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Character: Manhunter


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MANHUNTER

(Paul Kirk)

Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage
24	DEX	42	14-	OCV: 8 / DCV: 8
25	CON	30	14-
15	BODY	10	12-
14	INT	4	12-	PER Roll 12-
23	EGO	26	14-	ECV: 8
20	PRE	10	13-	PRE Attack: 4d6
12	COM	1	11-
9	PD	5		Total: 15 PD (6 rPD)
7	ED	2		Total: 13 ED (6 rED)
5	SPD	14		Phases: 3, 5, 8, 10, 12
10	REC	2
50	END	0
40	STUN	2
Total Characteristics Cost: 158

Movement:	Running: 6" / 12"
Swimming: 2" / 4"

Cost	Powers & Skills
Martial Arts: "Ninjutsu"
Maneuver	OCV	DCV	Damage
4	Atemi Strike	-1	+1	3d6 NND (1)
4	Block	+2	+2	Block, Abort
4	Choke	-2	+0	Grab one limb; 3d6 NND (2)
4	Dodge	+0	+5	Dodge vs All, Abort
4	Elbow Strike	+2	+0	8d6 Strike
5	Flying Kick	+1	-2	10d6 Strike
5	Kick	-2	+1	10d6 Strike
4	Knife Hand	-2	-0	1d6 HKA
4	Punch	+0	+2	8d6 Strike
3	Takedown	+1	+1	6d6 Strike; Target Falls
3	Throw	+0	+1	6d6 + v/5; Target Falls
8	+2 Damage Classes (added in)
1	Use Art with Blades

15	1916 Broomhandle Mauser: RKA 2d6; 9 Charges (-1/4), OAF (-1); plus +1 OCV; 
OAF (-1)
7	Silencer: Invisible To Sound Group for 2d6 RKA (+1/2); OAF (-1)
4	Shoulder Stock: +1 OCV, +2 RMod with Mauser RKA; OAF (-1)
11	Bundi Dagger (Katar): Multipower, 22-Point Pool; OAF (-1)
1	u 1) Edge: HKA 1d6 (2d6 with STR), Reduced Endurance (0 END; +1/2)
1	u 2) Point: HKA 1/2d6 (1d6+1 with STR), Armor Piercing (+1/2), Reduced Endurance 
(0 END; +1/2)
2	Bundi Dagger (Katar): +1 OCV with Block; OAF (-1)
12	Throwing Knife: HKA 1d6-1 (1d6+1 with STR), Reduced Endurance (0 END; +1/2); 
OAF (-1) plus Ranged (+1/2) for HKA 1d6-1; OAF (-1), 1 Recoverable Charge (-1 1/4), 
Range Based On STR (-1/4)
6	Shuriken: RKA 1d6+1; 2 Recoverable Charges (-1), OAF (-1), Range Based On 
STR (-1/4)
7	Armored Costume: Armor (6 PD/ 6 ED); Activates 11-  or Locations 9-13 (-1),
OIF (-1/2)
15	Healing Factor: Energy Damage Reduction, 1/4, Resistant
15	Healing Factor: Physical Damage Reduction, 1/4, Resistant
10	Healing Factor: Life Support (Immunity: Disease)
17	Blocking: Missile Deflection (arrows/projectiles), Ranged (+1); OIF (objects of 
opportunity on the Ranged Advantage; -1/2)
3	Leaping: +3", END 1
7	Healing Factor: Healing 1d6 (Regeneration; 1 BODY per TURN), Reduced 
Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn; -1), 
Self Only (-1/2), Recovery Varies According To Wounds Suffered (-1/4)

Perks:
6	Contact: Kolu Mbeya (weaponsmith, useful skills and resources) 13-
5	Money: Well Off

Skills:
32	Combat Skill Levels: +4 with All Combat
3	Acrobatics 14-
3	Acting 13-
3	Breakfall 14-
3	Climbing 14-
5	Defense Maneuver II
3	Demolitions 12-
5	Disguise 13-
5	Fast Draw (HTH) 15-
5	Fast Draw (Ranged) 15-
0	Language: English (Native)
3	Language: German (Fluent)
1	KS: Big Game 8-
1	KS: Ninjutsu 8-
1	KS: The Council 8-
3	Lockpicking 13-
1	PS: Big Game Hunter 8-
1	PS: OSS Operative 8-
3	Riding 14-
3	Stealth 14-
3	Streetwise 13-
5	Tracking 13-
7	WF: Common Martial Arts Melee Weapons, Small Arms, Blades, Off Hand, Thrown 
Knives
295	Total Powers & Skills Cost
453	Total Character Cost

200+	Disadvantages
10	Distinctive Features: Style (Ninjutsu)
10	Hunted: Christine St. Clair (Interpol) (LessPow) 11-
30	Hunted: The Council (MoPow, NCI) 14-
20	Psychological Limitation: Seeks Justice, Wants To "Do The Right Thing" (VC, S) 
25	Psychological Limitation: Sworn To Destroy The Council (VC, T)
10	Reputation: Ruthless assassin and killer 11-
15	Social Limitation: Secret ID (Paul Kirk)
133	Experience
453	Total Disadvantage Points

Background/History:

Manhunter (alias Paul Kirk) started life as a big game hunter, in his words, "possibly the best in the world". He became a crimefighter named "Manhunter" in the late 30s and early 40's and eventually worked as a secret agent for the US in World War II. After the war was over, he went back to game hunting, but found he's tired of the sport. Trampled in a hunting accident, he was rescued by a group of scientists called "The Council". Frozen for 25 years, with learning tapes played into his subconscious, Paul Kirk was rebuilt and improved using advancements in genetics.

 

Recruited to from the security arm of the Council, Paul was trained in a wide variety of fighting arts and honed his skills. But, when he was called upon to kill an Interpol official, Paul decided that perhaps the Council, whose aims had seemed so noble at the outset, had become just as bad as the people they opposed.

 

Fleeing, Paul put together a new costume (derived from his old Council uniform), weapons and once again took up the name Manhunter. Pursued by clones of himself created by the Council, he seeks to bring about the ruin of ruin of the Council and an end to their manipulation of word events.

 

Personality/Motivation:

Since he only appeared in seven issues, Manhunter didn't get some of the in-depth character examination one would hope for. On the other hand, the comic made it pretty clear that Manhunter opposed The Council's plain to run the world, and also seemed to want to make amends for past deeds and "do the right thing." This made him fairly ruthless, and he will kill without a second thought if needed (especially if fighting one of his own clones).

 

Quote: "S-stay put, doctor! Takes more than that... to finish me... And if I can... get the stock attached... before that chopper gets us... there won't be any "more...!"

 

Powers/Tactics:

Paul Kirk was a big game hunter in the 1930's. Tiring of that "sport" he then turned to crimefighting under the name of Manhunter. When World War II broke out he becoming an operative for the OSS , operating behind enemy lines. This, coupled with his extensive training by The Council, makes him a highly effective hand-to-hand combatant, as well as giving him familiarity with a wide range of weapons.

 

Manhunter is also trained in ninjutsu, which according to the original comic, involves mastery of over 20 martial arts systems. This is bunk, of course, but back in 1973 it sure sounded good. As it is, he is very good at hand-to-hand combat, and can easily defeat a group of 4-6 attackers.

 

Manhunter tends to switch weapons quickly, starting out with his shuriken and knife, then drawing his Bundi and pistol. He is seen to deflect a grenade fired from a launcher with one of his shuriken, it only seems proper than he can use any handy, throwable object to do the same.

 

Manhunter heals very quickly from wounds, although the time it takes depends greatly on the severity of his wound. Normally, a small cut will heal up in a Turn or so, deeper and more severe wounds may push the recovery time into the per minute range.

 

Appearance:

Manhunter is a tall man, looking to stand over six feet in height. His hair is brown, wavy and cut short, while his eyes are blue. Manhunter's costume consists of a red bodysuit with long flowing sleeves. Over this he wears an blue harness to hold his weapons, and over that goes a white armored 'tunic' that resembles formal samurai dress. White boots, gold wrist bands, gold arms bands (over the biceps) and a broad gold and black belt complete the costume. The last part of his costume are metal (I guess) 'racks' that he wears over his boots and support his bundi dagger and throwing knife.

 

Manhunter carries his shuriken on the front of his tunic, the pistol at the small of his back, his throwing knife on his right leg and the bundi on his left. The torso harness also supports his silencer and shoulder stock.

 

Designer's Notes:

Manhunter appeared way back in 1973, the creation of Archie Goodwin and Walt Simonson. He had only a seven issue run, but in that time garnered something like six awards. Manhunter was, in fact, only a backup to Detective Comics, and only in his final appearance (in Detective #443) did Manhunter receive a full issue to himself (well... 20 pages anyway).

 

Early in 1999, DC Comics released "Manhunter: The Special Edition", which is a must get. It was used to develop this character sheet and contains a great deal of additional information about the character.

 

(Manhunter created by Archie Goodwin and Walt Simonson, character sheet created by Michael Surbrook with assistance from Nestor Rodriguez. Dedicated to Archie Goodwin)

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Very nice writeup! Manhunter has long been a favorite of mine (that "Special Edition" is one of the treasures of my comic collection), and I think you've covered his abilities very well. This is a fine example of a hero who's essentially a highly-trained normal with a bunch of weapons and a neat "gimmick" power. (It's worth noting that Manhunter's "healing factor" predates Wolverine by several years.)

 

Couple of minor suggestions: IIRC Manhunter was able to blow up that helicopter with shots from his modified Mauser. Granted he might have hit the gastank, especially with his skill with firearms, but I got the impression that at least some of the rounds were gimmicked in some way that made them more destructive than normal bullets. That's a judgement call, though.

 

The other thing is his Skill Levels. Given his background as a hunter, a few Penalty Skill Levels vs. Range Modifiers would not be out of line. Also, with his great variety of Skills it would be worth changing a couple of those CSLs to Overall Levels.

 

But those are minor points, hardly detracting from a great character sheet. :cool:

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Originally posted by Redmenace

Nice job as always. Wasn't Manhunter hunted by clowns of himself, one of whom was a partner in Kurt Busiek's Power Company for DC? Perhaps that is covered by the Council hunted?

 

From that book I believe the hunted from a previous edition.

 

The Hunted covered the clones of himself, since they were sent by the Council as well.

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Originally posted by Lord Liaden

Very nice writeup! Manhunter has long been a favorite of mine (that "Special Edition" is one of the treasures of my comic collection), and I think you've covered his abilities very well.

 

Thanks. I've managed to clear my plate of some major work and have gone back to updating some of my old adaptions to 5th Edition. I'll review Manhunter with your suggestions.

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