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Powers

Psychic Resistance: Spector's multiple personalities give him some protection against certain psychic powers
giving him an AM (50) psychic shield.
Moonlight Insanity: Although no longer an avatar of Khonshu, due to his mental
instability, and usually fueled by the presence of the moon, Moon Knights
Fighting, Agility, Strength and Endurance increases to superhuman levels for a
short time (1-10 turns). This however leads him to need to rest during the day due
to the stress this puts on his body leaving him weakened with -1Cl to his FASE
during the following day for 4-6 hours.
Spectral Vision: Moon Knight can also see magical beings that normal humans
cannot see and possesses night vision as well with Monstrous (75) clarity.
Regeneration: While under the light of a full moon Marc Spector has been
resurrected or healed from mortal wounds that left him wheelchair bound
(according to doctors, 'For life'...) this power, under the province and power of
Khonshu functioned at Amazing (50) ability.
Iron Will: Marc Spectors insanity extends to his ability to ignore wounds and
resist the effects of harsh terrain, flames, cold and more. This power absorbs up to
a total of power rank damage, if it is released half of the damage is suffered for
real. Marc has the ability to resist MN (75) Physical forms of attack. Marcs Iron Will may absorb up to MN
(75) damage at one time. This damage is held until released, at which time Marc suffers half the amount of
damage he had stored. Only 1 attack may be stored, the damage must be released before Iron Will may store
more damage.
Stealth: Moon Knight can also become invisible in a shadowed area and move silently and without leaving a
trace with AM (50) rank from those tacking him.
Master Martial Artist: Spector is a former heavyweight boxing
champion who underwent intense training as a commando,
intelligence operative and mercenary. He is skilled in armed and
unarmed combat with training in Boxing, Judo, Savate and Kung
Fu; his knowledge is extensive enough that it has been shown that
he can use pressure points against his opponents, striking nerve
clusters to stun or even instantly incapacitate. This Gives him AM
(50) base Fighting in unarmed combat. On more than one occasion
without powers he has fought the Punisher to a standstill. This
gives him the Following abilities:
Crushing Blow: +2 CS to Strength for purpose of breaking objects.
Palm: Normal damage and requires Endurance check at -2CS to resist stun.
Double Fist: 2 Normal attacks, if both hit then victim makes Endurance check or stunned for 1-10 rds.
Roundhouse Kick: +2CS damage, but counts as 2 attacks.
Sweep: To avoid sweep you must dodge completely or roll red Endurance check vs. slam or fall to the ground
Jump: +1CS damage, attack strikes the head or shoulders, treat yellow hit roll as red result.
Disarm: Additional +1CS to Fighting to remove weapon from opponent.
Light Step: move rate, leave no tracks and move in total silence.
Fall: damage from falls and needs to make no Endurance rolls to check for
broken limbs.
Double Kick: 2 attacks at one opponent, if both hit then opponent is slammed
automatically.
Flying Kick: +2CS damage and requires a 5' running start and is the only
attack possible for the round.
Jump Kick: +1CS damage, attack strikes the head or shoulders, treat yellow
hit roll as red.
Hook Kick: +1CS damage and -1CS to opponents defense roll
Snap Kick: Normal damage with a -1CS to opponents defense roll.
Prone-fighting: Moon Knight has no penalty for fighting on the ground and
opponent gains no bonuses.
Incapacitator: Normal damage and opponent rolls Endurance feat vs.
Strength +1CS or limb is useless for 24 hours
Speed: Double move rate and attacks for 5 rounds and requires 1-10 rd.'s rest
after use.
Hurl: +1 CS damage and green Endurance check or stunned, also thrown 1-10 ft.
Floating Strike: Usually after floating down with his cape, Moon Knight strikes (double kick or strike with +2 Cl.
to damage with an automatic slam & must roll endurance feat or be stunned with a
Yellow strike.
Equipment: Marc Spector has had a wide variety of different equipment he has
used over the years to conquer his foes.
Body Armor: EX (20) protection vs. Physical and Shooting, GD (10) protection
vs. Energy attacks.
Armor Locks: Moon Knight can lock his armor in order to carry or hold objects
that he normally could not, giving him +2 Cl. to Strength to hold objects.
Bola Gun (x2): Fires up to 5 areas, bolas ensnare with RM (30) Strength.
Sword (x2): IN (40) material, RM (30) Edge damage.
Knives (x2): RM (30) material, EX (20) Edge damage.
Retractable Cestus: Moon Knight has extendable bladed cestus of AM (50) material that can be retracted and
can retrofitted with silver for battling werewolves, his damage increases by +1CS and goes from Blunt to Edged
damage.
Crescent Blades: Silver blades that do EX (25) edged damage to opponents +2
Cl. to mystical creature (Werewolves Vampires, etc.)
Crescent-Darts: Good (15) edge, 3 areas (may throw 6 per round). As a feat,
Moon Knight can pin a person against a wall using 2 darts with EX (20)
Strength. As a 'Called Shot' they can be used to pin targets to walls.
Glider-Cape: Good Air Speeds and Remarkable (30) resistance to fire, heat
and cold.
Crescent dart launcher (Silver, Adamantium or explosive): Fired from his
gauntlets this expensive toy costs a fortune to fund, with a 4 area range the
do Good-10 damage, the : Excellent-20 and :
Remarkable-30 scatter damage in an area. What sort of ammo capacity these
things carried is anyone's guess.
Remote Control For Vehicles: Remarkable (30) control over his vehicles over a 40 area range.
Special Truncheon (Adamantium): Class 1000 material truncheon that inflicts Remarkable-30 blunt damage,
it can be expanded up to an 8 foot pole to use as a quarterstaff for IN (40) damage.
White Noise Generator: Remarkable (30) protection vs. sonic attacks
Standard Truncheon Sticks: Incredible (40) material strength, Remarkable (30) blunt damage.
Grapple and hook: Climbing or swinging at a 3 area/round.
Ankh: Glows in the presence of danger giving Moon Knight the equivalent of Monstrous (75) Danger Sense.
Bola: Can be thrown up to 3 areas to do Typical (6) damage or inflict a Good rank grappling attack.
Ivory Boomerang: Has a range of 3 areas when thrown. It is capable of inflicting Excellent (20) damage and
returns to the thrower.
Lasso: Maximum range is 1 area to cause Good (10) damage or Excellent (20) grappling attack. Moon Knight
can also use it as a grapple, enabling him to climb walls at a rate of 2 stories per turn.
Throwing Irons: These irons can be used at a range of 5 areas to inflict good (15) blunt damage.
Crescent Launcher Pistols He was using 2 pistols which fired crescent darts with cables that allowed him to
grapple, trip or pin his enemies to surfaces. These had enough force to push a man back into a wall and pin him
there with RM (30) strength and do EX (20) edged damage.
Moon-Copter
Control Speed Body Protection
Remarkable Amazing Incredible Incredible
VTOL capabilities: It can lift straight up from the ground without
a runway.
Stealth mode: -5CS to spot at night.
Radio Communication and control: Amazing (50) reception
over 50 miles, can be tuned to the police band and emergency
frequencies.
Drop line: 5 story drop line of
Remarkable material strength.
Machine guns mounted (2):
Remarkable (35) damage, 7 area
range, 300 rounds in 30 round bursts. ROF: 1/1.
Payload: Can carry up to 9 people plus crew.
Rope Ladder: 60 Feet of Ladder to climb up or down from the
Vehicle-Moon-Cycle:
Control: EX (20)
Speed: RM (30)
Body: EX (20)
Protection: GD (10)
Abilities:

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