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	<title>Hawksmoor PL13 - Revision history</title>
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	<updated>2026-07-30T05:04:54Z</updated>
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		<id>https://wiki.rpg.net/index.php?title=Hawksmoor_PL13&amp;diff=11582&amp;oldid=prev</id>
		<title>152.163.100.195 at 22:01, 5 August 2005</title>
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		<updated>2005-08-05T22:01:01Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Alternate Identity: Jack HAWKSMOOR AKA THE GOD OF THE CITIES &lt;br /&gt;
Group Affiliation: The AUTHORITY &lt;br /&gt;
First Appearance: STORMWATCH Vol1 #37 &lt;br /&gt;
Power Level: 13 (205pp) &lt;br /&gt;
&lt;br /&gt;
Str: 17 (+7, super strenght+4) &lt;br /&gt;
Dex: 15 (+6, super dexterity+4) &lt;br /&gt;
Con: 17 (+7, super constitution+4) &lt;br /&gt;
Int: 12 (+1) &lt;br /&gt;
Wis: 14 (+6, super wisdom+4) He become smart in cities. &lt;br /&gt;
Cha: 15 (+2) &lt;br /&gt;
Total: 30pp  &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: 7 &lt;br /&gt;
Melee: 11 &lt;br /&gt;
Ranged: 9 &lt;br /&gt;
cost: 21 &lt;br /&gt;
&lt;br /&gt;
Base Defense Bonus: 7 &lt;br /&gt;
Adjusted Defense Bonus: +14 &lt;br /&gt;
cost: 14 &lt;br /&gt;
Initiative: +6 &lt;br /&gt;
&lt;br /&gt;
SAVES &lt;br /&gt;
Damage: +7 &lt;br /&gt;
Fort: +7 &lt;br /&gt;
Ref: +6 &lt;br /&gt;
Will: +6 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Powers: &lt;br /&gt;
&lt;br /&gt;
City simbiotic link +12 [element control (cities) (extra: animation, extra: transmutation, flaw: in cities only); extra: leaping; extra: ESP (extra: postcognition, power stunt: alertness*, flaw: cities only); extra: incorporeal (flaw: in cities only); extra: teleportation (extra: extended, flaw: extended only, flaw: between cities only**; source: alien; cost: 66pp] &lt;br /&gt;
&lt;br /&gt;
*Alertness: While he&amp;#039;s in a city, HAWKSMOOR is linked to it and he&amp;#039;s aware of every menace in the city. The stronger is the menace ( a car accident to a natural disaster or an alien attack  ) the stronger is the signal. This could harms him if the city is about to be destroyed. &lt;br /&gt;
&lt;br /&gt;
**Between cities: he only can teleport from a city to another city. If the city is a small town, it takes much time. &lt;br /&gt;
&lt;br /&gt;
Super Strenght+4 [extra: super dexterity, extra: super constitution, extra: super wisdom; flaw: in cities only; source: alien; cost: 40pp] &lt;br /&gt;
&lt;br /&gt;
Total: 110pp &lt;br /&gt;
&lt;br /&gt;
Device: &lt;br /&gt;
&lt;br /&gt;
Radio-telepathy [mental link x 5 (other members of the Authority), flaw: device; source: science (Engineer); cost: 5pp] &lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attack Focus (unarmed), &lt;br /&gt;
Power Attack,  &lt;br /&gt;
Fame,  &lt;br /&gt;
Connected (he knoxs many secret services agents, cops or people he saved during his solo adventures), &lt;br /&gt;
Dodge, &lt;br /&gt;
Headquarter (the carrier) &lt;br /&gt;
&lt;br /&gt;
Total: 12pp &lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
&lt;br /&gt;
Acrobatics +8, Computers +3 (&amp;quot;I&amp;#039;m addict to boards&amp;quot;), Diplomacy +9/3 (fame), Gather Information +10/4 (fame), Jump + 8, Knowledge (secret world)+5, &lt;br /&gt;
Total: 18 &lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
&lt;br /&gt;
Unusual metabolism (linked to cities): HAWKSMOOR doesn&amp;#039;t need to eat, drink, or sleep. He&amp;#039;s fed by cities pollution. But if he stays more than one hour outside a city, he become exhausted and sick. He dies if he stays too much longer. The carrier is as big as a city so he don&amp;#039;t have any problem  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grand Total: 205pp&lt;/div&gt;</summary>
		<author><name>152.163.100.195</name></author>
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