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Green Lantern

Green Lantern

John Stewart

F) Ex20
A) Ex20
S) Gd10
E) Rm30
R) Gd10
I) Gd10
P) Rm30

Health: 80 Karma: 50
Resources: Gd Pop: 10

Known Powers:
None, all Green Lantern's powers are derived from his Power Ring

Equipment:
Green Lantern Power Ring: CL3000 material, Has the following Power stunts:
-Electromagnetic Force Manipulation: The Green Lantern Power Ring has extensive energy manipulation powers able to effect the entire spectrum including Gravity, Radiation, Heat, Light at Mn ability. John can only create 1 effect per round, but can maintain up to 3 existing effects by making a sucessful psyche FEAT roll. Powers stunts include:
--Energy Blasts: Mn Energy, 7 areas
--Force Field: Mn rank
--The creation of objects of solid energy, Gm decides which creations are within the power of the ring and assigns a power intensity FEAT: Simple weapons, entrapments devices, common geometric shapes, gigantic hands and simple containers are all powers stunts and are usually Am rank. A Red Psyche FEAT. is required for extreme measures (i.e. Containing an exploding Sun within an Energy Barrier).
-Flight: Ex airspeed in Earth's atmosphere, CL1000 in space (The Ring also provides CL1000 life support in space as well)
-Energy Sheath: Rm protection vs. attacks. It allows Green Lantern to not suffer from the ill effects of space or radiation.
-Electromagnetic Scanning: The ring has a wide range of detection abilities. If John can conceive of it, he can probably detect it. Most normal electromagnetic phenomena are within the range of the ring, including Radio, Television, Infrared, Ultraviolet, and High Frequency Band communications at Un levels.
-Comprehend Language: Mn
-Only John Stewart is able to use the Green Lantern Power Ring. Should the ring ever leave John, it will automatically return to him.
-Life Sense: CL1000 to detect Green Lantern "Type" Energy
-Raise Power: Any power or ability of the ring may be temporarily enhanced by a psyche FEAT roll. He must roll with -2CS against Psyche for every +1CS he is hoping for. If he wants to fly at Rm, he must make a Psyche check at Gd. This is why Lanterns can make HUGE energy blasts, but have gritted teeth and sweat pouring down their face. The more powerful the blast the harder it is to do.

Talents: Leadership, Streetwise, Military Training, Aerial Combat(+1CS on all feats while flying)

Contacts: Justice League, Hawkgirl, Green Lantern Corps, Metamorpho/Rex Mason

Bio-History:

John Stewart is a veteran member of the elite Green Lantern Corps, an intergalactic peacekeeping force founded by the Guardians of Oa. The Guardians provide each Green Lantern with a power ring that must be recharged every 24 hours from a lantern-like power source. Acting as the ultimate defensive weapon, the ring responds to mere thought and can project powerful laser-like beams or impenetrable force fields. It's emerald aura also protects the wearer from the harsh environs of deep space.

Years ago, the Guardians of Oa recognized John Stewart's potential for exceptional courage and heroism. Awarding him a power ring, they trained him to be the Green Lantern for Sector 2814, a quadrant of the galaxy that includes our own solar system. For more than ten years, John has patrolled the deepest reaches of space.

Now, he has returned home to protect Earth as a member of the Justice League. Unfortunately, the hard-nosed military attitude that makes John an ideal Green Lantern often creates friction with his fellow Justice Leaguers. Because he views himself as an authorized professional peacekeeper, he sometimes treats the others like well-meaning amateurs.

John Stewart with Hair