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WD's Martian Manhunter builds and links (3e)

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WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Wed Jul 11, 2012 12:38 am

The Martian Manhunter is my favorite sperhero and one of the most interesting characters to build IMHO.

This thread will contain my builds for him and other green and white Martians in the DC universe and their variations.

Builds are by descending PL.

---

Brightest Day PL 14 / PP 230
Animated Crisis on Two Earths PL 12 / PP 180
Young Justice Gender-switched Miss Martian PL 10 / PP 150
Victorian/Steampunk PL 7 / PP 105
Last edited by Walking Dad on Sat Jul 14, 2012 1:44 pm, edited 2 times in total.
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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Wed Jul 11, 2012 12:40 am

In this post I list the links to the various great Martian Manhunter builds in the Roll Call forum (in order of author name):

BARON PL 11 / PP 209 no-paragon
Berior PL 9 / PP 135 Classic
Elric PL 14 / PP 210 Classic
legend PL 10 / PP 150 DCAU
Thorpacolypse PL 10 / PP 150 Classic
Thorpacolypse PL 13 / PP 288 Classic
Last edited by Walking Dad on Sun Jul 15, 2012 1:59 am, edited 2 times in total.
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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Wed Jul 11, 2012 12:41 am

Martian Manhunter building theory:

Classic Powers "Must haves":
Comprehend 3 (all languages read and write)
High strength (& super strength)
Insubstantial 3
Immunity 8 (Aging, Environmental Effects, Suffocation Effects)
Flight 5, Alternate Effect (Movement 1 (Space Travel 1))
Protection
Visual Concealment 4
Morph/shapeshift
Senses 5 (Vision Penetrates Concealment; Mental Awareness)
Ranged Force Damage
Mind Reading
Communication (Mental)

Young Justice Powers "Must haves":


DCAU Powers "Must haves":
Last edited by Walking Dad on Sat Jul 14, 2012 2:03 pm, edited 2 times in total.
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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Wed Jul 11, 2012 12:44 am

MARTIAN MANHUNTER PL 12 PP 180

Image
Image

STR 2
STA 7
AGL 0
DEX 2
FGT 2
INT 2
AWE 5
PRE 0

Powers
Natural density: Growth 2 (Density, permanent, Innate) • 5 points
Martian Durability: Immunity 13 (Life Support, aging, Critical Hits); Protection 7 • 20 points
Multilingual: Comprehend 2 (all languages) • 4 points
Natural Telepath: Senses 1 (Mental Awareness) • 1 point

Green Martian Powers: Array (40-point), Dynamic • 40 points
(Mental descriptor)
• Psionic Flight: Flight 20, Dynamic • 1 point (upper limit, seldom used that high)
• Telepathy: Communication 4 (mental), Rapid, Subtle 2, Dynamic • 2 points
• Offensive Telepathy: Mind Reading 12 (Cumulative, Effortless, Subtle 1), Communication 1 (Mental, 100 feet; Extra: Subtle 1, Dynamic) • 2 points
• Extended Mental Broadcast: Enhanced Communication 4 (Mental, Extra: Area, Selective, Dynamic) • 2 points
• Mind Manipulation: Affliction 8 (Perception range, cumulative, resisted by will, 1st: dazed, 2nd stunned, 3rd variable, Variable Condition (3rd degree)) Dynamic • 2 points
• Telekinesis: Move Object 14, (additional ranks get Limit: only for lifting), Dynamic • 2 points
• Telekinetic Blast: Ranged Damage 14 (force), Dynamic • 2 points
• Space Flight: Movement 2 (Space Travel 2), Dynamic • 2 point
(Biological/Shapeshift descriptor)
• Intangibility: Insubstantial 4 (Phasing, affected by fire), Dynamic • 2 points
• Increased Density: Impervious Toughness 14, Enhanced Strength 12, Feature: Increased Mass 2, Sustained, Dynamic • 2 points
• Invisibility: Visual Concealment 4, Dynamic • 2 points
• Shapeshifting: Morph 4 (same mass), Dynamic • 2 points
Total: 63 PP

Advantages
Luck 1, Move-Bye Action, Power Attack

Skills
Close Combat (Unarmed) 8 (+10), Deception 10 (+10), Insight 5 (+10), Investigation 6 (+8) Perception 5 (+10), Ranged Combat (Psychokinesis) 8 (+10), Stealth 4 (+6), Technology 3 (+5), Vehicles 1 (+3)

Offense
Initiative +2
Telekinetic Blast +10 Ranged, Damage 14
Telekinesis +10, Str rank 14 for combat maneuvers
Unarmed +10 Close, Damage 2 (14 with density)

Defense
Dodge 10 Fortitude 11
Parry 10 Toughness 14
Will 13

Power Points
Abilities 32 Skills 20 Powers 93 Defenses 32 Advantages 3 Total 180

Complications
Alien: He sometimes struggles with adjusting to life on Earth and being the last green Martian (or so he thinks)
Enemy: His brother, Malefic; Human Flame
Power Loss: He loses all (non-innate) powers when exposed to fire
Responsibility: To protect his adopted homeworld (and Mars, but which is only rarely necessary)
Secret Identity: John Jones

Background:
J'onn J'onzz mind was nearly broken in the years after loosing his wife, M'yri'ah, and his daughter, K'hym, whom he loved deeply to the plague Hronmeer's Curse. The plague was engineered by his brother Ma’alefa’ak and not only killed his family, but his whole race, as far as J'onn knew.
J'onn screamed in panic as he was ripped through the space to earth by a machine of a human scientist. The shock helped to reestablish J'onn's sanity, but he could do nothing to save the scientist. His alien appearance and the explosion of the malfunctioning machine was to much for the man's weak heart.
F'onn flew, still confused, and used his telepathy and camouflage to collect information about the inhabitants of this planet. Finally finding a kindred spirit, he was a "Manhunter" on Mars, in the Detective John Jones, he assumed that identity after John's violent death.
Briefly trying his chances as the masked hero "Bronze Wraith", he lives a relative normal life among the earthlings, waiting for a moment to reveal himself and to use his full abilities along similar gifted and thinking individuals.
Last edited by Walking Dad on Mon Jun 03, 2013 1:51 am, edited 1 time in total.
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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Wed Jul 11, 2012 12:47 am

Bronze Wraith / The Stranger
PL 7 (105pp)

Image

STR 0
STA 6
AGL 1
DEX 1
FGT 0
INT 3
AWE 5
PRE 0

Powers
Natural Telepath: Senses 2 (Mental Awarenes, radius) • 2 points
Durable Form: Protection 3, Immunity 1 (aging) • 4 points
Mindspeak: Communication 1 (mental) • 4 points
Infravision: Senses 1 (infravision) • 1 point

Green Martian array (18 points)
Telepathic Attack: Damage 9 (Ranged, alternate save Will) • 18 points
Mindblast: Affliction 6 (area (cone), selective, resisted by will, dazed/stunned/incapacitated) • 1 point
Fog Form: Insubstantial 2 (gaseous) linked with Flight 1 (subtle 1), linked with morph 1 (fog) • 1 point
Shapeshifter: Morph 3 (humanoids, precise) • 1 point
Telekinesis: Move Object 9 • 1 point
Suggestion: Affliction 7 (perception range, cumulative, 3rd degree only, 3rd degree: controlled, insidious, subtle 2) • 1 point


Advantages
Eidetic Memory, Improved Initiative 1, Languages 1 (English), Luck 1

Skills
Deception 6 (+6), Expertise: Science 3 (+6), Insight 5 (+10), Intimidation 8 (+8), Investigation 7 (+10), Perception 6 (+11), Ranged Combat: Martian Array 4 (+5), Stealth 4 (+7), Technology 3 (+6)

Offense
Initiative +5
Unarmed +0 Close, Damage 0
Telepathic attack +5 Ranged, Damage 9 (resisted by will)

Defense
Dodge 5 Fortitude 6
Parry 5 Toughness 9
Will 8

Power Points
Abilities 32 Skills 23 Powers 34 Defenses 12 Advantages 4 Total 105

Complications
Alien: He sometimes struggles with adjusting to life on Earth and being the only green Martian there
Motivation: Justice
Power Loss: He loses all powers when exposed to fire
Secret Identity: John Jones, PI

Background:
The Mars is quite similar to Earth and houses its own civilization. Gifted with what would called strange abilities on earth, they live a relatively peaceful life, despite a civil war may decades ago. With their natural abilities there is much less need for technological achievements or a currency. Their natural ability to travel as gas clouds makes transportation technology unneeded, for example.
Justice and peace is holden up by the order of the Manhunters, most akin to Earth's sheriffs and marshals.
J'onn is a member of this ancient order and made just a patrol in gas form, when he encountered a probe from earth. These drones were unmanned and instead controlled by a complex clockwork brain, not able to do more than making flight adjustments and activating the "probing process" once it reaches Mars. Its mission was to gather some ground and air samples and returning with them back to Earth for further analysis.
J'onn's fog form was sucked in and he was unable to change back or flee from the containment.
After the long way home, he was finally released in the Wayne Labs for Planetary Research and Colonization. The scientist, Dr Erdel, died from the shock of seeing him materializing. J'onn flew and got into hiding. The research of Mars was soon given up afterwards.
After fleeing and recognizing that he was stranded on a strange foreign planet, J'onn took some time to adjust and to accept his current situation. He would have to wait until either his people or the earthlings were capable of reaching the Mars/Earth with some regularity. Until then, he would follow his old codex and bring justice to his new home.
English isn't my native language. Have patience, please.

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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Wed Jul 11, 2012 12:50 am

Martian Lad PL10 (Till'all)

Image

STR 2/14*, STA 10, AGL 0, DEX 0, FGT 1, INT 1, AWE 3, PRE 0

Powers:
Martian Durability: Immunity 13 (Aging, Critical Hits, Life Support), Protection 2 • 15 points
Natural Telepath: Senses 2 (Mental Awareness, Radius) • 2 points
Mental Shields: Immunity Mental effects (half) • 3 points
Team Telepathy: Supersenses 1 (communication link), Variable 1 (limited to give team members a communication link) • 6 points
Martian Senses: Super-Senses 7 (Extended Vision 2, Darkvision, Vision Penetrates Concealment) • 7 points
Shapeshifting: Variable 2 (assumed forms), Free Action • 18 points
• Camouflage: Visual Concealment 4, precise • 1 point
Phasing: Movement 2 (Permeate 2), Benefit: May Dodge/Parry attacks without moving • 5 points
Multilingual: Comprehend 3 (all languages, speak, read, write, Quirk: needs some time to get familiar with them) • 5 points
61

Martian Array: Dynamic Array • 26 points (35 total)
• Density: Enhanced Strength 12, Sustained • 1 point
• Mobility: Flight 12, Movement 1 (Space Travel 1) • 2 point
• Telepathy: Mind Reading 10 (Distracting), Communication 4 (Mental, Worldwide) • 2 points
• Martian Vision: Ranged Damage 8 (accurate 6) • 2 points
• Mental Attack: Affliction 8 (Perception, resisted by will, impaired/stunned/mental transformation) • 2 points
35

Advantages: Accurate Attack, All-Out Attack, Improved Initiative 2, Luck 2, Move by Attack, Power Attack

Skills: Close Combat: Unarmed 5 (+6), Deception 8 (+8), Insight 2 (+5), Investigation 4 (+5), Perception 7 (+10), Stealth 4 (+4), Technology 2 (+3), Vehicles 2 (+2)

Offenses:
Initiative +8
Martian Vision +12, Ranged, Damage 8
Unarmed +6, Close, Damage 2/14
Mental Attack -, Perception, Affliction Will DC 18

Defenses: Dodge 8, Parry 8, Will 10, Fortitude 10, Toughness 12

Power Points: Abilities 34 + Powers 97 + Advantages 8 + Skills 17 + Defenses 22 = 180

Complications
Motivation (Acceptance): Both to the public, as a new hero and to those who know his true nature, as a sample that not all White Martians are savage, power-mad and bloodthirsty.
Reputation: He is a member of the White Martians. Those who know of the White Martians consider them savage, power-mad and bloodthirsty.
Phobia: Afraid of flames.

Background:
Till'all was one of at least ten White Martian refugees who crash landed on Earth several years ago (due in large part to the machinations of the Green Martian, Cay'an). Like the others, Till'all believed that he was actually of the Green Martian race.
Till'all and his father, Mica'kel, were rescued from captivity by J'onn J'onzz, the Martian Manhunter. J'onzz provided them with a safe house at the abandoned Middleton Estates in Pennsylvania. Till'all was the youngest of the surviving group and was the least embittered by their trials. Till'all attempted to mingle with human society, but as his powers had yet to fully return to him, he accidentally allowed two humans to see his Green Martian form.
Shortly thereafter, Till'all's memories began to return to him and he reverted to his original White Martian appearance. When he learned about the accidental death of his father, Till'all went berserk, blaming J'onzz for his father's demise. After a brief struggle, J'onn managed to calm him down and pledged that he would help keep Till'all safe.
Till'all trained with his adopted uncle J'onn and later with his adopted cousin, Miss Martian. Being more introverted than her, he decided to not join a team or go public at all. Like J'onzz humble beginnings, he decided to act in secret, using his natural ability to become invisible. He tried to avoid the centers of Superhuman population and worked most often in the Southern Hemisphere. He later adopted a variety of superhuman identities, the best known being the Dreamtime Spirit in Australia
Last edited by Walking Dad on Sat Jan 04, 2014 3:30 am, edited 1 time in total.
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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Thu Jul 12, 2012 1:54 pm

J'edd J'arkus

Image

PL 12 / PP 210

STR 10
STA 10
AGL 2
DEX 2
FGT 6
INT 2
AWE 2
PRE 0

POWERS
Martian Biology: Dynamic Array (35 points)
• Eye Beams: Ranged Damage 12, Accurate 5 • 36 points (uses only 30PP)
• Density: Protection 2, Impervious Toughness 16, Sustained, Dynamic • 2 points
• Ghostform: Insubstantial 4, Invisibility 2, Super Movement: Permeate 2 • 2 point
Xenoform: Protection 4, Immunity 12 (Life Support, critical hits) • 16 points
Biopolymer Reconstruction: Variable Power (shapeshift) 3, Move action, Precise Subtle • 29 points
Psionics: Dynamic Array (22 points)
• Psionic Flight 11 • 23 points
• Telpathy: Mental Communication 5, Mind Reading 10 • 2 points

SKILLS
Close Combat: Unarmed 4 (+10), Expertise: Biology 4 (+6), Intimidation 10 (+10), Perception 8 (+10), Technology 4 (+6)

ADVANTAGES
Extraordinary Effort, Languages 1 (Martian), Move-by Action, Power Attack, Takedown

OFFENSE
INITIATIVE +2
Eye Beam +12 Ranged, Damage 12
Unarmed +10 Close, Damage 10

DEFENSE
DODGE 6 FORTITUDE 10
PARRY 6 TOUGHNESS 14
WILL 10

POWER POINTS
ABILITIES 68 SKILLS 15
POWERS 110 DEFENSES 12
ADVANTAGES 5 TOTAL 210

Complications:
Enemy: The Martian Manhunter and the Justice League:
Power Loss: Loss of powers and reduction of Str and Sta to 2 when exposed to fire.
Prejudice: Mistrusted even by his peers for being an alien telepath not even from the same dimension.

Background:
(This is the same character seen in Justice League: Crisis on Two Earths, just with a slightly enhanced background)
The Jesters last prank had been nearly the end for J'edd J'arkus as it had been for Angelique. Only by quickly phasing through the ground he had a hope for escaping the blast. Sadly it knocked him still unconscious, floating helpless in the ground. It was much later than his regenerative abilities allowed him to surface. His world was changed. His power base destroyed, Ultraman, Johnny Quick and Owlman dead and President Wilson more confident than ever. Laying low he watched Ultraman and the others escape, but a quick mindread revealed that Ultraman would more likely kill him for "fleeing" the battle than try to join forces again.
Using his mental powers to ensure Erdel's (the man who originally teleported him to earth) help and some stolen secrets from Lex Luthors mind, he managed to escape to the world Luthor had gained help from. After all, now, when the good triumphed in his dimension, it was probably the time for the villains to do here...
Last edited by Walking Dad on Thu Jun 20, 2013 12:22 am, edited 2 times in total.
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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Sat Jul 14, 2012 1:43 pm

MARTIAN MANHUNTER PL14

Image

Quote: "Once begun, to walk the path, to pursue the prey, to never turn aside, short of death, until justice is done." (Code of the Manhunters)

STRENGTH 2/16
STAMINA 10
AGILITY 2
DEXTERITY 0
FIGHTING 8
INTELLECT 3
AWARENESS 4
PRESENCE 2

POWERS
Martian Durability: Protection 5, Immunity 13 (Life Support, Aging, critical hits) • 18 points (Powers Source: Biological)
Multilingual: Comprehend 3 (all languages, speak, read, write) • 6 points (Powers Source: Skill)
Natural Telepath: Senses 2 (Mental Awareness, radius) • 2 points (Powers Source: Psionic)

True Martian (dynamic array) • 54 points
• Density: Enhanced Strength 14, Impervious Toughness 15, Enhanced Strength 10 (limited to lifting), Sustained • 1 point
• Martian Telepathy: Mind Reading 14 (effortless, cumulative, sense-dependent: mental communication, language dependent, subtle 2, insidious) (Powers Source: Psionic) • 2 points
• Mental Broadcast: Communication 5 (Mental, Unlimited, Extra: Area, Selective, Subtle 2) • 2 points
• Martian Mobility: Space Move 2, Flight 16 (256 miles/round, 128.000 miles/hour), Movement 4 (Permeate 2, Space Travel 2)), Quickness 10, Enhanced Advantages 4 (Improved Initiative 3, Favored Environment: Aerial) • 2 points (Powers Source: Psionic)
• Ghostform: Insubstantial 4 (Precise, Subtle 2), Concealment 6 (all visual and auditory), Subtle 2 for flight, Enhanced Stealth 14, Hide in Plain Sight • 2 points
• Senses: Senses 27 (Vision [Penetrates Concealment, Counters Concealment, Microscopic Vision 3, Extended 4], Detect (Minds) [Extended 4, radius, precise, accurate, acute], Ultra-Hearing [extended 2] • 2 points
• Martian Vision: Ranged Damage 16 (force, multiattack, accurate 1) • 2 points
• Molecular Control: Variable 5 (25 points, physical shapes, move action, subtle 2, precise) • 2 points

ADVANTAGES
All-Out Attack, Luck 3, Power Attack, Teamwork

SKILLS
Close Combat: Unarmed 4 (+12), Deception 6 (+8), Insight 8 (+12), Intimidation 6 (+8), Investigation 10 (+13), Perception 8 (+12), Ranged Combat: Martian Vision 10 (+10), Stealth 4 (+6), Technology 4 (+7), Vehicles 2 (+4)

OFFENSE
INITIATIVE +2
Martin Vision +12 Ranged, Damage 16
Unarmed +12 Close, Damage 16

DEFENSE
DODGE 13 FORTITUDE 13
PARRY 13 TOUGHNESS 15
WILL 15

POWER POINTS
ABILITIES 68 SKILLS 31 POWERS 95 DEFENSES 30 ADVANTAGES 6 = TOTAL 230

COMPLICATIONS
Enemy: His brother (if he is still alive), many JLA enemies, Kanto
Phobia: Fires of "psychic significance" (descriptors fire & magic or psionic)
Motivation: Justice
Prejudice: Often feels isolated among humans, a “stranger in a strange land.”
Responsibility: Miss Martian, Till'all
Reputation : Most well-known superhero in the southern hemisphere
Last edited by Walking Dad on Tue Sep 18, 2012 4:56 pm, edited 3 times in total.
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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Sat Jul 14, 2012 2:49 pm

MARTIAN MANHUNTER (J'onn J'onzz) (PL 10)

Image

STR 2/12*, STA 9, AGL 0, DEX 0, FGT 1, INT 1, AWE 3, PRE 0

Powers:
Martian Durability: Immunity 10 (Aging, Critical Hits, Environmental Effects, Suffocation Effects), Protection 4 • 14 points
Natural Telepath: Senses 2 (Mental Awareness, Radius) • 2 points
Telepathy: Array (6 points) • 8 points
• Mind Reading 10, Distracting, Feedback, Subtle • 6 point
• Team Telepathy: Supersenses 1 (communication link), Variable 1 (limited to give team members a communication link) • 1 point
• Mental Communication 2, Distracting • 1 point
Multilingual: Comprehend 3 (all languages, speak, read, write, Quirk: needs some time to get familiar with them) • 5 points
29

Green Martian Powers: Dynamic Array • 28 points (35 total)
• Mobility: Flight 13, Movement 1 (Space Travel 1) • 1 point1
• Density: Enhanced Strength 10, Enhanced Strength 5 (limited to lifting) Sustained • 2 points
• Martian Vision: Ranged Force Damage 10 (accurate 5) • 2 points
• Insubstantial 4 (affected by fire) • 2 points
35

Shapeshifting: Variable 1 (assumed forms), Free Action • 9 points
• Camouflage: Visual Concealment 4, precise • 1 point
Phasing: Movement 2 (Permeate 2), Benefit: May Dodge/Parry attacks without moving • 5 points
15

Advantages: All-Out Attack, Improved Initiative 1, Move-by action, Power Attack

Skills: Close Combat: Unarmed 7 (+8), Deception 6 (+6), Insight 2 (+5), Investigation 4 (+5), Perception 4 (+7), Stealth 2 (+2), Technology 2 (+3), Vehicles 1 (+1)

Offenses:
Initiative +4
Martian Vision +10, Ranged, Damage 10
Unarmed +8, Close, Damage 2/12

Defenses: Dodge 7, Parry 7, Will 11, Fortitude 9, Toughness 13

Power Points: Abilities 32 + Powers 79 + Advantages 4 + Skills 14 + Defenses 21 = 150

COMPLICATIONS
Enemy: His brother (if he is still alive), many JLA enemies, Kanto
Phobia: Fires of "psychic significance" (descriptors fire & magic or psionic)
Motivation: Justice
Prejudice: Often feels isolated among humans, a “stranger in a strange land.”
Responsibility: Miss Martian, Till'all
Reputation : Most well-known superhero in the southern hemisphere
Last edited by Walking Dad on Thu Jan 16, 2014 3:27 pm, edited 3 times in total.
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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Sun Oct 07, 2012 12:45 am

STR 10, STA 10, AGL 0, DEX 0, FGT 2, INT 2, AWE 3, PRE 0

Powers:
Toughness: Immunity 13 (Aging, Critical Hits, Life support), Protection 4 • 17 points
Shapeshifting: Variable 2 (10 points) for assuming different shapes, Move Action, Subtle 1, Precise • 20 points
• Intangibility: Insubstantial 4 • 1 points
• Invisibility: Visual Concealment 4, Movement 2 (Permeate 2) • 1 points
Multilingual: Comprehend 3 (all languages, speak, read, write, Quirk: needs some time to get familiar with them) • 5 points

Martian Powers: Dynamic Array • 14 points (43 total)
• Flight 7 • 1 point
• Alien Senses: Super-Senses 8 (Darkvision, Extended Vision 2, Vision Penetrates Concealment) • 2 points
• Eye Beams: Str-based Ranged Damage (accurate 2) • 2 points
• Hardened fist: Affect Corporeal on Str 10 • 2 points

Advantages: All-Out Attack, Improved Initiative 1, Luck 1, Move-By-Action, Power Attack

Skills:
Close Combat: Unarmed 8 (+10), Deception 6 (+6), Expertise (biology) 6 (+8), Perception 6 (+9), Ranged Combat (Eye Beams) 6 (+6), Stealth 2 (+2), Technology 6 (+8)

Offenses:
Initiative +4
Eye Beams +10, Ranged, Damage 10
Unarmed +10, Close, Damage 10

Defenses: Dodge 6, Parry 6, Will 10, Fortitude 10, Toughness 14

Power Points: Abilities 54 + Powers 65 + Advantages 1 + Skills 20 + Defenses 16 = 171


Telepathy: Array (6 points) • 8 points
• Mind Reading 10, Distracting, Feedback, Subtle • 6 point
• Mental Communication 2, Distracting • 1 point
Team Telepathy: Supersenses 1 (communication link), Variable 1 (limited to give team members a communication link) • 1 point

Natural Telepath: Senses 2 (Mental Awareness, radius) • 2 points
Last edited by Walking Dad on Sat Jan 11, 2014 7:00 pm, edited 3 times in total.
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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Tue Jun 04, 2013 6:05 am

Miss Martian PL 9 (M'gann M'orzz, alias Megan Morse)
Young Justice Universe Earth-16

Image

STR 2
STA 7
AGL 2
DEX 0
FGT 2
INT 1
AWE 6
PRE 1

Powers
30
Psionics: Array (21-point), Dynamic
• Psionic Flight: Flight 10, Dynamic • 22 points
• Telepathy: Communication 4 (mental), Rapid, Subtle 2, Dynamic • 2 points
• Telekinesis: Move Object 10, Accurate 1, Dynamic • 2 points
• Mind Manipulation: Affliction 5 (ranged, cumulative, insidious, resisted by will, 1st: dazed, 2nd stunned, 3rd variable, Variable Condition (3rd degree)), Dynamic • 2 points
• Mind Scan: Mind Reading 7 (Cumulative), Dynamic • 2 points

22
Martian Durability: Protection 5, Immunity 3 (aging, critical hits) • 8 points
Phasing: Movement (Permeate 1) • 2 points
Shapeshifting: Variable 1 (assumed forms), Free Action • 9 points
• Camouflage: Visual Concealment 4, precise • 1 point
Natural Telepath: Senses 2 (Mental Awareness, radius) • 2 points

Team Telepathy: Supersenses 1 (communication link), Variable 1 (limited to give team members a communication link) • 6 points


Advantages
Language (English), Luck 1, Power Attack

Skills
Deception 10 (+11), Insight 1 (+7), Perception 3 (+9), Persuasion 2 (+3), Ranged Combat (Psionics) 6 (+8), Stealth 5 (+7), Technology 4 (+5), Vehicles 7 (+8)

Offense
Initiative +2
Telekinesis +8, Str rank 10 for combat maneuvers
Unarmed +2 Close, Damage 2

Defense
Dodge 6 Fortitude 7
Parry 6 Toughness 12 (7 without Force Field)
Will 11

Power Points
Abilities 42 - Skills 19 - Powers 58 - Defenses 13 - Advantages 3 = Total 135

Complications
Motivation (Acceptance): Both to the public, as a new hero and to those who know his true nature, as a sample that not all White Martians are second class beings.
Power Loss: Loss of powers and reduction of Str to 0 and Sta to 1 when exposed to fire.
Secret Identity: Morgan Morse
Prejudice: Miss Martian's true appearance is that of a grotesque monster with white skin, long limbs and a hunchback.


Background:
When she first came to Earth, Miss Martian was a bubbly, exceptionally sweet, polite, and caring, although occasionally shy, "young" Martian girl, who longed to fit in on Earth and be a member of the Team. However, being from Mars and having never really interacted with humans before, she was frequently unfamiliar with Earth customs. She felt especially uncomfortable with her telepathy, as on Mars, it is the prime form of communication. She was also quite inexperienced, and eager to please.

Notes:
Does not include bio-ship and HQ costs.

Although ’s Shapeshifting power is not continuous, consider his green-skinned Martian Lad identity his “normal” form under most circumstances (should he be unable to sustain his Morph effect). The revelation of his true White Martian form should be handled as an aspect of his Prejudice complication.


True Form:

Image
Last edited by Walking Dad on Thu Jun 20, 2013 1:11 am, edited 2 times in total.
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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Tue Jun 18, 2013 11:56 am

Classic MISS MARTIAN PL 12 PP 180

Image

STR 2
STA 7
AGL 0
DEX 2
FGT 2
INT 2
AWE 5
PRE 0

Powers
Natural density: Growth 2 (Density, permanent, Innate) • 5 points
Martian Durability: Immunity 13 (Life Support, aging, Critical Hits); Protection 7 • 20 points
Multilingual: Comprehend 2 (all languages) • 4 points
Natural Telepath: Senses 2 (Mental Awareness, radius) • 2 point

Green Martian Powers: Array (40-point), Dynamic • 40 points
• Psionic Flight: Flight 20, Dynamic • 1 point (upper limit, seldom used that high)
• Telepathy: Communication 4 (mental), Rapid, Subtle 2, Dynamic • 2 points
• Offensive Telepathy: Mind Reading 12 (Cumulative, Effortless, Subtle 1), Communication 1 (Mental, 100 feet; Extra: Subtle 1, Dynamic) • 2 points
• Martian Senses: Super-Senses 8 (Darkvision, Extended Vision 2, Vision Penetrates Concealment) • 2 points
• Mind Manipulation: Affliction 8 (Perception range, cumulative, resisted by will, 1st: dazed, 2nd stunned, 3rd variable, Variable Condition (3rd degree)) Dynamic • 2 points
• Martian Vision: Ranged Damage 14 (force), Dynamic • 2 points
• Space Flight: Movement 1 (Space Travel 1), Dynamic • 2 point
• Intangibility: Insubstantial 4 (Phasing, affected by fire), Dynamic • 2 points
• Increased Density: Impervious Toughness 14, Enhanced Strength 12, Feature: Increased Mass 2, Sustained, Dynamic • 2 points
• Invisibility: Visual Concealment 4, Dynamic • 2 points
• Shapeshifting: Morph 4 (same mass), Dynamic • 2 points
Total: 61 PP

Advantages
Luck 2, Move-Bye Action, Power Attack

Skills
Close Combat (Unarmed) 8 (+10), Deception 10 (+10), Insight 5 (+10), Intimidation 6 (+6) Perception 5 (+10), Ranged Combat (Psychokinesis) 8 (+10), Stealth 4 (+6), Technology 3 (+5), Vehicles 1 (+3)

Offense
Initiative +2
Martian Vision +10 Ranged, Damage 14
Unarmed +10 Close, Damage 2 (14 with density)

Defense
Dodge 10 Fortitude 11
Parry 10 Toughness 14
Will 13

Power Points
Abilities 32 Skills 20 Powers 92 Defenses 32 Advantages 4 Total 180

Complications
Get Out of My Head!: The telepathic persona of a dark, ruthless future version of Miss Martian is a constant presence in her mind that she frequently argues with and fights against.
Reputation: Miss Martian is a member of the White Martians. Those who know of the White Martians consider them savage, power-mad and bloodthirsty.
Phobia: Afraid of flames.
Power Loss: She loses all (non-innate) powers when exposed to fire.
English isn't my native language. Have patience, please.

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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Sat Jan 04, 2014 3:28 am

Martian Manhunter earth 616 work in progress PL 12 180

Image

STR 2
STA 7
AGL 2
DEX 0
FGT 2
INT 1
AWE 6
PRE 1

Powers
30
Psionics: Array (21-point), Dynamic
• Psionic Flight: Flight 10, Dynamic • 22 points
• Telepathy: Communication 4 (mental), Rapid, Subtle 2, Dynamic • 2 points
• Telekinesis: Move Object 10, Accurate 1, Dynamic • 2 points
• Mind Manipulation: Affliction 5 (ranged, cumulative, insidious, resisted by will, 1st: dazed, 2nd stunned, 3rd variable, Variable Condition (3rd degree)), Dynamic • 2 points
• Mind Scan: Mind Reading 7 (Cumulative), Dynamic • 2 points

22
Martian Durability: Protection 5, Immunity 3 (aging, critical hits) • 8 points
Phasing: Movement (Permeate 1) • 2 points
Shapeshifting: Variable 1 (assumed forms), Free Action • 9 points
• Camouflage: Visual Concealment 4, precise • 1 point
Natural Telepath: Senses 2 (Mental Awareness, radius) • 2 points

Team Telepathy: Supersenses 1 (communication link), Variable 1 (limited to give team members a communication link) • 6 points


Advantages
Language (English), Luck 1, Power Attack

Skills
Deception 10 (+11), Insight 1 (+7), Perception 3 (+9), Persuasion 2 (+3), Ranged Combat (Psionics) 6 (+8), Stealth 5 (+7), Technology 4 (+5), Vehicles 7 (+8)

Offense
Initiative +2
Telekinesis +8, Str rank 10 for combat maneuvers
Unarmed +2 Close, Damage 2

Defense
Dodge 6 Fortitude 7
Parry 6 Toughness 12 (7 without Force Field)
Will 11

Power Points
Abilities 42 - Skills 19 - Powers 58 - Defenses 13 - Advantages 3 = Total 135

Complications
Motivation (Acceptance): Both to the public, as a new hero and to those who know his true nature, as a sample that not all White Martians are second class beings.
Power Loss: Loss of powers and reduction of Str to 0 and Sta to 1 when exposed to fire.
Secret Identity: Morgan Morse
Prejudice: Miss Martian's true appearance is that of a grotesque monster with white skin, long limbs and a hunchback.
English isn't my native language. Have patience, please.

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Re: WD's Martian Manhunter builds and links (3e)

Postby Walking Dad » Sat Jan 04, 2014 3:38 am

Martian Manhunter new 52

Image

Image
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