Not long after his father's death, eighteen year-old Kyle Richmond discovered that, despite his father's tales of associating with the Cowl, their family fortune had been built on extremely unethical and even criminal enterprises. Disgusted by this, Kyle embarked on a course of training to become a successor to the Cowl's legacy, emerging a decade later as one of the first of the new generation of superheroes, Nighthawk. He helped to found the Squadron, and served as the team's leader on several occasions.
The devastation of Abraxas' victory forced Kyle Richmond to radically re-evaluate his method of operations. It couldn't be enough to turn criminals over to what was left of law enforcement and hope that justice would be done. Instead, Nighthawk began taking criminals that he defeated as prisoners and allowing the public to believe that they'd been killed, when in fact they were taken to an island operated by Richmond Enterprises and subjected to radical rehabilitation. Education and therapy are offered to turn them into productive members of society, and when these methods work, the reformed criminals are given new identities and employment within the Richmond family businesses.
When they don't work ... the Behavior Modification Machine is used. Ironically devised by Minuteman as a device to undo psychic mind control, Nighthawk's scientists have reconstructed and modified it to eliminate criminal behavior in those subjects who demonstrate persistent anti-social behavior. In the five years that this program has been operating, there has not been a single case of any individual whose behavior has been modified reverting to criminal activities. Whether that will continue to be the case as more and more individuals are subjected to the program remains to be seen.
Nighthawk's closest relationship is with Agatha Buckminster, his nanny and primary caregiver after his mother's death when he was eight, who continued to work for the Richmond family as a personal assistant even after their only son grew up. She was his confidant when he began his career as a crimefighter, and the only person he completely trusts. Her disappearance in the vanishing may have pushed him into his current course of action, and she is still coming to grips with the implications of her return to life, to say nothing of what has become of the boy she loves as though he were her son.
Nighthawk -- PL 11
Abilities: STR 3 | STA 4 | AGL 4 | DEX 4 | FGT 8 | INT 6 | AWE 4 | PRE 4
Powers:
None.
Equipment:
Throwing Weapons (Strength-based Ranged Damage 1), Entangling Weapons (Ranged Cumulative Affliction 4 [Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized], Extra Condition, Limited Degree), Urban Headquarters (Size: H, TGH 10; Features: Communications, Computer, Concealed, Garage, Gym, Laboratory, Living Space, Power System, Security System, Workshop), Island Headquarters (Size H; TGH 10, Features: Communications, Computer, Dock, Grounds 2 (Colossal), Habitat, Hangar, Isolated, Laboratory, Living Space, Personnel, Power System, Security System (DC 25), Workshop), Supercar (Size H; STR 8; Speed 6 [ground]; DEF 8; TGH 10; Powers: Impervious Toughness 8, Features: Alarm 3 (DC 30), Caltrops, Hidden Compartments, Navigation System 2 (+10 bonus), Oil Slick, Remote Control)
Advantages:
Assessment, Benefit 5 (Billionaire), Close Attack 2, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Equipment 15, Evasion, Hide in Plain Sight, Improved Initiative, Instant Up, Inventor, Jack-of-all-Trades, Languages 3, Power Attack, Ranged Attack 12, Skill Mastery (Intimidation, Investigation, Stealth), Tracking, Uncanny Dodge, Well-Informed.
Skills:
Acrobatics 10 (+14), Athletics 12 (+15), Close Combat: Unarmed 8 (+16), Deception 10 (+14), Expertise: Streetwise 8 (+14), Insight 10 (+14), Intimidation 12 (+16), Investigation 12 (+16), Perception 10 (+14), Sleight of Hand 10 (+14), Stealth 12 (+16), Technology 12 (+16), Treatment 10 (+14), Vehicles 10 (+14).
Offense:
Initiative +8, Unarmed +18 (Close Damage 3), Thrown Weapon +16 (Ranged Damage 4 or Dodge 4).
Defense:
Dodge 14, Parry 15, Fortitude 8, Toughness 7/4, Will 12.
Total: Abilities 74 + Powers 0 + Advantages 57 + Skills 72 + Defenses 29 = 232 points
Complications:
Justice--Motivation. Friend (Agatha). Secretive and Enigmatic. Secret Identity. Untrusting.