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Hatchet Face
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==Abilities and Powers== Hatchet Face was a [[parahuman]] with superhuman strength and enhanced durability, as well as the ability to nullify the powers of parahumans nearby.<ref name="List">Hatchet Face '''Enhanced strength and durability, aura nullfies powers of those nearby.''' Slaughterhouse 9 - [https://docs.google.com/spreadsheets/d/1pgn9rgYutpBqJg1lSBP3NHnq9WK4ToLq9K4ys_I4cRc/edit#gid=0 Parahuman List,] Bolded edit by Wildbow</ref> This combination made him a highly efficient cape-killer, as any close-quarters battle between him and another parahuman essentially turned into a fight between a regular human and a [[Brute]].<ref name="R2"/> His durability has been stated to allow him to survive being run over by a steamroller, observed evidence has a clone being tossed by the head over several blocks and standing up unscathed and barely noticing attempts to cut his throat. His strength allowed him to move incredibly fast for his frame and allowed him to swing his namesake hatchet through a car if need be.<ref name="26.5">[[Sting 26.5]]</ref> His aura instantly nullified the power of anyone inside it.<ref name="26.5"/> Hatchet Face was vulnerable to attacks and ability effects from outside the range of his powers,<ref name="SB3">Hatchet face = you just snipe him from 1000m away. Hard for a normal, but they can track him via. thinker powers. - [http://forums.spacebattles.com/posts/13647613 Another comment by Wildbow on Spacebattles]</ref> as [[Cherish]] used to her advantage during her induction into the nine.<ref name="11.g">“It’s ''exciting''. I decided I needed to earn a place on the team, both to scare our brothers away and to add some spice to my routine. Took out Hatchet Face to do it.”<br><br>“I got the info on him a day or so ago, after I heard the Slaughterhouse Nine were in town. Isn’t he immune to powers? That’s pretty much what he does. Super strong, enhanced toughness, big… and your powers just stop working when he gets close. Or they go haywire.”<br><br>“He ''is'' immune to powers, but he didn’t get close. See, difference between me and Daddy is that I have ''range''. I can use my power even if I can’t see the person I’m using it on. Through walls, from the building next door. Hatchet didn’t get close enough to me to turn off my power. He tried, but it works both ways. I was prepped to run any time my power stopped working, because it told me he’d found my trail or guessed where I was.” - [https://parahumans.wordpress.com/2012/06/22/interlude-11g/ Excerpt] from [[Interlude 11g ]]</ref> Tinkers were largely unaffected,<ref name="26.5"/> mainly losing the instinctual use of their technology that their power provides.<ref>If you have a tinker who makes armor/powersuits that have white hot metal as a key feature, yes, he could theoretically equip his teammates, but so much of it is intuitive that it's hard for that tinker to really specify some of the particulars.<br>[...]<br>If it's not the tinker using it, then it's going to be broken until the tinker gets their hands on it again or you might even have to abandon it. If the tinker's in the pilot's seat, then it might be a simple adjustment here or cinching something shut there. - [https://redd.it/877kq0 Wildbow] on Reddit.</ref> He cannot revert the effects of [[Browbeat]]'s biokinesis alterations; [[Browbeat]] could still trade blows with him.<ref name="SB_Browbeat">He's a walking tank. If one aspect of his power fails, he can turn to the other, and still put up a good fight. If he were to fight Hatchet Face, the effects of his biokinesis alterations wouldn't be reverted, and he could still trade blows. If his biokinesis were reverted or screwed with somehow, he could still rely on the TK. - Comment by Wildbow, archived on Spacebattles</ref><!-- https://forums.spacebattles.com/posts/14723063 -->
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