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GREEN LANTERN I
Identity:  Alan Wellington Scott
Group Affiliation:  Justice Society of America, All-Star Squadron
Base of Operations:  Gotham City, fomerly Capitol City
First Appearance:  ALL-AMERICAN COMICS #16 [1940]
Side:  Good
Sex:  Male
Age:  30
Height:  6'
Hair:  Blond
Eyes:  Blue
Level:  9th
Experience:  44, 000
Training:  +1 Accuracy with Special Weapon (Power Ring)
1. Heightened Endurance A  +8
2. Heightened Expertise:  +4 to hit with Special Weapon (Power Ring).
3. Natural Weaponry (Skilled Hand-to-Hand Combatant):  +2 to hit, +4 damage. Green Lantern can use his Power Ring to "power up" his fists (treat as a carrier attack, does +damage, PR 1).
4. Special Weapon (Power Ring):  Green Lantern wields a special ring that is charged with mystical green energy that he can command through his force of will. The Power Ring has a Range of 330" (maximum character Power x5), and its own Power score of 330 (maximum character Power x5). All attacks originating from the Power Ring are the equivalent of Force Field. Green Lantern can perform virtually any feat limited by his imagination & willpower (and GM discretion), but the following are the most common:
        a. Adaptation: Provided to the wielder automatically at zero power cost. He can extend this protection to others at a PR cost of 1/Person per hour.
        b. Flight: 330 mph (1452" air), PR 1 per hour. He may carry additional passengers at the cost of 1 PR/Person per hour.
        c. Illusions (Inanimate Solid Energy): Green Lantern's Power Ring can create mystical green energy that he can shape into whatever shape or form his imagination can conceive. Creation Points = Ring's Power score. PR 2 per shape formed, costs movement to create and reform.
        d. Invulnerability: His ring can create green energy shields of Invulnerability -- 56 Points (Int x2). It costs an action and a PR cost of 2 point to activate a barrier and 2 PR/barrier to maintain.
        e. Non-Corporealness: PR 1 per turn. He may use this power on others at the cost of 1 Power per extra person per turn.
        f. Telekinesis: 'Maximum Capacity' = 5940 lbs. (max Power score x Level x10). 'Power Ring Blast' = 2d8 Damage. PR 1/attack. Can manipulate objects at will. The speed objects move = 126" per Turn, PR 1 per Turn for each object controlled.
        g. Weakness Detection: Range = Ring's maximum range. +9 Combat Bonus.
        h. Weaknesses: [Special Requirement] The Ring will run out of energy (i.e. its Power score) at the end of 24 hours unless it is recharged at its mystical lantern (from which the ring was made).  [Vulnerability] The Ring is incapable of affecting anything made of wood.
5. Willpower (Type B):  Alan Scott has an extremely strong sense of willpower. In cases where he has to make a saving throw against his Intelligence (i.e. against Mind Control), he gains a x2 bonus multiplier.
Weight:  201 lbs. Basic Hits:  5 Agility Mod:  Nil
Strength:  15 Endurance:  22
Agility:  14 Intelligence:  15
Charisma:  15 Reactions from: Good:  +2     Evil:  -2
Hit Mod. (1.4) (2.6) (1.3) (1.2) =  5.6784 Hit Points:  29
Damage Mod.:  +1 Healing Rate:  3.0
Accuracy:  +1 Power:  66
Carrying Capacity:  558 lbs. Basic HTH Damage:  1d8
Movement Rates:  51" ground, 1452" air.
Det. Hidden:  12% Det. Danger:  16%
Inventing Points:  13.5 Inventing (45%): 
Knowledge Areas:  Communications (Radio), Engineering & Transportation (Railroads)
Origin and Background:  (American)  This conversion represents Green Lantern when he was a regular member of the JSA before his encounter with Ian Karkull (circa 1942). You can learn more at the excellent JSA Fact File Green Lantern Page or the Green Lantern Corps Site.
Legal Status:  Citizen of the United States of America with no criminal record.
Training Bonuses:
 
2nd Level:   +1 Accuracy with Special Weapon (Power Ring)
3rd Level:   +1 Damage with Special Weapon (Power Ring)
4th Level:   +1 Accuracy with Unarmed HTH Combat
5th Level:   +1 Damage with Special Weapon (Power Ring)
6th Level:   +1 Accuracy with Special Weapon (Power Ring)
7th Level:   +1 Damage with Special Weapon (Power Ring)
8th Level:   +1 Accuracy with Unarmed HTH Combat
9th Level:   +1 Damage with Special Weapon (Power Ring)
Notes: 

To Hit (Unarmed HTH):
+5
Damage (Unarmed HTH):
1D8 + 4
To Hit (Power Ring/Force Field):
+7
Damage (Power Ring/Force Field):
2D8 + 5