Arkkis Chummuck

Arkkis Chummuck
Dex:   9   Str:   6   Body: 12/6
Int:   7   Will: 19   Mind:    5
Infl:  5   Aura:  6   Spirit: 13
Initiative: 26  Hero Points:  90

Analytical Smell/Tracking Scent: 7
Claws: 7

Military Science: 7
Weaponry: 7

Advantages:  Connections: Green Lantern Corps (High); Iron Nerves; Lightning Reflexes

Drawbacks: Strange Appearance

Alter Ego: None
Motivation: Responsibility of Power
Occupation: Green Lantern of Sector 1313
Wealth: 5


POWER RING [Body: 19, Int: 10, Comprehend Languages: 20, Flight: 40, Force Manipulation: 19, Invulnerability: 18, Life Sense: 40, Omni-Power: 9, 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: Adapted from 1st Edition Green Lantern sourcebook, pages 37-38

affiliation(s): Green Lantern Corps

Ed's Notes: Arkkis Chummuck is ferocious Green Lantern from Toomey VI. They have a Klingon-like sense of honor, but I declined to make into any kind of Irrational Attraction.

Note on Stat conversion: To bring the GL charterers exclusive to 1st Edition into line with 2nd Edition interpretations, I created a table comparing the Attributes of all of the Green Lanterns who were in both 1st Edition and 2nd Edition. The general trend across the nine samples (Jordan, Stewart, Gardner, Kilowog, Sinestro, Abin Sur, Salaak, Ch'P & Tomar Re)  was that Dex and Mind were overrated in the 1st Ed, while Spirit was underacted. The difference in everything else were close enough (between 80%-110%) that I'm just taking them straight. Conversion factors for Dex, Mind and Spirit are (multiply by):  0.7, 0.4 and 2.6 respectively. (All other Attributes have a Conversion Factor of 1.0.)

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