Clark Kent (Earth 99)

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This is the Earth 99 version of Kal-El. You can check the Superman disambiguation page for more information.

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Full Name:
Kal-El, Clark J. Kent
AKA:
Super-X, Joe Clark
Position:
The X-Man of Steel
Age:
Young Adult
Species:
Type:
World:
Music:
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I thank Professor Xavier for making me the man I am today.
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— Himself

This is the entry for the Kal-El from Earth 99, AKA Clark Kent, AKA Superman--now Joe Clark or Super-X--who was sent as a young teen to live and train at Professor Xavier's School for Gifted Youngsters.

This version of Kal-El was born on Krypton and sent to Earth like so many other iterations, and this version landed on Earth in the 1970s, raised by Jonathan and Martha Kent, but as he reached adolescence, his powers became increasingly difficult to control. As a result, he was sent to the Xavier School to train, and throughout the 1980s he was trained by Professor Xavier and by the artificial intelligence memories of Jor-El, which had been placed in his spacecraft as an infant. This Kryptonian technology helped the professor develop much of the X-Men's signature equipment, including the supercomputer Cerebro.

By the 1990s, young Clark had become a fully fledged member of the X-Men. During a fateful shuttle mission, Clark saved the shuttle rather than watch his teammates harmed, and thus Jean Grey was quietly spared the trauma of hosting the Phoenix Force. When D'ken of the Shi'ar Empire attempted to use the M'kraan Crystal to gain power, Clark fused the crystal back together with his powers--and the resulting backlash sent him hurtling through time and space, unable to return home but knowing that he had saved his universe from a horrible fate.

Eventually, he arrived in the world known as Superia, where he has begun to make a new life for himself, taking the alias Joe Clark to protect the identity of the local version of himself. He also operates as a hero under the name Super-X, vowing to put the lessons he learned from his time in the X-Men to help a whole new world!

Hypertime

As noted in A Superman for All Seasons, there are a number of different Kal-Els on Earth from across Hypertime. This character is one of those alternate versions. To contribute in different ways to the game and explore a few different versions of the character, Superman's player has obtained staff permission to run different versions of the character from the aforementioned advantage. The different Hypertime variant Kal-Els being played will be depicted as different character forms, viewable under different forms. The story and information behind each form will be explained in entries linked below. Please contact Clark's player with any questions!


SKILLS

Athletics - Expert Level

Super-X is in excellent physical shape, even without consideration of his super powers.

Combat - Competent Level

Although initially Joe relied fully on wild swings and titanic strength to carry the day, he has spent years training his control. These days, he practices a form of combat not unlike Tai Chi. He is not the strongest fighter in purely physical terms, but the study of how to focus inner energy and affect kinetic force was of particular interest to him, and Joe has learned to use his powers in unison with his martial arts skill to achieve very useful effects.

Cooking - Competent Level

For Joe, growing up in a big group home meant learning to take care of the others there. Apart from his other practical skills, that meant becoming an excellent home cook. He's not a professional chef by any means, but he can cook plenty of healthy, hearty, and nutritious food, as well as comfort food and such when the mood strikes him. He's even got Ma Clark's recipe for apple pie!

Diplomacy - Competent Level

Super-X is skilled at working with others, communicating effectively, and maintaining peace and calm, even during a crisis. He is not the expert diplomat that his Superia counterpart is, but he's still very good with people and especially knows how to bring a team together.

Knowledge - Competent Level

Joe has an extensive education thanks to the Xavier School, and that has been augmented by the teachings left to him by his biological father, Jor-El. As such, he is well-versed in Kryptonian history, culture, and sociopolitics. Joe of course speaks the language of his home, including a fair approximation of the Daxamite dialect and certain other alien tongues. He has also made an extensive study of the languages of his adoptive home planet, Earth.

Leadership - Competent Level

The combination of his experience with the X-Men, training under Charles Xavier, and his upbringing via Jonathan and Martha Clark, Joe has become a strong leader. Joe's leadership technique is a bit different than one might expect given his power set. Instead of being a commanding presence, Super-X is more a uniter and tends to lead through collaboration.

Mentalism - Expert Level

Years of training and experience have made Joe highly adept at the use of his psychic powers, from meditation to Astral combat. Under Charles Xavier's instruction, he was shaping up to be one of the foremost mentalists on his home Earth. He is deft and adept with his powers, and he has an indomitable will, extensively trained in mental discipline by the greatest telepath on his Earth.

Observation - Expert Level

Super-X is exceptionally observant, allowing him to take full advantage of his enhanced senses when it comes to perceiving the world around him.

Science - Expert Level

Even a basic Kryptonian education granted Joe a knowledge of science to rival that of an experienced professional in any conventional scientific field, and his studies with Charles Xavier and alongside his world's Henry McCoy took him even further. With his command of science and technology, he is easily one of the most capable beings on Earth. This knowledge also includes extensive experience with Kryptonian physiology and medicine, as well as expertise in other xenosciences and a strong familiarity with mutant genetics.

Willpower - Expert Level

Clark has an exceptionally strong will, and after several bad experiences with being mentally influenced, he has undergone extensive training with various allies. As a result, it is now virtually impossible to affect him with mind-control or other mental compulsion. This gives him no protection from direct mental attacks, which he weathers about as well as a strong-willed human being.

ABILITIES

Power: Clairsentience - Supreme Level

His attunement to the Astral Plane allows Joe to sense anything that affects it significantly, as well as more minor things if he concentrates carefully. An illustration of the former is when Obi-wan Kenobi senses the destruction of Alderaan in Star Wars--that was a significant impact on the Astral Plane. With a bit of concentration, Joe can use such abilities as clairvoyance or psychometry to read the past or present state of the physical world or the Astral Plane, whether in the form of remote viewing or just examining the history of a given location. He is also aware of "auras" or other such presences in individuals, or anything else that might reasonably register to psychic extra-sensory perception.

Power: Flight - Supreme Level

Joe is able to fly by manipulating telekinetic force around his body, allowing him to attain hypersonic speeds within an atmosphere. Outside of an atmosphere, he can attain much greater speeds.

Kryptonian

Super-X's unique Kryptonian physiology empowers him in many ways. Most of these abilities are granted by the presence of solar energy from what he often refers to casually as a "yellow sun." Technically, stars of the ideal class are G-type in the blue-white through yellow spectrum. This is bolstered by his increased molecular density, making him stronger and more durable (Enhanced-level) than a human being even without his telekinetic powers. Even if de-powered somehow, he retains Basic+ level strength, endurance, and agility. Joe's Kryptonian brain also makes him vastly more intelligent than most humans, and most of his powers are psychokinetically focused by that specialized Kryptonian brain. When empowered by solar radiation, Joe is also immune to all known forms of illness or disease, and his solar reserves also grant him effectively limitless stamina and sustenance, allowing him to subsist with minimal rest or nutrition for weeks at a time. He only requires an average of two hours of sleep per night to function at peak efficiency, and he also heals very rapidly and completely, allowing him to regenerate from nearly any harm, even many "fatal" injuries.

Power: Mental Defense - Supreme Level

Joe's mental defenses have been building all his life, even further as he matured, and are now powerful enough to match those of even the most talented adepts. This is his protection from other psychics who may be hostile, but it is also the only thing that keeps him from having to actively filter out every thought that passes within the radius of his rather extensive mental perceptions. Notably, he does not have a "psi-shield," as such. Instead, he has the ability to filter out unwanted thoughts, and his mental fortitude and willpower allow him to resist intrusion, compulsion, or mental attack.

Power: Mental Offense - Enhanced Level

This power primarily represents the ability Joe holds to exert offensive energy on the Astral Plane, though it can be used in a somewhat crude (if sometimes effective) way against non-Astral entities. This isn't so simple as "mental blasts," but a complex form of psionic combat that is partly based in Joe's mental potency, largely on his trained mentalism. If effective, an astral attack might simply cause the target great pain or knock them unconscious. At higher levels it might cause actual damage to their psyche, though he avoids ever allowing himself to exert this power in a way that might deal permanent damage. Used on minds with a weaker tie to the Astral Plane, such as those of non-psionics, the power is less effective, perhaps operating in the Basic to Basic+ range.

Solar Battery

As a Kryptonian, Joe absorbs solar energy from stars of yellow intensity or greater, such as Earth's sun. This energy is stored within his body, serving as a power source for his race's latent psychokinetic abilities. His training as a mentalist allows him to focus these abilities in various ways. If Joe's solar energies are depleted, he can be rendered nearly as powerless as an ordinary human, though his molecular density still grants him modestly enhanced strength and toughness.

Power: Super Speed - Enhanced Level

Though his speed is modest by the standards of a Speed Force user, Joe is still capable of moving at supersonic land speeds within the Earth's atmosphere. He is able to perform various physical tasks at roughly one hundred times the speed of a human in optimal physical condition.

Power: Tactile Telekinesis - Supreme Level

At all times while his powers are active, Joe is encased in telekinetic force, projected as a micro-thin field around his body. The field does not prohibit Joe from touching, tasting, or otherwise interacting with the world, but it does filter out harmful effects, antigens, and nearly anything that might damage him physically. By extending that field through touch, Joe can muster enough mental power to lift hundreds of thousands of tons of force without strain, up to around a million tons at maximum under normal conditions. This force can be used to manipulate, lift, or apply pressure in any way he can imagine through a touch-based medium more dense than air, limited only to his range of perception. He also has very fine motor control, able to use his power with such precision as to manipulate anything he can actively perceive and, even indirectly, touch. Notably, he can also extend his body field with this ability, at full strength about 10 meters in diameter, and at maximum exertion perhaps 1,000 yards in diameter, but at maximum size they would only withstand perhaps a few tons of force.

Power: Telepathy - Enhanced Level

As a result of his mentalism training, Joe can establish mental contact between himself and other sentient minds. These links are usually temporary, lasting only as long as Joe keeps contact, but can be left in place if enough time and effort is dedicated to them. The number of minds involved affect the strength of the bond, though Joe can maintain contact between several people across the Earth without excessive strain. More members or greater distances will make this more difficult, though to a familiar mind distance makes almost no difference. Simple telepathic contact to send messages or read surface thoughts and emotions is normally fairly passive, but a trained mind may notice or even deflect it. A more intense connection would be more difficult to stop without actual mental defense abilities.

When focused into a "mental probe," Joe may be able to explore the mind of the target, picking up information depending on their mental strength and if they actively resist. This power can be be used on one target, giving detailed information, or many, which results in a sort of group profile.

Telepathy can also be used to influence other minds, though Joe is extremely hesitant to ever compromise the free will of another sentient being. It has varying degrees, from subtle mental influence to actually attempting to dominate another's mind. Strong mental defenses could stop him, but he prefers a less invasive version akin to simple suggestion, along the lines of the "Jedi Mind Trick."

In a subtle use of this power, Joe can project images into the minds of others. It can be used to create very subtle, real-seeming illusions in the minds of a single person or small group, or to affect the collective unconscious in the area. The second way is much more subtle, though it is more dreamlike and the illusions will not seem quite as real. Generally, though, he uses this ability for communication, not for deception or domination.

ADVANTAGES

A Superman For All Seasons

Clark Kent, AKA Superman, AKA Kal-El of Krypton, is a native of Earth 1, also known as Superia. However, in his various adventures he has come to know a number of other versions of Kal-El from other Earths via Hypertime. These individuals are in some cases long-term residents of Superia, while in other cases they may travel back and forth from their native reality. This could be a veritable "Legion of Supermen," but in reality they are not at Clark's beck and call. Each tends to be off doing his own thing. They may appear in scenes (per notes Joe Clark), but only one version of Kal-El will appear in any given scene without a specific, staff-approved plot reason.

X-Advantages

The network of allies Super-X can depend upon is his most vital resource. Chiefly, these are the X-Men and their allies from Superia, whom he has come to know and work with as a teammate since coming to this world. He has helped to augment the X-Men's technology with the hybrid Kryptonian tech he and the Charles Xavier of his home reality developed together, and in turn he also has access to the team's resources.

WEAKNESSES

Astral Beacon

Any creature with any attunement to the Astral Plane can sense or find him with ease. Also, anyone who is able to sense general "power levels" from someone will be able to sense the great power within Joe. As a psychic presence, he is anything but subtle.

Empathy

Joe is highly attuned to the Astral Plane and the emotions of others. This means that when something affects the Astral Plane, it affects him. The greater the suffering around him, the more pain he will endure. His mental discipline allows him to endure this, but it governs much of how he uses his power. Most notably, it leads him to exercise restraint whenever possible. Additionally, anything that makes a large impact on the Astral Plane will echo that impact on Joe, making the suffering of others something that he literally cannot ignore. While he does not let this stop him from fighting the good fight, it will always take a toll on him, and he must carefully manage that.

Kryptonite

When Krypton was destroyed, some of the planet's matter was charged with radioactive energy from its star, Rao, interacting with the crystalline material of Krypton's planetary body. The end result was the gemlike green substance known as "Kryptonite." The molecular and radioactive properties of Kryptonite make it harmful to Kryptonian cells, thus making it harmful and toxic to them. If Joe is struck by a Kryptonite weapon, he will be harmed as a normal mortal would. Even being near Kryptonite causes him to feel physically ill.

However, the rate of recovery once removed from the emissions is as rapid as the rate of damage, and Joe will be back to normal in under an hour after exposure if he can directly absorb enough solar energy. Kryptonite radiation can be blocked by lead or super-dense materials. Joe routinely undergoes Kryptonite serum treatments of his own design. As a result, the toxic effects of Kryptonite are much reduced for him. It can still harm him when used as a weapon, but it takes much longer for the toxic effects to weaken him, and even if they do, he is much more likely to be incapacitated than killed.

There are other, rarer forms of Kryptonite as well, such as red Kryptonite, which induces bizarre effects for a period of about twenty-four hours, or gold Kryptonite, which temporarily suppresses most Kryptonian powers in a manner similar to red solar radiation.

Magic

Against the powers of magic, Joe has no special defenses. Though he is not explicitly "weak" against magic, so much as he cannot especially resist them. Many magical effects can ignore Joe's various defenses and resistances, harming him or affecting him much as they would an ordinary Earthling.

Moral Code

Super-X bases his interactions with others on a strict moral code that forces him to uphold truth, justice, and due process. He has vowed to never kill and will often attempt to find the diplomatic solution until it is clear that will not work, or if someone is in imminent harm.

Red Sun

Joe requires solar energy to function at peak capacity, or his powers fade to greatly reduced levels or disappear entirely if his solar reserves are empty. Joe cannot absorb energy from the lower frequency of orange K-type stars, and the radiation from red M-type stars actually disrupts his absorption process. Under the light of such a star, he will begin to lose his power at a slow but steady rate. Within a few hours of such conditions, he will be effectively drained of his powers.

The following logs feature Clark Kent (Earth 99): No pages meet these criteria.