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Two-Gun Kid (Marvel Comics) riding his horse and shooting his irons

Two-Gun Kid

(Matt Hawk)


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

Context

The Two-Gun Kid (Matt Hawk) is one of the vintage cowboy comics characters at Marvel. He first appeared in 1962, and had a Timely Comics predecessor all the way back to 1948.

This entry has the basics, but the actual purpose was to write up a two-fisted (and revolvered) adventurer using the default Mayfair scale. That was part of a sombre reflection about AP scales, shot in slow-moving black-and-white by Ingmar Bergman with sparse dialogues in subtitled French, so prolly not interesting for y’all.


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Background

  • Real Name: Matt Hawk.
  • Marital Status: Single.
  • Known Relatives: None.
  • Group Affiliation: None.
  • Base Of Operations: Tombstone, Texas.
  • Height: 1,75m Weight: 73kg.
  • Eyes: Blue Hair: Brown


Powers and Abilities

The Two-gun Kid is one of the fastest guns of the Old West. He is also famous for his ability to draw and/or fire both guns with perfect coordination.

He has good athletic training, superior cowboy skills and a flair for catching his enemies unaware.


History

Matt Hawk was a young Yankee lawyer. He settled in Tombstone, Texas, after the Civil War. He quickly learned that the town was under the yoke of a gang led by one Clem Carter. He also quickly met Nancy Carter, a young schoolteacher who happened to be Clem Carter’s stepsister.

A few day after his arrival, Hawk met a third person : Ben Dancer, a former leading gunfighter, who was harassed by Carter’s men. Hawk helped him against his assailants, and the aging pistolero, favourably impressed, started teaching him.

Hawk learned fast and reached an impressive level of skill. At Dancer’s advice, he adopted a masked identity so as not to be killed by a glory hound gunfighter. A subsequent fight with Carter’s men started the Two-gun Kid’s career as a crime fighter.

The Two-gun Kid met a time-travelling Hawkeye in two separate occasions, and was quite interested in the XXth century. He could thus appear in strange time-travel scenarios.


Description

See illustrations.


Personality

Hawk comes from Boston, and is more educated and well-mannered than most cowboy heroes. His major drives are his strong curiosity and thirst for adventure ; he will eagerly jump into unknown situations and environments.


DC Universe History

Why not ? Just don’t pair him with Jonah Hex, as the Kid is too squeaky-clean. But encounters with Matt Savage or Johnny Thunder would be perfectly logical.


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Game Stats — DC Heroes RPG Print Friendly

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Two-gun Kid

Dex: 05 Str: 04 Bod: 05 Motivation: Thrill
Int: 05 Wil: 06 Min: 05 Occupation: Lawyer
Inf: 04 Aur: 04 Spi: 05 Resources: 003
Init: 018 HP: 040

Skills:
Animal handling (Horses): 07, Detective (Law): 06, Martial artist: 06,Thief (Stealth)*: 05, Weaponry (Firearms, lasso): 09

Advantages:
Area Knowledge (Tombstone, Texas), Buddy (Boom-Boom Brown), Lightning Reflexes, Schticks (paired firearms, fast-draw).

Connections:
Kid Colt (Low), Rawhide Kid (Low), Phantom Rider II (Low).

Drawbacks:
Dependent (Nancy Carter), MIA to curiosity.

Equipment:
His pair of Six-shooters [BODY 04, Projectile weapons: 04, Ammo: 06, R#02], a Lasso [BODY 05, Stretching: 02, Limitation: Stretching does not allow fine manipulation (-2)].


Game Stats — DC Adventures RPG Print Friendly

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Two-gun Kid — Averaged PL 7.8

STR STA AGL DEX FGT INT AWE PRE
3 3 2 3 6 3 2 1

Powers

Two-gun shooting ● 2 points, Easily Removable (two pistols) ● Descriptor: Skill
– Enhanced Advantage (Rapid Fire [Guns] 3, Takedown 2).
– Enhanced Skill (Ranged Combat: Guns 2).

Combat Advantages

Close Attack 3, Defensive Attack, Defensive Roll 3, Improved Aim, Improved Initiative, Power Attack, Quick Draw, Rapid Fire (Guns) 3, Takedown 2, Ultimate Effort (Initiative).

Other Advantages

Equipment 3.

Skills

Athletics 2 (+5), Close Combat: Lasso 5 (+14), Deception 1 (+2), Expertise: Horse riding/training 10 (+13), Expertise: Lawyer 9 (+12), Insight 4 (+6), Perception 4 (+6), Persuasion 1 (+2), Ranged Combat: Guns 8 (+13), Stealth 5 (+7).

Equipment

Two six-shooters Ranged Ballistic Damage 3 ● 3 points
Lasso Improved Grab, Improved Trip, Reach 3 ● 5 points

Offense

Initiative +6
Unarmed +9, Close, Damage 3
Lasso +14, Close, Grab or Trip (Strength 3)
Twin six-shooters +13, Ranged, Damage 3, Multiattack

Defense

Dodge 8 Fortitude 7
Parry 10 Toughness 3/6*
Will 6

* Without Defensive Roll

Complications

  • Dependent Nancy Carter.
  • Curiosity He is driven to investigate matters, even in dangerous situations.

Power levels

  • Trade-off areas Attack/Effect PL 9, Dodge/Toughness PL 7, Parry/Toughness PL 8, Fort/Will PL 7.
  • Point total 106. Abilities 46, Defences 18, Skills 25, Powers 2, Devices 0, Advantages 15. Equiv. PL 8.

Notes

If your campaign requires a Move action to work the action on a single-action revolver, he acquires a Benefit (single-action revolvers don’t require a move action to work the action).

By Sébastien Andrivet.

Helper(s): M&M conversion by Pawsplay.

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