HAWKMAN 7 (21)
Motive: Enforce Thanagarian Law
Environment: The Milky Way and Thanagar
Damage Inflicted: 7
Movement: Short or Long (Flying)
Modifications: History 8, Intellect defense 8, Investigation 8
Combat: A law man from the planet Thanagar, Katar uses weapons from the Earth's past and his planet's awesome technology.
Earth Artifacts: He has 1d3 random artifacts.
Thanagarian Tech: He has 1d6 random cyphers.
Mace: He inflicts 4 damage that ignore armor.
Nth Metal: While flying he has Might defense 8.
Use: A lawman and superhero with sharp investigative skills and a passion for his adopted home.
Loot: A defeated Hawkman has 1d3 cyphers and 1 artifact.
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