Welcome to Green Lantern 101. or How to Use a Power Ring.





        With all the discussion going on about the power ring, I took a little
time out to reread all my GLs

This is how I was able to solve the problem about "If the ring runs on
will, why do the powers have stats?"

and " How can people have Psyches of Cl 5000?"

Answers are that the charcter doesn't transfer over very well. POWER
RINGS NEED "SPECIAL rules"

For our example we will use good old Hal



                                        HAL JORDAN

F       GD

A       EX

S       TY   

E   GD/ UN  (This is what the ring does naturally, The ring willl
protect the users life whenever possible. 

R       EX

I       EX/ AM (this is also what the ring does for him. The Ring does talk to
him {it is really his subconcious})

P       MN (The Judges book lists this as Experience with using mental
abilities. {like focusing will power through a ring.}

Before anyone comments on the Psyche read how to use the ring.



POWER RING:   R=AM,  I=AM, P=EX

The power rings have different limitations. The typical Oan Jewelry has to be recharged
every 24 hours, and has no effect on the color yellow

Kyle Rayners ring must be recharged when he uses too much of its power, and has no
limitations

Alan Scotts ring must be recharged every 24 hours and has no effect on wood.




There are two different types of powers that the ring uses. Concious and
unconcious. Unconcious acts have power ranks generally ShZ. These powers
are the kind that Gl just does. no concentration no focusing.

Comprehend Language, Life support, and someone posted an invulverbility
that lowers the effect from edged to blunt, energy to force (this sounds
very accurate) These powers operate at ShZ ability.

Regeneration and Recovery are also unconcious acts but at only EX
ability

Jack T Chance was pulled back together after Lobo ripped the ring finger
off and pumeled him to unconciousness. when he woke up he had to ask his
ring what happened. he didn't will it, the ring just takes care of its
wearer.

Concious acts are the traditional will power needed. The way this works
is that all powers are at will power or Psyche rank. Now before people
start Jumping at me about escape velocity being ShX and Hal only has
Psyche of MN listen to this. If a lantern wants to RAISE the effect of
the ring he must roll with -2cs for every +1cs he is hoping for. If Hal
wants to fly at ShX he must make a Psyche check at EX.
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.

Lanterns can also control their rings even when they AREN'T wearing them. They can 
only control THEIR ring and it is still at a -6cs Psyche FEAT. Treat the current wearers
Psyche as Intensity.


These powers are Flight, Force Manipulation (energy solidification),Omni
Power (power duplication), Life Sense: GL "Type" Energy only (Kilowog
scanned for Sinestro's ring in Guy Gardner #1), Astral Travel, Body
Armor

Stat Increase: GL may increase any stat (unless it is already enhanced
ie. endurance) by the dodging  column with a succesful Psyche check.
green= +2cs,  yellow= +4Cs   Red = +6cs

(he was able to use the ring on himself to lift steel's hammer)

Recall is unusual. He has to make a aPsyche check to usae the power but
it still operates at ShZ

TALENTS

Weapon specialist: Ring    This gives him a +2cs with all Psyche checks
for the ring. This gives Hal ShX Psyche for using the ring (in the
flight example he can now go ShX with out rolling on EX), and a Psyche
of MN for other Psyche FEATs (mind Control, etc)

Any Lantern trained on Oa should have this talent, as should anyone with
 many years of practice. Kyle and any new Lanterns do NOT get this.



Aerial Combat (all of his fights tend to be when he's flying) 

Same as Weapon specialist, All Oa trained Lanterns should automatically get this,
 All new lanterns must earn it in the traditional way.