S UPERMA NJust 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.CHECKSRoll 3d10and 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.XPWhenever 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 WITHMan 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 CHOICESA 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 Freezingstatus. 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 Hastefor 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.