THE JUSTICE LEAGUE

GREEN LANTERN

Val	CHA	Cost	Roll	Notes
Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage
24	DEX	42	14-	OCV:  8/DCV:  8
20+30	CON	20	13-/19-
12+12	BODY	4	11-/14-
24	INT	14	14-	PER Roll 14-
40	EGO	60	17-	ECV:  13
20	PRE	10	13-	PRE AttacK:   4d6
14	COM	2	12-

8	PD	4		Total:  23 PD (15 rPD)
8	ED	4		Total:  23 ED (15 rED)
5	SPD	16		Phases:  3, 5, 8, 10, 12
8+6	REC
40+60	END
40+27	STUN	8		Total Characteristic Cost:  194

Movement:	Running:	7"/14"
		Flight:		30"/60"
		Leaping:	4"/8"
		Swimming:	2"/4"

Cost	Powers & Skills
500	Mightiest Weapon in the Universe (one of Thousands):  VPP (Omni-Powers), 
	300 base + 200 control cost, Cosmic (+2); OIF Unbreakable (-1/2), Max Active Points 
	Available = Wearer's EGO x4 (-3/4); all slots Difficulty With The Color Yellow (This can 
	rear it's head in different ways; -1/2)
42	The Power Reserve:  Endurance Reserve  (300 END, 50 REC) Reserve; 
	OIF (Power Ring; -1/2); REC; Restrainable (-1/2), Gestures (requires Gestures 
	throughout (-1/2), Incantations (-1/4)
	Notes:  The Power Reserve is the Ring. The Battery takes six phases to full charge. The 
	power battery itself is restrainable because he can be prevented from using it, but it floats 
	invisibly and intangibally next to him so....

1	Martial Arts:  Dirty Infighting/Fisticuffs/Cinematic Brawling
	Maneuver		OCV	DCV	Damage
4	Block/Chin Block	+2	+2	Block, Abort
4	Disarm			-1	+1	Disarm; 30 STR to Disarm roll
4	Eye Gouge		-1	-1	Flash 4d6
5	Hoist 'n' Heave		-2	-2	Grab Two Limbs, 20 STR to Throw
4	Kidney Blow		-2	+0	HKA 1d6 +1
4	Low Blow		-1	+1	2d6 NND
4	Punch/Backhand		+0	+2	6d6 Strike
5	Roundhouse/Two-Fisted Smash
				-2	+1	8d6 Strike
3	Tackle			+0	+0	4d6+v/5; You Fall, Target Falls
3	Throw			+0	+1	4d6 +v/5, Target Falls
	Use Art With Clubs

60	Mobility:  Multipower, 90-point reserve; all slots OIF Unbreakable (-1/2)
4u	1)  Supersonic Flight:  Flight 16", Megascale (1" = 1 km; +1/4), Reduced 
	Endurance (0 END; +1/2); OIF Unbreakable (-1/2)
4u	2)  Faster-Than-Light Travel (1 Light Years/second); OIF Unbreakable (-1/2)
6u	3)  Flight 30", Reduced Endurance (0 END; +1/2); OIF Unbreakable (-1/2)

	Power Ring Enhanced Physiology, all slots IIF Unbreakable (Power Ring; -1/4)
48	1)  Biophysiological Enhancement 1:  +30 CON; IIF Unbreakable (Power Ring; -1/4)
19	2)  Biophysiological Enhancement 2:  +12 BODY; IIF Unbreakable (Power Ring; -1/4)
16	3)  Exotic Defense Field:  Power Defense (20 points); IIF Unbreakable (Power Ring; -1/4)
19	4)  Life Support Systems:  Life Support  (Eating Character only has to eat once per year; 
	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; Sleeping Character only has to sleep 8 hours per year) (24 Active Points); IIF 
	Unbreakable (Power Ring; -1/4)
8	5)  Power Ring Psionic Shielding:  +10 Mental Defense (23 points total); 
	IIF Unbreakable (Power Ring; -1/4)
24	6)  Protected Senses:  Hearing Group Flash Defense (10 points), Radio Group, Sight 
	Group; IIF Unbreakable (Power Ring; -1/4)
36	7)  Skintight Force Field:  Armor (15 PD/15 ED); IIF Unbreakable (Power Ring; -1/4)

	Power Ring Sensors, all slots OIF Unbreakable (-1/2)
35	1)  Corpsmen Beacon:  Detect Other Green Lanterns 14- (Unusual Group), 
	Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid:  x10, 
	Tracking, Transmit, MegaScale (1" = 1 Galaxy Sector; +1/4), Can Be Scaled Down 1" = 
	1km (+1/4); OIF Unbreakable (-1/2)
13	2)  Energy Analysis:  Detect Energies 14- (Unusual Group), Discriminatory, Analyze; 
	OIF Unbreakable (-1/2)
13	3)  Microscopic Vision:  Microscopic ( x10,000) with Sight Group ; OIF 
	Unbreakable (-1/2)
19	4)  Radio Sensors:  High Range Radio Perception (Radio Group), +1 to PER Roll, 
	Discriminatory, Analyze, Rapid:  x10, Telescopic:  +5; OIF Unbreakable (-1/2)
3	5)  Spectrum Vision:  Ultraviolet Perception (Sight Group); OIF Unbreakable (-1/2)
12	6)  Telescopic Vision:  +12 versus Range Modifier for Sight Group; OIF 
	Unbreakable (-1/2)
3	7)  Thermal Vision:  Infrared Perception (Sight Group); OIF Unbreakable (-1/2)


2	Reasonably Athletic:  Running +1" (7" total), END 1
5	Strong Willed:  Mental Defense (23 points total)

	Perks
10	Power Ring:  Power Ring Intelligence (computer/follower)
8	Fringe Benefit:  Membership: Green Lantern Corps, Membership: Justice League of 
	America (Reserve)
3	Well-Connected
14	1)  Contact:  Green Lantern Corps (Contact has extremely useful Skills or resources), 
	Organization Contact (x3) 11-
6	2)  Contact:  Green Lantern John Stewart (Contact has useful Skills or resources, Very 
	Good relationship with Contact) 13-
4	3)  Contact:  Ion (Contact has useful Skills or resources, Good relationship with 
	Contact) 12-
14	4)  Contact:  Justice Society of America (Contact has very useful Skills or resources), 
	Organization Contact (x3) 12-

	Talents
3	Iron Nerves:  Resistance: 3 points
4	Hot-Shot Pilot:  FTL Pilot

	Skills
10	+2 with HTH Combat
20	+4 with Power Ring

3	Combat Piloting 14-
3	Electronics 14-
3	Interrogation 13-
3	Mechanics 14-
4	Navigation (Air, Land, Space) 14-
3	Parachuting 14-
3	Paramedics 14-
3	Security Systems 14-
3	Streetwise 13-
3	Systems Operation 14-
7	TF:  Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat 
	Aircraft, Large Planes, Small Planes, Two-Wheeled Motorized Ground Vehicles
3	Teamwork 14-
3	Scholar
2	1)  KS:  Races of Sector 2814 14-
2	2)  KS:  The Green Lantern Corps 14-
1	3)  KS: T he Superhuman World 11-
3	Traveler
2	1)  AK:  Earth 14-
2	2)  AK:  Galactic Sector 2814 14-
2	3)  AK:  Oa 14-
2	4)  CK:  Coast City 14-
1	5)  CuK:  Races of Sector 2814 11-

Total Powers & Skill Cost:  1170
Total Cost:  1364

550+	Disadvantages
10	Distinctive Features:  Green Lantern costume and Aura (Easily Concealed; Always 
	Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
	Notes:  Known throughout the galaxy
15	Hunted:  Other Heroes of Earth  14- (As Pow, NCI, Watching)
20	Hunted:  Rogues Gallery 11- (As Pow, NCI, Harshly Punish)
20	Hunted:  The Guardians of Oa 14- (Mo Pow, PC has a Public ID or is otherwise very 
	easy to find, Watching)
10	Psychological Limitation:  Needs to Atone for his actions as Parallax/Spectre?  (Common, 
	Moderate)
20	Psychological Limitation:  Responsibility of Power Common, Total
15	Psychological Limitation:  Stubborn and Self-absorbed (Common, Strong)
15	Reputation :  Well there was the time you went off the deep end and killed all your 
	friends..., Frequently (11-) (Extreme)
5	Rivalry:  Professional (Batman? ; Rival is As Powerful; Seek to Outdo, Embarrass, or 
	Humiliate Rival; Rival Aware of Rivalry)
15	Secret Identity:  Hal Jordan Frequently (11-), Major
10	Vulnerability:  1 1/2 x STUN Attacks with the color yellow (Common)
	Notes:  Only when wearing the ring of course.
709	Experience Points

Total Disadvantage Points:  1364

Background/History: From: http://comicbooks.about.com/od/greenlantern/p/glhaljordan.htm

Hal Jordan was a fighter test pilot for the Air Force. That all changed when on one day, he was mysteriously transported to a crashed spaceship. There he met Abin Sur, a Green Lantern. Abin Sur was dying and offered Hal the opportunity to succeed him. Hal Jordan accepted.

With the ring in his possession, Hal Jordan became the greatest member of the Green Lantern Corps. He became a founding member of the Justice League and has helped save the world countless times. That changed when Hal couldn't save his hometown, Coast City, and it was destroyed by the villains Mongul and a Cyborg Superman, killing millions. This event shattered Hal and sent him on a dizzying course of destruction.

Hal tried to use the power of his ring to bring back Coast City and its citizens. But the Guardians of Oa, the leaders of the Green Lanterns, forbade him to do it. This sent Hal on a mission to get the full power of the ring from the Central Battery on the planet Oa. Hal seemingly went mad, when a parasite creature entered his body and Hal stopped calling himself Green Lantern, and emerged as Parallax.

His mission to restore Coast City destroyed most of the Green Lanterns and Guardians of Oa. Parallax was set to redo history as he saw it with the full power of the Green Lantern Central Battery, but the heroes of the DC universe stopped him. Alongside those heroes was the last of the Green Lanterns, newly appointed Kyle Rayner, who was given the power ring by Ganthet the last of the Guardians.

In the end, Hal, as Parallax, sacrificed himself when a giant alien was devouring the sun. Hal used his powers to re-ignite the sun and in doing so sacrificed his life as well. His spirit went and became one with the Spectre. An avenging spirit of God who righted wrongs and persecuted the guilty. Hal's penance had begun.

But this was not Hal's end. It was discovered that Parallax was an ancient enemy of the Green Lanterns and was imprisoned in the Central Battery for eons. This entity was still with Hal, but with the joined effort of the remaining Green Lanterns, (by this time there was John Stewart, an alien named Kilowog, current GL Kyle Rayner and one-time Lantern Guy Gardner), they reinstated Hal's spirit into his body and defeated Parallax, sealing him again into the Central Battery, and restoring the Guardians to oversee the Green Lanterns. Hal is now the core Green Lantern of the DC universe.

Personality/Motivation: Hal Jordan has in recent years come across as anything from egocentric wonderkin (JLA Year One) to arrogant psychopath (Emerald Twilight). This guy is somewhere in between. He's been good, been bad, been dead, and now is ready to move on. He is a little taken aback by the fact that he has to deal with the legacy of Kyle Raynor who replaced him as Green Lantern when he went all murderously evil.

Quote: "In brightest day, in darkest night, No evil shall escape my sight. Let those who worship evil's might, BEWARE MY POWER ... Green Lantern's Light! "

"Time to join in. For me its about precision. Doing exactly what I need to do to get the job done. Concentrated power. Focused attention. Tangible glory."

Powers/Tactics: Hall is pretty straight forward. He's all for efficiency in action and every thing he does is as precise and economical as possible. He's a no frills Power Ring jockey.

Campaign Use: Mentor, repentant former villain, legendary warrior. Hal can be all these. He can also be an earnest hero with the greatest amount of willpower in the galaxy.

Appearance: Average height, muscular build. Brown hair, brown eyes. Hal wears a black and green costume with the green lantern symbol in green on a circular field of white. His gloves are white. his boots are green. and his leggings black.


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