[ LoT ] Actually Superman: Kal-El - Approved

Zaphkiel

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Name: Kal of House El
Alignment: Hero
Alias(es): Big Blue, Man of Steel
Secret Identity: Clark Kent
Looks:Clark is a tall, handsome fellow with blue eyes, black hair, and an athletic build. And in his suit? Welll...

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Personality: Despite not even being human, Clark feels deep love for Earth and all things that dwell within. This love comes from the mentoring of his Earth Dad who taught him how to be a morally good citizen. As such he defends these humans with all his capabilities, often times pushing himself to unacceptable limits.

Rank // History
Rank: 4 (Vigilant)*
Origin Type: Mutant
Origin Story: Clark is actually an alien from a far away galaxy on the planet Krypton. He's the last of his kind and was jettisoned to Earth mere hours before his home world was reduced to space rubble. In hopes of reviving the Kryptonian race Kal has the entire Kryptonian genetic codex within himself--a measure taken by his true father Jor-El.

History: None yet ;)

Abilities // Equipment Clark is a God among men. Beside his flame/damage resistant red cape and full body blue and red suit. In addition to canon arms Clark has various abilities:Super Speed (both on ground when running and in the air while flying), Heat Vision, X-Ray vision, Super Strength, Solar Energy Transmutation, Enhanced Durability, and Superhuman Senses.

Strength: 40
Intelligence: 25
Speed: 30
Durability: 35
Energy: 19 (+10 Solar Energy Transmutation)
Technology: 0

Power/Ability: Kal-El's Core Ability is his Solar Energy Transmutation capabilities which allow him to harvest the solar radiation from the red sun and any other stars like it. (It's also been said that a Blue Star doubles his powers but let's not get carried away). With this ability to turn Solar Energy into various other forms of energy through his many other superpowers Superman is mostly reliant on the sun. Take it away and he withers like any plant (I'd like to see you try though).

Description of Powers:
Super Speed:Superman has been shown to break the sound barrier in flight but on foot he's still many times faster than a human being.

Heat Vision/X-Ray Vision: By focusing energy to his eyes Superman can emit high energy radiation that sizzles away even the toughest metal in seconds. While he does this his eyes glow a bright red and two narrow beams are shot out. A downside to this is that it can't travel very far from him and the further away his target the lower his accuracy. When close to him however Superman can control the accuracy and frequency of his heat vision to perform a lobotomy. He can also emit a different form of radiation that allows him to see through certain objects and people.

Super Strength: Superman is the only person ever shown to lift a book of infinite pages, this within itself is a testament to the Man of Steel's sheer might.

Enhanced Durability: Due to his Kryptonian physiology Kal has a near indestructible body which has been known to even take tank shells. This ability is correspondent with his Solar Energy reserves as once it drains he's no longer super durable.

Superhuman Sense/Intelligence: Superman can see farther, hear a mouse's heartbeat a kilometer away, and pick up on these stimuli way faster than the average human can.

(Techs will be submitted for all the above)

Equipment: Just a cape and suit. Love it or hate it noobs.

Other Information: Kal and other Kryptonian like him have a severe reaction to green Kryptonite which can really put a stain on them and in extreme doses even kill him/them.

Allies:
Enemies:
Other



Approved

 
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Lord of Kaos

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Re: [ LoT ] Actually Superman: Kal-El

I was waiting for this to be submitted. Every ability has a limitation, and Solar Energy Transmutation isn't an exception. Despite Clark having seemingly every ability in the world, he won't be allowed them all here, like Ice breath or other ice/cold related abilities. And your stats and abilities don't line up right; you have 0 for Energy but in order to use things like heat beams or laser vision or things similar, you have to have the ability to use Energy at higher levels.

Also, remove the references to other heroes in your Ability section and keep in mind that there are power limits on the RP. Max strength allows for City destroying techs at max. Superhuman Intelligence and anything is based on your Intelligence rating, btw. Even if an ability grants you to be Einstein smart, if you don't allocate enough AP for it, it doesn't matter.
 

Zaphkiel

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Got these from the submission thread place.
Technique Name: Keenness of Senses
EXP: 5
Type: Mutant
Rank: D
Description: With his Kryptonian physiology Clark is able to see and hear even above superhuman. In addition to a higher perception:reaction quotient, Clark is able to see other waves of the Electro Magnetic Spectrum such as UV, Gamma, and even Microwaves up to long ranged. He is also able to hear varying frequencies such as radio and telephone calls up to long ranged. He cab only listen however and can't reply or talk on these frequencies. He is also able to feel the slightest of tremors on ground and distortions in the air such sound or delicate air pressure changes. His Intelligence increases by +5 because of this.

Note: Passive

Technique Name: Godspeed
EXP: 10
Type: Mutant
Rank: C
Description: Using his superhuman physiology, Clark is able to reach great speed. By pushing from the ground in either a run or flight Clark can reach incredible speeds only appearing as a blue and red blur to mundane eyes. This ability grants him a boost of +5 Speed. While using Godspeed Clark is unable to use any of his other superpowers however as all his focus is on this otherworldly speed and keeping himself from wrecking stuff.

Technique Name: Radiative Vision
EXP: 10
Type: Mutant
Rank: C
Description: By harvesting his stored Solar Energy Clark can emit focused beams of radiation from his pupils that, with enough concentration can be used offensively and in a supplementary manner. In the offensive way Clark can fire beams of high energy lasers at his targets that can reach up to mid ranged. These beams aren't really dangerous, they can deliver 2nd degree burns to regular human skin, after sustained contact and melt traditional metals like Iron and Copper. If left trained on a target these lasers can become quite dangerous. For more "strategic" uses Clark can also tone down the radiation to provide X-Ray Vision. With this he can see through people and objects up to short range. The X-Ray doesn't hurt people or things.

Note: Laser Vision aspect costs a move while X-Ray can be used passively for a max of 3 turns per use. After which it takes 2 turn to recharge.

Technique Name: Solar Energy Transmutation
EXP: 20
Type: Mutant
Rank: B
Description A unique ability seen in Kryptonians, is the act of absorbing/processing radiation, especially that of stars. Clark carries this ability with him at all times and passively stores solar energy from the orange sun of PlanetNB within himself. He is also able to harvest the radiation of Blue Star should he venture beyond PlanetNB but not that of a Red Star. By passively absorbing solar radiation Clark is able to turn that energy into many other forms for his other superpowers, and can even use it to sustain himself--much like how humans eat food to stay 'alive'. Clark may also fly absorb extra solar radiation and to heal himself of any injuries someone might have inflicted. The passive ability of Solar Energy Transmutation grants Clark the following abilities (which are also passive);

Flight: Clark is able to lift his body from the chains of gravity with something that can only be described as will. He can fly at blinding speeds or just hover when stationary. His flight speed is correspondent with his (Speed) attribute.

Durability: Due to constantly having solar radiation within and his Kryptonian physiology, Clark has an immensely durable body. Able to fall from orbit unharmed. Being an alien and all he also has the ability to survive in the vacuum of space by converting solar energy for sustenance. His durability is corresppndent with his (Durability) attribute, following the normal Damage rules.

Even though Superman is able to absorb various forms of radiation not all are ideal for his body. Namely the radiation of a Red Sun or green Kryptonite. If green Kryptonite is brought within short range Clark he begins to feel immediate effects which begin dropping his stats until they are zero, essentially turning him into a regular man. And if Clark even goes into the same region as a Red Star he begins to be stripped of his powers. He has recognized the radiative patters of these his weaknesses however, and can spot them with his radiative vision if he has reason to be suspicious. He has a resistance of 1:1 to Radiation type attacks, with the exception of those mentioned, instead of a 1:0,5 as usua.

Note: Healing can only heal +5 to Durability per turn and cannot heal above 50 in a battle.

Technique Name: Olympian Fist
EXP: 20
Type: Mutant
Rank: B
Description: Using his brute strength, Clark will utilize his inhuman durability as a Kryptonian and deliver a wrecking punch to his target. Normally, punches aren't that noteworthy, but when Clark coats his fist in rudimentary Solar Energy radiation his punches are enough to shake the ground around him up to mid-range range and create a crater up to short range. The coating is super heated and allows him to melt through certain substances while he swings his hands, the coating also heats the air around his fists causing it to expand and create less friction. His punch can fly through C ranked lesser metals and organic material with ease, and hit the target with unhindered damage. This is, as mentioned earlier, purely a strength coordinated move. This attack does 45% of the user's STR and 15% of the user's ENE in damage.

Note: Can only be used in rapid succession twice, after which it takes 2 turns to recharge.

Technique Name: Soldier of The Sun
EXP: 5
Type: Mutant
Rank: C
Description: By taking the principles of his Olympian Fist' one step higher, Clark is able to release a thin, near invisible coat of solar energy radiation 1 meter around his body. This film is extremely hot to the touch and allows him to melt through lesser metals and organic materials of D ranked and below and resist the damage of at least one C ranked attack of that nature. This cloak damages a target by 20% of the user's ENE, while the contact remains. It lasts 3 turns:

Note: Can only be used three times, with a 1 turn cool down between each use.
Note: Cannot be used while 'Olympian Fist' is active.
 
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Zaphkiel

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Technique Name: Thunder Clap
EXP: 20
Type: Mutant
Rank: B
Description: With his durable body Clark will slam his hands together to produce a deafening sound similar to the mundane clapping, but multiplied due to his Kryptonian physiology. The clap itself is enough to temporarily impair anyone's hearing who just so happens to be in short ranged of Clark, dropping their hearing senses greatly (-10 to INT for 1 turn). This move also has a secondary function, in addition to being unnaturally loud the clap sends a gust of wind the the direction he aimed his hands up to mid ranged. This wind is brunt and damages the opponent with 60% of the user's STR attribute while pushing them back a subtle 5m. This is so because Clark is literally using the strength of his arms to displace the air between his palms.

Technique Name: The Man of Steel
EXP: 20
Type: Mutant
Rank: B
Description: Bolstering his cells with extra energy from his solar radiation absorption capabilities Clark is able to create a near indestructible state within his body. In this state, which lead onlookers to dub him as "The Man of Steel", Clark gains a temporary and impressive boost to durability (+10) for the sake of one attack. Meaning, when faced with say, a punch from the opponent, Clark would steel himself for the punch and boost his HP above the base threshold to compensate for the new damage inbound. So if the attack should have taken 5 from his DUR stat it would become negligible with this rented extra 10 boost. In addition to this, the technique prevents him from any lingering effects from the technique in question that he retards. For e.g. Burns from fire, or frostbite from cold. This applies if his Durability is higher than the stat the attack he is hit with; otherwise, the lingering and side effects still apply. This only works for one technique, be it a single hit or a combined flurry and cannot be used twice in the same turn. After he 'tanks' the attack the boost disappears.
Note (s):
- Requires a turn cool down
 
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