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Master of Martial Arts: As an agent of Fu Manchu, Midnight was a highly trained martial

artist and espionage agent, as well as a master of stealth. He was a highly trained with unarmed
combat and many martial arts weapons, particularly daggers, nunchaku, and shuriken. His
specialty was vanishing into shadows and ambushing his opponents. As a human, MNai was
one of the greatest martial artists on Earth, having been trained possibly since birth next to
Shang Chi to become the ultimate warrior. Midnight Sun is skilled in various martial arts with a
particular specialization in the Chinese martial arts. He has been shown defeating multiple
highly skilled opponents simultaneously as well as super humans giving him the following
abilities:
Vital Points: MNai has the MN (75) ability to hit vital points and organs with successful
strike with his hands or weapons. These strikes shutdown organs and can strike armored
opponents in vital spots where armor does not protect them by detecting their weak points.
MNai is well educated in the functioning of the human body as well as martial arts
techniques that target pressure points. With a successful bulls-eye score he is able to
paralyze limbs of an individual's body or the entire body altogether. He's disabled eye sight,
speech, induced pain, and even has knowledge of pressure points inducing death.
In combat, he can automatically block one attack by a studied character on a power FEAT.
He must make a MN (75) power FEAT to do so.
He can block 2 attacks if he succeeds an MN (75) power FEAT.
Multiple Moves: Because of his agility, MNai is able to complete multiple aerial strikes or grabs in a single leap.
The opponent must make an intuition feat -1 Cl. to see the second or third strike.
Lightning Reflexes: Iron Fist can dodge and catch/deflect projectiles (Energy Blasts & Bullets in mid-flight).
Shattering Touch: Shatter's an object at +2CS to damage.
Eagle Claw: Takes two attacks and causes +2CS edged damage to strike.
Incapacitating Blow: Normal damage and opponent rolls Endurance feat vs. Strength +1CS or limb is useless for
24 hours.
Advanced Weapon Catch: Use weapon or hand with UN (100) protection
to catch/block opponents weapon.
Disarm: Additional +1CS to Fighting to remove weapon from opponent.
Light Step: move rate, leave no tracks and move in total silence.
Prone-fighting: Iron Fist has no penalty for fighting on the ground and
opponent gains no bonuses.
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.
Crescent Kick: +1CS damage (must roll stun result with Yellow feat).
Axe Kick: +2CS damage and opponent must roll vs. Endurance or be knocked to the ground
Hook Kick: +1CS damage and -1CS to opponents defense roll
Spinning/Roundhouse: +2CS damage.
Snap Kick: Normal damage with a -1CS to opponents defense roll.
Scissor Kick: 1 attack roll to hit 2 opponents within 6' of each other with
normal damage to each
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.
Leap: +1CS standing jump and +2CS running jump.
Reflection: Used as an evasion, redirects an opponents melee attack to an adjacent area
Known Powers:
Body Armor: Remarkable (30) resistance to physical and Energy attacks, Cl. 1000 resistance to Heat, Cold
Radiation, Toxins and disease.
Flight Disks: Cl. 1000 material disks that Midnight Sun mentally activates (grafted to the palms of his hands and the
soles of his feet, disallowing him the use of his fingers and toes) can each propel him at formidable Cl. 1000 speed in
the direction opposite that which it is facing (He often used these discs to strike his enemies using his martial arts
skills); Midnight Sun uses them with great coordination, as if space was an infinite series of vantage points he can
bounce off of, pivot on or stand on. This agility would likely prove extremely disconcerting to somebody who is not
highly experienced in sophisticated space combat giving him +1 Cl. to aerial combat. It also allows MNai to hurt
opponents With Unearthly (100) body armor by hitting them in vital points.
Life Support: Midnight Sun can survive in the vacuum of space indefinitely with no ill effects.
Invisibility: Midnight Sun has Monstrous (75) ability to disappear in darkness or shadowy areas and cannot be
detected by virtually any means (including radar). He can only be found through eyes which can see Ultra-violet
wavelengths of his flight disks. Opponents must make a check against his invisibility with -2Cl to their Intuition.
Enhanced Vision: MNai can see through the vastness of space & even total
darkness with MN (75) clarity.
Limitations: Midnight Sun is Mute and can only communicate through non-
verbal means.

Talents
All Martial Arts, Wrestling, Stealth, Aerial combat, Thrown Weapons,
Oriental Weapons, Oriental Philosophy, Detective/Espionage, Astro-
Navigation, & Fishing.

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