UPERMA  N Just   before   the   planet   Krypton   exploded,   a   family   sent   their   only   son,   Kal- El,   away   in   a   small   rocket   to   be   saved.   He   landed   on   Earth,   where   he   was raised    as    Clark    Kent    by    human    foster    parents.    As    he    grew    older,    he discovered   that   Earth’s   yellow   sun   granted   superhuman   powers   to   his alien   physiology.   After   moving   to   Metropolis   and   becoming   a   reporter, Clark   Kent   donned   the   alter-ego   of   Superman.   In   a   bright   blue   outfit   with a   distinct   red   cape,   he   fought   crime,   battled   evil,   and   saved   his   new   home from   threats   on   uncountable   occasions.   Though   the   Great   Collide   has tossed    Superman    into    yet    another    strange    world--and    though    altered      physics   and   the   strange   rules   of   this   new   reality   may   limit   him   far   more than    they    do    most--he    continues    to    fight    for    truth,    justice,    and    the American way. CHECKS Roll    3d10     and    take    the    highest    result    for    checks    to    understand    alien technology, and checks involving journalism. Roll   2d10   and   take   the   highest   result   for   attack   checks   that   utilize   your strength    or    superpowers,    defense    checks    to    avoid    or    block,    checks involving   physical   strength   or   stamina,   checks   involving   sheer   speed,   and checks to notice things. Roll 1d10 for anything else. XP Whenever you adhere to local laws and respect the wishes of resident authorities though it’d be much easier not to, gain 1 XP . When   your   desire   for   peaceful   resolution   and   mercy--or   your   generally   optimistic   approach   to   handling   villains--causes   tensions with your teammates or other problems gain 3 XP . When you successfully inspire a community to rise up and be better, gain 5 XP . YOU BEGIN WITH Man   of   Steel:   You   are   extremely   resilient,   to   the   point   that   many   attacks   simply   bounce   off   of   you.   You   may   choose   to   negate   an attack   made   against   you,   even   if   you’ve   already   rolled   a   defense   check--you   take   no   damage   and   suffer   no   ill   effects   from   it.   Even if   an   attack   just   inflicts   a   status   effect,   you   can   choose   not   to   take   that   status   effect.   When   you   use   this   ability,   roll   1d10;   on   a   1-5, shut   this   ability   down.   This   ability   does   not   work   against   attacks   that   are   sound   or   sonic   based,   are   from   Kryptonite   laced weapons, affect you mentally rather than physically, or attacks that are magical in origin. LEVEL UP CHOICES A   Job   for   Superman:   When   an   ally   within   30   feet   of   you   fails   to   fully   defend   against   an   attack,   you   may   take   the   attack   instead. You   may   make   your   own   defense   check   against   it,   but   at   a   -2   penalty;   you   soar   across   the   battlefield,   leaping   between   your teammate and the oncoming offense. Cold   Breath:   You   can   expel   powerful,   freezing   breath.   As   a   main   action,   you   may   attack   a   15   by   15   foot   square   in   front   of   you with   your   Cold   Breath;   this   deals   no   damage,   but   automatically   inflicts   Freezing    status.   You   can   also   use   this   to   freeze   objects and terrain, sweeping your Cold Breath over an area. After you use this ability on enemies, roll 1d10; on a 1-5, shut it down. Flight:  You are able to will yourself to fly, though your flight isn’t quite what it used to be. You fly about as fast as you can run. Last   Son   of   Krypton:    You   will   not   give   up,   and   neither   will   your   body.   You   have   solar   reserves   you   can   tap   into   a   time   of   crisis. When   you’re   dropped   to   0   HP,   roll   1d10   and   recover   that   much   HP.   You   gain   +1   on   all   defense   checks   for   the   remainder   of   this fight. Shut this ability off after use. Super   Speed:    You   have   superhuman   speed.   You   can   grant   yourself   Haste    for   one   turn   as   a   side   action.   When   you   do,   roll   1d10;     shut   this   ability   down   on   a   1-5.   You   may   automatically   succeed   on   a   check   that   depends   on   speed,   such   as   chasing   someone   or arriving   before   it’s   too   late.   You   can   appear   somewhere   visible   to   you   in   an   instant,   as   though   you’d   teleported.   When   you   use either of the last two aspects of this ability, shut this ability down. Super   Strength:   You   have   superhuman   strength.   You   may   automatically   succeed   on   a   check   that   depends   on   physical   strength, or lift something regardless of its weight. When you use this ability, roll 1d10; on a 1-5, shut this ability down. Super   Vision:    You   have   various   forms   of   Super   Vision.   You   can   shoot   beams   of   concentrated   solar   energy   from   your   eyes   over   a vast   distance,   and   getting   a   +2   bonus   against   enemies   weak   to   Fire.   You   have   telescopic   and   microscopic   vision,   and   can   “zoom” your   view--letting   you   see   things   that   are   very   far   or   very   small   with   perfect   clarity.   Lastly,   you   have   x-ray   vision;   you   can   choose to see straight through walls up to 10 feet thick, and can see through any material except lead.