click here to return to the VandV Emporium

SUPERMAN


Identity: Kal-El, Clark Kent (Earth Name)
Group Affiliation: The Justice League
Base of Operations: Metropolis
First Appearance: Action Comics #1 (1938)
Side: Good
Sex: Male
Age: 28
Height: 6' 3"
Hair: Black
Eyes: Blue
Level: 12th
Experience: 77, 000
Training: +1 Charisma

Powers:
1. Body Power (Kryptonian Physiology): Superman's physiology allows him to absorb solar energy and convert it into many amazing abilities:
      a. Adaptation
      b. Body Power (Heat Vision): Attacks as Power Blast, Range 400", 1d20 Damage, PR 1/attack.
      c. Body Power (Super Breath): Attacks as Vibratory Powers, Range 400", 2d8 Damage (causes knockback from the impact of his super breath, as per section 3.2E in the rule book), PR 1/attack.
      d. Flight: Maximum speed 40, 000 mph (176, 000"), PR 1/hour. When in a vacuum, he can shift into hyper-flight and travel 4000x the speed of light.
      e. Heightened Agility B +140
      f. Heightened Endurance B +188
      g. Heightened Intelligence A +8
      h. Heightened Senses: (Increased Hearing and Vision) Superhuman vision grants him a x5 modifier to Detect Hidden & Danger rolls. (Thermal Vision) He can see in the dark as well as he can in daylight. (X-Ray Vision) He can see through matter (all except lead) as if it wasn't there.
      i. Heightened Strength B +188
      j. Heightened Speed (Ground): +1430" (325 mph) ground movement.
      k. Heightened Speed (Water): +1980" (450 mph) swimming movement.
      l. Invulnerability: 50 points
2. Heightened Charisma A +16
3. Invulnerability Device [Superman's Costume]: The unique Kryptonian nature of his costume grants him (or any who wear it) 50 points of invulnerability. If Superman should happen be in a non-yellow solar ray environment (i.e. under a red sun) then his costume looses its invulnerability and becomes like normal clothing (but switches back to its invulnerable state once returned to the yellow sun environment). It should be noted that while Superman's powers are affected by Kryptonite, his costume is not.
6. Weakness (Special Requirement): For Superman to retain his powers, he must be under the presence of yellow solar rays. If for any reason Superman cannot absorb yellow solar rays (i.e. if he is on a world with a red sun) then he will lose all of his powers.
7. Weakness (Vulnerability to Kryptonite): Exposure to green radiation causes Superman to weaken and eventually die. In the first round of exposure, Superman's attributes are reduced (Str 100, End 100, Agl 50, Int 12, HP 2453, Power 262) and he has a -25 modifier to all attacks and damage (this penalty remains constant during all rounds of exposure). In the second round of exposure, Superman's attributes are further reduced (Str 50, End 50, Agl 25, Int 10, HP 279, Power 135). By the third round of exposure, Superman's abilities are reduced to Str 10, End 10, Agl 10, HP 5, Power 40, and by this round he begins to take 1d20 damage to his Power score. From the fourth round on, his stats stay stable but he continues to take 1d20 points of damage to both Power and HPs.
8. Weakness (Vulnerability to Magic): Superman is also highly vulnerable to magic. All magical attacks have a +20 bonus to hit, and 3x damage. Superman cannot roll with any magical attacks.


Weight: 225 lbs. Basic Hits: 5 Agility Mod: Nil
Strength: 200 Endurance: 200
Agility: 150 Intelligence: 20
Charisma: 28 Reactions from: Good: +5     Evil: -5
Hit Mod. (13.6) (26.2) (15.1) (1.3) = 6994.5616 Hit Points: 26, 903!
Damage Mod.: +25 Healing Rate: 33.0
Accuracy: +22 Power: 570
Carrying Capacity: 906, 260 lbs. Basic HTH Damage: 8d10
Movement Rates: 550" ground.
Det. Hidden: 70% Det. Danger: 90%
Inventing Points: 24 Inventing (60%):
Origin and Background: Last son of Krypton.
Legal Status: Citizen of the United States of America with no criminal record.


Notes: