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RED HOOD & DEADSHOT vs INDIGO LANTERN

Indigo image4.png

Red Hood, the 2nd Robin, turned deadly vigilante, vowing to eradicate criminals in Gotham, even if it means deadly force. Deadshot, master marksman who kills for pleasure. For him, wounding is never an option. Will Jason and Floyd team up to defeat Dekkard, or will they destroy each other before he has a chance?

Red Hood

Fighting IN 40

Agility RM 30 (MN when using guns)

Strength GD 10

Endurance EX 20

Reason EX 20 

Intuition RM 30

Psyche EX 20

Health 100

Karma 70

Powers: None

Equipment

SPECIAL WEAPON- the Antimatter extrapolator. This pistol looks much like the standard handgun. The Weapon fires a tight beam of antimatter particles up to a range of 1 area. When solid matter and the antimatter beam meet, the result is an explosion, as a minute amount of physical matter is instantly transformed into energy. If the target is struck, he suffers Unearthly force damage, as the meeting of his very atoms with the antimatter particles triggers an explosion; even though this is considered a force attack, the blast itself is considered an energy attack against a target's Body Armor. In addition, the force of the explosion can cause Slams or Stuns (Yellow or Red results, respectively) like a blunt attack.  The pistol can be fired once per round, and has enough ammunition charges for 10 shots.

• Kris Blade: Incredible material, Rm 30 Edged damage; asymmetrical dagger known for its distinctive wavy blade.   
• Pistols (x2): Gd 10 Shooting, 1 shot each per round, 3 areas

• Sniper rifle: Gd 10 Shooting, 1 shot per round

Red Hood Mask: The mask is a Kevlar-lined helmet with Aramid-fiber that provides Excellent (20) rank Body Armor vs. Physical attacks, Energy attacks, and Remarkable (30) vs. Fire, Heat (benefit of +1CS blunt Strength damage for Headbutts). -Starlite night vision lenses that collects & focuses ambient light, permitting normal vision in any area not completely devoid of light (Remarkable (30) Ultra-vision). -A built-in throat microphone/broadcaster unit that scrambles and augments his voice (Incredible (40) rank). -A radio receiver/transceiver. 
-An audio processor with voice command equipment. -A field of view display projector. 
-An inertial GPS system with 2D/3D mapping systems. 

• Body Armor: Excellent (20) protection vs. Physical and Energy attacks.
• Gauntlets: Red Hood's gauntlets are reinforced along the knuckles, metacarpals, fingertips, and palms effectively making them blunt weapons which allow Red Hood to do Strength +1CS blunt damage in Slugfest combat.
• Boots: The boots are modeled on a Tactical design that acts as both armor and as reinforcement for the ankle joint when kicking or landing from high distances (Strength +1CS Blunt damage from kicks).

Talents

Weapons Specialist: Kris Blade, Marksman, Guns, Sharp Weapons, Thrown Weapons, Weaponsmaster, Acrobatics, Tumbling, Detective/Espionage(+3CS), Martial Arts-all, Wrestling, Disguise/Actor, Computers, Forensics, Resist Domination, Psychology, Driver, Motorcycle, Kit Bashing, Pilot: Helicopters to Jet Fighters, Escape Artist, Leadership, Tracking, Law, Law-Enforcement, Medicine, First-Aid, Criminology, Engineering, Biology, Chemistry, Physics, Electronics, Demolitions, Military, Survival, Intimidation/Interrogation, Multi-lingual

Deadshot

Fighting GD

Agility RM 30 (UN when firing wrist guns)

Strength GD 10

Endurance EX 20

Reason EX 20 

Intuition GD 10

Psyche GD 10

Health 70

Karma 40

Powers: None

Equipment

SPECIAL WEAPON- the Antimatter extrapolator. This pistol looks much like the standard handgun. The Weapon fires a tight beam of antimatter particles up to a range of 1 area. When solid matter and the antimatter beam meet, the result is an explosion, as a minute amount of physical matter is instantly transformed into energy. If the target is struck, he suffers Unearthly force damage, as the meeting of his very atoms with the antimatter particles triggers an explosion; even though this is considered a force attack, the blast itself is considered an energy attack against a target's Body Armor. In addition, the force of the explosion can cause Slams or Stuns (Yellow or Red results, respectively) like a blunt attack.  The pistol can be fired once per round, and has enough ammunition charges for 10 shots.

  • Pair of wrist-mounted Colts: IN (40) material

  • EX (20) Shooting damage

  • -Ex intensity Int. FEAT. needed to hear the guns when they are fired.

    Eye Scope: Has the following abilities:
    -Telescopic Vision: 20 area range
    -Thermal Vision: Am

    Cartridge Belt: Carries 12 complete loads for his wrist gun

    Limitation

  • Deadshot enjoys killing. When in combat he will usually employ killing shots over wounding. Deadshot has a deathwish. If presented with an opportunity to die in a spectacular fashion, he must make a Psyche Feat roll to avoid.

Talents: Weapons Specialist: Wrist Magnums, Marksmanship, Guns, Repair/Tinkering, Thief, Martial Arts A

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

Health 103

Karma 132

Powers

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.
*Limitations
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.
Weakness
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.

 

FIGHT!

ROUND 1- Dekkard appears in the middle of the city. He immediately flies. A sniper shot instantly hits the ground where he was standing. He activates his forcefield. He rises above the city for a better look. Multiple rounds bounce off his forcefield but do not penetrate. A second stream of sniper fire hits him in the back. He is now being shot at from both sides. 

ROUND 2- Dekkard scans the city for two psyche signatures. They are both weak but they are there. He turns to fly toward Floyd's eading when an energy beam scream at him from one of the rooftops. Its a bullseye. His forcefield shatters and he plummets the ground. Dekkard hits the street taking 20 points health damage. Health at 83. Dekkard turns invisible as he heads toward Deadshot. 

ROUND 3- Floyd screams out from the darkness "Come on ahead Lantern! I got somethin for ya!" Dekkard moves toward the sound of the voice. He scans ahead and gets a fix on Deadshot's psyche. Deadshot steps out of the shadows with the antimatter gun raised.  Initiative Deadshot. He scans with his thermal scope and fires. Bullseye hit as Dekkard drops to the ground. The pain of the impact is excruciating. He becomes visible. He loses one END rank to Incredible.  He focuses and fires an ectoplasmic attack on Deadshot. Its dead on as Floyd loses all Reason, Intuition and Psyche. The emotional pain of Deadshot's past deeds drop his karma to 0 and he falls into a comatose state.  Red Hood steps up behind Dekkard with the antimatter gun raised.

ROUND 4- "Grandmaster said you were supposed to be tough, but you're a big wussie." Red Hood's finger tightens on the trigger as Dekkard emits a Shift-X sound blast. Red Hood falls to the ground trying to cover his ears. "Stop! Stop!" Dekkard crawls to Jason, grabbin the gun and crushing it with a force blast. He stops the sound attack. Red Hood's armor has protected him from some of the attack, but his health is very low at 20 points. Dekkard grabs Jason's arm and scans him. Dekkard fires a ectoplasmic attack and drains all of Jason's Reason, Intuition and Psyche. Red Hood's karma drops to 15. He is very weak.

ROUND 5- Dekkard yells at the sky. "There's a difference between these two! Deadshot is brutal, hateful! Red Hood believes in his cause! He is not like the other man! I will not plunge him into the abyss! Maybe in the future if we meet again, but not today!" There is no response. "You hear me? Not today! I am done!"

Deadshot and Red Hood disappear as Dekkard is teleported back to the Grandmaster's infirmary... Winner Indigo Lantern.

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