THE ANIMATED JUSTICE LEAGUE

GREEN LANTERN

Val Char Cost
15 STR 5
20 DEX 30
15 CON 10
15 BODY 10
10 INT 0
20 EGO 20
17 PRE 7
14 COM 2
6/18 PD 3
6/18 ED 3
4 SPD 10
6/15 REC 0
30/80 END 0
35/60 STUN 4
6" RUN 0
2" SWIM 0
3" LEAP 0

Characteristics Cost: 104

Cost Power END
29 Effortless Flight: Multipower, 50-point reserve, (50 Active Points); all slots OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)
3u 1) Versatile Flight: Flight 10", Position Shift, Variable Advantage (+1/2 Advantages; +1) (50 Active Points) 5
3u 2) Space Travel: Flight 9", MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (49 Active Points) [Notes: At Green Lantern's Speed of 4, this is just about the speed of light.] 5
3u 3) Warp Speed: Faster-Than-Light Travel (2 Light Years/minute) (50 Active Points) 0
86 Ring Powers Group One: Multipower, 150-point reserve, (150 Active Points); all slots OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)
17m 1) The Perfect Weapon: Energy Blast 13d6, Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; +1) (146 Active Points) 6
17m 2) The Perfect Tool: Telekinesis (53 STR), Affects Porous, Fine Manipulation, Variable Advantage (+1/4 Advantages; +1/2) (149 Active Points) 15
17m 3) Power Shield: Force Wall (15 PD/15 ED; 7" long and 7" tall), Variable Advantage (+1/4 Advantages; +1/2) (148 Active Points) 15
7u 4) Emergency Shield: Force Wall (30 PD/30 ED) (150 Active Points); No Range (-1/2) 15
Ring Powers Group Two, all slots OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)
10 1) Green Glow: Armor (6 PD/6 ED) (18 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) 0
34 2) Sustain Life: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Usable Simultaneously (up to 2 people at once; +1/2), Ranged (+1/2), Area Of Effect (4" Radius; +1) (60 Active Points) 0
Ring Powers Group Three, all slots IIF Unbreakable (-1/4) [Notes: The ring does not have to be charged for these powers to function; Green Lantern must simply be wearing it.]
5 1) +6 PD (6 Active Points)
5 2) +6 ED (6 Active Points)
14 3) +9 REC (18 Active Points)
20 4) +50 END (25 Active Points)
20 5) +25 STUN (25 Active Points)
33 All the little things: Variable Power Pool, 20 base + 13 control cost, Cosmic (+2) (50 Active Points); Limited Class Of Powers Available (-1/2); all slots OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) [Notes: This VPP is for all the little things not covered by the main power descriptions. Green Lantern cannot use this to extend any of the other ring powers except on a case-by-case basis with a successful Ring Tricks roll. It is designed for such things as instant change of his costume, enhancing his senses and producing various detects, creating light, hiding his power battery (the lantern), boosting his Strength for a "green power punch," communicating, etc. The main limitation on this power is, "Only powers exhibited by Green Lantern." GMs should create a list of powers for a player who is not familiar with the character. GL can create a "Justice League Earpiece Communicator" with his ring; it is a 10 Active Point power which requires 5 Real Points from the VPP.]

Powers Cost: 323

Cost Martial Arts Maneuver
Commando Training
4 1) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
3 3) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls

Martial Arts Cost: 11

Cost Skill
3 Bureaucratics 12-
12 +4 with Ring Powers Group One
3 Demolitions 11-
3 Interrogation 12-
2 KS: Green Lanterns and Oans 11-
2 AK: The Galaxy 11-
6 Navigation (Air, Hyperspace, Space) 12-
3 Paramedics 11-
9 Power: Ring Tricks 14-
3 PS: Green Lantern 12-
2 PS: Soldier 11-
2 PS: Architect 11-
3 Streetwise 12-
10 Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 11-
1 Tracking 8-
3 TF: Science Fiction & Space Vehicles, Combat Aircraft
2 WF: Small Arms
1 Weaponsmith (Firearms) 8-

Skills Cost: 70

Cost Perk
8 Contact: The Guardians of the Universe (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 8-
3 Contact: US Military (Contact has access to major institutions, Contact has significant Contacts of his own) 8-
5 Fringe Benefit: Membership in the JL
1 Reputation (A small to medium sized group) 8-, +1/+1d6

Perks Cost: 17

Total Character Cost: 525

Val Disadvantages
10 Dependent NPC: His home neighborhood 8- (Normal)
5 Distinctive Features: Green Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Green Lantern Rogues Gallery 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Sinestro 11- (As Pow, Harshly Punish)
15 Hunted: Guardians of the Universe 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Psychological Limitation: Expects others to follow chain of command... with him at the top of the chain (Common, Moderate)
15 Psychological Limitation: Jaded, he's seen it all and done it all (Very Common, Moderate)
5 Rivalry: Professional (The Green Lantern of the next sector over; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Social Limitation: Public ID (Frequently, Minor)
10 Social Limitation: Subject to Orders from Oans (Occasionally, Major)


Disadvantage Points: 110
Base Points: 200
Experience Required: 215
Total Experience Available: 215
Experience Unspent: 0


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