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Owlman of Earth-3

Owlman

F) Am50
A) In40
S) Ex20
E) Rm30
R) Ex20
I) Ex20
P) Am50

Health: 140 Karma: 90
Resources: In Pop: -50

Known Powers:
Stealth: Am
Martial Arts Supremecy: Am, Owlman has the ability to hit anything that he aims at with any melee or thrown weapon that he can get hold of. Treat this as an Am addition to his Weapons Master talent.
Hyper-Invention: Mn ability to comprehend/design/repair technology

Equipment:
Body Armor: Ex protection vs. Physical and Shooting, Gd protection vs. Energy, has the following abilities:
-Blending: Rm Blending abilities and +1CS on Stealth
-Taser: Delivers a Ex electrical shock to anyone who comes into contact with it. This taser is good for one use before needing recharging.
Cowl: has the following abilities:
-Starlite Nightvision: Rm Ultra-vision
-Audio Processor with Voice-Command Equipment
-Field-of-View Display Projector
Utility Belt: 10 Pouches that carries small items and the following:
-Razorangs: In material, Rm Edge, 5 areas, Owlman may use his Razorangs for hand-to-hand combat
-Grapnel: In material, fires up to 7 areas, used for transportation, Up to 3 areas
-Smoke Pellets: Rm Fog
-Rebreather/Gas Mask: 2.5 hours air supply
-Tracer: Up to 1 mile
-Binoculars: 10 areas
-Lockpicks: +1CS to open locks on an Agility FEAT.
Cape: Gd Glider

Talents: Actor, Acrobatics, Detective/Espionage, Engineering, Repair/Tinkering, All Martial Arts, Military, Archeology, Psychology, Sociology, Spy, Thief, Vehicles, Wrestling, Tumbling, Pilot, Business/Finance, Chemistry, Biology, Computers, Electronics, Occult Lore, Sleight of Hand, Resist Domination, Leadership, Disguise/Actor, Marksmanship, Forensics, Kit Bashing, Escape Artist, Tracking, Medicine, First-Aid, Crime

Contacts: Crime Society