ANNIHILUS vs INDIGO LANTERN
Annihilus, ruler of the Negative Zone, controls its inhabitants via his powerful Cosmic Control Rod. Over the years he clashed with the Fantastic Four on many occasions, often with the group defeating him in effort to invade Earth. He does not often engage in hand-to-and combat but Annihilus has proved to be a very powerful combatant, and was able to defeat the Thing, Thor, Nova Prime, Quasar and Blastaar in individual fights.
Fighting IN 40
Agility IN 40
Strength AM 50
Endurance MN 75
Reason RM 30
Intuition GD 10
Psyche RM 30
Body Armor: Annihilus' hide provides him with IN protection from Physical or Energy attack.
Flight: Annihilus can move at Remarkable speeds (15 areas/round); 225 mph in atmospheric conditions. He can move at higher rates (up to Class 1000); 10,000 mph in space using the Cosmic Control Rod.
Cosmic Control Rod: As Annihilus' chief weapon and source of power, the Cosmic Control Rod allows the wielder to manipulate vast amounts of cosmic energy. With this energy, the wielder may perform various functions:
The wielder does not age, and is invulnerable to Disease, Radiation, Heat and Cold.
The wielder may increase any one physical ability to the Unearthly rank.
The wielder may fire bolts of cosmic energy (either Force or Energy) of up to Unearthly Power rank.
The wielder may manipulate non-organic matter (but cannot transmute elements) with Unearthly ability.
The wielder can perform Unearthly energy absorption at 100 pts per round.
If deprived of the Cosmic Control Rod, Annihilus is -3CS on all FEATs, and in addition begins to age and lose Endurance at a rate of one rank per week.
Dekkard the Indigo Lantern
Fighting IN 36
Agility EX 16
Strength TY 5
Endurance AM 46
Reason GD 8
Intuition EX 16
Psyche UN 88
Electromagnetic Force Manipulation: The power ring is focused by the wielder's compassion, enabling the control of indigo psychoplasmic energy. Electromagnetic manipulation powers able to affect the entire spectrum including Hard Radiation, Light, Sound, Microwaves, Radiowaves, Magnetism, Heat, Gravity at PSYCHE plus 1CS rank. These include emit Energy and kinetic energy Blasts, Creation of Force Fields, but not objects of solid energy. Dekkard can maintain 3 effects per round.
Emotional Spectrum Emulation: A power unique to the Tribe, the Indigo can emulate the other energies of the emotional spectrum when they are in close proximity to them and use those energies for their own use. This ability has been shown to allow the wielder to copy the power of other power rings with the exception of Black or White.
Energy Projection: They can fire energy blasts (at PSYCHE +1CS).
Inability to be Traced: The Indigo Lanterns cannot be easily traced by any means.
*One of the greatest powers Dekkard has figured out is that the indigo light exposes people to the pain they have inflicted on others. Dekkard can turn that information into an attack. The greater the affliction, the more pain the target experiences. A PSYCHE FEAT is required vs target psyche to reveal that pain. With a 2nd Psyche FEAT, the Indigo lantern can afflict that level of pain on the target (first vs karma, then vs RIP). Dekkard can project the attack as Ectoplasm Energy. The Ectoplasm blast affects the target’s base Karma, not Health. If the base Karma drops to 0, then the RIP each start losing points. If Dekkard continues the attack and the RIP each just happens to drop to 0, then the victim is a vegetable. (This is only used in the most extreme circumstances, such as stopping the Anti Monitor).
Forced Empathy: The Indigo Tribe forces those without emotional or moral depth to feel for those whom they've wronged in the past. This usually manifests as chains and manacles that bind the tribesmen in question, while erasing their initially sociopathic character. The intent of this was to convert some of the galaxies worst criminals and felons to feel for their victims, eventually leading to a form of redemptive reconditioning in those who've been enslaved to the Indigo Tribe.
The ring is also capable of imparting the following extra abilities:
True Flight: Unearthly airspeed in Earth's atmosphere, Class 1000 in space.
Life Support: The ring provides Class 1000 rank life support when required.
Energy Sheath: This life sustaining aura protects him from harm. The ring generates a field of life sustaining atmosphere and protection from harmful radiation, even if the wearer is unconscious. Psyche rank defense vs attacks.
Electromagnetic Scanning: The ring has a wide range of detection abilities. If it can be conceived it can probably be detected. Most normal electromagnetic phenomena are within the range of the ring, including radio, television, infrared, ultraviolet, and high frequency band communications at Unearthly levels.
Universal Translator: The ring allows the wearer to communicate with anyone, no matter what language is spoken at Monstrous rank.
Regeneration and Recovery: Unearthly ability to repair minor injuries in others.
Energy Absorption: Unearthly
Invisibility: A ring wielder can render him/her/itself invisible at Monstrous rank by willing the ring to bend light waves around his/her/its form, as well as that of the power ring
Life Sense: Class 1000 rank.
Protection from Mortal Harm: The power ring features an emergency energy reserve, to be utilized only when the wielder faces mortal injury. This power automatically activates to preserve the wearer's life and can be used only once during a twenty four hour period, unless the power ring is recharged at the power battery. The effect can then last up to an additional twenty four hours, to protect the ring possessor if energy runs out in the void of space.
Charge: Each power ring maintains a Class 3000 positive charge to use. This is decreased by the power rank used. Intensity of FEAT's using the ring drain points from the ring's 3000 point charge. As most Lantern's never use this kind of power in a 24hour period, most believe the ring charge is unlimited.
Protection of Life: The ring's programming forbids the taking of life. Ordinarily, the ring will issue a warning to the wielder and may even shut down, leaving the wielder vulnerable to attack.
Indigo Energy Conduit: staffs and their own bodies channel the power of compassion for a variety of uses.
Wormholes & Spatial Warps: Their power grants its wearer access to wormholes in space, enabling the them to rapidly cut time and distance needed for transport.
Limited Cellular Regeneration: They have a limited ability to to heal others during or after they feel great compassion. The compassion has to be genuine and the healing is only to the extent of the grief and minor aesthetics, major injuries have not been seen to be healed by any Indigo Lantern yet. It is unknown if the Indigo Tribe can heal itself or if they must feel compassion to do so.
Discern Motivation: In effect with healing and restoring damaged or destroyed bodily tissue, the ring has the effect of laying bare any and every horrific thing the individual they're restoring has done in their life.
Inability to be Translated: The power ring can translate virtually any language in the universe, facilitating diplomatic encounters rather than violent confrontations, however the indigo speak in a language not recognized by the lantern rings making them an enigma.
Material Alteration: Criminals and Individuals recruited to the Tribe have their clothing transformed into an Indigo Lantern uniform. If they do not already have one, they also receive an Indigo Lantern Power Staff which vanishes when their ring is removed. The appearance of the uniform and staff is dependent on the individual.
Willpower Subversion: While the indigo rings prevent the lights that they channel from influencing them (e.g. to prevent the red light from consuming them once it's no longer in use) is a strength, it is also a weakness as it subverts their wills to the influence of the Indigo light.
Recharge Protocol: the Rings needed to be charged after a period of 24 hours, regardless of how often it was used. 3000 pts of power per charge.
ROUND 1- This battle takes place in the Negative Zone. Annihilus flies to an asteroid after being promised a victory prize by the Grandmaster. Lantern flies to the waiting Annihilus as Grandmaster encloses the pair in a force field. Dekkard raises a force field. Advantage Annihilus. He blasts the Lantern with a concussion beam. It's a hit, but Dekkards shield holds. He fires back with a concussion beam of his own. It's a perfect shot, resulting in a kill result. But instead of hurting Annihilus, the beams adds 60 points to his health. Annihilus smiles and flexes as he digests the new energy (health at 265). Ring energy drops to 2800.
ROUND 2- Dekkard realizes he has made a mistake. He has the advantage so he turns himself invisible and quickly moves left. Annihilus is confused for a second, but sends out a concussive area blast, with himself at the blast center. Dekkard's shield holds.
ROUND 3- Initiative Lantern. He scans for a way into Annihilus' mind. He connects and experiences a pain level of Shift Z (400 points). He figures one psychoplasmic shot will paralyze his enemy, but will be glad to end it early. Dekkard hits, but Annihilus doesn't go down. Annihilus' karma drops to 30, with only 40 points of the attack taking effect. Annihilus channels the health energy he received into a Shift-X energy blast covering the area. It shatters Lanterns shield and Dekkard turns visible. Dekkard drops 40 health points to 63. He falls to his knees. Ring energy at 2600.
ROUND 4- Intitative Dekkard. He raises a shield and releases a psychoplasmic burst. It hits, and Annihilus loses the remainder of his karma (0). He also loses 3 points off Reason, Intuition and Psyche. He feels it and howls with frustration. He fires two force blasts at the Lantern. The first hit is shrugged off by Lantern's shield, but the second is a bullseye hit and shatters the shields integrity. Ring energy at 2400.
ROUND 5- Initiative Lantern. He throws up a shield and fires a psychoplasmic blast. He does not connect. Annihilus attempts to take control of Lantern's ring with the control rod. He fails. He fires and energy blast and hits. The shield holds. Ring energy at 2200.
ROUND 6- Advantage Annihilus. He draws on the negative energy in the Negative Zone, increasing the rod's blast power to Shift-Y 200. The rod begins to glow white hot as Dekkard prepares to try and dodge the blast. He flies. Annihilus fires. It's a bullseye. Dekkard loses all health and falls to the surface of the asteroid. The Grandmaster declares "Hold!". Annihilus wins.