THE JUSTICE LEAGUE

SUPERMAN

Val	CHA	Cost	Roll	Notes
125	STR	115	34-	Lift 838.9 ktons; 25d6 HTH Damage
25	DEX	45	14-	OCV:  8/DCV:  8
75	CON	130	24-
25	BODY	30	14-
25	INT	15	14-	PER Roll 17-
25	EGO	30	14-	ECV:  8
50	PRE	40	19-	PRE Attack:  10d6
18	COM	4	13-

50	PD	25		Total:  50 PD (50 rPD)
50	ED	35		Total:  50 ED (50 rED)
5+5	SPD	15		Phases:  3, 5, 8, 10, 12/2, 3, 4, 5, 6, 8, 9, 10, 11, 12
40	REC
150	END
150	STUN	24		Total Characteristic Cost:  508

Movement:	Running:	6"/12"
		Flight:		30"/60"
		Leaping:	25"/50"
		Swimming:	2"/4"

Cost	Powers & Skills
375	"Super" Power Tricks:  Variable Power Pool, 150 base + 225 control cost, 
	No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1)
	Notes:  This represents the vast number of Superhuman strength, speed, and bizarrely 
	qualified powers Kal El can call upon when needed. While he can change it at will and 
	needs no skill roll to do so, it could be said that he needs to make an INT check to figure 
	out new applications, but I don't think it warrants a limitation. For a quick list of relevant 
	abilities see Ultimate Brick and the upcoming Ultimate Speedster (whenever that comes 
	out)

150	Standard Superman Tricks:  Multipower, 150-point reserve
15u	1)  Blast Of Breath:  EB 15d6, Reduced Endurance (1/2 END; +1/4), Double 
	Knockback (+3/4), END 6
14u	2)  Blowing Away The Mist:  Dispel Gas/Smoke/Mist Powers 16d6, all Gas/Smoke/Mist 
	powers simultaneously (+2), END 14
14u	3)  Blowing Out Fires:  Dispel Fire Powers 16d6, all Fire powers powers 
	simultaneously (+2), END 14
10u	4)  Freezing Breath:  Energy Blast 10d6, No Normal Defense (LS: Safe Environment: 
	Intense Cold; +1), END 10
8u	5)  Heat Vision:  RKA 3d6+1, Reduced Endurance (1/2 END; +1/4), Line Of Sight (+1/2), 
	Continuous (+1); Concentration, Must Concentrate throughout use of Constant Power 
	(1/2 DCV; -1/2), No Knockback (-1/4), END 6
1u	6)  Instant Change:  Cosmetic Transform 2d6; Limited Target: Own 
	Clothes (-1/4), END 1
4u	7)  Superspeed!:  +5 SPD (50 Active Points); Nonpersistent (-1/4)

180	Super Flight:  Flight 30", Variable Advantage (+1 Advantages; +2), END 18

	Super Durable
20	1)  Bracing:  Knockback Resistance -15"; Costs Endurance (-1/2), END 3
30	2)  Even Tougher than That!:  Energy Damage Reduction, Resistant, 50%
30	3)  Even Tougher than That!:  Physical Damage Reduction, Resistant, 50%
50	4)  Nigh Invulnerable:  Hardened (x2; +1/2) applied to PD  plus Hardened (x2; +1/2) 
	applied to ED
75	5)  Nigh Invulnerable:  Damage Resistance (50 PD/50 ED), Hardened (x2; +1/2)
51	6)  Nigh Invulnerable:  Life Support  (Eating Character does not eat; Immunity All 
	terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical 
	warfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High 
	Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low 
	Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep)
15	7)  Strong Willed:  Mental Defense (20 points total)
6	8)  Sturdy:  Knockback Resistance -3"
31	9)  Super Efficient Musculature:  Reduced Endurance (1/2 END; +1/4) applied to STR
10	10) Systemic Antidote:  Power Defense (20 points); Only vs Poisons/Toxins (-1)
20	11) The Man of Steel:  Lack of Weakness (-10) for Normal Defense (Resistant Defense)

	Super-Senses
20	1)  Combat Hearing:  Targeting with Hearing Group
5	2)  Full Spectrum Vision:  Ultraviolet Perception (Sight Group)
15	3)  Microscopic Vision:  Microscopic ( x1,000) with Sight Group
18	4)  Parabolic Hearing:  +12 versus Range Modifier for Hearing Group
8	5)  Radio Hearing:  Radio Perception
9	6)  Supersenses:  +3 PER with all Sense Groups
18	7)  Telescopic Vision:  +12 versus Range Modifier for Sight
10	8)  Thermal Vision:  Infrared Perception (Sight Group), Tracking
3	9)  Ultrasonic Hearing:  Ultrasonic Perception (Hearing Group)
10	10) X-Ray Vision:  N-Ray Perception (Sight Group)
	Notes:  Cannot See through Lead

	Perks
50	Base: Fortress of Solitude
10	Contribution towards the 'Watchtower'
10	Fringe Benefit:  Membership: Justice League (Senior Member)
1	Fringe Benefit:  Passport
1	Fringe Benefit:  Press Pass
5	Money:  Well Off
15	Reputation:  The first and Greatest Hero of his Generation (A large group) 14-, +5/+5d6
3	Well-Connected
2	1)  Contact:  Er... that scientist guy... who developed his containment suit when he was 
	an energy being... (Contact has useful Skills or resources, Contact limited by identity, 
	Good relationship with Contact) 11-
5	2)  Contact:  Jimmy Olsen (Contact has useful Skills or resources, Contact is slavishly 
	loyal to character) 11-
11	3)  Contact:  Project Cadmus (Contact has very useful Skills or resources), Organization 
	Contact (x3) 11-
11	4)  Contact:  The Daily Planet (Contact has useful Skills or resources), Organization 
	Contact (x3) 12-
23	5)  Contact:  The Justice Society of America (Contact has extremely useful Skills or 
	resources, Very Good relationship with Contact), Organization Contact (x3) 12-
17	6)  Contact:  The Whitehouse (Contact has access to major institutions, Contact has 
	extremely useful Skills or resources), Organization Contact (x3)  11-

	Talents
3	Calculate At Superspeed:  Lightning Calculator
3	Never Seems To Get Lost:  Bump Of Direction
5	Recall:  Eidetic Memory
8	Superspeed Reading:  Speed Reading (x1,000)
15	Superspeed:  Lightning Reflexes: +10 DEX to act first with All Actions

	Skills
24	+3 with All Combat
50	+5 Overall

3	Bureaucratics 19-
3	CK: Metropolis 14-
3	Conversation 19-
5	Cramming 
3	CuK: Krypton 14-
3	Deduction 14-
3	Electronics 14-
3	Forensic Medicine 14-
3	High Society 19-
0	Language:  English (Idiomatic, native accent) (4 Active Points)
4	Language:  Kryptonian (Idiomatic, native accent)
3	Mechanics 14-
4	Navigation (Air, Land, Space) 14-
3	Oratory 19-
3	PS: Reporter 14-
3	Paramedic 14-
3	Persuasion 19-
3	Streetwise 19-
3	Systems Operation 14-
3	Scholar
2	1)  KS: History: Krypton  14-
2	2)  KS: The Superhuman World  14-

Total Powers & Skill Cost:  1562
Total Cost:  2070

550+	Disadvantages
10	DNPC:  Lois Lane-Kent 11- (Occasionally), Normal, Useful noncombat position or Skills
20	Dependent NPC:  Jonathan and Martha Kent 8- (Incompetent; Group DNPC: x2 
	DNPCs)
20	Hunted :  Superman's Rogues Gallery 11-, As Powerful, PC has a Public ID or is 
	otherwise very easy to find, Harshly Punish
	Notes:  They always seem to be able to draw him out.
20	Hunted: Lex Luthor:  11- (Frequently), As Powerful, NCI, Harshly Punish
15	Physical Limitation:  Loses All Kryptonian powers when under a Red Sun Infrequently, 
	Fully Impairing
	Notes:  Reduce All physical Characteristics to "Normal Human Maximum". Lose ALL 
	super powers & Talents
25	Psychological Limitation:  Code vs Killing Very Common, Total
15	Psychological Limitation:  Disdain for beings who abuse those weaker than they (Very 
	Common, Moderate)
20	Psychological Limitation:  Idealistic and Altruistic (Very Common, Strong)
15	Reputation:  Big Blue Boy Scout, Almost Always (14-)
20	Social Limitation:  Secret Identity (Frequently, Severe)
30	Susceptibility :  within 1" of Kryptonite , 3d6 damage per Segment Uncommon
	Notes:  Lead shielding will eliminate the Kryptonite radiation. Minute traces of 
	Kryptonite might only cause 1 or 2d6 GM's Discretion
20	Vulnerability :  2 x Effect Magic Based Attacks Common
20	Vulnerability:  2 x STUN Magic Based Attacks  Common
1270	Experience Points

Total Disadvantage Points:  2070

Background/History: Saved by his father from his home planet's destruction Kal-El found his way to Earth and was in turn found and adopted by the Kents. They raised the most powerful being on this planet to be a good and noble young man, Clark Kent. Clark studied and traveled the world finally finding himself in Metropolis. There he began his work as a reporter for the Daily Planet. It was at work that he met Lois Lane who would one day become his wife.

Clark has a dual life; in addition to his work as a reporter he fights evil as Superman, the greatest of all heroes in the DC Universe (at least as far as popular opinion goes).

Personality/Motivation: Not only was Clark raised "right" by the Kents, he also has come to learn much about his homeworld of Krypton and seeks to prevent similar catastrophes from happening to his adopted home. Perhaps it is because no one on Earth can truly claim to be more powerful than he, that Clark feels disdain for the bullies and tyrants of the world. He realizes if he'd been that petty he'd never have the friends, family, and love that he does now. He cherishes his "humanity" and is very protective of those who look to him for aid.

Quote: "Up up and away!"

"This looks like a job for ... SUPERMAN!"

Powers/Tactics: Superhuman Strength, speed, durability, senses and the ability to fly unaided. Superman also has a vast number of tricks he can call upon when in need.

Tactics? He rarely needs any. However, he generally seeks to disarm his foes before they can hurt others (or themselves) and subdue them as quickly and painlessly as possible. The longer a fight lasts the more thought he puts into it. Anyone who can give him a run for his money physically oft finds him to be surprisingly clever and skilled in combat. It just takes a bit to bring that to the fore.

Campaign Use: The big gun. The Example.

He can also be used as a mentor or a sage on Kryptonian lore and history, he's seen much in his relatively short life and has lot's of advice.

Appearance: Large, well built guy with short black hair and blue eyes. Wears a blue costume with red trunks, cape, and boots. A big red "S" on his chest. Maybe you've seen him?



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