Powers and Equipment
Cost
Power/Equipment
END
“Powers…”, all slots Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4)
30
1) Super Strength
Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (90 Active Points); Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4) applied to STR
100
2) Super Speed
6
Flight 20", Position Shift, x128 Noncombat, Reduced Endurance (1/2 END; +1/4), rapid Noncombat movement (+1/4), combat acceleration/deceleration (+1/4), No Turn Mode (+1/4) (150 Active Points); Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4)
5
3) X-Ray Vision
0
N-Ray Perception (Blocked By Lead) (Sight Group) (10 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4)
20
4) Telescopic Vision & Hearing
0
+18 versus Range Modifier for Sight Group and Normal Hearing (36 Active Points); Concentration (1/2 DCV; -1/4), Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4)
17
5) Microscopic Vision
0
Microscopic ( x10,000,000) with Sight Group (35 Active Points); Concentration (0 DCV; -1/2), Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4)
4
6) Microscopic Hearing
0
Microscopic ( x1,000) with Normal Hearing (9 Active Points); Concentration (0 DCV; -1/2), Limited Power (Unified Power; -1/4), Limited Power (Not While Under A Red Sun; -1/4)
“Abilities...”, all slots Limited Power (Not While Under A Red Sun; -1/4)
4
1) It's SUPERMAN!!!
+10 PRE (10 Active Points); Limited Power (Only To Make PRE Attacks; -1), OIHID (-1/4), Limited Power (Not While Under A Red Sun; -1/4)
[Note: +2d6 PRE Attack (the atmospherics of the famous “S” symbol and his obvious power)]
13
2) Language Skills
Universal Translator 14- (20 Active Points); Limited Power (Only Earth Languages, Interlac, And Crammed Languages; -1/4), Limited Power (Not While Under A Red Sun; -1/4)
7
3) Fast Recovery
0
Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Limited Power (Not While Under A Red Sun; -1/4)
32
4) Unearthly Metabolism
0
Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) (40 Active Points); Limited Power (Not While Under A Red Sun; -1/4)
108
5) Super Human Quick
0
+6 SPD (Real Cost: 60)
+1 SPD (10 Active Points); Limited Power (Only To Recover; -1) (Real Cost: 5)
Rapid ( x1,000) with Sight Group and Hearing Group (30 Active Points) (Real Cost: 24)
+4 Overall (40 Active Points) (Real Cost: 32)
26
6) Super Human Tough
0
Hardened (+1/4) (9 Active Points) applied to PD (Real Cost: 9)
Hardened (+1/4) (9 Active Points) applied to ED (Real Cost: 9)
Damage Resistance (28 PD/28 ED), Hardened (+1/4) (35 Active Points) (Real Cost: 28)
64
7) Super Human Resilient
0
+10 END (Real Cost: 5)
Physical Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points) (Real Cost: 30)
Energy Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points) (Real Cost: 30)
141
“Far Beyond Those of Mortal Men” Variable Power Pool, 90 base + 51 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (180 Active Points); Limited Power (Unified Power; -1/4), Limited Class Of Powers Available (Only Classic Superman SFX; -1/4); all slots Limited Power (Not While Under A Red Sun; -1/4)
0
1) Speed Punch Combo
5
Autofire (3 shots; +1/4) for up to 190 Active Points of STR (95 STR, 19d6) (47 Active Points); Restrainable (-1/2), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 27
0
2) Heat Vision
9
Killing Attack - Ranged 3d6, Line Of Sight (+1/2), Armor Piercing (+1/2) (90 Active Points); No Knockback (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 60 vs ED.
0
3) Heat Vision II
8
Dispel Technological Object 9d6, Costs END Only To Activate (+1/4), Line Of Sight (+1/2), Cumulative (+1/2), Continuous (+1) (88 Active Points); Beam (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 59 vs Technological Object.
0
4) Heat Vision - Multiple Targets
[2]
Area Of Effect (up to 7" Radius; +1), Selective (+1/4) for up to 70 Active Points of Heat Vision (2d6+1 RKA) or Heat Vision II (7d6 Dispel) (87 Active Points); 2 Charges (-1 1/2), Concentration (1/2 DCV; -1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 29
0
5) Heat Vision - Stare
[3 cc]
Killing Attack - Ranged 2d6, Line Of Sight (+1/2), Penetrating (+1/2), Continuous (+1) (90 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Knockback (-1/4), Beam (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 30 vs ED.
0
6) Super-Strength Smash Through
6
Tunneling 1" through 20 DEF material (62 Active Points); Restrainable (-1/2), Instant (-1/2), no Noncombat movement (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 25
0
7) I'll Take Those
7
Area Of Effect (up to 6" Radius; +1), Selective (+1/4) for up to 60 Active Points of STR (30 STR; 6d6) (75 Active Points); Limited Power (Only To Disarm/Grab Objects; -1), Restrainable (-1/2), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 30
0
8) Deflect/Snatch Bullets
0
Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points); Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 36
0
9) Freezing Breath
9
Entangle 6d6, 6 DEF, Area Of Effect (One Hex; +1/2) (90 Active Points); Vulnerable (Very Common; Fire/Heat; -1), Extra Time (Extra Segment, -1/2), Limited Range (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 30
0
10) Super Breath
3
Dispel 17d6, Reduced Endurance (1/2 END; +1/4), any one Fire/Flame power at a time (+1/4) (76 Active Points); Restrainable (-1/2), Extra Time (Extra Segment, -1/2), Limited Range (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 30
0
11) Super Breath II
3
Dispel 17d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (76 Active Points); Restrainable (-1/2), Extra Time (Extra Segment, -1/2), Limited Range (-1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 30
0
12) Thunderclap
8
Hearing Group Flash 12d6, Does Knockback (+1/4), Area Of Effect (10" Cone; +1) (81 Active Points); No Range (-1/2), Restrainable (-1/2), Extra Time (Extra Segment, -1/2), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 29
0
13) Proto Tactile Telekinesis
3
+70 STR, Reduced Endurance (1/2 END; +1/4) (87 Active Points); Limited Power (Only to Lift/Push/Pull Objects; Does No Direct Damage; -1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Restrainable (-1/2), No Figured Characteristics (-1/2), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 17
[Note: SFX: Target has infinite structural integrity; the classic “Flying while carrying an Ocean Liner” or “Lifting a mountain” stunt]
0
14) Solar Energy Strength Boost
0
Aid STR 5d6, Can Add Maximum Of 110 Points (90 Active Points); Limited Power (Only In Direct Sunlight Not Blocked By Cloud Cover/Fog; -1), Self Only (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 30
[Note: +1 STR per 2 points; +55 STR maximum]
0
15) Solar Energy Reinvigorate
0
Aid 4d6, any Characteristic below starting level one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (90 Active Points); Limited Power (Only In Direct Sunlight Not Blocked By Cloud Cover/Fog; -1), Self Only (-1/2), Only Restores to Starting Values (-1/2), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 28
0
16) Supra-Luminal Flight
9
Faster-Than-Light Travel (34,865 Light Years/second) (90 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Limited Power (Not While Under A Red Sun; -1/4) Real Cost: 60
571
Total Powers and Equipment Points