Powers and Equipment
Cost
Power/Equipment
END
94
This Looks Like a Job for Superman Variable Power Pool, 60 base + 34 control cost, No Skill Roll Required (+1) (120 Active Points); Limited Class Of Powers Available (Only Speedster and Brick Tricks; -1/2), Limited Power (Not in The Presense of Kryptonite; -1/4)
0
1) Deflect/Snatch Bullets
0
Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active Points); Restrainable (-1/2) Real Cost: 23
0
2) I'll Take Those
6
Area Of Effect (up to 6" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 60 Active Points of STR (60 Active Points); Limited Power (Only To Disarm/Grab Objects; -1), Restrainable (-1/2) Real Cost: 24
0
3) Hurricane Handwave
2
Dispel 13d6+1, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (60 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4) Real Cost: 34
0
4) Hurricane Handwave II
6
Flight 24", Usable By Other (+1/4) (60 Active Points); Only In Straight Lines (-1/2), Instant (-1/2), Restrainable (-1/2), no Noncombat movement (-1/4) Real Cost: 22
0
5) Speedster Healing
0
Healing 3d6+1, any Characteristic one at a time (+1/4), Reduced Endurance (0 END; +1/2) (58 Active Points); Self Only (-1/2) Real Cost: 39
Powers and Abilities, all slots Limited Power (Not in The Presense of Kryptonite; -1/4)
6
1) 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 (Not in The Presense of Kryptonite; -1/4)
30
2) Heat Vision
6
Killing Attack - Ranged 2d6, Line Of Sight (+1/2), Armor Piercing (+1/2) (60 Active Points); No Knockback (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Beam (-1/4), Limited Power (Not in The Presense of Kryptonite; -1/4) vs ED.
24
3) 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 (Not in The Presense of Kryptonite; -1/4)
21
4) Microscopic Vision & Hearing
0
Microscopic ( x10,000) with Sight Group and Normal Hearing (32 Active Points); Concentration (1/2 DCV; -1/4), Limited Power (Not in The Presense of Kryptonite; -1/4)
22
5) Freezing Breath
6
Entangle 4d6, 4 DEF, Presense of Kryptonite Does Not Affect Power After Activation (+0), Area Of Effect (One Hex; +1/2) (60 Active Points); Vulnerable (Very Common; Fire/Heat; -1), Limited Range (50"; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Limited Power (Not in The Presense of Kryptonite; -1/4)
94
Far Beyond Those of Mortal Men Multipower, 117-point reserve, (117 Active Points); all slots Limited Power (Not in The Presense of Kryptonite; -1/4)
9u
1) Look, Up In The Sky
12
Flight 32", Position Shift, x64 Noncombat, combat acceleration/deceleration (+1/4) (117 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
7u
2) Faster Than A Speeding Bullet
9
Running +24" (30" total), x64 Noncombat, combat acceleration/deceleration (+1/4) (94 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
1u
3) Able To Leap Tall Buildings
2
Leaping +12" (24" forward, 12" upward) (Accurate) (17 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
4u
4) Super Swimming
6
Swimming +20" (22" total) (x64 Noncombat), combat acceleration/deceleration (+1/4) (56 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
[Note: “Swimming” is actually underwater use of flight ability at higher speeds.]
Subtext Powers
16
1) IT’S SUPERMAN!!!
+20 PRE (20 Active Points); Only In Heroic Identity (-1/4)
40
2) Fast Recovery
0
Healing 6 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (120 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Limited Power (Not in The Presense of Kryptonite; -1/4)
47
3) Solar Boost
0
Aid 6d6, Can Add Maximum Of 38 Points, any characteristic affecting power one at a time (+1/4), Persistent (+1/2) (107 Active Points); Limited Power (Only In Direct (Yellow) Sunlight Not Blocked By Cloud Cover/Fog; -1), Limited Power (Not in The Presense of Kryptonite; -1/4)
60
4) Why It Doesn’t Break When He Lifts It
16
Telekinesis (110 STR) (165 Active Points); Limited Power (Only For Lifting/Pulling/Pushing; -1), No Range (Requires Physical Contact; -1/2), Limited Power (Not in The Presense of Kryptonite; -1/4)
33
5) 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 Environment: Zero Gravity; 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) (41 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
12
6) Speed Vision
0
Rapid ( x1,000) with Sight Group (15 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
24
7) Hardy Eyes
0
Sight Group Flash Defense (30 points) (30 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
24
8) Hardy Ears
0
Hearing Group Flash Defense (30 points) (30 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
Super-Human Physique, all slots Limited Power (Not in The Presense of Kryptonite; -1/4)
49
1) Super Strength
2
+50 STR, Reduced Endurance (1/2 END; +1/4) (64 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4) (Modifiers affect Base Characteristic)
82
2) Super Dexterity
+34 DEX (102 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
48
3) Super Constitution
+30 CON (60 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
48
4) Super Body
+30 BODY (60 Active Points); Limited Power (Not in The Presense of Kryptonite Except Versus Kryptonite; -1/4)
12
5) Super Endurance
+31 END (16 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
37
6) Super Physical Resistance
+46 PD (46 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
40
7) Super Energy Resistance
+50 ED (50 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
32
8) Super Power Defense
0
Power Defense (40 points) (40 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
16
9) Super Mental Defense
0
Mental Defense (24 points total) (20 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
96
10) Super Damage Resistance
0
Damage Resistance (60 PD/60 ED/40 Power Def.), Hardened (x2; +1/2) (120 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
40
11) Super Speed
+5 SPD (50 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
8
12) Super Clarity
+10 INT (10 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
10
13) Super Clarity
0
+4 PER with all Sense Groups (12 Active Points); Limited Power (Not in The Presense of Kryptonite; -1/4)
1086
Total Powers and Equipment Points