Hal Jordan
PL 10/PP 150
Attributes: STR 14, DEX 16, CON 16, INT 18, WIS 16, CHA 14
Skills:
Acrobatics 4+3 = 7
Bluff 4+2 = 6
Climb 4+2 = 6
Concentration 12+3 = 15
Diplomacy 8+2 = 10
Escape Artist 8+3 = 11
Gather Information 8+2 = 10
Intimidate 4+2 = 6
Investigate 8+4 = 12
Notice 12+3 = 15
Pilot 4+3 = 7
Search 8+4 = 12
Sense Motive 12+3 = 15
Sleight of Hand 4+3 = 7
Stealth 4+3 = 7
Feats:
Accurate Attack, Assessment, Benefit (Green Latern)*1, Connected, Contacts, Defensive Attack, Elusive Target, Eidetic Memory, Evasion 2, Improved Initiative 1, Move-By Action, Power Attack, Redirect
Powers:
Power Ring 15 (Devices, Hard-To-Lose, Restricted 1 ["Worthy" wielders])
Power Ring
Create Dynamic Innate Precise Progession 6 Selective Tether Moveable Impervious Objects 11 [D.A.P.: Accurate 2 Ranged Penetrating Damage, D.A.P.: Force Field, D.A.P.: Flight, D.A.P.: Damaging Perception Move Objects, D.A.P.: Perception Stun, D.A.P.: Selective Area Space Flight/Selective Area Immunity, D.A.P.: Shield, D.A.P.: Boost [Knowledges], D.A.P.: Comprehend]
Immunity [Suffocation]
Morph 1 [Costume]
Init/Defense: +7/10
Saves: FORT +7, REF +3, WILL +7, TOUGH +3
Attack/Damage: +6/+2
[Power Loss: The Color Yellow, Very Common: +4]
[Power Loss: Lack Of Battery Recharge, Uncommon, +1]
*Benefit [Green Lantern]: As a Green Lantern, the character is a member of a universally-recognized peacekeeping organization. As such, certain benefits apply. When making a diplomacy or intimidate check, a Green Lantern gets +1 on the interaction roll per rank of this benefit. In addition, Benefit [Green Lantern] allows a character to make arrests at any point in time as he sees fit - however, abuse of either of these bonuses -will- result in the Guardians of Oa removing the Power Ring and the feat bonus in the first place.
Notes:
Oh man, I love Hal Jordan. Hal was the guy I remember from my childhood. He's the Green Lantern, the DC character I most adore. The cartoons are a fond memory that live on in my mind...
May 03, 2007: The GL ring gets a huge redefinition, actually creating a full array instead of a Variable Power. I much prefer this new form of Hal - it gives anyone who plays him a little more of a definition of Green Lantern abilities.
While I'm unhappy with his Force Field, it's just going to have to stay; he needs it to hit his caps without using the create objects power than forms the base of the set.
He has 50 points in the Create Objects to shuffle wherever he likes. Hal is a very dangerous man, even if you don't count the Parallax stuff [and I don't!], and he can perform enough of a variety of tricks to deal with it without resorting to a rather cheap Variable Array.
Expect the rest of the Corps to get restatted to these new specifications, as well. When Hal changes, the Corps changes, after all...
May 19, 2007: Good grief, Hal gets changed -again-! Oh, Hal. Hal, Hal, Hal. Please, try to stay good for another month, okay?
Hal's major changes are: Folding his shield into his Array, making his GL-Transit-Power Dynamic, and making his Morph a Quick-Change power, as well as making his primary power dynamic while simultaneously giving him the most powerful Create Objects of the Corps - an extra +1 rank is nothing to sneeze at where a GL is concerned.
May 24, 2007: Yeargh. Another Hal update. This one sees the end of the Uncontrolled Limited Boost of the Corps, instead folding the Boost into their arrays. Also, Comprehend has been added. Hoorah.





