuild enough of a structure to hold on and wait rescue. It was during this time that Karter started to first see Humans as people.

Going native

For a brief period the NWM accepted him as a friend. During a counter attack by the Thangar, Hawk-man revealed his wings to save his life. He then betrayed the Thangar to save his new friends. With the help of Mako and Hawk-man the Justice League forged an uneasy armistice with the Thangar (Gunship diplomacy).

In the following months Hawk-man was accepted for membership in the League even with the reservations of Mako. Since then Hawk-man has struggled against the mistrust of anything Thangar, the animosity Mako bears toward him, and the fact that if he doesn’t make it here he has no place to go.


Description

Karter is an awesome mass of muscle that walks like a jungle cat. When his wings are retracted they are functionally invisible. When they are extended and he takes to the air he is like a hunting hawk or owl. The Wings are thinner than paper when viewed up close.

Hawk-man tends to wear clothes that are analogous to his old uniform. Crossed bandoliers, high boots, and an armored kilt. As Hawk-man is immune to all but the harshest terrestrial cold he will often be bare chested, aside from the cross harness, in even the dead of winter.


Personality

Karter, before coming to Earth, was the Thangarian equivalent of a jarhead. He obeyed orders, scouted the enemy, and never considered larger implications. After his ordeal in Hawaii and the conflict with the New World Men Karter became ruined as a solder and was born as a man.

Karter is still a quiet aerial predator of a man capable of a terrific level of violence when situations call for it. Karter is an alien and comes at things from an alien perspective. He will ask questions, often uncomfortable ones, about morality, sexuality, or class structure.

After his enlightenment he never wants to destroy a unique view or kill someone without making the conscious decision on whether they deserve to die.

Hawk-man is still not of friendly terms with the New World Men or Mako. He represents a foe that tried to kick the people of Earth when they were down after the Hatani Conflict. Karter tries to be gracious about his past, but can be easily pushed to violence if he feels unjustly accused of the actions of others.


DC Universe History

This Hawk-man, along with his JLA, are all light-weights next to their DCU alternates. This Karter would be interested to observe and maybe meet his DCU contemporary. It could be interesting to interject him into the Rann-Thanagar war to see what his loyalties did.

If placed in the role of the background manipulators (See WW Wonder Woman) Hawk-man would be the watching eyes of the plot. If placed in a position of having to defend his adopted home world he would rise to any level of violence including nuclear or beyond.


Sharing

The links to follow us and/or subscribe to our monthly newsletter are at the bottom of this page.



Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Hawk-man

Dex: 05 Str: 06 Bod: 05 Motivation: Uphold the Good
Int: 06 Wil: 04 Min: 05 Occupation: Adventurer, former infiltration agent
Inf: 04 Aur: 05 Spi: 04 Resources {or Wealth}: 005
Init: 019 HP: 030

Powers:
Flight: 05; Telescopic Vision: 04; Skin Amour: 04; Cold immunity: 02

Bonuses and Limitations:

  • Skin Armor is Hawk-mans ability to wrap himself in his wings to weather a heavy attack (like auto-fire or a bomb). It takes his dice and one of his auto actions in a round to do so.
  • Hawk-man may glide (instead of fly) into ambush in complete silence (stealth).
  • Hawk-man cannot fly at all on the polarizer alone.

Skills:
Weaponry (Melee, Missile, and Heavy): 07; Martial Arts: 06; Language (Thangar): 04; Acrobatics (Dodging): 06; Thief (stealth- aerial only): 08 , Evasion (Aerial only): 06

Advantages:
Lighting reflexes; Ambidextrous; Atmospheric Adaptation (G) Thangar and Earth; Familiarity (Thangar weapons, vehicles, and armor), Schtick (Mighty Thews (Heavy Weapons)).

Connections:
JLA (High).

Drawbacks:
Enemy (Thangarian legions); Mistrust.

Genre:
Gritty.

Equipment:
When Hawk-man came to Earth he had a full selection of Thangarion military gear but none of it survived his first few weeks here. After his exposure to American and Far Eastern culture he is likely to use any weapon from a M60, an UZI, or a stinger missile in a heavy assault. When attempting to infiltrate or use stealth he will use traditional melee weapons made of advanced materials.


New rules – Atmosphere Adaptation (L), (G) or (S)

Cost 10/25/50

The Atmosphere Adaptation allows a character to live in a hostile environment as if it were his natural habitat. A character could be Adapted to live under water or in the harshest desert climates. The character will still need to eat sleep and breathe in some form no matter what the adaptation.

If a character is adapted to live in a place that is poisonous however s/he must pay 25 points for the greater (G) version instead of 10 for the lesser (L) to be able to breathe normal air as well as the adapted air. Those with the superior version, (S) of this can breathe any atmosphere at all and can eat anything that provides enough mass.

The Atmosphere adaptation can never be used to adapt to an environment that causes more than 5 APs per hour of damage for reasons other than conditions attack. A character could not be atmosphere adapted to live on the sun or to not breathe at all for example.

Animals that can only live in high mountains or deep oceans, would be described as the (L) form of this.

By Mike Winkler.

Source of Character: An alternate take on the JLA.

Subscribe to our MINI-NEWSLETTER !

One bare-bones e-mail per month. Plain text. Short. To the point. Learn more.