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Hero Challenge: Martian Manhunter


Doppler

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Guest WhammeWhamme

Re: Hero Challenge: Martian Manhunter

 

Okay kids, it's getting a little slow here. Go and write up the comic book version of the Martian Manhunter (as opposed to the catoon version, which is while valid, another character entirely).

 

Any number of points you need, and you can skip the background if you want to.

 

Er... what's the differance between the Animated MM and the Comic MM?

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Re: Hero Challenge: Martian Manhunter

 

He doesn't have super-breath. I kind of like to think of him as Superman with a couple of other powers' date=' and without a couple of other powers. He's almost identical.[/quote']

 

The Silver Age Martian Manhunter was able to assume any form, including the forms of superhuman beings. If he took a being's form, he gained their powers. I remember the comic where he was exposed to Gold Kryptonite while in Superman's form to rob him of the power to turn into Kryptonians.

 

The first post-Crisis re-write of the MM was a telepath fast and powerful enough to instantly re-write the memories of an entire police station in order to insert himself into the inhabitant's lives, and it was no strain for him to do so. Has he been downgraded since?

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Re: Hero Challenge: Martian ManhunterMine:Martian ManhunterPlayer:

Val Char Cost
80 STR 70
23 DEX 39
43 CON 66
25 BODY 30
23 INT 13
33 EGO 46
30 PRE 20
14 COM 2
45 PD 29
40 ED 31
6 SPD 27
30 REC 10
100 END 7
100 STUN 13
6" RUN02" SWIM016" LEAP0Characteristics Cost: 403
Cost Power END
15 Green Martian Shapeshifting: Elemental Control, 30-point powers
15 1) Nearly Invulnerable to Harm: Physical Damage Reduction, Resistant, 50% (30 Active Points) 0
25 2) Shapeshift away wounds: Healing BODY 3d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2) (52 Active Points); Self Only (-1/2) 0
57 3) Manipulate Body on a Molecular Level: Shape Shift (Sight, Smell/Taste, Hearing, Touch and Radio Groups, any shape), Cellular, Imitation, Instant Change, Makeover (72 Active Points) 7
30 4) Inherent Malleability: Stretching 6", Reduced Endurance (0 END; +1/2) (45 Active Points) 0
133 Green Martian Shapeshifting: Variable Power Pool (Shapeshift Pool), 67 base + 66 control cost, all slots Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (166 Active Points); all slots Limited Class Of Powers Available Limited (Only Powers with a Physical Representation or inherent to the form selected; -1/2)
35 Martian Mental Prowess: Elemental Control, 70-point powers
45 1) Telepathic Attack: Ego Attack 8d6 (80 Active Points) 8
11 2) The Gift: Mental Illusions 18d6 (90 Active Points); 1 Charge which Never Recovers (-4) [1 nr]
35 3) My Mind to your Mind: Mental Illusions 12d6 (Human; Alien and Additional Class of Minds classes of minds) (70 Active Points) 7
35 4) Phenomenal Telepathic Command: Mind Link , Human and Alien and Additional Class of Minds classes of minds, One Specific Mind, Any distance, No LOS Needed, Number of Minds (x8) (45 Active Points) 0
65 5) Martian Hypnosis: Mind Control 18d6 (Human and Alien and Additional Class of Minds classes of minds) (100 Active Points) 10
65 6) I can sense his thoughts!: Mind Scan 18d6 (Human and Alien and Additional Class Of Minds classes of minds) (100 Active Points) 10
55 7) Mental Domination: Suppress EGO and Mental Powers 6d6, all [special effect] powers simultaneously (+2) (90 Active Points) 9
35 8) Phenomenal Telepathy: Telepathy 12d6 (Human and Alien and Additional Class of Minds classes of minds) (70 Active Points) 7
35 9) See Through Your Eyes!: Clairsentience (Mental, Hearing And Sight Groups), x8 Range (2000"), Analyze, Discriminatory (65 Active Points) 6
90 Martian Superhuman Abilites: Multipower, 90-point reserve
9u 1) Martian Vision: EB 18d6 (90 Active Points) 9
8u 2) Untiring Martian Vision: EB 13d6, Reduced Endurance (1/2 END; +1/4) (81 Active Points) 3
7u 3) Martian Vision II: RKA 5d6 (75 Active Points) 7
7u 4) Phasing Cloak: Invisibility to Sight, Hearing, Smell/Taste, Touch, Mental and Radio Groups, Danger Sense, Combat Sense and Spatial Awareness , No Fringe (66 Active Points) 7
6u 5) Removed from normal matter!: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points) 0
9u 6) Removed From Normal Matter II: Armor (30 PD/30 ED) (90 Active Points) 0
4u 7) Big Wrap Up!: Entangle 6d6, 6 DEF (60 Active Points); OIF (Materials of Convience; -1/2) 6
1u 8) Improved Haymaker: HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Limited Power Power loses about half of its effectiveness (Only for Use with Haymaker Manuever; -1), Hand-To-Hand Attack (-1/2) 0
4u 9) Rip and Rend: HKA 3d6 (6d6 w/STR) (45 Active Points) 4
6u 10) Shockwave: Area Of Effect Nonselective (up to 17" Cone; +3/4) for up to 80 Active Points of STR (60 Active Points) 6
3u 11) Superbreath: EB 7d6, Double Knockback (+3/4) (61 Active Points); Limited Power Power loses about half of its effectiveness (Only to Do Knockback; -1) 6
9u 12) SuperBreath II: Dispel Fire Powers 20d6, Custom Modifier (Any Fire Related Power one at a time; +1/2) (90 Active Points) 9
Martian Abilities
52 1) Resiliancy: Damage Resistance (45 PD/40 ED/20 Mental Def.) 0
20 2) Iron Willed : Mental Defense (27 points total) 0
39 3) Systemic Antidote: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
90 4) Telekinetic Flight: Flight 40", x8 Noncombat 9
Powers Cost: 1055
Cost Skill
15 Acting 21-
3 Breakfall 14-
3 Combat Piloting 14-
3 Computer Programming 14-
3 Criminology 14-
3 Deduction 14-
17 Disguise 21-
3 Forensic Medicine 14-
3 High Society 15-
3 Hoist 14-
3 Inventor 14-
3 KS: All Sorts of Things 14-
3 KS: All Sorts of Things 14-
3 KS: All Sorts of Things 14-
3 KS: All Sorts of Things 14-
3 KS: All Sorts of Things 14-
3 Linguist
2 1) Language: Chinese (completely fluent) (3 Active Points)
3 2) Language: English (idiomatic) (4 Active Points)
2 3) Language: French (completely fluent) (3 Active Points)
2 4) Language: German (completely fluent) (3 Active Points)
2 5) Language: Japanese (completely fluent) (3 Active Points)
2 6) Language: Russian (completely fluent) (3 Active Points)
3 7) Language: Spanish (idiomatic) (4 Active Points)
9 Mimicry 17-
3 Paramedics 14-
2 Penalty Skill Levels: +1 vs. Alien Mind Modifiers with a tight group of attacks
7 Power: Martian Shapeshifting 18-
7 Power: Brick Tricks 18-
7 Power: Martian Mental Powers 18-
3 SS: All Sorts of Science 14-
3 SS: All Sorts of Science 14-
3 Security Systems 14-
3 Shadowing 14-
3 Stealth 14-
3 Systems Operation 14-
3 Tactics 14-
3 Teamwork 14-
6 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Large Planes, Small Planes
3 SS: All Sorts of Science 14-
3 SS: All Sorts of Science 14-
Skills Cost: 164
Cost Perk
5 Fringe Benefit: Custom Adder
50 Donation to JLA Watchtower and Z'onn Z'orr
4 Reputation: Noble Alien Hero (A large group) 11-, +2/+2d6
30 Universal Contact 12-
15 Advanced Tech
Perks Cost: 104
Cost Talent
2 Environmental Movement (no penalties on Zero G)
5 Eidetic Memory
3 Lightsleep
5 Rapid Healing
Talents Cost: 15
Val Disadvantages
5 Distinctive Features: Tall Green Skinned Alien (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: White Martians 8- (Mo Pow, Harshly Punish)
10 Hunted: JLA Rogues (Legion of Doom) 8- (As Pow, Harshly Punish)
10 Hunted: The Batman 14- (As Pow, Watching)
10 Physical Limitation: Alien Physiology Requires Specialized Medical Care (Infrequently, Greatly Impairing)
20 Psychological Limitation: Fear of Fire (Very Common, Strong)
20 Psychological Limitation: Code vs. Killing (Common, Total)
10 Social Limitation: Protector of the Southern Hemisphere (Occasionally, Major)
10 Social Limitation: Member of the JLA (Occasionally, Major)
5 Social Limitation: Nearly Unlimited Personas (Occasionally, Minor)
30 Vulnerability: 2 x BODY Fire (Very Common)
Disadvantage Points: 145

Base Points: 1000Experience Required: 596Total Experience Available: 700Experience Unspent: 104Total Character Cost: 1741

Height: 2.00 m Hair: None
Weight: 137.00 kg Eyes: Black Red
Appearance: When you first meet the Manhunter you may not even realise that its him. He could be your taxi driver, the nun you passed on the street or even your boss. There may be little giveaways that the most observant spectator could guess (i.e. Batman), such as unconscious use of Martian body language. However when you encounter him in his day-to-day Martian form you will recognise him instantly. He stands a head taller than most of the other Leaguers, his brow extends above his face and his skin is a vibrant green. He is a silent and imposing figure who exudes an aura of mystery. He voice is that of red sand blowing across a desolate Martian vista, utterly alien, yet strangely comforting.Personality: J'onn is one of the most versatile of the Leaguers and will often wrong foot his foes by suddenly switching tactics. He will often scout ahead or approach a situation invisible and intangible. He will remain in that state until his enemies are distracted or his allies arrive. Then he will strike decisively, either shutting down the targets mind with a telepathic attack or by using a combination of his strength and Martian-Vision. J'onn will rarely use his telepathy to invade the minds of others and will normally only do so with their permission or as a last resort. In battle J'onn's most important role is acting as a telepathic communication centre for the other Leaguers.Quote:Background: Nobody truly knows how old J'onn J'onzz is or how long into the past Dr Erdel's machine reached to drag him to our world. These and many other facts about him are his knowledge alone and few dare ask him. For much of his time on Earth J'onn has been a mystery to many - even himself. Despite his reserved and silent nature the Manhunter cares deeply for his adopted world and would lay his life down in an instance for it.

 

In his time the Manhunter has been a founding member of almost every incarnation of the League, he headed for a time the JLI's youth training division (the so called JL Task Force) and was the senior member active when Professor Ivo's androids succeeded in killing several League members. He is close to the more vulnerable and younger members of the League (such as Gypsy, Ice and Kyle) and he only really relaxes in very close company (such as L-ron, Oberon, Max, Beetle, Fire, etc.).

 

J'onn is a brilliant leader and tactician but normally defers to Superman in leadership. However in the southern hemisphere where J'onn spends most of his time his recognition factor is even higher that the Kryptonian. He also maintains a number of cover identities around the world so that he might study humanity further.

Powers/Tactics: Advanced physical and shapeshifting abilities resulting from complete command of his anatomy, grants him superstrength, speed, density control and invisibility. Also a powerful telepath with knowledge of many advanced Martian techniques. Can project an energy beam from his eyes called Martian Vision. The bond between mind and body is so strong for a Martian that their racial fear of fire can prove fatal beyond any normal physical injury associate with it.Campaign Use: This is the background where J'onn has mastered his fear of fire somewhat and is not as vulnerable to it as before.

 

The Manhunter was framed for murder by his brother and was hunted by the DEO and the JLA. He managed to clear his name, but not before the DEO revealed several of his different identities. However they experienced a backlash when the friends of those identities rallied behind him. More recently the Manhunter foiled a plan to disrupt a marriage between the warring clans of Saturnians.

Hawksmoor
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