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Martian Manhunted Redux


Doppler

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My 350-point version of an alternate Martian Manhunter

 

Mr. Martian

 

Height: 6' 6" Hair: Bald

Weight: 220 lbs Eyes: Red

Appearance: Mr. Martian is approximately 6'6" and weighs approximately 220 lbs. His skin is green, his head is a funny pointed shape, and his eyes are bright red smoldering embers, He wears a cylindrical helmet on his head, and very little else. He wears red boots in the style of Captain America, red trunks with blue belt trim, and a V-shaped blue tabbard over his chest. Around his neck is a flowing red cape.

Background: In the late 1940s, Cc'Kk Kk'Xx fled his native planet in another solar system due to the tyrranical rule of the planet's government. Having viewed information tapes about the Earth and Adolph Hitler, he knew that Earthlings would not stand for such tyrrany, and decided to join them.

 

Unfortunately, his flying saucer crash-landed in the New Mexico desert. He was taken into custody by the U.S. Air Force and brought back to full health in due time. He was questioned at length, and in 1951, he was introduced to President Eisenhower, one of Cc'Kk's personal heroes (due to Eisenhower's role in WWII). He and the President hit it off right away, and the President asked him to serve the United States and the Free World.

 

Cc'Kk, now rechristened phontically as Chuck Cox (like many immigrants!), received the code name Mr. Martian, and served the government for many years as a special super-agent. The world at large did not know who he was, since he was mainly involved in black ops projects and the space race.

 

In 1974, right about the time of Watergate, Chuck retired from US Government service and took his pension. He struck off on his own, using the skills that he had learned from his years in the government. His first job was to establish a secret ID, which was fairly easy since he already had all the necessary documentation and a good pension from his first career. He only needed a disguise.

 

Thanks to an unnamed UNTIL scientist, he was treated in a special bath of nutrients and mutagens which allowed his to develop the power of disguise, and so he was able to blend into the general populace without causing terror and chaos. A side effect of this process was that he was now much more vulnerable to heat- and fire-based attacks. While he does not fear them like the more popular Green Alien Superhero, he is just as vulnerable.

 

During the 1977 Glax'xon space invasion, Chuck was an instrumental key to victory. While he was able to fight the Glax'xons telepathically, the native American magician, Shaman, was able to cast a spell which turned all their alien spaceships into giant soap bubbles!! Other heroes involed were lauded and congratulated. Only he, Gerald Ford, and a select group of generals knew that Mr. Martian was the greatest hero of them all that day.

 

Chuck now works as a private eye and security consultant, and keeps a weekend night shift in the Morgue of a local newspaper, in order to pick the brains of reporters and have access to the archives. He fights crime as Mr. Martian (a nickname he doesn't mind) while trying better to figure out human nature and having new experiences and advantures. He has no desire to go back to his homeworld, having adopted Humanity as his chosen people.

 

 

Mr. Martian

 

Player:

 

Val** Char*** Cost
40** STR 30
23** DEX 39
30** CON 40
20** BODY 20
13** INT 3
14** EGO 8
15** PRE 5
8** COM -1
*
48** PD 10
46** ED 10
5** SPD 17
14** REC 0
60** END 0
50** STUN -5
*6"**RUN02"**SWIM08"**LEAP0Characteristics Cost: 176

 

Cost** Power END
4** Life Support (Eating: Character only has to eat once per week, Longevity: 400 Years, Sleeping: Character only has to sleep 8 hours per week)*
7** Cannister Helmet: Life Support (Safe in Low Pressure/Vacuum, Self-Contained Breathing) (12 Active Points); OIF (-1/2), 1 Continuing Charges lasting 1 Hour each (-1/4)*
90** Multipower- 90 pt reserve: Multipower, 90-point reserve*
3u** 1) Shapeshift (Hearing Group; Additional Sense Group: Hearing Group, Additional Sense Group: Smell/Taste Group, Cellular, Imitation, Instant Change), Costs END Only To Change Shape (+1/4) (45 Active Points); Limited Power (Power loses about a third of its effectiveness; -1/2) [Notes: Lockout (Cannot use other MP slots while this one is in effect)]* 4
2u** 2) Invisibility to Sight Group (Additional Sense Group: Hearing Group, No Fringe) (35 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)* 3
12m** 3) Force Field (30 PD / 30 ED) (60 Active Points) (added to Primary Value)* 6
12m** 4) Flight 30" (60 Active Points)* 6
12m** 5) Cosmic Blast: Energy Blast 12d6 (vs. ED) (60 Active Points)* 6
8m** 6) Eye Lasers: Killing Attack - Ranged 2d6 (vs. ED), Continuous (+1) (60 Active Points); Limited Power (Power loses about a fourth of its effectiveness; -1/4), Limited Power (Power loses about a fourth of its effectiveness; -1/4) [Notes: Beam attack; is blocked by smoke, mist or steam]* 6
4u** 7) Mind Link (Specific Group of Minds; Additional Class of Minds, No LOS Needed, Number of Minds (x8)) (45 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) [Notes: Alien and Human class of minds]*
3u** 8) Telepathy 8d6 (40 Active Points); Receive Only (-1/2)* 4
Powers Cost: 157

 

 

Cost** Skill
3** Criminology 12-*
3** Deduction 12-*
3** Paramedics 12-*
3** Tactics 12-*
3** Interrogation 12-*
Skills Cost: 15

 

Cost** Perk
2** Deep Cover*
Perks Cost: 2

 

 

 

Total Character Cost: 350

 

Val** Disadvantages
20** Distinctive Features: Tall, green skin, pointy head, red smoldering eyes, Concealable, Extreme Reaction, Detectable By Commonly-Used Senses*
15** Hunted: VIPER, More Powerful, 8- (Occasionally), Harshly Punish*
20** Watched: United States Government, More Powerful, 11- (Frequently), Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find*
20** Physical Limitation: Unique Physiology Requires Special Medical Care, Frequently, Fully Impairing*
20** Psychological Limitation: Code Versus Killing sentient life, Common, Total*
15** Secret Identity: Chuck Cox, Frequently (11-), Major*
20** Vulnerability: Heat/Fire, Common, Vulnerability Multiplier (2x STUN)*
20** Vulnerability: Heat/Fire, Common, Vulnerability Multiplier (2x BODY)*

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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