Green Lantern II

Green Lantern II
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Dex:   8   Str:   4   Body: 12/4
Int:   8   Will: 25   Mind:    8
Infl:  6   Aura:  7   Spirit: 12
Initiative: 24  Hero Points: 150

Skills:
Martial Artist: 5
Scientist: 4
Vehicles: 10

Advantages:  Connections: John Stewart (High), Justice League International (High); Iron Nerves; Leadership


Drawbacks: Secret Identity


Alter Ego: Hal Jordan

Motivation: Responsibility of Power
Occupation: Test Pilot
Wealth: 3

Equipment:

POWER RING [Body: 25, Int: 10, Comprehend Languages: 20, Flight: 40, Force Manipulation: 25, Invulnerability: 18, Life Sense: 40, Omni-Power: 12, Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4, Spirit Travel: 50] Limitations: Life Sense can only detect other Green Lanterns. Ring loses 1 AP of Force Manipulation and Omni-Power for each AP of Skin Armor activated. Ring is useless against anything colored yellow. Ring must be recharged every 24 hours using the Power battery. The Ring's Body is only 6 when not being worn.

Power Battery [Body: 25, Energy Absorption: 18, Invisibility: 15, R#: 2] Limitations: Power Battery can only be used to charge the user Ring for 24 hours. Invisibility only works on Battery, functions per user's will.




Source: 3rd Edition Rulebook, page 162; Who's Who 3rd Edition

Rogues Gallery
Supporting Cast
also see: 2nd Edition
affiliation(s): Green Lantern CorpsJustice League of America

Ed's Notes: This version is basically identical to the 2nd Edition.  I would change his Justice League Connection to the Justice League of America (High), and add:


Drawbacks:  Arch-enemy (Sinestro)


And... Is it just me, or is it weird that NONE of the Green Lanterns in the game have:

Advantages:  Connection: Green Lantern Corps (High)

...?


First Appearance: Showcase #22 (October, 1959)

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