Flodo Span

Flodo Span
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Dex:   7   Str:   3   Body: 12/6
Int:   7   Will: 20   Mind:    7
Infl:  6   Aura:  6   Spirit: 11
Initiative: 16  Hero Points: 100

Powers:
Fluid Form: 3

Skills:
Charisma: 6

Limitations: Fluid Form is Always On

Advantages: Connections: Green Lantern Corps (High)

Alter Ego: None
Motivation: Responsibility of Power
Occupation: Green Lantern of Sector 0875
Wealth: 6

Equipment:

POWER RING [Body: 20, Int: 10, Comprehend Languages: 20, Flight: 40, Force Manipulation: 20, Invulnerability: 18, Life Sense: 40, Omni-Power: 10, 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 40 and 92 (for Fluid Form Power)

affiliation(s): Green Lantern Corps



Ed's Notes: A Green Lantern with a amorphous, basically non-corporeal, body, from the planet of Inner Tasnia.  


The Fluid Form Power is not included in 2nd/3rd Edition, so I first tried to adapt Dispersal to be used instead, but that made him WAY to indestructible, and yet still didn't capture the utility of the original Power. Here is the First Ed. description of the Power:

FLUID FORM, Mental
Link: Will
Range: Self
Type: Automatic
Base Cost: 5

A character with Fluid Form can turn his/her body into a amorphous congregation, capable of flowing through tiny cracks and crevices. While using the Fluid Form, the character can flow though narrow entrances just as though s/he had AP's of Shrinking equal to his/her Fluid Form AP's However, unlike with the Shrinking Power, the character with the Fluid Form power may change his/her shape.

So... a rough combination of Shrinking, Self Manipulation and Shape Change all in one? Seems about right. And notice that the description does not include any OV modifiers, as per the shrinking Power. And when changing their Shape, I think that the 7 AP's to distribute among the various Attributes and Powers is reasonable - but only 7: Not the animal's own stats plus 7. (Since they're just changing their own shape out of the same material, not becoming the animal.) That's my opinion anyway. Discussion is welcome.  Finally, the Base and Factor cost to purchase AP's was very different in 1st Edition. There would need to be some though put into what the new Base and Factor Costs of this Power would be in 3rd Edition.  For Reference: Shrinking is 15/5, Self Manipulation is 75/10 and Shape Change is 35/10. I feel like 35/8 might be reasonable but, again, discussion is welcome.

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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