“Green Lantern” HERO SYSTEM Character Sheet

Val















Char
STR
DEX
CON
BODY
INT
EGO
PRE
COM

PD
ED
SPD
REC
END
STUN
Base
10
10
10
10
10
10
10
10

  (STR/5)
  (CON/5)
  1+(DEX/10)
  (STR/5)+(CON/5)
  (CON x 2)
  BODY+(STR/2)+(CON/2)
 
Cost
  x1
  x3
  x2
  x2
  x1
  x2
  x1
  x1/2

  x1
  x1
  x10
  x2
  x1/2
  x1
Points
 
 
 
 
 
 
 
 

 
 
 
 
 
 
  111 Total Characteristics Points
Roll
 
 
 
 
 
 
 
 

 
 
 
 
 
 
 
Notes

HTH damage   Lift   END

OCV     DCV   

 

 

Perception Roll

Base ECV  

Base Presense Attack

 


Resistant PD Total PD

Resistant ED Total ED

Phases 1 2 3 4 5 6 7 8 9 10 11 12





Type
Combat
NonCom

Running (6")

Swimming (2")

H. Leap

V. Leap

Flight
36"
576"



 

Base OCV
 
Base DCV

Adjustments
 
Adjustments

Total OCV
 
Total DCV

 

Combat Skill Levels




 

Base Points
200
 
Char Cost
111

Dis. Points
75
 
Skill Cost
112

Exp. Points
665
 
Power Cost
717

Total Points
940
 
Total Cost
940



Cost
Name
Roll

33
Martial Arts (Military Training)
 
















Perks


112
Total Cost

 

Cost
Power/Equipment
END

26
Power Ring Basics Elemental Control, 90-point powers, (45 Active Points); all slots OIF (Power Ring; -1/2), Limited Power (Requires A Ring Slinging Roll if Versus Yellow; -1/4)

43
1) Emerald Aura
5

FF (20 PD/20 ED/10 Power Defense/10 Flash Defense: Sight Group/10 Flash Defense: Hearing Group) (Protect Carried Items), Usable By Other (Ring A.I. may activate and/or maintain; +1/4), Reduced Endurance (1/2 END; +1/4) (120 Active Points); OIF (Power Ring; -1/2), Limited Power (Requires A Ring Slinging Roll if Versus Yellow; -1/4)

26
2) Plasma Blast
9

EB 12d6, No Range Modifier (+1/2) (90 Active Points); OIF (Power Ring; -1/2), Limited Power (Requires A Ring Slinging Roll if Versus Yellow; -1/4) vs ED.

28
3) Hard Light Construct
9

Telekinesis (50 STR), Affects Porous, Fine Manipulation (95 Active Points); OIF (Power Ring; -1/2), Limited Power (Requires A Ring Slinging Roll if Versus Yellow; -1/4)

27
4) Force Bubble
9

FF (18 PD/18 ED) (Protect Carried Items), Usable Simultaneously (up to 8 people at once; +1) (92 Active Points); OIF (Power Ring; -1/2), Limited Power (Requires A Ring Slinging Roll if Versus Yellow; -1/4)


118
Ring Slinging Variable Power Pool (Power Ring Tricks), 71 base + 47 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (141 Active Points); all slots OIF (Power Ring; -1/2)

0
1) Countermeasures
6

Dispel Energy/Force 20d6 (60 Active Points); OIF (Power Ring; -1/2) Real Cost: 40 vs Energy/Force.
[Note: Attack opponent’s defenses, weaponry, etc]

0
2) Pour It On
6

Aid 5d6, any Power Ring Basics power one at a time (+1/4) (62 Active Points); Requires A Ring Slinging Roll (-1/2), Costs Endurance (-1/2), OIF (Power Ring; -1/2) Real Cost: 25
[Note: Pulling out all the stops]

0
3) Holographics
1

Sight, Hearing and Mental Groups Images 1" radius, Alterable Size, Reduced Endurance (1/2 END; +1/4) (31 Active Points); OIF (Power Ring; -1/2) Real Cost: 21
[Note: Often used with Com-Link]

0
4) Bore Through Matter
6

Tunneling 1" through 20 DEF material (62 Active Points); OIF (Power Ring; -1/2) Real Cost: 41

0
5) Phase Through Matter
4

Desolidification (affected by Energy Attacks and Force Fields) (40 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), OIF (Power Ring; -1/2) Real Cost: 20

0
6) Uniform
1

Cosmetic Transform 1d6 (Worn clothing into Green Lantern uniform, Molecular Reorganization) (5 Active Points); All Or Nothing (-1/2), OIF (Power Ring; -1/2) Real Cost: 2 vs Worn clothing into Green Lantern uniform.
[Note: Green Lantern uniform from other clothing worn]

0
7) Uniform, Temporary
2

Shape Shift (Sight and Touch Groups), Instant Change, Costs END Only To Change Shape (+1/4) (22 Active Points); OIF (Power Ring; -1/2) Real Cost: 15
[Note: Green Lantern uniform from other clothing worn. Revert at will or upon ring charge depletion]


92
Ring Flight Multipower, 138-point reserve, (138 Active Points); all slots OIF (Power Ring; -1/2)

9u
1) Sublight
14

Flight 36", Position Shift, x16 Noncombat, No Turn Mode (+1/4), Usable Underwater (+1/4) (138 Active Points); OIF (Power Ring; -1/2)

5u
2) Supra-Luminal Velocities
9

FTL Travel (34,865 Light Years/second) (90 Active Points); OIF (Power Ring; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)


Power Ring Support Systems, all slots OIF (Power Ring; -1/2)

28
1) Ring’s Charge
0

Endurance Reserve (100 END, 100 REC) Reserve: (110 Active Points); OIF (Power Ring; -1/2); REC: (100 Active Points); Limited Recovery (Power Battery; -2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF (Power Ring; -1/2)

49
2) Ring’s Life Support
0

LS (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; 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 8 people at once; Ring A.I. may activate and/or maintain; +1) (86 Active Points); OIF (Power Ring; -1/2), Linked (Emerald Aura; Greater Power is Constant or in use most or all of the time; -1/4)

151
3) Ring’s A.I.
3

Combat Analysis: Find Weakness 13- with Power Ring Attacks (30 Active Points); OIF (Power Ring; -1/2) (Real Cost: 20)
Combat A.I.: Combat Luck (18 PD/18 ED) (36 Active Points); OIF (Power Ring; -1/2) (Real Cost: 24)
Combat Healing: Healing BODY 1d6, Can Heal Limbs, Usable By Other (Ring A.I. may activate and/or maintain; +1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Trigger activated by Power Ring A.I. with damage to BODY during unconciousness; +3/4) (30 Active Points) (Real Cost: 20)
Com-Link: Radio Perception/Transmission (Radio Group), Perceive into a single other dimension (15 Active Points); OIF (-1/2) (Real Cost: 10)
Data Banks: KS: Extra-Terrestrials (10 Active Points); OIF (Power Ring; -1/2) 16- (Real Cost: 7)
Linguistics Database: Universal Translator 21- (27 Active Points); OIF (Power Ring; -1/2) (Real Cost: 18)
Navigation: Navigation (Dimensional, Hyperspace, Space, Temporal) 14- (15 Active Points); OIF (Power Ring; -1/2) (Real Cost: 10)
Positioning: Bump Of Direction (3 Active Points) (Real Cost: 2)
Scans: Detect Mass/Energy A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Microscopic: x100,000, Perceive into a single other dimension, Sense, Targeting, Telescopic: +5 (60 Active Points); OIF (Power Ring; -1/2) (Real Cost: 40)


Corps Training & Experience

8
1) Mental Agility

+8 INT

71
2) Physical Agility
0

Defensive Skills: +6 DCV (Real Cost: 30)
Offensive Skills: +4 OCV (32 Active Points); 8 Point CSL Only For OCV (-1/2) (Real Cost: 21)
Combat Reflexes: +2 SPD (Real Cost: 20)

20
3) Ring Skills

+6 Ranged Combat (30 Active Points); OIF (Power Ring; -1/2)

16
4) Focused Will

+8 EGO


717
Total Powers and Equipment Points







Quote






Green Lantern




 

Maneuver
Phase
 
OCV
 
DCV
 
Notes

Akido Throw (3 pts)
1/2
+0
+1
 
3d6 +v/5, Target Falls

Boxing Cross (4 pts)
1/2
+0
+2
 
5d6 Strike

Choke (4 pts)
1/2
-2
+0
 
Grab One Limb; 2d6 NND

Escape (4 pts)
1/2
+0
+0
 
30 STR vs. Grabs

Hold (4 pts)
1/2
-1
-1
 
Grab Three Limbs, 10 STR for holding on

Judo Disarm (4 pts)
1/2
-1
+1
 
Disarm; 25 STR to Disarm roll

Karate "Chop" (4 pts)
1/2
-2
+0
 
HKA 1d6 +1

Kung Fu Block (4 pts)
1/2
+2
+2
 
Block, Abort

Weapon Element: Clubs

Weapon Element: Knives




Cost
Name

5
DNPC: Carol Ferris 8- (Normal; Useful Noncombat Position or Skills)

5
DNPC: Jillian “Cowgirl” Pearlman 8- (Normal; Useful Noncombat Position or Skills)

15
Hunted: Guardians of the Universe 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

5
Hunted: Manhunters 8- (As Pow, Limited Geographical Area, Harshly Punish)

15
Hunted: Sinestro Corps 8- (Mo Pow, Harshly Punish)

5
Psychological Limitation: Doomed Love [Carol] (Uncommon, Moderate)

10
Psychological Limitation: In Love [Cowgirl] (Uncommon, Strong)

5
Psychological Limitation: Loyal to the Corps (Uncommon, Moderate)

10
Psychological Limitation: Military Mindset (Common, Moderate)


75
Total Disadvantage Points