"Dice don't lie"
SUPERMAN vs THOR
JLA vs Avengers. Legends. Masters in battle. Men of integrity, strength, duty and honor.
Superman
Fighting Incredible 40
Agility Monstrous 75
Strength Unearthly 100
Endurance Shift-Y 250
Reason Remarkable 30
Intuition RM 30
Psyche Amazing 50
Health 415
Karma 110
Powers:
Invulnerabilities: Superman has Class 1000 resistance to Heat, Cold, Disease, Corrosives, Toxins and Radiation.
True Invulnerability: Superman's dense Kryptonian body provides him with Unearthly protection from physical and energy attacks.
Heat Emission-Eyes: Superman can emit his body's stores of solar radiation through his eyes causing Unearthly Heat damage with a 10 area range.
Hyper breath: MN strength winds, AM intensity cold.
Hyper Speed: Superman is fast. He possesses hyper-speed at Amazing rank. He may make up to 3 combat actions per round and use speed as Intuition boost to AM (+4 to initiative roll)
- Hyper Breath: Can exhale Monstrous strength winds at a 3 area range. Each area thereafter is at -1cs in intensity. May also emit Amazing intensity cold.
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Recovery: Superman's body continues absorbing solar radiation even after death. This energy may eventually return him to life making it virtually impossible to kill him. Superman needs an Earth like atmosphere to breath in. His Endurance enables him to last for extended period holding his breath, but in space he will eventually need a space suit. His greater constitution provides little need for sleep, however eventually he will tire and require rest.
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Superhuman Senses: Superman heightened senses as below:
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Enhanced Hearing: Unearthly
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Microscopic Vision: Amazing
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Telescopic Vision: Good
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Penetration Vision-Xrays: Unearthly
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Power Boost: Superman can direct his bodies energies into his Strength, Flight or Speed, raising them as high as +2CS. It is an instantaneous boost and will be used when the challenge calls for it. He would normally raise +1CS, then +2CS if the initial boost is ineffective. He can boost immediately to Shift-Y if he needs too. To activate an increase he must make a Psyche FEAT.
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Blue result he drops -1CS for a day.
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White result he drops back to normal levels.
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Green result sustains heightened rank for 1 round.
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Yellow result keeps him at his heightened ranks for 1d10 turns
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Red result would keep him at the new level for 1d100 turns.
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Superman is vulnerable to Krytonite an irradiated ore from his home planet of Krypton. He is powered by a particular wavelength of light which happens to be rather abundant in our sun. Kryptonite either destroys or interrupts this because it's radiation is in a band which is similar to sunlight, but causes a different process to occur. In other words, the kryptonite radiation "chases out" the sunlight.
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Superman also has a vulnerability to magic attacks and the effects of magic. Mystical attacks directly affect Superman, ignoring any resistances or invulnerabilities. Further more any magical effect is increased +1CS in duration against Superman.
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Superman's powers are based on solar radiation from Earth's yellow sun. Should he be deprived of this radiation for an extended period he will gradually lose his powers dropping at the rate of -1CS every round until they are no more. Addtionally his physical abilities will reduce at -1CS every round until reaching Typical levels.
THOR
Fighting UN 100
Agility RM 30
Strength UN 100
Endurance UN 100
Reason GD 10
Intuition EX 20
Psyche AM 50
Health 330
Karma 80
Powers
True Invulnerability: Thor has IN protection from physical and energy attacks.
Resistances: Thor has UN Resistance to fire, cold, radiation and Toxins.
Invulnerability: Thor has Class 1000 Resistance to Disease.
Illusion: Thor can detect Illusions with Remarkable ability.
Weather Control: Thor is able to call upon the lightning, thunder and storm without his hammer however this is at Amazing rank.
Warrior's Madness: Thor can enter a berserk state that raises his strength up to Shift-X for 1-10 rounds. At the end the Warrior's Madness he must make an Yellow Endurance FEAT or pass out for 5-20 rounds. Thor's strength level drops to Monstrous for 3 days afterward, regardless.
Equipment
Unique Weapon: War hammer-"Mjolnir" is made from Uru metal, a Class 3000 strength metal. Mjolnir possess the following powers:
Thor may inflict up to Shift-X Blunt damage with Mijolnir
Thor may throw the hammer up to 10 areas away with the hammer returning the following round.
Thor may fly up to Class 1000 speeds space and Shift-Z maximum in atmosphere
By spinning the hammer, Thor may use it as a shield of Unearthly strength.
Weather and Air Control: Shift-Y rank. Thor has all associated power stunts and can shoot lightning bolts from Mjolnir without summoning a storm.
Light Blast: Unearthly intensity
Absorption: The hammer can absorb blasts of up to Class 1000 intensity which must be redirected the following round, in any direction.
Mystical Energy Blasts: Mijolner can fire draining blasts of mystical energy (on the force or energy column) with Unearthly ability, capable of slaying Asgardian gods. Thor refers to this energy blast as the Anti-Force.
Life Support: While in space, the hammer provides Thor with Shift-Z Life Support allowing him to breath freely. Thor can naturally go long periods without food or water but must still breath and sleep(with the hammer).
Only one who is worthy may lift Mijolnir. The wielder (other than Thor) must have 1000+ Karma, Remarkable Strength and positive Popularity. A non-living object must have at least Remarkable Strength to lift Mjolnir.
Unfettered Might: Thor has developed a particularly deadly power stunt with Mjolnir which he seldom uses on mortal opponents. This is a Thrown Attack, with a "wind up" that increases dmg. from Shift-X to Shift-Y, and surrounds the hammer with a blazing blue energy-aura (use the Throwing Edged column for this attack). The friction-generated heat of the "wind up" is so immense that it causes Unearthly damage on Thor himself. Thor is reluctant to use this power on mortal opponents, and as such loses half of his Karma every time he does so. Against rampaging foes of great power (such as Surtur, Fafnir, ect.) he does not suffer this penalty (they must be stopped at all costs). Thor may also attempt this as a melee Edged Attack (not throwing it), but is restricted to only one attack that round.
Dimensional Rift: By focusing all of Mjolnir's energies, Thor can create a rift in the fabric of the universe, breaking the barriers between dimensions. Anyone or anything caught nearby will be forces into the rift by a Shift-Z (Class 1000 if wearing his Belt of Strength) energy backlash. Thor can determine into which dimension the victims arrive in. This power costs Thor all of his remaining Karma.
Talents- Weapons Specialist: Mjolnir, Bows, Blunt Weapons, Sharp Weapons, Wrestling, Occult Lore, Asgardian Lore, Mythological Lore, Leadership.
FIGHT!
ROUND 1- Both men arrive at opposite ends of the arena. Superman flies. Initiative Thor. He winds up and lets Mijolnir fly. Superman attempts a dodge. Thor barely hits him. 2 pts health loss. Superman counters with a heat beam. He hits dead on. Thor resists the attack damage.
ROUND 2- Mijolnir returns but initiative Superman. He flies at Thor, fists first. Thor shields himself with spinning Mijolnir. Superman hits for 10 pts damage and Thor steps back. Superman swings twice. Hit and hit. 12 points damage. Thor at 308. He winds up and strikes with hammer. 2 hits. Only 4 pts damage.
ROUND 3- Initiative Superman. He swings 3 times as Thor spins Mijolnir. 2 misses and a hit. Thor takes 10 more damage. He steps back and unleashes the Anti-force. Superman dodges. Thor at 298 health.
ROUND 4- Initiative Superman. He comes again with 3 swings. One miss, two hits. Thor loses 20 points health to 278. He steps back an unleashes the Anti-force. A hit. Superman takes 100 damage from the mystical attack. 313 health. Superman flies.
ROUND 5- Initiative Superman. He hovers for a moment at the top of the arena force field and solar boosts. His strength is increased to class 250, his health boosts 150 to 463. He uses his hyper breath on Thor. Thor withstands the MN (75) force winds and unleashes class 250 lightning. Bullseye. Superman takes only 4 damage, but loses his remainder of offense this round, and Thor gains initiative next round.
ROUND 6- Initiative Thor. He unleashes the Anti-force with a hit. 100 damage on a critical hit. Superman loses an END rank, health at 363. He flies at Thor full force. He hits Thor with a charge attack for 10 points, then tries two punches. Both connect for 20 pts damage each, 228 health for Thor.
ROUND 7- Initiative Thor. Anti-force attack. He's groggy and misses. Superman unloads for 4 punches. 3 Hits, one miss for 60 damage. 168 for Thor health.
ROUND 8- Thor winds up and flies. Superman goes after him. Initiative Superman. He tries to ram Thor. Thor attempts a dodge. Superman connects for 10 pts. Health 158 and Superman slams him into the barrier. No attacks for Thor as he falls to the ground.
ROUND 9- Initiative Superman. He flies at Thor. Thor winds up and flies but is hit for 10 pts loss to 148. He turns and fires the Anti-force. Critical hit. Superman takes 100 damage and loses another END rank to UN. Superman health at 263.
ROUND 10- Initiative Thor. He fires Anti-force. Another hit. Superman is at 163, Thor at 158. Superman flies up to the top of the barrier and tries to recover health.
ROUND 11- the Anti-force is taking a toll on Superman. Thor initiative. He fires the Anti-force and hits. The effect is increased to class 150. Superman is at 13 health. He falls to the ground. Thor flies after him.
ROUND 12- Initiative Superman. His last ditch is 4 punches as Thor approaches. 3 hits, one miss, Thor drops to 98 health as he fires the Anti-force and Superman drops to health 0.
Winner Thor.