Manhunter

The Manhunters
F) Rm30 A) Ex20 S) Am50 E) Sh-X150 R) Gd10 I) Gd10 P) Pr4

Health: 250 Karma: N/A Resources: N/A Pop: N/A

Known Powers: Robotic Construction: The Manhunters are robots, and as such have a number of special abilities: -Immunity to poison, disease, and gas. -Invulnerability to mental attacks such as mind control and mind reading (Telepathic force bolts and other such attacks function normally.) -Manhunters do not need to breathe, and as such are unharmed by the effects of outer space and being underwater. -Manhunters are made of Rm strength material. This provides them with Rm protection vs. Physical and Energy attacks. -Manhunters at this stage do not generate or spend Karma. -Flight: Ex airspeed -Learning Program: This program allows the Manhunters to gain a +1CS against an opponent in all FEATs after fighting that opponent for 3 rounds. Further, the information is relayed back to central computers, such that other Manhunters are aware of it and gain the CS in future battles. Weapons Systems: The Manhunters have a variety of weapons-systems, fired from their hands or eyes. These include: -Optic Energy Beams: In Energy, 3 area range. -Energy Gauntlet: Am Force, 7 areas -Sinestro Corps Battery: Should a member of the Sinestro Corpse need to recharge their ring, the Manhunters will open their face plates to allow them to do so.

Equipment: Staff: Mn material, Am Blunt attack, has the following abilities: -Electrical Blast: Able to fire Rm Electrical Energy within a 5 area range

Talents: Tracking, Hand-to-Hand Combat