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Christine St. Clair (Manhunter DC Comics)

Christine St. Clair


Power Level:
Game system: DC Heroes Role-Playing Game

Context

Christine St. Clair was one of the main characters in a 1973 back-up feature in Detective Comics, by Walt Simonson. This all-new Manhunter story was remarkable.

It was influential enough to be counted as part of the shift toward the Bronze Age .

It is much better to read this profile after reading the second Manhunter (Paul Kirk) character profile.


Background

  • Real Name: Christine St. Clair.
  • Marital Status: Unrevealed.
  • Known Relatives: Father (name unrevealed, deceased).
  • Group Affiliation: Former partner of Manhunter.
  • Base Of Operations: Mobile.
  • Height: 5’6” Weight: 125 lbs.
  • Eyes: Dark blue Hair: Red


Powers and Abilities

St. Clair is a highly skilled Interpol agent – making her both an able detective and an excellent, steady gunwoman.


History

Like in many other stories, the DC Universe’s version of Interpol has field agents of its own. It’s not simply a coordination and clearing house agency for disparate police forces. While I would assume that this organic force of armed detectives is small, it apparently works on global crimes and conspiracies that impact numerous countries.

As part of this work, Swiss detective Christine St. Clair unearthed the truth about Manhunter (Paul Kirk). She pieced together :

  • His actions.
  • The existence of his clones.
  • The deeds of the Council.
  • The shadow war that erupted when Manhunter turned against the Council.

Who hunts the Manhunter ?

Thanks to her father — a banker of considerably influence in Switzerland — she was notified when Manhunter came to empty a large Swiss account that belonged to the Council. St. Clair also learned that he clashed with attackers trying to stop him.

With this lead, St. Clair doggedly pursued Manhunter. But the machinations of the Council made that difficult. In particular the bodies of the clones sent against Manhunter kept disappearing from the morgues as Council cleaners erased evidence.

The Interpol agent nevertheless found her quarry in Tibet. Manhunter was seriously wounded and unable to move after a series of fights against clones of himself. St. Clair defended Manhunter against further attackers as he told her his story.

However, St. Clair’s boss was actually a Council agent. When she established contact with Manhunter she became too dangerous to live. Thankfully, Manhunter killed St. Clair’s boss. Yet, Christine and Kirk soon became wanted for this murder.

The fugitive

At this point the former Interpol agent had little choice but to ally with Manhunter. They managed to acquire a tape with crucial information about the Council. But it was then Christine’s father who revealed himself to be a Council agent whilst attempting to repossess the tape.

His daughter shamed him, accusing him of betraying all the values he had taught her and had led her to become a police detective. Remorseful, Mr. St. Clair agreed to let her keep the tape and left. However, he was then murdered by waiting Council enforcers.

After this tragedy, Ms. St. Clair used the tape to convince the brainwashed ninja master Asano Nitobe to ally with her and Manhunter. Nitobe was a precious ally in their war against the Council. Determined to see this to the bitter end, Christine was part of the ad hoc team Manhunter assembled to storm the headquarters of the Council – a force that included Batman.

The strike was successful when Kirk sacrificed himself to detonate a massive quantity of explosive. That apparently put an end to the Council.

Send in the clones

Over the following years, St. Clair wrote a book about Manhunter (Paul Kirk) and the Council, titled The Mask of the Manhunter. Whether she resumed working as a detective is unrevealed. The familial wealth, and perhaps the sales from the book, made it unnecessary. It is also possible she had to handle some of the responsibilities of her late father.

She further honoured the memory of her friend Paul in another manner. Christine and Asano kept a watch for resurfacing clones of Paul Kirk, tracked them down and eliminated them. At least one such job took place in Gotham, where she again allied with Batman.

In the early 2000s, a man who likely was the last clone left became a member of the Power Company, a “consulting” group of superhumans. Christine and Asano took him down. Yet he more or less convinced them that he was also working to honour the memory of the original Manhunter.

Unsure that killing this clone was ethically defensible, they let him go. But this left St. Clair angry and she swore to keep a close eye on him.


Description

See illustrations.


Personality

St. Clair is a well-educated, serious detective with good willpower and nerve. She’s a regular Girl Scout with lofty principles and a strong belief in law and justice. She is also an action heroine.

While the story did not leave much room for characterisation, it was unusual for its day in casting her as a self-sufficient and well-trained fighter and detective. Furthermore, the hint of romantic tension was kept as a hint.

Nowadays, Christine prefers sniper tactics. She’ll cover Nitobe from afar. If Nitobe has troubles with his opponent(s), he’ll simply manoeuvre to give Christine clear shots at the enemy.

She greatly admired Paul Kirk, and will consider any stain on his memory a personal insult.


Quotes

“I’ve been trained to be that good, Manhunter. Although from what I’ve seen, you’ve been trained even better.”


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Game Stats — DC Heroes RPG Print Friendly

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Agent St. Clair

Dex: 04 Str: 03 Bod: 04 Motivation: Upholding the Good
Int: 04 Wil: 04 Min: 04 Occupation: Interpol agent
Inf: 04 Aur: 04 Spi: 04 Resources {or Wealth}: 006
Init: 014 HP: 015

Skills:
Artist (Writer): 04, Detective (all but Law): 05, Martial artist*: 04, Medicine (First aid): 04, Thief: 04, Vehicles (Land, air): 05, Weaponry (Firearms): 06

Advantages:
Credentials (Interpol, Low), Languages (German, French), Schtick (Paired firearms).

Connections:
Manhunter II (High, then deceased), Kolu M’Beya (Low), Swiss bankers (Low), Asano Nitobe (High).

Drawbacks:
None demonstrated.

Equipment:

  • A Walther P38, as was the style of the day [BODY 04, Projectile weapons: 04, Ammo: 08, R#2]. In the 2000s she was using something way more modern, perhaps a SIG P229 [BODY 04, Projectile weapons: 04, Ammo: 12, R#2].
  • If there’s a pistol laying around she’ll likely pick it up to use her Schtick, but she doesn’t usually carry two pistols.
  • In her recent appearances she used a high-powered sniper rifle [BODY 01, Projectile weapon: 07, Range: 09, Telescopic vision: 04, Ammo: 06, R#02. Limitation: Projectile weapon has No Range – use the Range given next instead].
  • Said appearances also had her use powerful, cutting edge surveillance equipment.


Game Stats — DC Adventures RPG Print Friendly

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Agent St. Clair — Averaged PL 5.5

STR STA AGL DEX FGT INT AWE PRE
01 02 01 03 04 02 01 01

Powers

Blazing P38s ● 1 point (Sustained, Easily removable – requires handguns) ● Descriptor: Skill
Ranged Attack 2, Power attack, Quirk (both Advantages only work when she wields two handguns)

Combat Advantages

Defensive Roll 1, Improved aim, Power Attack (w/paired handguns), Ranged Attack (w/paired handguns).

Other Advantages

Benefit 1 (Interpol agent), Benefit 1 (Well-connected in the Swiss banking industry), Connected, Equipment 5, Language (German), Well-Informed.

Skills

Athletics 1 (+2), Close combat (Unarmed) 2 (+6), Deception 1 (+2), Expertise (Interpol agent) 5 (+7), Insight 4 (+5), Expertise (Writer) 5 (+7), Investigation 6 (+8), Perception 4 (+5), Persuasion 1 (+2), Ranged combat (Firearms) 6 (+9), Treatment 4 (+6) (Limited 2 – to Stabilise and Revive), Stealth 3 (+5), Technology 4 (+6) (Limited 2 to Security), Vehicles 4 (+7) (Limited 1 to common land and air vehicles)

Equipment

Light Pistol ● 6 points
High-powered sniper rifle ● 15 points

Offense

Initiative +1
Unarmed +6, Close, Damage 1
Light pistol +9, Ranged, Damage 3
Paired light pistols +11, Ranged, Damage 3
High-powered sniper rifle +9, Ranged (Extended range 1), Damage 6, Critical 19-20

Defense

Dodge 6 Fortitude 6
Parry 5 Toughness 3/2*
Will 4

* Without Defensive Roll

Complications

  • Motivation Goody two-shoes.
  • Honour Honour Paul Kirk and her father’s memories.

Power levels

  • Trade-off areas Attack & Effect PL 8, Dodge/Toughness PL 5, Parry/Toughness PL 4, Fort & Will PL 5.
  • Point total 77. Abilities 30, Defences 13, Skills 21, Powers 1, Devices 0, Advantages 12. Equiv. PL 6.


By Sébastien Andrivet.

Helper(s): Peter Piispanen, Darci.

Source of Character: DC Universe.

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