(Paul Kirk)

Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage [2]
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-

9/15	PD	5		Total:  9/15 PD (0/6 rPD)
7/13	ED	2		Total:  7/13 ED (0/6 rED)
5	SPD	16		Phases:  3, 5, 8, 10, 12
10	REC	2
50	END	0
40	STUN	2		Total Characteristics Cost:  160

Movement:	Running:  	6"/12"
		Leaping:	7"/14"
		Swimming:  	2"/4"

Cost	Powers & Skills
	Martial Arts:  "Ninjutsu"
	Maneuver	OCV	DCV	Damage
4	Atemi Strike	-1	+1	3d6 NND
4	Block		+2	+2	Block, Abort
4	Choke		-2	+0	Grab One Limb; 3d6 NND
4	Dodge		--	+5	Dodge, Affects All Attacks, Abort
4	Elbow Strike	+2	+0	8d6 Strike
5	Flying Kick	+1	-2	10d6 Strike
5	Kick		-2	+1	10d6 Strike
4	Knifehand	-2	+0	HKA 2d6
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 HTH Damage Classes (already added in)
1	Weapon Element:  Blades

15	1916 Broomhandle Mauser C96:  RKA 2d6; OAF (-1), 9 Charges (-1/4) plus +1 OCV; 	OAF (-1), [9]
4	Silencer:  Invisible to Hearing Group, Source Only (+1/4); OAF (-1) for up to 30 Active 
	Points of of RKA, Reduced Endurance (0 END; +1/2)
5	Shoulder Stock:  +1 OCV; OAF (-1) plus :  +2 vs. Range Modifier with All Attacks; OAF (-1)

11	Bundi Dagger (Katar):  Multipower, 22-point reserve, all slots OAF (-1)
1u	1)  Edge:  HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1)
1u	2)  Point:  HKA 1d6-1 (1d6+1 w/STR), Armor Piercing (+1/2), Reduced Endurance 
	(0 END; +1/2); OAF (-1)
1u	3)  Hand-guard:  +1 with Block; OAF (-1)

9	Throwing Knife:  HKA 1d6-1 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2); 
	OAF (-1) plus Ranged (+1/2); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On 
	STR (-1/4) for up to 15 Active Points of HKA, [1 rc]
6	Shuriken:  RKA 1d6+1; 2 Recoverable Charges (-1), OAF (-1), Range Based On STR (-1/4), [2 rc]
7	Armored Costume:  Armor (6 PD/6 ED); Activation Roll 11- (or Locations 9-13; -1), OIF (-1/2)
30	Healing Factor:  Physical Damage Reduction, Resistant, 25% plus Energy Damage Reduction, 
	Resistant, 25%
13	Blocking:  Missile Deflection (Arrows, Slings, Etc.), Full Range (+1); OIF (objects of 
	opportunity on the Ranged Advantage; -1/2)
3	Acrobatic Skill:  Leaping +3" (7" forward, 3 1/2" upward), END 1
7	Healing Factor:  Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2); 
	Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), 
	Recovery Varies According To Wounds Suffered (-1/4)
10	Healing Factor:  LS  (Immunity: All terrestrial diseases and biowarfare agents)

7	Contact:  Kolu Mbeya, weaponsmith (Contact has very useful Skills or resources, Good 
	relationship with Contact) 13-
5	Money:  Well Off

32	+4 with All Combat
3	Acrobatics 14-
3	Acting 13-
3	Breakfall 14-
3	Climbing 14-
3	Concealment 12-

5	Defense Maneuver I-II 
3	Demolitions 12-
3	Disguise 12-
3	Fast Draw (HTH Weapons) 14-
3	Fast Draw (Ranged Weapons) 14-
1	KS: Big Game Animals 8-
1	KS: The Council 8-
1	KS: Ninjutsu 8-
0	Language:  English (idiomatic; literate)
3	Language:  German (completely fluent; literate)
3	Lockpicking 14-
3	Paramedics 12-
1	PS: Big Game Hunter 8-
1	PS: OSS Operative 8-
3	Riding 14-
3	Shadowing 12-
3	Stealth 14-
3	Streetwise 13-
5	Tracking 13-
7	WF:  Common Martial Arts Melee Weapons, Small Arms, Blades, Off Hand, Thrown 
	Knives, Axes, and Darts
290	Total Powers & Skills Cost
450	Total Character Cost

200+	Disadvantages
10	Distinctive Features:  Style (Not Concealable; Noticed and Recognizable; Detectable By 
	Large Group)
10	Hunted:  Christine St. Clair (Interpol) 11- (Less Pow, Capture)
30	Hunted:  The Council 14- (Mo Pow, NCI, Harshly Punish)
20	Psychological Limitation:  Seeks Justice, Wants To "Do The Right Thing" (Very 
	Common, Strong)
25	Psychological Limitation:  Sworn To Destroy The Council (Very Common, Total)
10	Reputation:  Ruthless assassin and killer, 11-
15	Social Limitation:  Secret ID (Paul Kirk) (Frequently, Major)
130	Experience
450	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.

Manhunter II

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)

Manhunter's Hero Designer File

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