Powers and Equipment
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