Val CHA Cost Roll Notes 18 STR 8 13- Lift: 300 kg; 3 1/2d6 HTH Damage 18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 12- 11 BODY 2 11- 20 INT 10 13- PER Roll 13- 13 EGO 6 12- ECV: 4 18 PRE 8 13- PRE Attack: 3 1/2d6 12 COM 1 11- 8 PD 4 Total: 8 PD 8 ED 5 Total: 8 ED 4 SPD 12 Phases: 3, 6, 9, 12 7 REC 0 36 END 0 30 STUN 2 Total Characteristics Cost: 92 Movement: Running: 6"/12" Swimming: 2"/4" Cost Powers & Skills Martial Arts: Karate Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 28 STR Disarm 4 Dodge -- +5 Dodge vs All, Abort 3 Legsweep +2 -1 4 1/2d6 Strike; Target Falls 4 Punch, Snap Kick +0 +2 5 1/2d6 Strike 5 Side/Spin Kick -2 +1 7 1/d6 Strike 6 Smoke Capsules: Darkness vs Sight: 2"r, Range Based on STR (-1/4), 4 Charges of 1 Turn (-1 1/4), OAF (-1) 13 Handcuffs: 5 DEF, 1 BODY (-1/2), Transparent to Attack (+1/2), Entangle can be negated by a successful Lockpicking roll (-1/4), No Range (-1/2), Target must be effective DCV of 0 to attach (-2), Can only Entangle two paired limbs (-1/2), 4 Recoverable Charges (-1/2), OAF (-1) 13 Laser Pen: RKA: 2d6, AP (+1/2), Reduced by Range in fog, smoke, snow and similar adverse conditions (-0), No Effect vs Highly Reflective Surfaces (-1/4), No KB (-1/4), 4 Shots (-1), OAF (-1) 2 Night Goggles: IR Vision, OAF (-1) 2 Rebreather: Life Support vs Smoke and Gases, OAF (-1) 2 Two-Way Radio: Radio Listen and Transmit, OAF (-1) Skills 50 Base: The Owl's Nest Vehicle: Archie the Owlship 10 Money: Wealthy 4 Micro-Recorder: Eidetic Memory, Hearing Only (-1/2), OAF (-1) 4 Mini-Camera: Eidetic Memory, Vision Only (-1/2), OAF (-1) 15 Combat Skill Levels: +3 with Hand-To-Hand Combat 3 AK: New York 13- 3 Breakfall 13- 3 Climbing 13- 3 Combat Pilot 13- 3 Criminology 13- 3 Deduction 13- 3 Electronics 13- 5 Inventor 14- 3 KS: Law 13- 3 KS: Ornithology 13- 3 KS: Police Procedure 13- 3 Lockpicking 13- 3 Mechanics 13- 3 Paramedic 13- 5 Medical Kit: +5 with Paramedic Skill, OAF (-1) 3 PS: Ornithologist 13- 3 Security Systems 13- 3 Streetwise 13- 4 TF: Ground Vehicles, Hoverbike, Owlship 3 Scientist 2 SS: Aeronautics 13- 2 SS: Electrical Engineering 13- 2 SS: Mechanical Engineering 13- 2 SS: Ornithology 13- 2 SS: Zoology 13- 228 Total Powers & Skills Cost 320 Total Character Cost 100+ Disadvantages 20 Normal Characteristic Maxima 10 Physical Limitation: Wears glasses 5 Psychological Limitation: Craves Adventure (U, M) 15 Psychological Limitation: Feels Compelled To Help Others (C, S) 15 Psychological Limitation: Upholds The Good (C, S) 15 Secret ID: Daniel Drieberg 140 Experience 320 Total Disadvantage Points
Background/History: Born Daniel Dreiberg, the second Nite Owl, was left a great deal of money by his banker father. He studied birds, planes, and mythology at Harvard, getting degrees in aeronautics and zoology. Around 1962 or so, Dreiberg approached Hollis Mason and asked to continue using the name of Nite Owl. Mason agreed and the second Nite Owl, armed with an impressive array of technological devices, debuted soon after. In 1965 he teamed up with Rorschach and together they took down the Underboss and assorted street gangs.
After the Keene Act was passed in 1977, Nite Owl retired, writing papers for ornithology journals. He also let himself get out of shape, or as Rorschach put it; "A flabby failure who sits whimpering in his basement." In 1985 he met up with Silk Spectre II (falling in love with her), and ended up freeing Rorschach from prison and eventually tracking down Ozymandias to his Antarctica base to discover the truth behind the death of the Comedian. At the end of Watchmen, he changes his identity to that of Sam Hollis.
Personality/Motivation: As with the first Nite Owl, Nite Owl II is probably the most mentally stable of the "modern" Watchmen heroes. He wants to help others, mainly because he feels a bit guilty over his excessive wealth, but also has a deeply hidden craving for excitement and adventure. It is telling that he can't successfully make love to Silk Specter II until after he donned his costume and went out "adventuring." It is also interesting to note he still keeps a signed photo of the Twilight Lady in his memorabilia case.
Quote: "Y'know, this must be how ordinary people feel. This must be how ordinary people feel around us."
Powers/Tactics: Nite Owl is an inventive genius. Although not as smart as Ozymandias (but then, who is?) Nite Owl still has an impressive set of inventions to his credit. His Owlship is a marvel of modern aeronautic engineering, capable of operating both in the air and under water. It can fly from New York to the Antarctic in a single day, can hover between buildings, and is invisible to radar. He also built an impressive pair of compact hoverbikes (stored in the Owlship), IR goggles, and a compact laser pen. Scenes in his underground lab/garage show a helicopter, a car, and a prototype exoskeleton (which Nite Owl abandoned after the initial field test resulted in a broken arm).
Nite Owl backs up his gadgetry with excellent hand-to-hand combat techniques and broad range of useful crimefighting skills. He is also exceedingly wealthy, has a sizable base located in the basement of his townhouse and owns several nearby buildings to facilitate the comings and goings of his airship. At some point (in 1985 Note Owl states "years ago") he set up emergency identities to use in case he would ever need to abandon his life as Daniel Drieberg
Appearance: Nite Owl looks to be of average height, standing 5'8" or so. He has dark brown hair and glasses. The early Nite Owl (circa 1966-1977) is in excellent physical shape (which this character sheet is meant to represent), the 1985 Nite Owl is still in good shape, but has developed a bit of a paunch.
Nite Owl's costume is a gray body suit with brown trunks, boots and gloves. Over this he wears a cape and an owl-shaped cowl. His IR goggles help to mask his exposed face. If you've never seen "Watchman," just picture Batman in brown and gray and you won't be far off.
(Nite Owl II created by Alan Moore and Dave Gibbons, character sheet created by Michael Surbrook)
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