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Green Lantern Hal Jordan of Earth-16

Green Lantern

Hal Jordan

F) Ex20
A) Rm30
S) Gd10
E) Rm30
R) Gd10
I) Gd10
P) Am50

Health: 90 Karma: 70
Resources: Ty Pop: 20

Known Powers:
None, all of Green Lantern's powers are derived from his Power Ring

Equipment:
Oan Power Ring: Un material, Green Lantern's ring, considered by some to be one of the most powerful weapons in the known universe, has the ability to affect and use fundamental forces of the known universe, including electromagnetic energies such as Gravity, Radiation, Heat, Light, and powerful blasts of concussive Force. The Power Ring has the following power stunts:
-Electromagnetic Force Manipulation: The Oan Power Ring has extensive energy manipulation powers able to effect the entire spectrum including gravity, radiation, heat, light at Un ability. A Green Lantern can create and maintain 4 effect's per round. By making a sucessful Psyche FEAT roll, a Green Lantern may create and maintain a fifth effect. On the creation of solid objects, the GM decides which creations are within the power of the ring and assigns a power intensity FEAT: Simple weapons, entrapments devices, common geometric shapes, gigantic hands and simple containers are all powers stunts and are usually Mn rank. Powers stunts include:
--Energy Blasts: Un Energy
--Kinetic Blast: Un Force
--Force Field: Un
--Create Objects of Solid Energy: Un
-The Oan Power Ring is also capable of imparting the following extra abilities:
--True Flight: In airspeed in Earth's atmosphere, CL3000 in space
--Life Support: The ring provides CL1000 life support when required.
--Energy Sheath: This life sustaining aura protects him from harm. The ring generates a field of life sustaining atmosphere and protection from harmful radiation, even if a Green Lantern is unconscious. It also offers Psyche rank defense vs. attacks.
--Electromagnetic Scanning: The ring has a wide range of detection abilities. If it can be conceived it can probably be detected. Most normal electromagnetic phenomena are within the range of the ring, including Radio, Television, Infrared, Ultraviolet, and high frequency band communications at Un levels.
--Universal Translator: The ring allows the wearer to communicate with anyone, no matter what language is spoken at Mn rank. The ring allowed for translation as long as the medium for communication was able to be duplicated by the ring, and that a Green Lantern was aware that communication was being attempted.
--Regeneration and Recovery: Ex ability to repair minor injuries in himself or others.
--Absorption: Un
--Invisibility: A ring wielder can render themselves invisible at Mn rank by willing the ring to bend light waves around his/her/its form, as well as that of the power ring. Presumably, a similar action allows an experienced ring wielder to create objects of colors other than green.
--Astral Travel: Ex, the Oan Power Ring allows a Green Lantern to create an "energy twin" of his that can travel at far greater speeds than that of the Green Lantern's physical form. While the energy twin is active, the Green Lantern remains motionless, its life force is needed to guide the energy twin.
--Life Sense: Green Lantern "Type" Energy only: CL1000
--Mind Tampering: Though the ethics of mind tampering may be debatable, sometimes it is necessary. As the power ring relies on thought and will to operate, mind tampering is not impossible, the real difficulty lies in properly applying the power. This power rank is the same as the wielder's Psyche.
--Full Environmental Playback: Upon request, the power ring can recreate a holographic environment based on data in its memory banks. A Green Lantern can observe events in a ghostlike state, but a Green Lantern cannot alter the outcome of the playback. All objects in the playback will appear in the full spectrum of colors, regardless of a Green Lantern's level of expertise creating simulicrums. The power ring will automatically end the playback if outside interference warrants a Green Lantern's undivided attention.
--Protection from Mortal Harm: The Power Ring features an emergency energy reserve, to be utilized only when the wielder faces mortal injury. This power automatically activates to preserve a Green Lantern's life and can be used only once during a 24-hour period, unless the power ring is recharged at the power battery. The effect can then last up to an additional twenty-four hours, to protect a Green Lantern if energy runs out in the void of space.
--Emergency Beacon: CL1000, In distress, a Green Lantern can use its power ring as an emergency beacon of CL1000 rank. The alert can be directed to a Green Lantern's neighboring sector or it can be a Corps-wide alert.
--Raise Power: Any power or ability of the ring may be temporarily enhanced by a Psyche FEAT roll. He must roll with -2cs against Psyche for every +1cs, he is hoping for. If he wants to fly at Rm, he must make a Psyche check at Gd. This is why Lanterns can make HUGE energy blasts but have gritted teeth and sweat pouring down their face. The more powerful the blast the harder it is to do. If using the optional Universal table with the blue fumbles, a Blue Result shorts out the Power Ring, rendering it inoperable for the duration of 1d10 turns.

Limitations:
Charge: Each power ring maintains a CL3000 positive charge to use. This is decreased by the power rank used. Intensity of FEAT's using the ring drain points from the ring's 3000 point charge. As most Green Lantern's never use this kind of power in a 24-hour period, most believe the ring charge is unlimited. The other real weakness of the ring is the wearer.
Willpower: If a Green Lantern can be kept from focusing his will, through drug use, neural interference, vertigo or other form of mental incapacitation, then the ring can be rendered useless. Despite even the greatest of wills, sometimes a ring construct can be broken. It may seem a mere annoyance to a ring wielder, but in reality it could prove quite deadly. Green Lantern links it to the power, a psychic backlash occurs immediately after the disruption of a ring generated construct. The backlash can be very painful and disorienting but leaves no permanent damage to the Green Lantern. The real danger to the ring wielder is the split seconds of incapacitation, leaving him vulnerable to attack.
Protection of Life: The ring's programming forbids the taking of life, yet surprisingly this restriction can be removed on Oa. Ordinarily, the ring will issue a warning to the wielder and may even shut down, leaving the wielder vulnerable to attack.
Residual Energy: The ring leaves a trace residue of green energy on objects it touches or in the immediate vicinity of its use. The residue lingers for a few hours and is detectable by those with heightened senses of awareness, or by sophisticated mechanical devices, such as the creature known as Legion or the robotic Fists of the Guardians.
A time null zone can render the ring powerless by freezing the flow of time around a Green Lantern. Likewise, the flow of time can be accelerated in the ring's vicinity, causing the power ring's charge to be depleted in what may seem seconds to the ring wielder.

Talents: Weapons Specialist: (Oan Power Ring), Acrobatics, Pilot, Martial Arts A, Aerial Combat

Contacts: Green Lantern Corps, Justice League