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Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Kyle Rayner

Post by Jabroniville »

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KYLE RAYNER, GREEN LANTERN OF SECTOR 2814
Created By:
Ron Marz & Darryl Banks
First Appearance: Green Lantern #48 (Jan. 1994)
Role: Upstart Rookie Hero, Flying Blaster
Group Affiliations: The Titans, The Justice League of America, The Green Lantern Corps.
PL 13 (220)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Art) 8 (+9)
Expertise (Pop Culture) 7 (+8)
Expertise (Space Hero) 4 (+5)
Insight 3 (+5)
Intimidation 2 (+4)
Investigation 2 (+4)
Persuasion 4 (+6)
Perception 4 (+6)
Ranged Combat (GL Blasts) 3 (+11)
Vehicles 1 (+5)

Advantages:
Accurate Attack, Defensive Attack, Extraordinary Effort, Improved Critical (Blast), Improved Aim, Luck, Power Attack, Ranged Attack 4, Set-Up, Teamwork, Ultimate Will Save

Powers:
"Oan Green Lantern Ring" (Flaws: Removable) [115]
(Feats: Restricted- Overcomes Great Fear, Unbreakable)

Create 15 (Feats: Precise, Dynamic) (Extras: Impervious 13, Movable 12) (57) -- (81)
  • Dynamic AE: Blast 15 (Feats: Dynamic, Precise, Penetrating 8) (41)
  • Dynamic AE: "Multi-Blast" Blast 12 (Feats: Dynamic, Penetrating 5) (Extras: Multiattack) (43)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Line) (33)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Shapeable) (33)
  • Dynamic AE: Snare 14 (Feats: Dynamic, Reversible) (44)
  • Dynamic AE: Snare 12 (Feats: Dynamic, Reversible) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (38)
    Dynamic AE: Move Object 16 (Feats: Dynamic) (33)
  • Dynamic AE: Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Suffocation 2) (Feats: Dynamic) (Extras: Affects Others Only +0, 30ft. Burst, Ranged) (22)
  • Dynamic AE: "Boosted Field" Force Field 6 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 12) (35)
  • Dynamic AE: "Flashlight" Environment 1 (Light) (Feats: Dynamic) (2)
  • Dynamic AE: "Ring Sensors" Senses 7 (Feats: Dynamic) (Detect Energy & Life- Ranged 2 & Analytical, Communication Link- Central Power Battery) (12)
  • Dynamic AE: Communication (Electronic) 5 (Feats: Dynamic) (Flaws: Green Lanterns Only after 3 ranks) (19)
Immunity 8 (Poison, Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) (8)
Flight 9 (1,000 mph) (18)
Movement 3 (Space Travel 2, Environmental Adaptation- Zero Gravity) (6)

"Standard Force Field" Force Field 6 (Extras: Impervious 7) (13)
"Universal Translator" Comprehend 4 (Languages 4) (8)
Enhanced Advantages 5: Equipment 5- Green Lantern Database (5)
Features 2: Quick Change 2 (2)
-- (141 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Blast +11 (+15 Ranged Damage, DC 30)
Multi-Blast +11 (+12 Ranged Damage, DC 27)
Area Blasts +12 (+12 Damage, DC 27)
Snare +11 (+14 Ranged Affliction, DC 24)
Area Snare +12 (+12 Affliction, DC 22)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3 (+10 Standard Field, +16 Full Field, +4-11 Impervious), Fortitude +6, Will +12

Complications:
Power Loss (Will)- Green Lantern Rings depend upon the Will of their wielder. If Kyle fails a Will Save (such as from being intimidated or mentally-screwed with), he will drop Constructs and Force Fields.
Power Loss (Out of Energy)- Power Rings must be recharged via their Lanterns occasionally, and will run out of power after extended use.
Power Loss (High Levels of Power)- Green Lanterns must pass Will Saves to bring their power effects any higher than their natural Will Save +2 (in Kyle's case, 14). This includes Blasts, Move Object & Force Fields.
Responsibility (The Green Lantern Corps)
Relationship (Various)- Kyle lost his first girlfriend to Major Force and a refrigerator. He later dated Donna Troy, Jade and Soranik Natu, among others.
Responsibility (The Legacy of Hal Jordan)- Kyle took years to overcome comparing himself to Hal Jordan, "The Greatest Green Lantern Ever". Especially notable is Kyle's ability to feel fear- most Green Lanterns to this point where said to be "Fearless". In the end, this proves to be one of Kyle's strengths.
Rivalry (The Flash)- Wally West often disrespected Kyle openly- it took a long time for him to accept Kyle's validity as Green Lantern.

Total: Abilities: 50 / Skills: 42--21 / Advantages: 14 / Powers: 115 / Defenses: 20 (220)

Kyle Rayner- Then The Most Controversial Replacement Character Ever?:
-Hoo boy, remember the days when replacing a superhero with a Legacy Character was controversial and provoked flame wars? Sure glad we're past THAT. Few characters in comics have ever been as controversial as Kyle Rayner. Me, I never saw it, but that's because I had little understanding of Hal Jordan. So to me, Kyle was the "rookie super hero" of the '90s, following the rest of the Justice League around, doing occasionally crazy-powerful things the more crack-induced the writer was in deciding what "creating anything" counts as (Mech Suit? No problem! Defillibrator? OK! Decompression Chamber? YES! Oh, and let's wrap the ENTIRE FRIGGIN' MOON up in Green Energy combined with Wonder Woman's Invisible Jet). I never read his solo series and didn't really get any of it, but reading JLA I really bought his whole "I can't handle this- it's like playing with the Beatles" everyman schtick, so I dug it. Except the crab mask. But boy did fans take a while to accept him.

-So Kyle Rayner ended up being created to be a whole NEW Green Lantern after Hal Jordan was turned into an insane mass-killer known as Parallax. DC, finding the Green Lantern concept poison and wanting to just scrap the entire thing and start over for whatever reason (I get the impression sales sucked ass for a LONG time), decided that a brand-new hero was needed in the title role. So Guy Gardner became "Warrior", John Stewart became a Darkstar and the entire Corps was destroyed, and this normal everyman was chosen to be the sole remaining Green Lantern in existence. Kyle was "One Of Us"- a comic book geek and self-described "manga nut with a Power Ring" to make sure fans would take to him (...), and he was immediately given the "Rocket Push".

Kyle Rayner- Struggling Superhero:
-Kyle is a comic book artist who is gifted the last remaining Green Lantern Ring by the last Guardian of the Universe- Ganthet merely appears and says "You will have to do", and Kyle's the new Green Lantern, entirely unprepared. He takes the job very lightly at first, and in an incident that still reverberates across the entire industry, he's given an "Uncle Ben Moment" as his girlfriend Alexandra is created solely to die- she is murdered and stuffed into his refrigerator by the villain Major Force. Seen as a callous example of a disposable female character, this led to "Women in Refrigerators", the foundation of Gail Simone as a major voice in comics, and a massive debate about sexism in the industry. This has led to critiques, fair and unfair, ever since- supporting characters of all sexes and species have been treated this way ever since people learned that "Dead Friends = Angst = Sales", but that it happened disproportionately to females is hard to ignore, and that the industry was mostly sporting males it power made that... icky.

-ANYWAYS, this is how Kyle learns his lesson and decides to be serious about his job. But DC went so overwhelmingly into "Not only does Hal suck, but he's a mass-murdering butthole" that the fan backlash against Kyle was TREMENDOUS, creating a ten-year debate about "Hal vs. Kyle". The clumsy way Kyle was handled didn't help. He was given the "Ideal Comic Book Woman" girlfriend in Donna Troy so fanboys would want to be him (I mean, I assume so- Donna is perf), joined the Titans book under Arsenal to give him an established group, given power feat upon power feat, and did cool things with his powers. But fans of Hal haaaaaaaaaaated him. Wizard Magazine constantly talked about the Hal/Kyle wars and gave both sides a voice. Donna broke up with Kyle when John Byrne had Donna's entire family (ex-husband, son and stepdaughter) killed off in a car accident). And in Hitman, Garth Ennis managed to write him as a complete, easily-led doofus who looked ridiculous, then later implied that he was drugged and sodomized by Bueno Excellente. Both surely among Ares's favorites scenes in comics, lol.

Kyle Joins the JLA:
-I think the thing that ultimately saved Kyle Rayner was that Grant Morrison got put onto the JLA book and made it the "Big Seven", including Kyle in their number. And here, Kyle was PERFECT. Instead of this dumb schmuck who kept screwing up, he was the try-hard rookie who was in over his head. And he SAID he was in over his head. It was brought up constantly, with The Flash (a former coworker of Hal's) being big on ripping Kyle's inexperience. Superman & Wonder Woman were more uplifting, and Batman of all people seemed to appreciate Kyle because of his desire to learn. But stuff like "this is like playing with the Beatles" and things humanized him, putting fans into his position better than just making him a nerd ever could. His insecurity made him feel like an actual person, and someone to be empathized with. And so when Morrison wrote Kyle as doing all this outlandish stuff, culminating in a big battle where Flash comes up and says "You look like GREEN LANTERN, man", it felt earned and real. It says something that a writer as good as Kurt Busiek ran the same angle during The Avengers with Justice, and didn't do it 1/4 as well as Morrison did. This MADE Kyle.

-Kyle went through a bunch of stuff in his solo book, naturally. His new "Comic Book Hottie" girlfriend was Jade, bridging the gap between Golden Age & Modern Age Green Lanterns (naturally by sleeping with the daughter of Alan Scott). He gained godlike power as "Ion", and recharged the Central Power Battery, recreated Oa, and allowed for a new batch of Guardians to be created. However, he bailed on Earth when his friend was gay-bashed and Jade left him and Kyle caught her sleeping with a new guy in his own apartment.

Kyle, Post-Hal:
-And then Hal Jordan returned in Rebirth. But Geoff Johns assuaged fans' fears that Kyle would be dumped by giving him a ton of props in the series, with Hal making sure to do a "Let's do this right" by shaking Kyle's hand and formally introducing himself. When Kyle nervously admits that he wasn't as good as Hal, didn't resist fear as well, and more, Hal just strikes back by pointing out that Kyle was fearful and did things anyways. He showed REAL courage, and kept the torch lit while the entire Corps was gone. Kyle continues on as the "Torchbearer", given special status among the reborn Green Lantern Corps, and helps out in various books. The "Ion" power he sometimes gets is revealed as the embodiment of Willpower, making what Parallax is for Fear. His mother is killed by a sentient virus called Despotellis, in an attempt to make Kyle give in to despair, and Parallax possesses him. Kyle finally takes control of his body once more, and he & Hal defeat Sinestro in unarmed combat.

-Kyle moves on in various ways- the Ion entity goes to Sodam Yat, whom Kyle teaches. He starts a new relationship with GL Soranik Natu of Korugar, though they later break up when he confesses he considered Jade the love of his life (even though she was now deceased). Kyle later gains the power of all seven colored Power Rings, leading to a team of "New Guardians"- this is the result of Sayd (Ganthet's fellow Guardian and lover) attempting to forge the seven Corps together in order to save Ganthet. He later becomes a White Lantern, having access to all their powers, but quickly loses this ability as well.

-In short, Kyle has continued to be a thing after Hal Jordan returned, which is at least a bit impressive, considering how much Johns was in love with Hal. It was like DC didn't want to do a "Ben Reilly" and just kill him off, so they HAD to keep Kyle around, making him relevant. To kill him off would be to admit failure, and it's like they didn't want to give that perception, either. So while John was the GL in the cartoons and Hal got a movie and a solo book, Kyle got all this stuff- The New Guardians, a White Lantern Ring, etc., just to ensure that he was still relevant and highly-important- the second-most important GL after Hal. But Green Lantern Corps, featuring Kyle & Guy as major cast members, was pretty great for a while (under the GL-verse got REALLY overloaded with too-long Event Crossovers and dragged until the climax, which was at least pretty good).

Kyle's Powers:
-Wow, Kyle is cheaper than John Stewart- wasn't expecting that one. It's mainly due to Skills, though (as a military man like Stewart is definitely above the artist Kyle), as Kyle is easily a match for him, and has 1 better Will Save. He's also got Accurate Attack & Defensive Attack, of which only Hal had the former. As the Lantern with the most imagination, his Force Fields look like Mecha Armour, his Blasts come from giant Cable-style guns, etc., but it all basically amounts to the same effect anyways. It just looks cooler.

-Kyle is PL 13, whereas my Rond Vidar build was at PL 12 (and also generally less-powerful)- I imagine most Earth Lanterns are around that level. It makes him a bit more powerful than his teammate Wally West, but a step below Wonder Woman & Superman. As a younger hero (like when he was actually a Titan), Kyle's Will lowers dramatically- starting out around a 4, but rapidly gaining until the end of Morrison's JLA run and he becomes a 10. As Ion, he would be spectacularly more powerful- how much, I have no idea, but probably anywhere from PL 14-18.
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Ken
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Joined: Fri Nov 04, 2016 10:40 pm
Location: Sycalb, Madiganistan

Re: The To-Do List

Post by Ken »

KorokoMystia wrote: Fri Jun 18, 2021 10:07 pm
Thorpocalypse wrote: Fri Jun 18, 2021 9:50 pm
Ah, his bark is worse than his bite. I'm doubling down!

WE WANT ROT LOP FAN!!! :twisted:
If I remember he was on the template before.

"In loudest din or hush profound,

My ears catch evil's slightest sound.

Let those who toll out evil's knell

Beware my power, the F-Sharp Bell!"
I remember him from the first comic he appeared in. That was the story that convinced me to buy the comic.

Rot Lap Fan is AWESOME!!!
My Amazing Woman: a super-hero romantic comedy podcast.

When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Simon Baz

Post by Jabroniville »

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A cover that immediately makes a character look stupid and turns the fanbase on him. That's gotta be, like, the opposite of the Spider-Gwen effect, right?

SIMON BAZ, GREEN LANTERN OF SECTOR 2814
Created By:
Geoff Johns & Doug Mahnke
First Appearance: The New 52 Free Comic Book Day Special Edition #1 (May 2012)
Role: Upstart Rookie Hero, Flying Blaster, Diversity Hire
Group Affiliations: The Green Lantern Corps., The Justice League of America
PL 11 (200), PL 12 (200) With Will Saves Passed
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Deception 2 (+4)
Expertise (Space Hero) 5 (+6)
Expertise (Criminal) 4 (+5)
Insight 2 (+4)
Intimidation 3 (+5)
Investigation 4 (+6)
Persuasion 4 (+5)
Perception 3 (+5)
Vehicles 1 (+5)
Vehicles 6 (+11) -- Flaws: Limited to Grounded Vehicles

Advantages:
Defensive Attack, Equipment 2 (Pistol +4), Fearless, Ranged Attack 4

Powers:
"Oan Green Lantern Ring" (Flaws: Removable) [115]
(Feats: Restricted- Overcomes Great Fear, Unbreakable)

Create 15 (Feats: Precise, Dynamic) (Extras: Impervious 13, Movable 12) (57) -- (81)
  • Dynamic AE: Blast 15 (Feats: Dynamic, Precise, Penetrating 8) (41)
  • Dynamic AE: "Multi-Blast" Blast 12 (Feats: Dynamic, Penetrating 5) (Extras: Multiattack) (43)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Line) (33)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Shapeable) (33)
  • Dynamic AE: Snare 14 (Feats: Dynamic, Reversible) (44)
  • Dynamic AE: Snare 12 (Feats: Dynamic, Reversible) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (38)
  • Dynamic AE: Move Object 16 (Feats: Dynamic) (33)
  • Dynamic AE: Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Suffocation 2) (Feats: Dynamic) (Extras: Affects Others Only +0, 30ft. Burst, Ranged) (22)
  • Dynamic AE: "Boosted Field" Force Field 6 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 12) (35)
  • Dynamic AE: "Flashlight" Environment 1 (Light) (Feats: Dynamic) (2)
  • Dynamic AE: "Ring Sensors" Senses 7 (Feats: Dynamic) (Detect Energy & Life- Ranged 2 & Analytical, Communication Link- Central Power Battery) (12)
  • Dynamic AE: Communication (Electronic) 5 (Feats: Dynamic) (Flaws: Green Lanterns Only after 3 ranks) (19)
Immunity 8 (Poison, Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) (8)
Flight 9 (1,000 mph) (18)
Movement 3 (Space Travel 2, Environmental Adaptation- Zero Gravity) (6)

"Standard Force Field" Force Field 6 (Extras: Impervious 7) (13)
"Universal Translator" Comprehend 4 (Languages 4) (8)
Enhanced Advantages 5: Equipment 5- Green Lantern Database (5)
Features 2: Quick Change 2 (2)
-- (141 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Blast +8 (+15 Ranged Damage, DC 30)
Multi-Blast +8 (+12 Ranged Damage, DC 27)
Area Blasts +12 (+12 Damage, DC 27)
Snare +8 (+14 Ranged Affliction, DC 24)
Area Snare +12 (+12 Affliction, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+9 Standard Field, +15 Full Field, +4-11 Impervious), Fortitude +5, Will +8

Complications:
Power Loss (Will)- Green Lantern Rings depend upon the Will of their wielder. If one fails a Will Save (such as from being intimidated or mentally-screwed with), they will drop Constructs and Force Fields.
Power Loss (Yellow)- Green Lanterns must pass a Will Check in order to use their powers against the colour yellow.
Power Loss (Out of Energy)- Power Rings must be recharged via their Lanterns occasionally, and will run out of power after extended use.
Power Loss (High Levels of Power)- Green Lanterns must pass Will Saves to bring their power effects any higher than their natural Will Save +2. This includes Blasts, Move Object & Force Fields.
Responsibility (The Green Lantern Corps)
Prejudice (Muslim & Lebanese)- Simon is an obvious minority and Muslim, both of which have led him and his family to be insulted and harassed in public.

Total: Abilities: 48 / Skills: 34--17 / Advantages: 8 / Powers: 115 / Defenses: 12 (200)

-*sigh* HO-KAY... my familiarity with this character isn't that strong, as he debuted right around when I was getting sick of Geoff Johns on Green Lantern, but first impressions are a hell of a thing, and this dude flying around with a weird mask and a pistol in his hand (despite wielding a GREEN LANTERN RING) while the comic was all preachy "AAHHHHHHH WE ARE VICTIMS OF OPPRESSION!" wasn't the greatest of them. Simon Baz was the obvious "Diversity Hire/Hey let's get us some public attention!" new Earth GL- a Muslim man inspired by Johns, who is half-Lebanese. With a backstory jam-packed with "Hey we're treated unfairly", he's been insulted and picked on post-9/11 (his sister is shown as having her hijab yanked off by bigoted people), and this led him down a dark path- illegal street racing and a bit of car theft. When a bomb is found in a car he's taken, he drives it somewhere it can go off without killing anyone, but he's still arrested as a terrorist- while being interrogated, he is approached by Hal Jordan & Sinestro's fused Power Rings, becoming a new Green Lantern.

-Simon decides to turn over a new leaf, but accidentally gets drawn into a squabble with the Justice League, then has the GL Bd'g rescue his brother-in-law (who Simon had put into a coma during a street racing accident). He rescues Guy Gardner from a prison and becomes a bit of a hero, despite still packing heat (a relic of his criminal days). He fatally shoots Sinestro when he's drawn to him & Hal, but they're in the "Dead Zone" so he resurrects immediately- this marks Simon as a headstrong, impulsive-type GL.

-Simon allies with other heroes at various points, but his role as "The New Minority GL" is almost IMMEDIATELY taken by Jessica Cruz in 2016. At least both stick around- Simon is put in charge of training Cruz, with Hal giving them some "Tough Love" (fusing their Power Batteries together so they're forced to team up). Jessica ends up getting in the JLU sequel Animated Movie and is generally more well-liked, but it looks like she & Simon were starring characters from 2016-18, so it's not like Simon disappeared. And yes, Simon was finally convinced to give up the pistol (humorously and fittingly, it was Batman who got him to do it).

-The character, overall, is a mixed bag. "Minority Victim of Racism/Bigotry" is a fine enough starter archetype for a hero, and he has some edge because he used said oppression to go down a dark path. Like he ends up helping people but he's clearly made mistakes and the book doesn't shy away from those or say he was justified. But the "BOO Muslims have it sooooooo hard!" thing kinda fell of deaf ears at the same time, and all Simon's thunder was taken by Jessica Cruz, so it's hard to call him a big success story, either. That he debuted during one of the worst times in DC's history (the Post-New 52 stuff) probably didn't help... nor did Marvel COMPLETELY lapping DC a hundred times over with the "Muslim Everyman" character Kamala Khan, who was an immediate hit. And DC inventing Jessica Cruz shortly thereafter just made it look like they were pulling a mulligan on this one.

-For stats, Simon is largely equivalent to an "Intermediate" Green Lantern- PL 11 mostly, but can pass Will Saves and hit PL 12.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Jessica Cruz

Post by Jabroniville »

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Shockingly, the pretty girl has gone on to become more popular than the angry gun-toting Muslim guy.

JESSICA CRUZ, GREEN LANTERN OF SECTOR 2814
Created By:
Geoff Johns & Ethan Van Sciver
First Appearance: Green Lantern #20 (July 2013)
Role: Struggling Hero
Group Affiliations: The Green Lantern Corps., The Justice League of America
PL 11 (190), PL 12 (190) With Will Saves Passed
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 0

Skills:
Athletics 5 (+6)
Deception 5 (+5)
Insight 4 (+7)
Perception 4 (+8)

Advantages:
Benefit (League Member), Diehard, Improved Critical (GL Blasts), Power Attack, Precise Attack (Ranged/Cover), Ranged Attack 6

Powers:
"Oan Green Lantern Ring" (Flaws: Removable) [115]
(Feats: Restricted- Overcomes Great Fear, Unbreakable)

Create 15 (Feats: Precise, Dynamic) (Extras: Impervious 13, Movable 12) (57) -- (81)
  • Dynamic AE: Blast 15 (Feats: Dynamic, Precise, Penetrating 8) (41)
  • Dynamic AE: "Multi-Blast" Blast 12 (Feats: Dynamic, Penetrating 5) (Extras: Multiattack) (43)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Line) (33)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Shapeable) (33)
  • Dynamic AE: Snare 14 (Feats: Dynamic, Reversible) (44)
  • Dynamic AE: Snare 12 (Feats: Dynamic, Reversible) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (38)
  • Dynamic AE: Move Object 16 (Feats: Dynamic) (33)
  • Dynamic AE: Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Suffocation 2) (Feats: Dynamic) (Extras: Affects Others Only +0, 30ft. Burst, Ranged) (22)
  • Dynamic AE: "Boosted Field" Force Field 6 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 12) (35)
  • Dynamic AE: "Flashlight" Environment 1 (Light) (Feats: Dynamic) (2)
  • Dynamic AE: "Ring Sensors" Senses 7 (Feats: Dynamic) (Detect Energy & Life- Ranged 2 & Analytical, Communication Link- Central Power Battery) (12)
  • Dynamic AE: Communication (Electronic) 5 (Feats: Dynamic) (Flaws: Green Lanterns Only after 3 ranks) (19)
Immunity 8 (Poison, Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) (8)
Flight 9 (1,000 mph) (18)
Movement 3 (Space Travel 2, Environmental Adaptation- Zero Gravity) (6)

"Standard Force Field" Force Field 6 (Extras: Impervious 7) (13)
"Universal Translator" Comprehend 4 (Languages 4) (8)
Enhanced Advantages 5: Equipment 5- Green Lantern Database (5)
Features 2: Quick Change 2 (2)
-- (141 points)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Blast +8 (+15 Ranged Damage, DC 30)
Multi-Blast +8 (+12 Ranged Damage, DC 27)
Area Blasts +12 (+12 Damage, DC 27)
Snare +8 (+14 Ranged Affliction, DC 24)
Area Snare +12 (+12 Affliction, DC 22)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+9 Standard Field, +15 Full Field, +4-11 Impervious), Fortitude +6, Will +8

Complications:
Power Loss (Recharge Rings)- Green Lantern Rings must be recharged every day or so.
Power Loss (Will)- Green Lantern Rings depend upon the Will of their wielder. If Jessica fails a Will Save (such as from being intimidated or mentally-screwed with), she will drop Constructs and Force Fields.
Responsibility (Anxiety & Agoraphobia)- Jessica witnessed two of her friends being murdered several years ago, and nearly died herself. This has left her riddled with anxiety, often unable to get out of bed or leave the apartment at times.
Responsibility (Green Lantern Corps)

Total: Abilities: 42 / Skills: 18--9 / Advantages: 11 / Powers: 115 / Defenses: 13 (190)

-So with the entirety of humanity's seven-billion-plus population coming together as one and telling DC that their new Minority Green Lantern, Simon Baz, sucked ass ("MY SISTER HAD HER HIJAB PULLED OFF BY WHITE THUGS AHHHHHHHHHHHHHHHHHHH!!!! THE POLICE BOTHER ME AHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!") and was the kind of exaggeratedly-preachy shit that people accuse Marvel of being, DC had to call a Mulligan and try again with a NEW Diversity Hire GL, and this time were a bit more successful, I guess. Jessica Cruz is a GL chosen despite her anxiety and agoraphobia (stemming from nearly being murdered), with her context being that she has to try and overcome her mental illnesses in order to help people.

-So Jessica Cruz debuted only in 2014, and has dramatic shell-shock from seeing two of her friends brutally murdered after they all come across some criminals burying a body. Escaping but left traumatized, she refuses to leave her apartment for years- it was during this time that the ring of Power Ring (of the Crime Syndicate) finds her, forcibly attaching itself to her. Batman teaches her to face her fears, as bad guys are using the ring to locate Earth, and Hal Jordan arrives to train her. The ring was actually created by Volthoom, the "First Lantern", and Jessica is possessed by it for a time, but cleverly allows the Black Racer (chasing the Flash) to reap a soul- which turns out to be Volthoom's- to get the Racer to be satisfied and leave. Her ring crumbles to dust, but a proper GL ring descends and empowers her.

-Hal Jordan combines her & Simon Baz's Power Batteries to each other to force them to work together, making them training partners. Along the way, Jessica becomes the central character of a JLU sequel based around the Fatal Five, with her anxiety (largely defeated in the actual comics) holding her back until she's forced to help defeat these villains from the future. Cruz shows up in a Justice League-themed book or two, but this is Post-New 52 so I have no idea what's going on anymore. The character at least seems to have stuck around.

-This is is largely my JLU version of the character with the caps shifted to match DCU Green Lanterns, putting her about level with Simon Baz, just behind the "Big Four" Earth Lanterns, who are all seen as having more experience.
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JDRook
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Re: Jab’s Builds (Obsidian! Hal Jordan! Guy Gardner! John Stewart!)

Post by JDRook »

I don't get as caught up in design as often as you guys, probably since I'm kinda colour-blind, but I am curious about that "lantern patch" Cruz has over one eye. Is it purely form or does it have function? And since that cosplayer chose not to go the extra mile to wear one herself, is there ambivalence in the fan community?
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Davies
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Re: Jab’s Builds (Obsidian! Hal Jordan! Guy Gardner! John Stewart!)

Post by Davies »

JDRook wrote: Sat Jun 19, 2021 10:57 pm I don't get as caught up in design as often as you guys, probably since I'm kinda colour-blind, but I am curious about that "lantern patch" Cruz has over one eye. Is it purely form or does it have function?
From some cursory research, the former. (Watch, someone will show up with proof that it's not.)
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Re: Jab’s Builds (GLs- Guy! John! Kyle! Simon Baz! Jessica Cruz!)

Post by drkrash »

I thought Jessica Cruz had a pretty cool story arc of going from hapless victim to GL. She's my 2nd favorite GL after Hal.
Last edited by drkrash on Mon Jun 21, 2021 2:14 pm, edited 1 time in total.
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Alien Races (DC)

Post by Jabroniville »

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ALIEN RACE TEMPLATES:
* Before I get to the rest of the GLC, I figure I'll throw in the "Race Template" for various DC species.

The DC Universe has a set of aliens as vast as the Marvel Universe does, and arguably more diverse. Marvel is better about pushing its big names (Kree, Skrulls & Shi'ar), but most are just boring ol' humanoids compared to "Big Head Guys" and "Whatever Chaselon Is". This makes Group GL scenes seem pretty epic and cool, with a lot of recognizable faces, if not major characters.

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NOC'SAGIANS (Those Giant Big-Head Guys who die in every event story) (0 points)
Abilities: Stamina +2, Fighting -1 [2]
Skills: "Third Foot" Athletics +1) [1]
Defenses: "Huge-Ass Targets" Dodge -1 [-1]
-"The Big-Head Guys" are frequent victims in big Corps-based wars, being one of the iconic "background aliens" of the GL-verse. They're basically a head with some stubby limbs attached, giving them some odd bonuses. They're weak in Melee, and REALLY easy to hit because of those giant heads & short punch range, but are pretty big and resistant to damage. Despite their weaknesses, Galius Zed was a REALLY long-lasting character, surviving the Corps' destruction and joining the Darkstars, where he was killed by Fatality.

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LARVOX'S RACE (Multi-Limbed Sausages)- Sector 17 (0 points)
Abilities: Strength -2 [-4]
Powers: Extra Limbs 4 (4 Arms & 4 Legs) [4]
Complications: Mute
-Larvox looks like a sausage with a bunch of tiny limbs attached. He can't talk, but his ring can make words using Create Object. He's a brave Lantern, and has shockingly survived for decades despite being a minor backgrounder, but his race has more drawbacks than benefits.

APROS' RACE (Giant Jellyfish)- Sector 4 (26 points)
Abilities: None
Powers: "Dozens of Tentacles" Extra Limbs 8, Immunity 1 (Aging), "Telepathy" Communication (Mental) 2 & Mind-Reading 5 [26]
-A big Jellyfish creature who apparently doesn't age and has psionic powers.

SHORM'S RACE (Tentacled Skull Monsters)- Sector 40 (1 point)
Abilities: Fighting -1 [-2]
Powers: "Six Tentacles" Extra Limbs 2, Movement 1 (Slithering) [4]
Defenses: Dodge -1 [-1]
-Looks like a giant head with six tentacles beneath him.

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RELOK HAG'S RACE (Centaurians)- Sector 173 (5 points)
Abilities: Intelligence -1 [-2]
Advantages: Power Attack [1]
Powers: Features 1: Increased Mass 1, Speed 4 (30 mph) [5]
Defenses: Dodge -1 [-1]
-A big tough black-skinned Centaur race, which look pretty cool. I always liked centaurs.

ROBOT LANTERNS (Various)- Various Sectors (24 points)
Abilities: No Stamina [-14]
Powers: Immunity 30 (Fortitude Effects), Protection 8 [38]
-There are a metric ton of these guys buzzing around the Green Lantern Corps, and at least one in the Sinestro Corps. This is essentially the basic "Living Robot" template; they may be tougher or have the ability to fly without the need for Rings.

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PLANT LANTERNS (Various)- Various Sectors (2 points)
Abilities: None
Powers: Immunity 2 (Disease, Poison) [2]
Complications: Vulnerable to Fire & Herbicides
-Various Plant-guys are flying around (some looking more like sentient trees, others look more like people with leafy heads). A couple might be immune to Aging (Diapat springs a new seed every once in a while).

VOLK'S RACE (Lava Men)- Sector 315 (33 points)
Abilities: Strength +6 [12]
Powers: Heat Aura 5 (Extras: Permanent +0), Immunity 1 (Heat) [21]
-A more expensive type of guy, Volk constantly has to keep his Force Field up, or he'll nuke his own allies. This is a pretty big drawback in a game, but it balances his rather advanced power. He gets protection because he's in a solid rock shell, but is really just made of lava.

DURLANS (Chameleon People)- Sector 700 (57 points)
Abilities: None
Powers: Shapeshift 7 (Flaws: Limited to Simple Physical Powers), "Re-Shape Damaged Cells" Regeneration 2 (Feats: Regrowth), Senses 9 (Detect Unique Appearances- Analytical, Analytical Hearing, Vision Counters Illusion), Morph 4 (Any Form, Size or Shape) [57]
-Durlans are actually Chameleon Boy's race in the Legion of Super-Heroes' future, but GL Von Daggle (apparently a distant ancestor to Reep Daggle of the aforementioned Legion) is active in the present time. I actually enjoy little things like that, pointing out that these super-crazy future races didn't just show up out of nowhere. It makes their GLs VERY expensive, however, as Durlan shapeshifting is way beyond even Marvel's Skrulls.

KE'HANN & TURYTT'S RACE (Giant Red Men)- Sector 786 (17 points)
Abilities: Strength +4, Stamina +4 [16]
Powers: Features 1: Increased Mass [1]
-These guys are huge monstrous powerhouses, and are pretty bad-ass looking. Ke'Hann was kind of a jerk to Hal Jordan a lot (as one of the "Lost Lanterns"), and his replacement kinda looks like a more humanoid Doomsday.

BROKK'S RACE (Tentacled-Ball Healing People)- Sector 981 (39 points)
Abilities: Strength +6, Stamina +6 [24]
Powers: Movement (Slithering), "Tentacles" Extra Limbs 3, Healing 10 (Feats: Reach 4) (Extras: Stabilize) [39]
-A Healing Lantern, Brokk's rarely seen, but he's one of those guys like the X-Men's Elixir, who's GREAT if you want your heroes to suffer some kind of horrific damage and then go "ahhhh! No wait! They have a HEALER!"

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H'LVENNIANS (Awesome Squirrel People)- Sector 1014 (15 points)
Abilities: Fighting -4 [-8]
Powers: Shrinking 12 (Feats: Innate) (Extras: Permanent +0), Senses 2 (Acute Scent, Low-Light Vision) [27]
Defenses: Dodge -4 [-4]
-Squirrel Super-Heroes rock. Ch'p was a near-constant in old-school Lantern rosters alongside Kilowog, the Big-Head Dudes & others for good reason. Very recognizable. Notable in that they're ridiculously ineffective without their Rings, being talking Squirrels.

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BLEEDBUGS (Skinny-Legged Bloated Spiders)- Sector 1110 (18 points)
Abilities: None
Powers: "Six Legs" Extra Limbs 2, "Rubbing Legs Together" Weaken Awareness 8 (Extras: Area- Hearing Perception) [18]
Complications: No Hands
-The mostly-unseen (even in group pics) Sinestro Corps member Sirket is a member of this race, able to drive men mad by rubbing his legs together.

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CHASELON'S RACE (Mohawked Diamond Circular Dudes)- Sector 1416 (24 points)
Abilities: No Stamina [-14]
Advantages: Equipment (Robotic Harness- Fixes Drawback) [1]
Powers: Immunity 30 (Fortitude Effects), "Thirteen Senses" Senses 7 (Pick Some, I Guess...) [37]
Complications: No Hands
-Chaselon is almost as notable as the Big-Head Guys in background scenes, since a giant diamond with arm-tendrils sorta stands out in a crowd of humanoids.

SNARE SNAKES (Sentient Red Snakes)- Sector 2111 (34 points)
Abilities: None
Advantages: Fast Grab, Improved Hold [2]
Powers: Movement 1 (Slithering), "Poison" Weaken Stamina 10 (Extras: Progressive +2) [32]
Complications: No Hands
-Oliversity is another Jobber Lantern whose poison is apparently the most lethal in the galaxy. His race has no arms, but that's not as much of a problem when you've got a GL Ring.

TOOMEANS (Those Wolfmen Guys)- Sector 3014 (11 points)
Abilities: Strength +2, Stamina +2 [8]
Powers: "Bite" Strength-Damage +2, Immunity 1 (Cold) [3]
-Those Wolfmen often show up in the background, doing what generic space-filler do, except since they're often notable and recognizable, they tend to eat death alot more than other guys.

LASHORR'S RACE (Six-Armed Pink People)- Sector 3453 (4 points)
Abilities: None
Powers: "Six Arms" Extra Limbs 4 [4]
-Some chick who slept with Salaak. Ew.

TANJENTIANS (Psychic Albinos)- Sector 2515 (29 points)
Abilities: None
Powers: Precognition (Flaws: Uncontrolled), "Telepathy" Communication (Mental) 2 & Mind-Reading 8, AE: "Telekinesis" Move Object 6 [29]
-Symon Terrynce is a low-level psionic whose powers keep growing. His whole race apparently gets powers like this at varying levels, but exile those who aren't born with them.

THANAGARIAN ALLIGATOR-MEN (Bipedal Alligators)- Sector 2682 (7 points)
Abilities: Strength +1, Stamina +1 [4]
Powers: "Bite" Strength-Damage +2, "Tail" Extra Limb 1 [3]
-Isamot Kol (named for Phil Tomasi of GL writers' lore) is an alligator-dude from Thanagar, one of their lower races on the homeworld. He's teamed up with Rannian partner Vath Sarn, and both may be great officers some day.

TRISTAM POWER-RAYS (Flying Energy Leeches)- Sector 2751 (30 points)
Abilities: None
Powers: Growth 4- Innate, "Tail" Extra Limb 1, Weaken All Abilities 10 (Affects Objects Only +0), Immunity 10 (Life Support) [30]
Complications: No Hands
-One of the cooler looking Sinestro Corps members is a giant flying devil ray who leeches power supplies off of passing ships, leaving them stranded in outer space.

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BORIALOSAURS (Ancient Dino-Men)- Sector 3001 (12 points)
Abilities: None
Powers: Growth 4- Innate, "Tail" Extra Limb 1, Immunity 2 (Drowning, Aging) [12]
Complications: No Hands
-A dinosaur-man Sinestro Corps member? I love these guys.
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Green Lantern Ring

Post by Jabroniville »

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THE GREEN LANTERN CORPS.:

"In brightest day, in blackest night
No evil shall escape my sight.
Let all who worship evil's might
Beware my power- Green Lantern's Light!"


"Oan Green Lantern Ring" (Flaws: Removable) [115]
(Feats: Restricted- Overcomes Great Fear, Unbreakable)

Create 15 (Feats: Precise, Dynamic) (Extras: Impervious 13, Movable 12) (57) -- (81)
Dynamic AE: Blast 15 (Feats: Dynamic, Precise, Penetrating 8) (41)
Dynamic AE: "Multi-Blast" Blast 13 (Feats: Dynamic, Penetrating 5) (Extras: Multiattack) (46)
Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Line) (33)
Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Shapeable) (33)
Dynamic AE: Snare 14 (Feats: Dynamic, Reversible) (44)
Dynamic AE: Snare 12 (Feats: Dynamic, Reversible) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (38)
Dynamic AE: Move Object 16 (Feats: Dynamic) (33)
Dynamic AE: Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Suffocation 2) (Feats: Dynamic) (Extras: Affects Others Only +0, 30ft. Burst, Ranged) (22)
Dynamic AE: "Boosted Field" Force Field 6 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 12) (35)
Dynamic AE: "Flashlight" Environment 1 (Light) (Feats: Dynamic) (2)
Dynamic AE: "Ring Sensors" Senses 7 (Feats: Dynamic) (Detect Energy & Life- Ranged 2 & Analytical, Communication Link- Central Power Battery) (12)
Dynamic AE: Communication (Electronic) 5 (Feats: Dynamic) (Flaws: Green Lanterns Only after 3 ranks) (19)

Immunity 8 (Poison, Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) (8)
Flight 9 (1,000 mph) (18)
Movement 3 (Space Travel 2, Environmental Adaptation- Zero Gravity) (6)

"Standard Force Field" Force Field 6 (Extras: Impervious 7) (13)
"Universal Translator" Comprehend 4 (Languages 4) (8)
Enhanced Advantages 5: Equipment 5- Green Lantern Database (5)
Features 1: Can Change Clothing (1)
-- (141 points)

Complications For Green Lanterns:
Power Loss (Will)- Green Lantern Rings depend upon the Will of their wielder. If one fails a Will Save (such as from being intimidated or mentally-screwed with), they will drop Constructs and Force Fields.
Power Loss (Yellow)- Green Lanterns must pass a Will Check in order to use their powers against the colour yellow.
Power Loss (Out of Energy)- Power Rings must be recharged via their Lanterns occasionally, and will run out of power after extended use.
Power Loss (High Levels of Power)- Green Lanterns must pass Will Saves to bring their power effects any higher than their natural Will Save +2. This includes Blasts, Move Object & Force Fields.
Responsibility (The Green Lantern Corps)

The Green Lanterns' Power Ring:
-The Green Lantern Ring! One of the most versatile weapons in all of comics. Unfortunately, they seem linked to the Guardians of the Universe, who are about the most incompetent, foolish Lawful Stupid cosmic entities in all existence, seeing as how they blindly led the entire DC Universe into Blackest Night, then all turned evil. I do love the Green Lantern Corps concept, though- an army of super-humans designed as a "universal police force", flying through the cosmos, involving every possible messed-up alien design the artist & writer can think of (Big Head guy? No problem! Giant geometric orb with tentacles? Easy!), all with the same power set. No wonder it's been ripped off so many times- whether it's Marvel's Nova Corps., Freedom City's Star Knights, or even DC's own in-house rip-off, the Darkstars, it's so awesome to see these huge groups of cops/soldiers kicking around, even if they DO all have the same power set.

Ring Stats:
-The stats for a GL Ring are so complex and hard to figure out effectively (it's essentially a walking plot device in the books sometimes) that you could do about ten different variations and end up with a "pretty close" variant. Humorously, despite being the core power of one of comics' most famous superheroes, no RPG has ever been able to construct a simple version of them- sure, they're standard Removable Devices and most settings have things like that... but these are ones in which a guy like Hal Jordan could use literally any GL ring to accomplish the same feats, while a rookie with less skill would be at his same level using any particular ring as well... so guys can be more or less powerful while using the exact same gear. This version is very complex, so I'll go through it piece-by-piece:

* "Create Object"- the core theme of a GL Ring. They can create anything (even mechanically Precise objects!) that float on their own, resist damage, let some things in and others out (Selective), and are themselves Movable. This is the most expensive power, and the one that usually loses its side effects as the Ring uses the other abilities (only 57-ish points to expend in the Array).

* "Blasts"- Four varieties, with the aforementioned Extra/Flaw set-up. I've seen GLs do all kinds of Area Blasts before, as well as doing high levels of Penetrating Damage, so all of this fits.

* "Snare" & "Move Object"- Rarer powers, but still quite common. GLs are always trapping guys in Green Chains, or just picking up stuff with big Green Hands and flying around with them. Best leave out weirdly random things like "trap a guy in a bubble and send it flying across interstellar distances while you go do other stuff".

* "Force Field" Most GLs have a baseline Field set-up outside of the Array (they can still make a fairly good Field while using any normal Blast at full power) all the time. They can also affect others at great range, and make them Impervious. However, it's a VERY common occurence in comics to have a GL be one-shotted by an enemy because they were paying attention to something else- I think it's quite common for them not to have a full Force Field up. Therefore, some of the Field sits inside the Array, and some conserve energy by not leaving them active.

* "Immunity" GLs are always immune to the rigors of space & energy, as well as poisons (as the Lead-Poisoned Sodam Yat discovered). They can grant these immunities to those they carry with them, at the expense of their other combat powers. In my proudest moment as a builder, I pointed out the lack of this latter ability when the DC Universe designers showed a test GL build, and they added it in to the final PDF & Print editions :).

* "Variable Power- Senses" GLs can communicate via radio waves, or other GLs, nearly across the Solar System, as well as merely saying "Ring, check for ____" energy, a HUGELY expensive power-set that is best reflected as parts of this Array, otherwise you'll be spending 20-30 points for something that's a basic GL trait, which I think is silly. The Rings are literally capable of checking EVERYTHING sometimes- from checking the exitence of a certain type of energy to the entire sentient population of a planet at times- and it can do so accurately and instantly!

* By asking the Ring to search someone's identity or history, it's basically doing an automatic Investigation check, which I think is worth 5 ranks of Equipment- sorta like having the world's greatest Super-Computer at your fingertips. Plus, there's the Universal Translator and the Quick Change Feature for whipping your clothes into a sexy unitard at a moment's notice.

* For the extra stuff, you have Restricted (Overcome Great Fear), a pretty vague thing that is best left up to the GM. Rings are generally Unbreakable by any means other than some crazy in-game effect as well. As Complications, GLs must make a Will Save to overpower the effects of the colour Yellow, meaning they're really hard-up against Sinestro Corps members unless they're particularly high-Willed. In addition, the usual Daily Recharge thing is up. As the battle goes on, the GLs just may lose Ring Power.

-So my GLs are sorta like the DCA ones, but I have to indulge myself and throw a dozen minor Alt-Effects in there because they use so very many in the comics! Rather than limiting them to their Will Saves in power, I throw in a thing that forces them to make a Will Save to go anywhere past their Will rating (plus 2, since this creates some gigantic Will Saves, which I don't like in most characters) in rank. This, to me, is the only way to justify all of those Rookie Lanterns who get mowed down like common nobodies in mass-battle-scenes, especially in Geoff Johns-written books. This means that Kyle Rayner's Blasts are a mere +12 unless he rolls above a "10" on a d20, which isn't TOO hard, but can somewhat limit him. This (and the fact that many of the Force Field ranks are hidden inside the Array, so you can't go all-out on Defense all the time) to me reflects the way that DC's Lanterns (especially Rookies) are often easily blown up by villains with one-shot attacks, but veterans are more capable. Lower-level Lanterns simply don't have the raw Will required to do this easily. Someone with +12 Will can do +14 Blasts without checking, but a more-standard +6 Will? He's got to pass a Check to go above *+8*, which is barely the level of a decent superhero!

-So yeah, a rather complex piece of machinery (and rather expensive at 115 pp), with necessities of doing tons of math in mid-gameplay. I'd advice anyone using one of these Rings to maintain a mini-list of "ready to go" set-ups for the power. For a more simplified version, simply strip off the Extras & Flaws and use as-is. And this is just the MODERN Ring- the 1960s Ring was basically a mobile Device of Variable Power, capable of doing literally anything the wielder imagined.
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Re: The To-Do List

Post by brothersale »

Jabroniville wrote: Thu Jun 17, 2021 7:02 am Okay, so here's a list of the builds I'll be doing:

GREEN LANTERNS: A whole hell of a lot of builds of guys with the same powers.

Hal, Kyle, Guy, John, Simon & Jessica (the Earth GLs)
Kilowog
Salaak
Tomar-Re & Tomar-Tu
Ch'p
Katma Tui
Arisia
Bzzd
Galius Zed
Hannu
Mogo
Sodam Yat
Charlie Vicker
The Green Man
Soranik Natu
G'nort
Boodikka
Baseline GLs (Elite, Moderate & Rookie)

THE CORPS: Various Corps, their "baseline" stats, their chief members, and a mini-bio on their "Entity" (as each usually only showed up once).

* The Sinestro Corps (Sinestro, Bedovian, Arkillo)
* The Blue Lantern Corps (Saint Walker)
* The Red Lantern Corps (Atrocitus, Bleez, Laira, Dex-Starr)
* The Indigo Tribe (Indigo-1)
* The Star Sapphires (Carol Ferris, 5 other Star Sapphires, Fatality)
* Larfleeze
* Black Lanterns

COSMIC GUYS: Random space guys.
Guardians of the Universe
The Controllers
The Zamarons
Nekron

ALLIES:
Tom Kalmaku
The Darkstars

VILLAINS:
Effigy
Grayven
Doctor Ub'x
Mongul I-II
Mongal
Black Hand
Doctor Polaris
Goldface
The Time Commander
The Demolition Team
Hector Hammond
Evil Star
Major Disaster
Major Force
Sonar I-II
The Shark
The Invisible Destroyer
The Spider Guild
Myrwhydden
The Tattooed Man I-III
I would also suggest, the Ultraviolet Corps/Umbrax, Volthoom the first lantern, Ranx the Sentient City, Bolphunga the Unrelenting, the Weaponer and the Phantom Lantern as other additions
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Re: Jab’s Builds (GLs- John! Kyle! Simon Baz! Jessica Cruz! Alien Templates!)

Post by Hoid »

Lantern rings are NOT one sizes fits all. The amount of the Lantern Corps’ associated emotion one feels, the more they get out of the ring. Some Green Lanterns (like Ch’p) have very little willpower, and thus their rings are much weaker. Penelops, meanwhile, has a willpower so strong he can toss around planets. Having generic stats for a Lantern ring is....less-than-canonical.
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Re: Jessica Cruz

Post by Woodclaw »

Jabroniville wrote: Sat Jun 19, 2021 10:14 pm Image

Shockingly, the pretty girl has gone on to become more popular than the angry gun-toting Muslim guy.

JESSICA CRUZ, GREEN LANTERN OF SECTOR 2814
Created By:
Geoff Johns & Ethan Van Sciver
First Appearance: Green Lantern #20 (July 2013)
Role: Struggling Hero
Group Affiliations: The Green Lantern Corps., The Justice League of America
The strange thing about Jessica is how much of a "composite" character she is. Most of her traits were accumulated over her first year of existence and even after that she was so much of blank slate that Lauren Faust use her with a pretty different personality for Superhero Girls and she still worked perfectly.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)
Jabroniville
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Re: Jab’s Builds (GLs- John! Kyle! Simon Baz! Jessica Cruz! Alien Templates!)

Post by Jabroniville »

Hoid wrote: Sun Jun 20, 2021 5:33 pm Lantern rings are NOT one sizes fits all. The amount of the Lantern Corps’ associated emotion one feels, the more they get out of the ring. Some Green Lanterns (like Ch’p) have very little willpower, and thus their rings are much weaker. Penelops, meanwhile, has a willpower so strong he can toss around planets. Having generic stats for a Lantern ring is....less-than-canonical.
That’s what the Will complication is for- GLs with low Will have a heck of a time being powerful enough.
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Joined: Fri Nov 04, 2016 8:05 pm

Green Lanterns (Experienced)

Post by Jabroniville »

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Graf Toren (front).

GREEN LANTERN (Experienced Template)
Created by:
Various
First Apperance: Various
Role: Elites, The Backgrounders Who Don't Die
PL 12 (202)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Space Hero) 6 (+7)
Insight 3 (+5)
Intimidation 4 (+5)
Investigation 4 (+6)
Persuasion 3 (+4)
Perception 4 (+6)
Ranged Combat (GL Blasts) 2 (+9)
Vehicles 1 (+5)

Advantages:
Accurate Attack, Fearless, Improved Critical (Blast), Improved Aim, Ranged Attack 3, Set-Up, Teamwork, Ultimate Will Save

Powers:
"Oan Green Lantern Ring" (Flaws: Removable) [115]
(Feats: Restricted- Overcomes Great Fear, Unbreakable)

Create 15 (Feats: Precise, Dynamic) (Extras: Impervious 13, Movable 12) (57) -- (81)
  • Dynamic AE: Blast 15 (Feats: Dynamic, Precise, Penetrating 8) (41)
  • Dynamic AE: "Multi-Blast" Blast 12 (Feats: Dynamic, Penetrating 5) (Extras: Multiattack) (43)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Line) (33)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Shapeable) (33)
  • Dynamic AE: Snare 14 (Feats: Dynamic, Reversible) (44)
  • Dynamic AE: Snare 12 (Feats: Dynamic, Reversible) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (38)
  • Dynamic AE: Move Object 16 (Feats: Dynamic) (33)
  • Dynamic AE: Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Suffocation 2) (Feats: Dynamic) (Extras: Affects Others Only +0, 30ft. Burst, Ranged) (22)
  • Dynamic AE: "Boosted Field" Force Field 6 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 12) (35)
  • Dynamic AE: "Flashlight" Environment 1 (Light) (Feats: Dynamic) (2)
  • Dynamic AE: "Ring Sensors" Senses 7 (Feats: Dynamic) (Detect Energy & Life- Ranged 2 & Analytical, Communication Link- Central Power Battery) (12)
  • Dynamic AE: Communication (Electronic) 5 (Feats: Dynamic) (Flaws: Green Lanterns Only after 3 ranks) (19)
Immunity 8 (Poison, Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) (8)
Flight 9 (1,000 mph) (18)
Movement 3 (Space Travel 2, Environmental Adaptation- Zero Gravity) (6)

"Standard Force Field" Force Field 6 (Extras: Impervious 7) (13)
"Universal Translator" Comprehend 4 (Languages 4) (8)
Enhanced Advantages 5: Equipment 5- Green Lantern Database (5)
Features 2: Quick Change 2 (2)
-- (141 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Blast +9 (+15 Ranged Damage, DC 30)
Multi-Blast +9 (+12 Ranged Damage, DC 27)
Area Blasts +12 (+12 Damage, DC 27)
Snare +9 (+14 Ranged Affliction, DC 24)
Area Snare +12 (+12 Affliction, DC 22)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+10 Standard Field, +16 Full Field, +4-11 Impervious), Fortitude +6, Will +8

Complications:
Power Loss (Will)- Green Lantern Rings depend upon the Will of their wielder. If one fails a Will Save (such as from being intimidated or mentally-screwed with), they will drop Constructs and Force Fields.
Power Loss (Yellow)- Green Lanterns must pass a Will Check in order to use their powers against the colour yellow.
Power Loss (Out of Energy)- Power Rings must be recharged via their Lanterns occasionally, and will run out of power after extended use.
Power Loss (High Levels of Power)- Green Lanterns must pass Will Saves to bring their power effects any higher than their natural Will Save +2. This includes Blasts, Move Object & Force Fields.
Responsibility (The Green Lantern Corps)

Total: Abilities: 48 / Skills: 30--15 / Advantages: 10 / Powers: 115 / Defenses: 14 (202)

-The Experienced Template goes to the Lost Lanterns & other very powerful, named background characters that have shown up over the years. They're not just one-shot victims, these are guys who get a full arc before either dying or moving on to other stories. This is a fairly powerful, PL 12 character, and often get additional points added onto them (like Laira & the other Lost Lanterns, Voz, Ch'p, Arisia, Green Man, Bzzd, etc.)

GRAF TOREN- Sector 424- PL 12 (216)
Abilities:
Intelligence 2 [2]
Skills: Expertise (History) 12 (+14), Expertise (Theology & Philosophy) 12 (+14) [12]
-Graf is one of the "Lost Lanterns", a Light Monk who's known for his calm demeanor, hunting of the Spider Guild (for consuming a holy world), and philosophical outlook. He disliked the creation of the Alpha Lanterns, and was the only Lost Lantern not to judge Hal Jordan for what he did under Parallax's control.

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VOZ- Sector 571- PL 12 (238)
Abilities:
Strength 8, Stamina 8 [22]
Skills: Expertise (Prison Warden) 12 (+13), Intimidation 10 (+11) [8]
Advantages: All-Out Attack, Power Attack [2]
Powers: "Ape Arms" Reach 1, Senses 3 (Acute & Extended Scent, Low-Light Vision) [4]
-Voz is the Prison Guard of the Sciencells, a brutal gorilla-like dude. He's a bad-ass but still a backgrounder.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Green Lanterns (Mid-Tier)

Post by Jabroniville »

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Vath Sarn and Isamot Kol utilizing the rings’ now-lethal capabilities against members of the Sinestro Corps.

GREEN LANTERN (Intermediate/Basic Template)
Created by:
Various
First Apperance: Various
Role: Sub-Elites, The Backgrounders Who Don't Die
PL 11 (187), PL 12 (187) With Will Saves Passed
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Space Hero) 5 (+6)
Insight 2 (+4)
Intimidation 3 (+4)
Investigation 2 (+4)
Persuasion 2 (+3)
Perception 3 (+5)
Ranged Combat (GL Blasts) 2 (+8)
Vehicles 1 (+5)

Advantages:
Defensive Attack, Fearless, Ranged Attack 2

Powers:
"Oan Green Lantern Ring" (Flaws: Removable) [115]
(Feats: Restricted- Overcomes Great Fear, Unbreakable)

Create 15 (Feats: Precise, Dynamic) (Extras: Impervious 13, Movable 12) (57) -- (81)
  • Dynamic AE: Blast 15 (Feats: Dynamic, Precise, Penetrating 8) (41)
  • Dynamic AE: "Multi-Blast" Blast 12 (Feats: Dynamic, Penetrating 5) (Extras: Multiattack) (43)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Line) (33)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Shapeable) (33)
  • Dynamic AE: Snare 14 (Feats: Dynamic, Reversible) (44)
  • Dynamic AE: Snare 12 (Feats: Dynamic, Reversible) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (38)
  • Dynamic AE: Move Object 16 (Feats: Dynamic) (33)
  • Dynamic AE: Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Suffocation 2) (Feats: Dynamic) (Extras: Affects Others Only +0, 30ft. Burst, Ranged) (22)
  • Dynamic AE: "Boosted Field" Force Field 6 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 12) (35)
  • Dynamic AE: "Flashlight" Environment 1 (Light) (Feats: Dynamic) (2)
  • Dynamic AE: "Ring Sensors" Senses 7 (Feats: Dynamic) (Detect Energy & Life- Ranged 2 & Analytical, Communication Link- Central Power Battery) (12)
  • Dynamic AE: Communication (Electronic) 5 (Feats: Dynamic) (Flaws: Green Lanterns Only after 3 ranks) (19)
Immunity 8 (Poison, Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) (8)
Flight 9 (1,000 mph) (18)
Movement 3 (Space Travel 2, Environmental Adaptation- Zero Gravity) (6)

"Standard Force Field" Force Field 6 (Extras: Impervious 7) (13)
"Universal Translator" Comprehend 4 (Languages 4) (8)
Enhanced Advantages 5: Equipment 5- Green Lantern Database (5)
Features 2: Quick Change 2 (2)
-- (141 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Blast +8 (+15 Ranged Damage, DC 30)
Multi-Blast +8 (+12 Ranged Damage, DC 27)
Area Blasts +12 (+12 Damage, DC 27)
Snare +8 (+14 Ranged Affliction, DC 24)
Area Snare +12 (+12 Affliction, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+9 Standard Field, +15 Full Field, +4-11 Impervious), Fortitude +5, Will +7

Complications:
Power Loss (Will)- Green Lantern Rings depend upon the Will of their wielder. If one fails a Will Save (such as from being intimidated or mentally-screwed with), they will drop Constructs and Force Fields.
Power Loss (Yellow)- Green Lanterns must pass a Will Check in order to use their powers against the colour yellow.
Power Loss (Out of Energy)- Power Rings must be recharged via their Lanterns occasionally, and will run out of power after extended use.
Power Loss (High Levels of Power)- Green Lanterns must pass Will Saves to bring their power effects any higher than their natural Will Save +2. This includes Blasts, Move Object & Force Fields.
Responsibility (The Green Lantern Corps)

Total: Abilities: 46 / Skills: 22--11 / Advantages: 4 / Powers: 115 / Defenses: 11 (187)

-Intermediate Lanterns are a big step up. These are probably the most common type of Lanterns to actually speak up (ie. those guys you see actually communicating with main characters), though they're still remarkably-easy to kill. Funny how in the olden days, one Lantern dying was a huge, full-arc tragedy. Nowadays, if a story doesn't kill five of them it's a let-down. These guys are still the babies of the Corps, but are way more powerful potentially than most Earth superheroes, which just goes to show you how mighty that Ring really is- passing a Will Save is still required to get any effect above +9, though, which is a major drawback if you're tackling the kind of threats a PL 12 might.

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MALET DASIM- Sector 103- PL 12 (197)
Skills:
Expertise (Civics) 16 (+17), Expertise (Current Events) 4 (+5) [10]
-Malet is the "Lawyer" of the Corps, prosecuting all the various villains so they can wait in the Sciencells for the next big break-out. He's an ugly tentacled dude, but doesn't really warrant any unique powers. I figure he's not much of a fighter compared to the other Lanterns with similarly long terms.

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CHASELON- Sector 1416- PL 12 (211)
Abilities:
No Stamina [-14]
Advantages: Equipment (Robotic Harness- Fixes Drawback) [1]
Powers: Immunity 30 (Fortitude Effects), "Thirteen Senses" Senses 7 (Pick Some, I Guess...) [37]
Complications: No Hands
-Chaselon is a pretty basic backgrounder, mainly noticeable for his unique appearance- he is a large, round, diamond-like guy with arms and legs that look like extendable steel cables. He was once used by Cyborg Superman as a power source for a new version of the Manhunters, but was rescued by Hal & Guy. Later, his partner Diamalon was one of the victims of the Sinestro Corps sniper, Bedovian, and Chaselon became a member of the Alpha Lanterns. He was killed by the Black Lantern Corps a short while after that. He's apparently got a bit of depth given to him by the big GL Encyclopedia, but he's still a background guy.

SAAREK- Sector 773- PL 12 (203)
Powers:
Comprehend 2 (Speak To & Understand Dead Bodies), Senses 4 (Postcognition) (Flaws: Limited to Dead Bodies), Mind-Reading 5 [16]
-A handy guy who can read minds and read the dead.

ADAM- Sector 571- PL 12 (209)
Abilities:
Strength 8 [12]
Powers: Immortality 10 (Flaws: Returns Without Memories) [10]
-A big, muscular white dude, Adam resurrects after each death in a new, identical body, but doesn't keep his old memories, causing some problems. Adam programmed his ring to bring him up to speed after each resurrection. Was reborn after being killed by the Anti-Monitor, but did not report to Oa- a story bit never followed up on.

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PRINCESS IOLANDE- Sector 1417- PL 12 (195)
Abilities:
Presence 4 [6]
Advantages: Benefit 2 (Princess of Betrassus) [2]
-A background character with recurring problems related to her duties on her home planet. She is the Sector partner of Soranik Natu, and sometimes appears in that context. Her brother had attempted to become the GL, a job he coveted, by killing all potential rivals (including their older brother), but was caught by Natu & Guy Gardner, and executed for it. Iolande struggled as a GL at first, as her privileged upbringing led her to chafe against Kilowog treating her like a common recruit, and she "back-seat" ring-slinged while Natu was leading her. Eventually, she overcame this, but remained a backgrounder.

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ISAMOT KOL- Sector 2682- PL 12 (195)
Abilities:
Strength +1, Stamina +1 [4]
Powers: "Bite" Strength-Damage +2, "Tail" Extra Limb 1, Regrows Limbs [4]
-Isamot Kol (named for Phil Tomasi of GL writers' lore) is an alligator-dude from Thanagar, one of their lower races on the homeworld. He's teamed up with Rannian partner Vath Sarn, and both may be great officers some day. He is brave and impeccably truthful, but often questions orders.

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VATH SARN- Sector 2682- PL 12 (187)
-Vath is Isamot's Rannian partner and close partner- the two didn't get along at first (their races are enemies), but soon came to be good friends. Sarn has a history of violence (once killing an innocent man in a barfight) and may have shell-shock, and has sought counseling over it. He lost his legs during Blackest Night, and Kol actually gave up his own, as his would grow back eventually (over the course of months)- Vath was initially mortified and actually insulted his partner, but they got over it.

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KE'HANN- Sector 786- PL 12 (207)
Abilities:
Strength +4, Stamina +4 [16]
Skills: Intimidation 6 (+10)
Powers: Features 1: Increased Mass [1]
-Ke'Hann was an extremely large, horned alien who was one of the "Lost Lanterns" exiled by a Parallax-crazed Hal Jordan. Acting like a bully (literally bumping into Hal at one point), he nonetheless dove in to rescue the fellow GLs on Qward during The Sinestro Corps war- he and Jack were both killed- Ke'Hann, leading the LLs, was killed in seconds by the Anti-Monitor, literally in the middle of doing something. This was the act that led Hannu to finally use his Power Ring.

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RAKER QUARRIGAT- Sector 38- PL 12 (192)
Skills:
Stealth 10 (+13) [5]
-A purple muscle-guy who was assigned to Apokolips. Faced Darkseid in personal combat and was easily beaten. Later, helped lead a GL invasion of Apokolips, ending in a ceasefire with both sides insisting on non-interference. Raker was kept imprisoned on the planet until Orion & Kyle Rayner sprung him.

MORRO- PL 12 (190)
Skills:
Expertise (History) 6 (+7) [3]
-The Cryptkeeper of the Corps.

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JACK T. CHANCE- Sector 17- PL 12 (188)
Advantages:
All-Out Attack [1]
A hilariously-'90s Lantern, he eschewed the costume of the Corps, and replaced a GL who was killed trying to bring order to his lawless world- the criminal fired golden bullets that GLs couldn't affect, so Jack, born on this criminal "Hellhole", just shot him and killed him. He was about to be punished by the Guardians, but they didn't have any alternative candidates for his Sector, so they put a limit that he could only use his ring on his homeworld. He was ultimately depowered by Hal Jordan during Emerald Twilight and left for dead, becoming one of the "Lost Lanterns". He was killed in the Sinestro Corps War by a Parallax-controlled Kyle Rayner, because "We didn't need another Guy Gardner around", according to Geoff Johns- Jack gives in to fear when Parallax shows him images of his abusive father, and kills him.

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GENERAL KREON- Sector 2002- PL 12 (195)
Abilities:
Awareness 3 [2]
Skills: Expertise (Military) 12 (+13) [6]
-A general of a bloodthirsty race who switched allegiances to try and settle them down. He was a rival of Boodikka's (he considered her an unrestrained, undisciplined fighter), but they eventually became close friends. He is later killed by the Manhunters.

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TUEBEEN- Sector 918- PL 12 (203)
Abilities:
AWA +2 [4]
Skills: Investigation 12 (+16), Insight 9 (+13) [7]
Powers: Immunity 5 (Emotion Effects) [5]
-Tuebeen's one of the best investigators of the Corps, often teaming with Malet Dasim to build cases against criminals. Often called on to investigate gruesome crime scenes, since nothing can affect him. Considered the most trustworthy member of the Corps. Has octagon shapes on his head.

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FLODO SPAN- Sector 3600: Gaseous Lantern. Looks kinda like a floating bag, as he had to form a body for himself upon joining the GLC. Formed a side-group of GLs but most were killed by Sinestro and the Sentient Sector 3600 until Flodo expanded his artificial body to near-infinite size to contain it. He nearly went insane from the effort, but was saved by Driq, whose ring always reconstituted him from death- Flodo was caught in said reconstitution and shrank to normal. Finally, Flodo joined Hal in investigating the exploding Central Power Battery- as Flodo was constructed nearly entirely out of the green energy the thing gives off, he was absorbed by the Battery itself and died. Hal used his sacrifice to defeat the essence of Sinestro within the Battery.

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STEL- Sector 3009- PL 12 (207):
Powers:
No STA, Immunity 30 (Fortitude Effects), Protection 6 [20]
-A robotic Lantern who frequently helps out in background scenes, and often needs to be rebuilt. In one story, he was killed by Krona & Nekron, and his successor Yron declared him to be a failure, and argued to replace him. However, his own policies were disastrous, and realizing that Stel was the better Lantern after all, uses the last of his willpower to restore Stel to life. Stel routs the enemy and will not hear of Yron's failures, defending his legacy. Stel survives both the Crisis, the Sinestro Corps war, AND the Blackest Night, becoming an iconic backgrounder, along with his partner, Green Man. He was a temporary GL Trainer when Kilowog took a leave of absense.

TORQUEMADA: Also a Sorceror, Torquemada encountered Alan Scott once, and was the one who discovered the history of the Starheart that gave Alan his power.

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VON DAGGLE- Sector 700- PL 12 (307):
Abilities:
PRE +2 [4]
Skills: Deception +8, Insight +6, Investigation +4 [9]
Powers: "Durlan Physiology" Shapeshift 7 (Flaws: Limited to Simple Physical Powers), Morph 4 (Any Form, Size or Shape), "Re-Shape Damaged Cells" Regeneration 2 (Feats: Regrowth), Senses 9 (Detect Unique Appearances- Analytical, Analytical Hearing, Vision Counters Illusion), "Ring" is now a Power that lasts 5 days [81]
-An ancestor of Reep "Chameleon Boy" Daggle of the Legion of Super-Heroes, Von is the leader of the GLs' Black Ops unit, stupidly called "The Corpse". They do not possess Power Rings, as they are supposed to be a secret unit that can't be linked back to the GLC, and so they swallow black discs that grant them "Ring-Like Powers" for five Earth days. They wear jet-black bodysuits and cast off purple light, but were left stranded when the Central Power Battery was destroyed by Hal Jordan. Guy Gardner encountered them much later, with Daggle manipulating him repeatedly (Guy is... easily fooled by shapeshifters, as you might expect), but ultimately deciding to go back to the Guardians, despite his annoyance with them. He was last seen attempting to rebuild the "Corpse".

-Daggle would add Durlan shapeshifting and great deceptive & investigative skills to a GL Template, in addition to a power that's not a Device, making him MASSIVELY expensive.
Last edited by Jabroniville on Mon Jun 21, 2021 5:46 am, edited 1 time in total.
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