Jump to content

CHAR: Martian Manhunter


Enforcer84

Recommended Posts

MARTIAN MANHUNTER

 

Val Char Cost Roll Notes

110 STR 100 31- Lift 104.9ktons; 22d6 [11]

23 DEX 39 14- OCV: 8/DCV: 8

55 CON 90 20-

27 BODY 34 14-

28 INT 18 15- PER Roll 15-

30 EGO 40 15- ECV: 10

40 PRE 30 17- PRE Attack: 8d6

12 COM 1 11-

 

45 PD 23 Total: 45 PD (30 rPD)

45 ED 34 Total: 45 ED (30 rED)

6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

33 REC 0

110 END 0

110 STUN 0 Total Characteristic Cost: 436

 

Movement: Running: 6"/12"

Flight: 30"/60"

Leaping: 22"/44"

Swimming: 2"/4"

 

Cost Powers END

220 The Power of The Mind: Variable Power Pool (Mentalism Powers), 100 base + 50 control cost, Cosmic (+2) (250 Active Points); Limited Special Effect Very Common SFX (Mental Powers; -¼)

 

120 The Power of the Form: VPP (Shapeshifting Powers), 60 base + 30 control cost, Cosmic (+2) (150 Active Points); all slots Self Manipulation/Shape Shifting powers only (-½)

 

150 Master Telepath: Multipower, 150-point reserve

15m 1) Brain Drain: Drain EGO 3d6, Ranged (+½), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (75 Active Points) 7

5u 2) Group Hallucination: Sight, Hearing, Touch, Smell/Taste, Radio and Mental Groups Images x4" Radius (+½), +/-3 to PER Roll (66 Active Points); Only Perceived By Persons Originally In Affected Area (-¼) 7

6u 3) Mental Paralysis: Entangle 4d6, 4 DEF, Takes No Damage From Attacks Physical Attacks (+¼), Works Against EGO, Not STR (+¼), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (100 Active Points); Mental Defense Adds To EGO (-½), Cannot Form Barriers (-¼) 10

22m 4) Mind Probe: Telepathy 20d6 (Alien and Human classes of minds) (110 Active Points) 11

13u 5) Mind Scanning: (Total: 130 Active Cost, 130 Real Cost) Mind Scan 20d6 (Alien and Human classes of minds) (Real Cost: 110) plus +10 with Mind Scan (Real Cost: 20) 11

22m 6) Mindscapes: Mental Illusions 20d6 (Alien and Humans classes of minds) (110 Active Points) 11

9u 7) Psionic Surgery: Major Transform 4d6 (Add, Remove, or Alter Memories and Psych Limitations), Works Against EGO, Not BODY (+¼), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (135 Active Points); Limited Target Humans (-½) 13

14m 8) Psychic Assault: Ego Attack 6d6 (Alien and Human classes of minds) (70 Active Points) 7

2u 9) Sensory Link: Clairsentience (Sight, Smell/Taste And Hearing Groups), Mobile Perception Point (45 Active Points); Only Through The Senses Of Others (-½), Blackout (-½) 4

8m 10) Universal Mental Link II: Mind Link , Alien and Human classes of minds, Any Willing Target, Number of Minds (x8) (40 Active Points) 0

 

50 Can Phase Through Walls: Desolidification (affected by Gravity; Density; Magic Based Powers), Costs END Only To Activate (+¼) (50 Active Points) 4

180 Can Fly Through The Air: Flight 30", Variable Advantage (+1 Advantages; Typical DC Movement Power ; +2) (180 Active Points) 18

42 The J'onn We all know and love: Shape Shift (Sight, Smell/Taste, Touch and Hearing Groups), Cellular, Instant Change, Costs END Only To Change Shape (+¼) (42 Active Points) 3

Notes: This is the Form we are most used to. His mostly human form.

77 The Many Forms of J'onn J'onzz: Shape Shift (Sight, Smell/Taste, Touch, Hearing and Mental Groups, any shape), Cellular, Instant Change, Makeover, Reduced Endurance (½ END; +¼) (77 Active Points) 3

Notes: Can add or subtract 10 pts of COM (+10/-10)

 

Martian Vision

15 1) I can see for Miles and Miles: +10 versus Range Modifier for Sight 0

10 2) I can see that, Superman: N-Ray Perception (Sight Group) 0

Notes: Negated by ?

90 3) Martian Energy Vision: Killing Attack - Ranged 6d6 9

10 4) Protected Vision: Sight Group Flash Defense (10 points) 0

 

Superpowerful Mind

29 1) Astral Form: Duplication (creates 350-point form), Altered Duplicates (All of Duplicate's points spent differently; +1) (140 Active Points); Extra Time (1 Hour, Only to Activate Constant or Persistent Power, -1 ½), Original Character Is Incapacited And Helpless While Duplicate Exists (-1), Feedback (All Duplicates Take Damage When Struck; -1), Costs Endurance (Only Costs END to Activate; -¼) 14

13 2) Mental Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type Of Attack attacks versus, or involving mental/psionic powers (-½) 0

20 3) Powerful Mentalist: Mental Defense (26 points total) 0

17 4) Psychic Translator: Universal Translator 20- (25 Active Points); Must Involve Minds (-½)

10 5) Pure Mind: Lack Of Weakness (-10) for Mental Defense 0

 

Supertough Form

30 1) Absolute Control over Physical Being: Power Defense (30 points) 0

13 2) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-½) 2

30 3) Can Take A Beating: Energy Damage Reduction, Resistant, 50% 0

30 4) Can Take A Beating: Physical Damage Reduction, Resistant, 50% 0

59 5) Nearly Invulnerable Flesh: (Total: 59 Active Cost, 59 Real Cost) Hardened (+¼) (11 Active Points) applied to PD (Real Cost: 11) plus Hardened (+¼) (11 Active Points) applied to ED (Real Cost: 11) plus Damage Resistance (30 PD/30 ED), Hardened (+¼) (37 Active Points) (Real Cost: 37) 0

27 6) Seemingly Invulnerable: Life Support (Eating: Character only has to eat once per week; 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; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) 0

 

Perks

30 Ayup At least one: Deep Covers: J'onn has held several superheroic and normal identities during his time on Earth.

1 John Jones: False Identity

10 Contribution to Watchtower

10 Fringe Benefit: Membership: Justice League of America; Senior Member

3 Well-Connected

1 1) Contact: Dr Samuel Erdel 8-

23 2) Contact: Justice League (Contact has very useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 13-

14 3) Contact: United Nations (Contact has useful Skills or resources), Organization Contact (x3) (15 Active Points) 13-

 

Talents

5 A Martian Never Forgets: Eidetic Memory

3 Calculates in his head: Lightning Calculator

12 Enhanced Speed: Lightning Reflexes: +7 DEX to act first with All Actions

 

Skills

32 +4 with All Combat

3 The Power of the Body: Power: Shapeshifting Powers 15-

3 The Power of the Mind: Power: Mental Powers 15-

3 The Power of the Power to the Second Power: Power: Brick Tricks 14-

3 Analyze: Superpowers 15-

3 Combat Piloting 14-

3 Computer Programming 15-

3 Criminology 15-

3 Cryptography 15-

3 Deduction 15-

3 Forensic Medicine 15-

3 Interrogation 17-

3 Linguist

3 1) Language: English (idiomatic) (4 Active Points)

0 2) Language: Martian (idiomatic) (4 Active Points)

3 Mimicry 15-

3 Navigation 15-

3 Oratory 17-

3 Persuasion 17-

3 Professional Skill: Detective 15-

3 Research 15-

3 Scholar

2 1) KS: Earth History (3 Active Points) 15-

2 2) KS: Legal Codes of Many Countries (3 Active Points) 15-

2 3) KS: Martian History (3 Active Points) 15-

2 4) KS: Martian Philosophy (3 Active Points) 15-

2 5) KS: The Superhuman World (3 Active Points) 15-

3 Scientist

2 1) Science: Aeronautics 15- (3 Active Points)

2 2) Science: Archaeology 15- (3 Active Points)

2 3) Science: Biochemistry 15- (3 Active Points)

2 4) Science: Biology 15- (3 Active Points)

2 5) Science: Chemistry 15- (3 Active Points)

2 6) Science: Inorganic Chemistry 15- (3 Active Points)

2 7) Science: Mathematics 15- (3 Active Points)

2 8) Science: Medicine 15- (3 Active Points)

2 9) Science: Microbiology 15- (3 Active Points)

2 10) Science: Nuclear Physics 15- (3 Active Points)

3 Streetwise 17-

3 Systems Operation 15-

3 Tactics 15-

3 Teamwork 14-

3 Tracking 15-

 

Total Powers & Skill Cost: 1610

Total Cost: 2046

 

500+ Disadvantages

10 Distinctive Features: Green Martian: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses

20 Hunted : Martian Manhunter's Rogues Gallery 11- (Frequently) (As Pow; NCI; Harshly Punish)

20 Hunted: JLA Foes 8- (Occasionally) (Mo Pow; NCI; Harshly Punish)

0 Psychlogical Limitation: Fear of Fire Common, Total (OFF)

Notes: This is an Off and On Disad. Currently it is off.

10 Psychological Limitation: Bouts of Loneliness (Uncommon; Strong)

20 Psychological Limitation: Code Vs Killing Common, Total

15 Psychological Limitation: Devoted and Dedicated to the Justice League, it's members and it's legacy (Common; Strong)

15 Public Identity: Jo'nn Jon'zz: Frequently (11-), Major

15 Reputation: Alien, 14-

0 Susceptibility: Fire 3d6 damage per Phase Common (OFF)

Notes: This too is on or OFF. Is it a racial weakness or J'onn's Psychosematic problems?

1421 Experience Points

 

Total Disadvantage Points: 2066

 

Background/History: From: http://www.comicvine.com/martian-manhunter/29-2047/

 

J'onn J'onzz, from the mid 18th-century up to the mid 20th-century, had been a Manhunter on the planet Mars. A Martian Manhunter is akin to our own policemen and detectives, and J'onn was a commendable crime fighter on his planet. He had a wife and a daughter, M'yri'ah and K'hym, whom he loved deeply. The Martians had been a thriving and space-faring race for centuries, even venturing to Earth on occasion, inadvertently inspiring the Egyptians to build their colossal pyramids. However, their doom was approaching swiftly.

J'onn's own brother, Ma’alefa’ak, had been stripped of his fellow Martians' innate telepathic gifts for the crime of mind "raping" another, and had grown very bitter over time. In his anger and insanity, he created something that would come to be called Hronmeer's Curse after the Martian God of Death. It was a plague that preyed on a Martian's natural fear and weakness to fire. J'onn learned of his plan to destroy their race from the inside out, but was unable to stop him. J'onzz was then abruptly the last of his own race, and nearly lost his mind.

 

It is currently unknown how long J'onn wandered the red dusts of Mars, but we do know that in 1955, a scientist named Dr. Erdel discovered lost Martian teleportation technology here on Earth, and was beginning to uncover its secrets.

 

The good Doctor would soon find out, rather abruptly, that the machine in fact led to the distant planet Mars, and in a bright flash, brought with it a green skinned creature known as J'onn J'onzz. This sudden revelation caused Dr. Erdel to have a violent heart attack and die, leaving J'onn stranded on a foreign planet with malfunctioning teleportation technology.

 

Personality/Motivation: For the longest time J'onn J'onzz was the sole martian in the universe, losing his beloved wife and daughter to fire and his entire peoples to catastrophe. For decades he watched over his adopted world and championed the cause of justice in so many forms. J'onn is a paragon of virtue (even if it weighs on him) and at his best, curiously enough, in a support role. He is a founder of the Justice League and has been a member through most of the League's incarnaitons.

 

When martians returned to our reality (the white martians), he found some piece of his home and identity. He looks after Miss Martian, M'gann M'orzz.

 

Powers/Tactics:

Powers: Most of them.

Tactics: Sure. Have some.

 

DC Superbeings can do anything...spend a lot of time punching eachother.

 

Appearance: Variable.

However, his preferred form is a tall, muscular humanoid with green skin, red eyes, no hair, a distinct eyebrow ridge, and a penchant for near nudity.

Blue trunks (or pants) and boots, a red bandolier(?) and belt, and finally a blue cape. It looks good on him.

 

1624814-prv7525_pg1.jpg

Link to comment
Share on other sites

Re: CHAR: Martian Manhunter

 

Oi, I do wish you luck.

 

Um, my advice: best guess would be to give him a large Shapeshifting VPP, and a large Telepathy multipower; at least IMHO, you can narrow down the vast majority of his telepathic tricks more readily than you can his many shifter stunts.

 

Oh, and don't even pretend to try and keep to a point limit.

Link to comment
Share on other sites

Re: CHAR: Martian Manhunter

 

What I mean is' date=' why not just make the Mentalism VPP 150 points and drop the Multipower?[/quote']

Well, mostly I use the VPP's to do 'The Plot Device Stuff' whereas a Multipower represents his mastery stuff he does enough that everyone knows about it. So in my mind they are separate. Since I'm not concerned with point costs I had them both there. I'll be posting the HD file at some point so everyone can edit to their tastes.

Link to comment
Share on other sites

Re: CHAR: Martian Manhunter

 

Nice! I'm a big fan of the green guy. Especially the looks on people's faces when I go through his power list.

 

'Imagine all of Superman's powers, only not at quite the same level. Then add in invisibility and density control powers. Oh yeah, and shapeshifting. And high-level telepathy. But he's vulnerable to fire instead of kryptonite, but he doesn't care too much about it at the moment.'

 

My exposure to him is limited, however -- I've never read his solo series, only Morrison's JLA run and the JLA/JLU animated series. In there, it struck me that his tactics skill should be higher... in the JLU, it goes to the extent that even with all his incredible powers, he's more use sitting back and coordinating affairs than he is actually fighting. (I guess all the mind linking there can be handled by the VPP.)

 

With the VPP, though... might be good to limit its use further. Is it only for making NEW powers, or could he use the points to, say, boost his telepathy to 40d6? (etc etc)

 

Anyway, cool writeup, I don't think it missed anything from my account. ^_^

 

For interest's sake, what is the current status of his fire vulnerability? Was it only ever a psychological fear? in Morrison's JLA run, it seemed to make him vulnerable to ordinary attacks... was that just his fear making him lose control of his form?

Link to comment
Share on other sites

Re: CHAR: Martian Manhunter

 

Nice! I'm a big fan of the green guy. Especially the looks on people's faces when I go through his power list.

 

'Imagine all of Superman's powers, only not at quite the same level. Then add in invisibility and density control powers. Oh yeah, and shapeshifting. And high-level telepathy. But he's vulnerable to fire instead of kryptonite, but he doesn't care too much about it at the moment.'

 

My exposure to him is limited, however -- I've never read his solo series, only Morrison's JLA run and the JLA/JLU animated series. In there, it struck me that his tactics skill should be higher... in the JLU, it goes to the extent that even with all his incredible powers, he's more use sitting back and coordinating affairs than he is actually fighting. (I guess all the mind linking there can be handled by the VPP.)

 

With the VPP, though... might be good to limit its use further. Is it only for making NEW powers, or could he use the points to, say, boost his telepathy to 40d6? (etc etc)

 

Anyway, cool writeup, I don't think it missed anything from my account. ^_^

 

For interest's sake, what is the current status of his fire vulnerability? Was it only ever a psychological fear? in Morrison's JLA run, it seemed to make him vulnerable to ordinary attacks... was that just his fear making him lose control of his form?

yes.

Link to comment
Share on other sites

Re: CHAR: Martian Manhunter

 

yes.

well, from what I had read on DC's website, it was both Psychological, and Genetic. The psychological aspect was overcome by his falling inlove with a reformed demoness named Scortch. However, this apparently released his "Evil Side" which was a flaming monster that wanted to incite nuclear armageddon. HE kicked the JLA's collective asses and then killed Scortch. At her death, J'onn tore himself free from himself and kicked the firey evil's ***. I think for the nonce he is not vulnerable to fire psychologically but perhaps risidual physical weakness still applies?

Link to comment
Share on other sites

Re: CHAR: Martian Manhunter

 

I love MM. I have no problem with the seemingly bizarre suite of powers. They're really just standard pre-fifties martian xenophobic stereotypes. Cool. But he uses his powers to achieve some odd effects. Some that come to mind:

 

I've seen his Ego Attack do Knockback.

 

I've seen him shapshift into a creature without nerves or a brain, rendering it immune to a dangerous pain based attack. He was able to set an internal timer that would automatically revert back to normal later, since his new form wouldn't be able to decide to switch back.

 

Then there's the one-shot power of The Gift. I'm not really sure of the best way to handle powers that are one shot forever. Independent I suppose. Of course, one could simply say that this is in his past, so it's a moot point. Similar to your Psychic Surgery slot, except that the illusion is so powerful that it removes the receiver from all further contact with reality. Normally a gift power for the revered and dying of his race, he used it on Despero as a last ditch effort, trapping him in an illusion where Despero finally achieved his dream of the destruction of the universe.

 

He's a bad man :D

Link to comment
Share on other sites

Re: CHAR: Martian Manhunter

 

The VPP for his mental attributes is for stuff like that. Wanna make his Telepathy AE? Add advantages to his Ego attack? Etc. I dunno. I could put more safeguards on it but He's pretty over the top. Perhaps I'll give him a "Not when works against the Plot" limitations...:)

Link to comment
Share on other sites

Re: CHAR: Martian Manhunter

 

The VPP for his mental attributes is for stuff like that. Wanna make his Telepathy AE? Add advantages to his Ego attack? Etc. I dunno. I could put more safeguards on it but He's pretty over the top. Perhaps I'll give him a "Not when works against the Plot" limitations...:)

Perhaps a meeting of the plot devices is in order...

 

Martian Manhunter vs. Dr. Strange!

 

 

 

 

 

Just a thought... :think::D

Link to comment
Share on other sites

  • 3 weeks later...

Re: CHAR: Martian Manhunter

 

Ah me ! I can remember when "MM" was nothing more than a downgraded "Superman" knockoff with a bit of shapeshifting (and stretching !) No mental powers and his flight only worked inside a gravity well (because he could negate gravity) I don't remember whether he had the "Desolid/density increase" power or not, but I think he had "invisibility" and certainly "super breath" and "Martian Vision" not to mention some sort of "freeze breath". According to Jef Rovin's "The Encyclopedia Of Super Heroes" he dates from 1955 !

Link to comment
Share on other sites

  • 5 months later...
  • 4 years later...

Re: CHAR: Martian Manhunter

 

Every time I look at one of Enforcer's DC write-ups, I am impressed at how accurate they are. He does great work. At the same time, I am also appalled at at how accurate they are. This type of thing points out my big problem with DC Comics over the years. The characters are all too damn powerful. I could never that into a lot of them because they were just so overwhelmingly overpowered. Superman is already like the Swiss Army knife of superpowers, and then you have MM. MM can do basically everything that Supes can with all these extra abilities just tacked on.

Link to comment
Share on other sites

Re: CHAR: Martian Manhunter

 

Every time I look at one of Enforcer's DC write-ups' date=' I am impressed at how accurate they are. He does great work. At the same time, I am also appalled at at how accurate they are. This type of thing points out my big problem with DC Comics over the years. The characters are all too damn powerful. I could never that into a lot of them because they were just so overwhelmingly overpowered. Superman is already like the Swiss Army knife of superpowers, and then you have MM. MM can do basically everything that Supes can with all these extra abilities just tacked on.[/quote']

 

Bah, DC characters "too damn powerful?" Nah. They're superheroes. Marvel has their own mega characters (Silver Surfer and all the Heralds, Nova, Gladiator, Thor (and the Thor Corps), Sentry, Black Bolt, Phoenix, Dr. Strange, Franklin Richards, Scarlet Witch, and many more). Its just a matter of finding characters you relate to no matter who publishes them. The real differences between the two big publishers are more complicated and revolve around differing philosophies of character relateability, how weakness is portrayed and many other things. :)

 

"Superhero" = an actual heroic character, not a villain (Thanos, Mephisto) or mystery (Celestials) or force of nature (i.e. Galactus, Eternity, Living Tribunal).

 

(BTW: This comment has DC-power-level to induce thread drift. Resist the temptation! Stay on target - Sorry)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...