( in the night ) application
Player Name: Lance
Player Contact: PM
Character(s) In-Game: N/A
CHARACTER INFO
Character Name: Kal-El (birth name) / Clark Kent (name upon adoption)
Age: Early to mid-fifties, but as a Kryptonian, Clark physically ages slower than human beings
Canon: Superman Anthology (Superman, Superman II [Donner Cut], Superman III, and Superman IV) + DCTV's Crisis on Infinite Earths
World Description:
- Kryptonopolis, Clark's birth city on the planet Krypton
- Smallville, Kansas, Clark's earthly childhood home
- The Fortress of Solitude, Clark's occasional headquarters
- Metropolis, Clark's adult home, where he works at the Daily Planet
History: Superman Anthology history + DCTV history
Death: Dematerialised in an anti-matter wave
What are your plans for this character in-game? I don't have any concrete plans! But, despite his god-like abilities, Superman has never been a leader-hero type, and I intend on bringing that attitude with me in-game as well. He's not a hero for the glory or anything-- his main reason for being Superman is to serve as a kind of moral compass while using his abilities for the betterment of others. He believes that all beings, whether human or alien, are better than they think they are, and that there's good in them even if it's buried deep. On that note I hope most for Clark (or Superman, depending) to be a good side-character in other people's main narratives, and to be a steady, bright presence that anyone can rely on... or be irritated and frustrated by, if he ends up having hope in villain types who don't plan on changing instead. I also mention both names because I'm planning to keep his identity as Clark Kent secret for the indefinite future!
What aspects of this game and/or its setting are you most interested in having this character engage with? I find Clark refreshing in darker settings because he's never been the type to dwell on the miserable side of things, no matter how bad it might get. In his canon he's described as "having suffered more than any mortal man could endure", but instead of letting this break him, Clark keeps his pain as inspiration to fight for what's right so others don't have to suffer the same way. Besides that, it'll be really exciting to play him in this world of darkness that he absolutely wants to find out more about, because it's something new that he never heard of in the twelve years he spent studying the universe. It'll be even more fun playing him nerfed majority of the time, too-- Clark won't feel bad about not having his powers at 100%, but I think it'll leave a lot of room for creativity in solving problems and to show off his smarts. I also think it'll be hilarious to play Clark Kent, mild-mannered reporter, completely terrified of the setting and its happenings as he Tries His Best To Help Anyway, while his hero self Superman is just ready to frigging go 24/7-- no hesitation, no doubt.
How does your character generally get along with other people? Pretty well, actually. Ma and Pa taught him to be polite, honest, respectful, and kind, and he's held these values close since childhood. Meanwhile, his Kryptonian father told him to believe in the good in people no matter what and to guide them towards the light, and he's taken this to heart as well. Even if Clark Kent is significantly more awkward than Superman, tending to skew on the shy, bashful side, that doesn't make him averse to people. He enjoys company, and he enjoys being able to speak with others; he tends to be the sort to adjust to his companions so they can feel as comfortable as possible, too. He means well with just about everyone he meets, and loves to help if there's anything he can do to help. If there isn't, then he'll go ahead and try to find one anyway. He's a worrier and an unfortunate busybody, even when he does his best to give people space.
What is your character's mental state upon entering the game? Clark is going to be restless, if only because he died in the middle of trying to save the multiverse. Though he isn't the type to brood about his failure, he certainly is the type to worry, and is thus extremely concerned with the well-being of the teammates he left behind and of the fate of the worlds. He's accepted his death in a completely zen way and has no conscious regrets; he's just hoping there'll be some way to contact the land of the living, or to at least help the ones he left behind. Subconsciously, however, Clark is as upset as you'd expect to be after finding out you've died, and the moment he realises this he's going to do his best to work through it. Even he has issues, and the biggest one yet is that he didn't get to tell his son "goodbye".
Skills/Abilities: Clark has a whole menagerie of skills, but most of them (especially the ones related to physical capability) are only used when he's Superman. Skills marked with an asterisk (*) are openly used when he's Clark Kent; everything else is treated as if he doesn't know how to do anything in relation to them.
GeneralKryptonian
- CONTROL - Clark is a master at controlling himself in just about every aspect, whether in terms of his powers, his personality, or the reactions that he makes. He can keep his mind clear or get it to clear through his willpower alone, and from that choose the most well thought out decision. Clark is not a creature of instinct, and plays the logic card as often as possible.
- HAND-TO-HAND COMBAT - Clark is an expert, tending to adjust his fighting style to what is most appropriate at the moment.
- GENIUS-LEVEL INTELLECT - This applies both in terms of Clark's ability to strategise and his inclination towards the sciences, especially because of the Planet Krypton being thousands of years ahead of Earth in terms of studies. He spent about twelve years engaging in in-depth, all-around learning in the fields of study for both Earth and Krypton. He's more of a "jack of all trades, master of none" genius, but isn't opposed to further study as necessary, if no other experts are around.
- EIDETIC MEMORY
- OMNILINGUISTIC - Clark can read, write, and speak any language on Earth or Krypton, ancient or otherwise. (Of these languages, he's kept only English and Spanish for his alter-ego.)
- WRITING / JOURNALISM * - Clark is described as having a "punchy prose style". He was also, before his death, the editor-in-chief of the acclaimed newspaper, the Daily Planet.
- INVESTIGATION * - Clark has an eye for detail, and tends to go through a whole rolodex of questions and hypotheses whenever he's made to do any detective work.
- GENERAL HANDINESS * - In the sense that he knows how to fix electric issues, plumbing issues, how to cook and clean and do laundry... regular, grown-up dad stuff. Clark can also do his taxes all by himself! Amazing.
- AGRICULTURAL EXPERTISE * - He grew up on a farm and helped with animals and plants for all of his juvenile life, thus learning all the necessary practises, tips, and tricks.
- VENTRILOQUISM * - It was a hobby in high school.
- PIANO * - Clark's parents thought it'd be nice if he could play.
- GUITAR * - Learned in high school to impress small town girls, failed largely due to Clark's general status as a loser and the target of bullies at Smallville High. Go figure.
- INDOMITABLE WILL * - Giving up just ain't in a Kent, no sirree.
Because a number of Clark's powers as a Kryptonian are largely dependent on the energy he receives from a yellow sun, the only abilities that are "permanent" for him are the ones innate to a Kryptonian's physiology, which include:Kryptonian - with light source
- INVULNERABILITY - Clark's mass density is greater than that of a normal human, which affords him invulnerability to what would typically harm them. He can handle everything up to a major nuclear explosion.
Nerfing: To accommodate the game setting, Clark can be harmed by in-game creatures or as a result of in-game events or effects to characters, but will not "feel" the pain. His invulnerability will grant him a kind of "armour" in that his skin is a lot thicker and therefore more difficult to damage, but he can be wounded and bleed out. His inability to feel may also make it more difficult for him to know something is wrong with him, unless he's able to see it explicitly.- LEAPING - Clark may not be able to fly without a sun, but because of his stronger muscles and lighter body, he can leap over tall buildings or jump distances up to an eighth of a mile.
- SUPER-STRENGTH - This depends on his own physical strength, however. Though Clark can hypothetically move the moon if he wants to, the lack of a sun has removed his ability to acutely control energy fields, and so he'd end up drilling a hole if he tried to push the moon by himself. He has the same super-strength with regards to force applied, but can no longer distribute that force however he wishes across a surface area.
- SUPER-SPEED, AGILITY, AND REFLEXES - But without any additional energy source, Clark can only run 30 miles per hour at most.
- SUPER-VISION - Which works as long as there isn't a lead barrier between him and the object(s) involved. This is the ability to see a) through anything (X-Ray Vision); b) something at a great distance, without violating the laws of physics (Telescopic Vision); c) extremely small objects and images down to the sub-atomic level (Microscopic Vision); d) through the heat tracks left by a living being or object (Thermal Vision); and e) all of the electromagnetic spectrum, including broadcasted or transmitted frequencies (Electromagnetic Spectrum Vision).
Nerfing: The objects, frequencies, and/or heat signatures must be illuminated or affected by an in-game source of light for Clark to be able to perceive it.- SUPERHUMAN HEARING - Clark's hearing is extremely acute, allowing him to hear the faintest noises as long as the sound waves can travel, and to filter between sound inputs to focus on specific ones. This also allows him to hear at a wider range of frequencies than regular humans.
- ENHANCED SENSE OF SMELL - Clark can both smell things from a great distance or focus on a certain scent at a closer proximity to smell it "intensely".
- ENHANCED SENSE OF TOUCH - For example, being able to feel "details" acutely, like the shape of a dust mite on an object or the intricate designs of a snowflake.
- VOCAL ABILITIES - Clark can modulate his voice loud enough to address a big crowd.
Clark can draw energy from true sources of light in Beacon: the lighthouse, the moon, the bonfire, or other people's lanterns. The first three allow for subconscious absorption, while the last requires a conscious effort on Clark's end to perform it. When he draws energy from them, the following are added to his list of abilities:IMPORTANT: The moon and the lighthouse will grant him weaker versions of these abilities for as long as they are producing light; the bonfire or lanterns will give him all his powers at full capacity, but only temporarily.
- SUPERHUMAN STAMINA - The energy basically charges his internal battery, allowing him to continue doing strenuous physical activities for extended amounts of time.
- HEALING FACTOR - This allows Clark's wounds, if inflicted, to start closing up almost instantly. This also protects his blood from any poisons or toxins, including alcohol.
Nerfing: Clark's healing factor will only work for minor, non-fatal injuries, like scratches, small to medium cuts, bruises, etc. and for his alcohol tolerance (unless in-game events require him to be intoxicated).- FORCE DISTRIBUTION - Specifically in context to the force Clark uses alongside his super-strength. Using his mind, he is able to evenly distribute the force he applies throughout an object, which allows him to move it without exerting too much pressure on a single point. For example, having a person fly with him this way would typically break their arm, but Clark is able to distribute his strength so that every point of the body is supported.
- HEAT VISION - Shot as beams from his eyes and reaching temperatures of up to 6,000 Kelvin.
Nerfing: In Beacon, his heat vision does not produce light.- MASONRY VISION - Like heat vision, except the beams shot from his eyes can help repair damage to structures.
Nerfing: His masonry vision doesn't produce light, either.- FLIGHT - Which can reach speeds fast enough to reverse the Earth's rotation, technically, but not without great duress. Flight doesn't require any conscious decisions on Clark's end; he can hover at will and lift off the ground without having to exert exceptional effort.
- SUPER-BREATH - Clark can both chill the air that he exhales to freezing point or force it to come out so strongly it simulates the winds of a hurricane. He can also reverse this process and inhale large volumes of air or vapour into his lungs.
Nerfing: His vortex breath only reaches as far as his lantern light does.- TELEKINESIS (MINOR) - While not as reliable as his physical strength and requiring much more effort on his part, Clark has very minor telekinesis which can only be used on objects already in motion to either slow them down or speed them up.
- SUPER-HYPNOTISM - Requires physical contact and Clark's utter concentration for it to work. He's able to make people forget recent incidents, or-- either with incredible strain on Clark's end or against weaker minds-- follow his commands.
Flaws/Weaknesses:
Physical
Clark's main physical weakness is kryptonite: radioactive material from his home planet that's safe for all other organic life, but deadly to him. Just being in its presence already makes him weak, and prolonged exposure to it could weaken him so much a simple flick to the cheek could bruise him severely, if not break his skin altogether. Another physical weakness is the radiation from a red sun, similar to the sun that shone on his home planet; red suns strip him even of the innate abilities that Kryptonians have, leaving him as vulnerable as an ordinary human being. High intensity exposure to it even has the ability to remove all of Clark's powers, innate or not, permanently.
Personal
The easiest way to exploit Clark is through his trust. He has a lot of it to give to anyone who asks of it, and his tendency to think the best of even total strangers means it isn't the most challenging thing in the world to dupe him. When you've duped him once, though, it's hard to dupe him twice, and while he'll always hope for the best (unless you've done something of considerably True Evil), he'll also remember to be wary, especially because hoping in someone isn't the same as trusting them.
Besides ~true evil, there aren't a lot of things out there that can cause Clark's hope in people to waver. However, hidden beneath his conscious decision to be optimistic in the face of darkness is the pain from every grave mistake he's ever made and every great regret he's ever had. If at any point his love turns to hate, it's that pain that bubbles up first. After that, it's the rage that Clark is prone to letting stew inside of him, especially when there isn't anyone around him who knows his true self. The loss of his Earth means he's lost everyone who truly knew him, and there isn't anyone now who he can talk to about all the things that affect him. Clark loves too much for his own good, and he withers when he has nowhere to put that love in. The only thing that can keep his misery together now is his firm sense of self-control, which is a weakness as much as it is a strength if only because of how willing he is to suffer by himself and how unhealthy that is. Unfortunately, Clark is stubborn in his ways and typically unyielding. All harmless opinions are respected, of course, and Clark is generally an open-minded person, but when he's completely set on his own plans or beliefs, it'll take a considerable effort to change his mind.
But on the other hand, Clark is used to being lonely, even when he's surrounded by people. After all, it's not like he has a secret identity to belong anywhere, but rather to pretend to belong, and to observe the world around him to find out where he's most needed. It's been hammered into Clark's head that the world he lives in is not one he belongs to, but rather one that he should watch over, protect, and guide, without forcing his own ideals onto it. In this sense, Clark views the world in a sort of detached way: he loves it and its inhabitants with all of his heart, but has no right to change it directly, nor to interfere with the important matters of its people. This might be interpreted by some as passiveness, and depending on the circumstances, they wouldn't be wrong-- Clark isn't afraid to step back when he believes he holds too much power or influence, because by nature he shouldn't wield any.
Clark's come to accept his metaphorical isolation over the years, as he's come to accept (whether happily or unhappily) all of the awful things that come his way. Ask him to fight for the good of someone else and he'd do it in a heartbeat-- ask him to fight for the good of himself, and he'd think it too selfish to carry it out. It's not his burdens that matter; as a Kryptonian with powers, he's supposed to wield the burdens that nobody else can. His duty is to help the helpless, to light the way in the dark for those who cannot see, and it comes before his own personal happiness every time without exception. Clark will always love others before he loves himself, and as such will never hesitate to sacrifice his very being for their sake, however that might manifest and whomever it might manifest for (a lover, a friend, an enemy, a stranger-- if he can save at least one life, then it will be worth it).
Specific
Usually involving a mix of loss, guilt, and regret, especially regarding what he deems "failure to save the people he loves". They include, but aren't limited to:
- JOR-EL & LARA LOR-VAN - Clark's birth parents. He has no personal memory of them, but having witnessed his father's memories directly, feels an incredible love for them and a need to make them proud as the last son of Krypton.
- JONATHAN & MARTHA KENT - Clark's adoptive parents. Similar to his feelings for Jor-El and Lara Lor-Van, albeit with less "son of Krypton" vibes and more "son of the Kents who he would do anything for". Clark still feels guilty for potentially causing his adoptive father's killing heart attack by challenging him to a race. This manifests as regret made worse because "with all his powers, he still couldn't save him", as Jonathan was the first person he ever failed to save from death.
- THE DAILY PLANET - Years ago, the Daily Planet was attacked by a reject from Gotham, and the whole building was poison gassed, leaving no survivors. To this day Clark feels an extreme misery for not being there to save them. Besides the tragedy, the Planet itself and everyone he's met from it are near and dear to Clark's heart with their own special places in it. This only became more prominent when he became the editor-in-chief, and thus felt far more obligation to it than he already did.
- LOIS LANE - Clark's ex-wife, his first and only (both in marriage and in intimacy). He was married to Lois long enough to have a son with her, but it wasn't long before the tragedy of the massacre took her away from him in death. Clark misses her, of course, and on particularly awful days he still feels as hollow as he did when he first found out that she'd died in the first place.
- JIMMY OLSEN - Clark's best pal who also died in the massacre. Jimmy was his best friend and the only other civilian who knew of the dual identities of Clark Kent and Superman. He was his best man and the godfather of his son, and Clark misses him as much as he misses Lois, feeling the same guilt for not being able to save him.
- EARTH-96 - The Earth that Clark hails from. It was destroyed by an antimatter wave while Clark wasn't on it, leaving him with a heavy feeling of failure and guilt for his inability to save it. He was effectively the last survivor from that Earth before the wave got him too, and given the recency of the event, he still feels the loneliness from it quite acutely.
- JASON KENT - Clark's son, who died in the antimatter wave after Clark was unable to stop it from hitting his planet. Jason was in university by the time of his death, and Clark had been there for him since birth; the memory of his loss is still fresh, far fresher than any other pain Clark might be carrying with him.
- KARA ZOR-EL - The only other survivor of the House of El and Clark's cousin. Kara might be younger than him physically, but she's like an older sister to him, and acts that way as well. She is his rock, and they have a funny way of being able to be exactly what the other needs whenever trouble comes their way. Kara died in the antimatter wave Clark failed to stop, too.
- THE JUSTICE LEAGUE - Including Superman's very best friends, Batman and Wonder Woman. Clark cares for the whole League and everyone in it-- he has all their birthdays in his calendar!-- but not even the League could stop that antimatter wave from hitting and killing them all.
- THE PARAGONS - The last team that Clark had been a part of before he, too, was killed by the wave, consisting of Barry Allen, Kate Kane, Sara Lance, and Ryan Choi from Earth-1, and Kara Zor-El and J'onn J'onzz from Earth-38. Clark may not have known any of them personally beyond the few hours they spent trying to solve the crisis, but he feels significant guilt for leaving them behind to save the multiverse without him, even if his death hadn't been his fault.
- THE WHOLE MULTIVERSE - It's a crippling weight when you realise that you've messed up so badly that the whole multiverse and all its Earths were destroyed, and dying means you have no chance of reversing it somehow.
Personality:...there's one thing I do know, son. And that is, you are here for a reason. I don't know whose reason it is, or whatever the reason... maybe it's... I don't know... but I do know one thing: it's not to score touchdowns.It's easy to think of Superman as a god when you look at him and consider the powers he possesses, and if you don't think him a god, you at least think him something higher, something more. The only person who doesn't think this even a little is Superman himself, who believes he's less superhuman and more natural; in the same way it isn't showing off when a bird flies because it's innate to it, he doesn't think he's any better than anyone when he does the same. At most, what he believes sets him apart from others is that he was blessed with knowing his purpose in life, which isn't to be a "hero", but to be a "friend".JONATHAN KENT
Clark knows that he doesn't have to prove himself to anyone and no-one has to prove themselves to him, as it ought to be for all true friends. Similarly, a friend isn't meant to take on all of someone's burdens, but to support them through what they cannot bear themselves. His reason for being is simple: to be there when he's needed to the best of his ability, and to love the world and its people unconditionally. More than once he's used the words "I'm always around", and while it may work literally (Superman can hear the whole world, after all), it's also true in the sense that the love and care of a friend isn't meant to fade away. To the lonely and the brokenhearted who feel like they have no-one, they will always have Superman in the end. To those who've lost hope or the will to carry on, Superman will have some to give.
Even his alter-ego, Clark Kent, carries the same sentiments, though he's got a timidness that often leaves him overlooked by most. He may not be putting bad guys in jail or saving people from flash floods, but he fights for the truth through his writing. He may not be the most popular guy around, but the people who do get to know him are granted the most loyal, kind, and supportive friend on the planet. He doesn't have powers, but he does have the same gentle compassion, and he loves with all his heart anyone who'll let him.
Superman and Clark Kent exist as two extremes on a spectrum with the real Clark caught somewhere in the middle. Superman has confidence where Clark Kent has none; Superman stands up straight and tall while Clark Kent has awful posture and ill-fitting clothes; Superman's voice is deep and firm against Clark Kent's mild-mannered, stuttering speech. For all their differences, though, the fundamentals to them are the same: they are good men shaped by the values of good people, and they have a solid work ethic and an even more solid certainty of who they are and why they're here to carry them through.They can be a great people, Kal-El; they wish to be. They only lack the light to show the way. For this reason above all, their capacity for good, I have sent them you... my only son.JOR-EL
Items:
- SUPERMAN COSTUME - Made from the Kryptonian cloth Clark was swaddled in during his flight to Earth and marked with the crest of the noble House of El (the "S"). The costume is more durable than regular cloth, but without the radiation of a yellow sun, is no longer fully invulnerable. It is, however, capable of incredible insulation in the cold and feeling light as ever in the heat, and doesn't chafe or cause friction in the least.
- GLASSES - With lenses made from the spaceship Clark was in during his landing on Earth, which can withstand the intense heat produced by his heat vision.
- WEDDING RING - A plain, silver band, signifying his marriage to Lois Lane.
SAMPLES
Samples (Clark Kent): TDM, including both log and network tags
Samples (Superman): Network and Log

THREAD TRACKING
FOR KAL
FEBRUARY 2020 | THREADS (1)
CLARK • PATCH-UP with
CLARK • MA'AM with
CLARK • WARMTH AND WIND with
CLARK • NESTING with
CLARK • BLANKET FORTS with
KAL • COLLISION with
CLARK • SPIRITS WHO? with
TOPLEVEL • INTRO LOG
CLARK • WHAT ABOUT WEST with
CLARK • YOU SAVED ME with
KAL • TALKING'S EASY with
CLARK • OBI JUAN with
KAL • MEETING YOUR HEROES with
CLARK • HAULING DEAD WEIGHT with
CLARK • SHINE BRIGHT with
KAL • WARMING UP with
CLARK • FROM THE BLIND GUY with
CLARK • YOU RAISE ME UP with
CLARK • PEP TALKER with
KAL • SHARING A CUP with
KAL • NO WORRIES with
CLARK • ADVICE with
KAL • DON'T BURN YOURSELF with
CLARK • GRATITUDES with
CLARK • JEEPERS with
CLARK • THE INN-VINCIBLE with
CLARK • I CAN PLAY THE PIANO with
CLARK • GREENHOUSE NEWS with
CLARK • FAVOURS with
CLARK • FINDING THE PIANO with
CLARK • THEATRE TALK with
CLARK • SPIRIT VALENTINE with
KAL • VALENTINE'S DAY with
CLARK • VALENTINE'S DAY with
KAL • VALENTINE'S DAY with
FEBRUARY 2020 | THREADS (2)
KAL • MEMORY: "FATHER" with
CLARK • PLANTING HELP with
CLARK • MEMORY: PETER'S DEATH with
KAL • MEMORY: SAVING CAPTAIN MARVEL with
CLARK • MEMORY: RAGE & LANA LANG with
KAL • MEMORY: KINGDOM COME BATMAN with
CLARK • MEMORY: WHERE'S THE DOG? with
CLARK • MEMORY: THE DEATH OF THOMAS AND MARTHA WAYNE with
FEBRUARY 2020 | ETC.
ETC CLARK • GACHA #2ETC CLARK • GACHA #3ETC CLARK • SETTING: BRIDGE-BUILDING with
EXPLORATION KAL • ELEVATOR, LANDMARK INN + POST-EXPLORATION REWARDEXPLORATION KAL • RIVER SOUTH OF THE BIKE SHOP with
NIGHT MARKET CLARK • PURCHASE: SCREENPLAY