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Superman

Superman

Clark Kent/Kal-El

F) Am50
A) Mn75
S) Un100
E) Sh-Z500
R) Rm30
I) Mn75
P) Am50

Health: 725 Karma: 155
Resources: Gd Pop: 100

Known Powers:
Kryptonian Physiology: Exposure to a Yellow sun alters a Kryptonian to allow great physical abilities that provide Superman with the Agility, Strength, and Endurance Ranks listed under statistics and includes the following powers:
-Invulnerabilities: CL1000 resistance to Heat, Cold, Disease, Corrosives, Toxins and Radiation. His body's cells protect him internally as well so even his insides wouldn't be melted by drinking a vial of acid.
-True Invulnerability: Un protection vs. Physical and Energy
-True Flight: Un airspeeds in atmosphere, CL3000 speed in space.
-Torquasm-Vo: This ancient Kryptonian warrior discipline shifts his consciousness on a higher plane. He can fight an enemy in a purely mental realm with Am ability.
-Heat Vision: Un Heat, 10 areas
-Hyper Speed: Sh-X speed, Superman possesses hyperspeed. He may perform the following power stunts:
--Substitute for Fighting for multiple attacks and evading. May make up to 3 combat actions per round.
--Substitute for Agility for dodging and catching projectiles.
--Substitute for Intuition for initiative.
-Hyper Breath: Am Cold within 1 area
-Recovery: Superman's body continues absorbing solar radiation even after death. This energy may eventually return him to life making it virtually impossible to kill him. Superman needs an Earth like atmosphere to breath in. His Endurance enables him to last for extended period holding his breath, but in space he will eventually need a space suit. His greater constitution provides little need for sleep, however eventually he will tire and require rest.
Superhuman Senses: Superman has the following heightened senses as shown below:
-Enhanced Hearing: Un
-Microscopic Vision: Am
-Telescopic Vision: Gd
-X-Ray Vision: Un
Power Boost: Superman can direct his bodies energies into his Strength, Flight or Speed, raising them as high as +2cs. It is an instantaneous boost and will be used when the challenge calls for it. He would normally raise +1cs, then +2cs if the initial boost is ineffective. He can boost immediately to Sh-Y if he needs too. To activate an increase he must make a Psyche FEAT.
-Blue result he drops -1CS for a day.
-White result he drops back to normal levels.
-Green result sustains heightened rank for 1 round.
-Yellow result keeps him at his heightened ranks for 1-10 turns
-Red result would keep him at the new level for 1-100 turns.
Solar Absorption and Storage: CL3000, that provides Superman with mass amounts of energy that support all his other powers and abilities. He directs this stored energy to enhance his abilities.
Parallax Power: CL3000, Sinestro has now bonded with Parallax. He has 3000 points of temporal energy to work with, and this energy will slowly return when he goes back into the timestream for more. His max is 3000 points. This can be used for any power, from reality warp, to energy blasts to enhanced abilities to time control. The power must be recharged once every 24 hours. Also has the following abilities: -Electromagnetic Force Manipulation: Parallax has extensive energy manipulation powers able to effect the entire spectrum including Gravity, Radiation, Heat, Light at Mn ability. Parallax can only create 1 effect per round, but can maintain up to 3 existing effects by making a successful psyche FEAT roll. Powers stunts include:
--Energy Blasts: Mn Energy, 7 areas
--Force Field: Mn rank
--The creation of objects of solid energy, Gm decides which creations are within the power of the ring and assigns a power intensity FEAT: Simple weapons, entrapment devices, common geometric shapes, gigantic hands and simple containers are all powers stunts and are usually Am rank. A Red Psyche FEAT is required for extreme measures (i.e. Containing an exploding Sun within an Energy Barrier).
-Flight: Ex airspeed in Earth's atmosphere, CL1000 in space
-Energy Sheath: Rm protection vs. attacks. It allows Parallax to not suffer from the ill effects of space or radiation.
-Electromagnetic Scanning: Most normal electromagnetic phenomena are within the range of the ring, including Radio, Television, Infrared, Ultraviolet, and High Frequency Band communications at Un levels.
-Comprehend Language: Mn
-Raise Power: Any power or ability may be temporarily enhanced by a Psyche FEAT roll. He must roll with -2cs against Psyche for every +1cs he is hoping for. If he wants to fly at Rm, he must make a Psyche check at Gd. The more powerful the blast the harder it is to do.
-Regeneration and Recovery: Ex ability.
-Conscious acts are the traditional willpower needed. The way this works is that all powers are at will power or Psyche rank. If Hal wants to fly at Sh-X, he must make a Psyche check at In.
-Stat Increase: Parallax may increase any stat (unless it is already enhanced ie endurance) by the dodging column with a successful Psyche check. Green: +2cs, Yellow: +4Cs, Red: +6cs

Equipment:
Qwardian Power Ring

Limitations:
Vulnerable to Kryptonite: Superman is vulnerable to the several different forms of Kryptonite.
Vulnerable to Magic: Against attacks of a Magical nature, Superman's defensive stats are reduced to Pr (ie. Endurance, Invulnerability, etc.). He cannot use his powers or abilities to affect constructs of a Magical nature (he couldn't smash down a magical wall, or break enchanted chains with his strength).
Yellow Sun Power Source: All his powers are based from solar energy of a yellow sun. If Superman is put on a world with a different color sun, the level of his powers gradually drops -3cs every round until they are no more.

Talents: Martial Arts A, C, Leadership, Astro-Navigation, Journalism, Languages (all Human Languages and some Alien including Kryptonian), Kryptonian Lore and Technology, Computers, First-Aid, Repair/Tinkering

Contacts: Lois Lane, Superboy/Jon Kent, Justice League