While I'm not sure about the change Johns made in the comics (Having Barry's mom killed) it works well enough in TV, and does not plunge either the character or the show into gloom and doom. Indeed, while Barry wants to save people, bring bad guys to justice, etc, he also just shows enjoyment in having superspeed period! Hey, how about that, no moping about powers and their side effects "Lightning gave me abs?".
My gripe about 'superhero tv shows' is they often seem embarrassed to BE about superheroes. They might have costumes, but no powers, or powers, and no costumes. Or they'd have 'realistic' villains. Not to say those don't have their place, there are excellent shows without one or the other, but here we have a show that out of the gate has it all, or at least 90% of it.
This is not a perfect pilot, but it is an incredibly promsing one.
And now, Nighthawk Nightwind, a sort of obvious Nightwing variant at least in appearance. By day, a martial arts instructor, by night, he fights to clean up the campaign city's Chinatown. He has a strange build on his weapons, its a sort of power pool of martial arts weapons, built as a KA with ranged and a variable special effect floating advantage, representing various weapons he takes on a patrol around town, but only one at a time. The damage is limited to the weapon, so a sword can do full damage but shuriken cannot. He also has kind of an iron fist ability to punch in a variety of sometimes extraordinary ways.
I broke my rule a bit and gave him a PS: Martial Arts instructor so he's at least fairly good at his day job.
NIGHTWIND
Val Char Cost
15 STR 5
30 DEX 40
18 CON 8
13 INT 3
14 EGO 4
15 PRE 5
10 OCV 35
10 DCV 35
5 OMCV 6
5 DMCV 6
12 PD 10
10 ED 8
6 SPD 40
8 REC 4
35 END 3
10 BOD 0
30 STN 5
18m RUN 6
4m SWIM 0
14m LEAP 5
Characteristics Cost: 228
Cost Power
18 Desert Eagle .44 magnum: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4) (37 Active Points); OAF (-1), 8 Charges (-1/2), No Knockback (-1/4) [Notes: (x2 number of items)]
18 Bladed Yengtao Weapons: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Ranged (+1/2), Only can do damage appropriate to the given weapon (+0), (37 Active Points); OAF (-1)
4 Variable Special Effects (Any bladed martial arts weapon; +1/4) for up to 37 Active Points of Yengtao Weapons (9 Active Points); OAF (-1), Can Only be changed in an arsenal (-1/2)
60 Yengtao Abilities: Multipower, 60-point reserve
4f 1) Basic Punch/Kick: Hand-To-Hand Attack +9d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Hand-To-Hand Attack (-1/4)
3f 2) Knifehand Blow: Hand-To-Hand Attack +4d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (50 Active Points); Hand-To-Hand Attack (-1/4), May only be used on single target (-1/4)
3f 3) Sublime Wirlwhind of Cheng-Hwan: Hand-To-Hand Attack +5d6, Area Of Effect (2m Radius; +1/4), Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (44 Active Points); Hand-To-Hand Attack (-1/4)
3f 4) Catapulting Blow of Loc Sun Pak: Hand-To-Hand Attack +5d6, Double Knockback (+1/2) (37 Active Points); Hand-To-Hand Attack (-1/4)
1f 5) Killing Strike: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (19 Active Points); No Knockback (-1/4)
4f 6) Hiragoyoshi's Walzing Butterly: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2), Attack Versus Alternate Defense (rigid PD on vital spots; All Or Nothing; +1) (50 Active Points); Hand-To-Hand Attack (-1/4)
1f 7) The Seven Strikes of Serenity: Entangle 4d6, 4 PD/4 ED, transparent to physical damage (+1/2) (60 Active Points); 4 Charges (-1), No Range (-1/2), Once per hour on any given target (-1/2), Requires a roll (14- roll); must make roll every phase/use (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only on humans (-1/4)
1f 8) Zeng Hsiang's Hand of the Dawn: Sight Group Flash 4d6, Attack Versus Alternate Defense (Rigid eye protection or oddly-located eyes; +1/2) (30 Active Points); No Range (-1/2), Increased Endurance Cost (x2 END; -1/2), Requires a roll (14- roll); must roll every phase/use (-1/2)
4f 9) Tsurimi Yoshio's Hand of the Winds: Hand-To-Hand Attack +8d6, Invisible Power Effects (Invisible to Sight; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/4), No Knockback (-1/4)
3f 10) First Hand of the Phoenix: Hand-To-Hand Attack +5d6, Indirect (Source Point is the same for every use, path is from Source Point to target; +1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Hand-To-Hand Attack (-1/4), No Knockback (-1/4)
3f 11) Harmonious Fist of Okano Akira: Drain Stun 4d6 (40 Active Points); Requires a roll (14- roll); must make roll every phase/use (-1/2)
3f 12) The Unfolding Lotus Blossom: (Total: 44 Active Cost, 27 Real Cost) Barrier 12 PD, 0 BODY (up to 6m long, 2m tall, and 1/2m thick), Hardened (+1/4) (34 Active Points); Extra Time (Full Phase, -1/2), Requires a roll (14- roll); must roll every phase/use (-1/2) (Real Cost: 17) plus Defense Maneuver I-IV (Real Cost: 10)
Powers Cost: 133
Cost Martial Arts Maneuver
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
3 Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/10, Target Falls
Martial Arts Cost: 23
Cost Skill
3 Acrobatics 15-
3 Breakfall 15-
2 CK: Campaign City 11-
16 +2 with HTH Combat
3 Climbing 15-
2 KS: The Martial World 11-
2 KS: Kung Fu 11-
0 Language: English (idiomatic) (4 Active Points)
2 Language: Japanese (fluent conversation)
2 Language: Mandarin Chinese (fluent conversation)
2 PS: Martial Arts instructor 11-
3 Stealth 15-
3 Streetwise 12-
6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons
Skills Cost: 49
Cost Talent
16 Combat Sense 13-
Talents Cost: 16
Total Character Cost: 449
Pts. Complication
5 Dependent NPC: Zhu Hsaio, aged mentor Infrequently (Slightly Less Powerful than the PC)
15 Hunted: Qi Feng Frequently (As Pow; Harshly Punish)
20 Hunted: The Yakuza Infrequently (Mo Pow; NCI; Harshly Punish)
20 Psychological Complication: Love of danger and excitement (Very Common; Strong)
20 Psychological Complication: Code of Honor (uses parity in attacks and abilities with foe) (Common; Total)
15 Psychological Complication: Proud, hates to be beaten or humiliated (Common; Strong)
15 Social Complication: Secret Identity Frequently, Major
Complication Points: 110
Nightwind.hdc