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Blue Lantern Power Ring


Blue Lantern Power Ring: Un material, Blue Lantern's ring, considered by some to be one of the most powerful weapons in the known universe, has the ability to affect and use fundamental forces of the known universe, including electromagnetic energies such as Gravity, Radiation, Heat, Light, and powerful blasts of concussive Force. The Power Ring has the following power stunts:
-Electromagnetic Force Manipulation: The Blue Lantern Power Ring has extensive energy manipulation powers able to effect the entire spectrum including gravity, radiation, heat, light at Un ability. A Blue Lantern can create and maintain 4 effects per round, however, the Blue ring operates based on the psychosis of others. By making a sucessful Psyche FEAT roll, a Blue Lantern may create and maintain a fifth effect. On the creation of solid objects, the 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 Mn rank. Powers stunts include:
--Energy Blasts: Un Energy
--Kinetic Blast: Un Force
--Force Field: Un
--Create Objects of Solid Energy: Un ability to create objects of blue energy, but constructs in response to the target's specific pschosis.
-The Blue Lantern Power Ring is also capable of imparting the following extra abilities:
--True Flight: In airspeed in Earth's atmosphere, CL3000 in space
--Life Support: The ring provides CL1000 life support when required.
--Energy Sheath: This life sustaining aura protects him from harm. The ring generates a field of life sustaining atmosphere and protection from harmful radiation, even if a Blue Lantern is unconscious. It also offers Psyche rank defense vs. attacks.
--Electromagnetic Scanning: The ring has a wide range of detection abilities. If it can be conceived it can probably be detected. Most normal electromagnetic phenomena are within the range of the ring, including Radio, Television, Infrared, Ultraviolet, and high frequency band communications at Un levels.
--Universal Translator: The ring allows the wearer to communicate with anyone, no matter what language is spoken at Mn rank. The ring allowed for translation as long as the medium for communication was able to be duplicated by the ring, and that a Blue Lantern was aware that communication was being attempted.
--Regeneration and Recovery: Ex ability to repair minor injuries in themself or others.
--Absorption: Un
--Astral Travel: Ex, the Blue Lantern Power Ring allows a Blue Lantern to create an "energy twin" of his that can travel at far greater speeds than that of the Blue Lantern's physical form. While the energy twin is active, the Blue Lantern remains motionless, its life force is needed to guide the energy twin.
--Life Sense: CL1000
--Protection from Mortal Harm: The Power Ring features an emergency energy reserve, to be utilized only when the wielder faces mortal injury. This power automatically activates to preserve a Blue Lantern's life and can be used only once during a 24-hour period, unless the power ring is recharged at the power battery. The effect can then last up to an additional twenty-four hours, to protect a Green Lantern if energy runs out in the void of space.
--Emergency Beacon: CL1000, In distress, a Blue Lantern can use its power ring as an emergency beacon of CL1000 rank. The alert can be directed to a Blue Lantern's neighboring sector or it can be a Corps-wide alert.
--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. If using the optional Universal table with the blue fumbles, a Blue Result shorts out the Power Ring, rendering it inoperable for the duration of 1d10 turns.
-Energy Charge: Sh-Y ability to charge other Lanterns' power rings. This ability also allows the ring to go past its original hold of energy and double it.
-Empathic Healing: Mn ability to heal others

Limitations:
Hope: The Blue Lantern Power Ring runs on Hope. When the wielder performs a positive act, the hope from those they saved or helped charges their rings.
Willpower: Hope is nothing without willpower to enact it. The Blue Lantern Power Ring must be near an active Green Lantern by his side for the ring to work.
Protection of Life: The ring's programming forbids the taking of life.
Residual Energy: The ring leaves a trace residue of blue energy on objects it touches or in the immediate vicinity of its use. The residue lingers for a few hours and is detectable by those with heightened senses of awareness, or by sophisticated mechanical devices, such as the creature known as Legion or the robotic Fists of the Guardians.
A time null zone can render the ring powerless by freezing the flow of time around a Blue Lantern. Likewise, the flow of time can be accelerated in the ring's vicinity, causing the power ring's charge to be depleted in what may seem seconds to the ring wielder.
Some advanced technologies such as those of Qward or Apokolips have managed to develop nullification fields. The Weaponers of Qward had created such a field in one of their fortresses, while a rogue parademon from Apokolips had set up a null field around an Earth island. The Guardians of the Universe also employed a nullification field against power rings. To study a possibly defective power ring, a field was set up on the deserted side of Oa.