Jump to content

Green Lantern Questions.


marediv

Recommended Posts

Not sure if these have been addressed, but I am trying to make a Green Lantern Character. What is the best way to build him to get the most bang for my buck?

 

Also I have decided I might want to try a VPP. How do I figure up the control cost for the power? If I have a 80 point VPP do I need a 80 point control cost in order to use it? 

 

 

And finally is there a list somewhere of how to figure out points for powers "on the fly" for a VPP? Once I figure out a power I plan on noting it in a notebook, but a premaid list would make things easier.

 

 

Thanks in advance

Link to comment
Share on other sites

6th Edition? What kind of point range?

 

There's a nice basic Power Ring type build in Champions Complete, and vaguely similar builds in other places. Crib from them.

 

I wouldn't use a VPP if I was building a character on starting points. I'd stick with a multipower containing the core powers.

 

Various people, including Hyper-Man, have built Green Lantern type characters in the past.

Link to comment
Share on other sites

What assault said.

 

But anyway -- are we talking 6E here? If we assume we do, then the VPP's Pool Cost is the limit to the Active Points in the Powers in the Pool; the Pool costs one point per point in the Pool. The Control Cost is the amount of Real Points that can be active at one and the same time; it costs one point per two points in the Control. The size of the Pool and the Control does not have to be equal to one another.

Link to comment
Share on other sites

Thanks alot this will all help. Additionally I know I remember from the comics the lantern for recharging is typically with tehm, but when they are far from their base they don't just carry the lantern. Is it stored extra dimensinally and if so how would that storage be built?

Link to comment
Share on other sites

In the comics it's more of a plot device as to where the lantern is. I would treat it as such for game play as well. In play decide where the lantern can be accessed from (the character's apartment, or their base, etc.). If it travels with the character it wouldn't be limiting that they need it every day to recharge the ring, so wouldn't be worth any sort of limitation (if you think it warrants one at all). Whether the lantern is physically at the location, or stored in an extra-dimensional pocket is just SFX.

Link to comment
Share on other sites

In my version I put it as a -1/4 Limitation for "Charging" the Ring as part of the Ring AI build - but this really doesn't affect how the wearer pays for it as a Follower. 

 

Also, the wearer still normally has to expend personal END to use the Green Energy - unless the wearer uses VPP slots with the Reduced END Advantage (which eats up valuable Active & Real Points).  Functionally what that means is that the wearer can do almost any non-combat heroic task nearly effortlessly as long as they take their time.  However, trying to juggle multiple simultaneous uses of the Green Energy takes EFFORT! And Pushing should reduce the the length of the custom 24 Hour Continuous Charge.

Link to comment
Share on other sites

Green Lantern Powers, Skills, and Talents

 

Cost Skills

20 Universal Translator

5 FB: Intergalactic Police Powers

2 Reputation: Green Lantern 11-

3 Navigation [Air & Space]

Total Skills Cost: 30 Points

 

Cost Powers

13 LS: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum, Self Contained, OIF: Ring (-1/2), Cost END To Activate (-1/4)

13 100 END 10 REC, OIF: Ring (-1/2), Must Be Recharged Every 24 Hours (-0)

40 Multipower (60 Points) OIF: Ring (-1/2)

3 u) FTL Travel 32 Million LY/Year, Cost END Only To Activate (-1/4)

3 u) EB 12d6, Not vs. Yellow (-1/4)

3 u) Entangle 6d6 DEF 6, Not vs. Yellow (-1/4)

3 u) Force Wall 12 rPD 12 rED, Not Vs. Yellow (-1/4)

3 u) Telekinesis 40 STR, Not vs. Yellow (-1/4)

3 u) Telekinesis 20 STR, Fine Manipulation, No END (+1/2), Not vs. Yellow (-1/4)

10 EC [solid Light]-15 Points, OIF: Ring (-1/2)

9 1) Flight 10", Variable Advantages (+1/2), [Megascale 1km, 1/2 END, or Use Underwater Only (-1/4)]

9 2) Force Field +10 rPD +10 rED, No END (+1/2), Not vs. Yellow (-1/4)

7 Armor +5 rPD +5 rED, Cost END Only To Activate (-1/4), OIF: Ring (-1/2), Not vs. Yellow (-1/4)

Total Powers Cost: 119 Points

 

5th Edition Rules

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...