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LOKI vs INDIGO LANTERN

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Throughout his childhood, Loki was resentful of the differences between his brother Thor and himself. The Asgardians valued great strength, tenacity, and bravery in battle above all things, and Loki was clearly inferior to his brother. What he lacked in size and strength, he made up for in power and skill, particularly as a wielder of Asgardian Eldritch Energies. In time, his reputation grew from being a mischievous trickster to the malevolent "god of evil". 

Loki

Fighting RM 30

Agility EX 20

Strength AM 50

Endurance AM 50

Reason EX 20

Intuition EX 20

Psyche UN 100

Health 150

Karma 140

Powers

  • Body Resistance: Loki has Excellent protection from physical and energy attacks.

  • Enhanced Senses: Loki can see the happenings he wishes in distant places and other dimensions.

  • Image Protection: Loki can project an image of himself with Monstrous ability.

  • Thought Casting: Loki can communicate telepathically with Class 1000 ability across dimensions.

  • Retarded Aging: This power grants Unearthly immunity to the ravaging effects of time. Loki only physically ages one year for every 100 years. He will age, just very slowly. He may still be killed normally.

Manipulate Eldritch Energy- mastery is at a MN level (unless otherwise stated among his powers below) and he can mimic any other PWR at PWR rank upon making a MN PWR FEAT:

  • Animate Objects: Unearthly power.

  • Eldritch Bolts: Monstrous energy or force (10 area range).

  • Eldritch Shield: Monstrous shield vs. physical, energy and magic attacks.

Talents

Asgardian Lore, Asgardian Mythology, Occult Lore, Resist Domination

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 24 hour 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 activates his force field as Loki tries to shove a blade between his ribs. The blade bounces off and Loki steps back from Dekkard, and duplicates himself. At that same time he animates 3 mud creatures and surrounds Dekkard. Dekkard  flies.  Both of Loki raise their hands and fire a force bolt at Dekkard. It bounces off. One Loki disappears.

ROUND 2- Initiative Loki. Loki attacks with Induced Sleep, but the attack fails. He causes the 3 mud creatures to extend their legs up and reach for Dekkard. One of the creatures grabs him by the leg. He ignores the creature for the moment and scans Loki. Success. He sends an ectoplasmic attack at Loki's mind. He fails.

ROUND 3- Initiative Loki. Loki attacks with mind control. He fails. The strength of the backlash from Dekkard's Psyche drives Loki to his knees. The mud creature dissolves. Dekkard tries an ectoplasmic attack and hits with success. Loki loses 75 off his karma, dropping it to 65. 

ROUND 4- Loki is disoriented from Dekkard's attack. Dekkard initiative. He hits and removes Loki's remaining karma. Loki also loses 10 pts off his Psyche. Loki looks up and raises his hand. "Hold." Dekkard stops, stunned. "I did not understand what I was facing. I yield."

ROUND 5- Dekkard looks up at the sky waiting for Grandmaster to take them out of the arena. Loki reaches in his robes, and hurls 7 darkforce daggers at the Indigo Lantern's back. Dekkard senses the attack and spins out of the way. 3 daggers hit penetrating Dekkard's force field, causing 30 points of lost health. Dekkard jumps in the air and blasts Loki with ectoplasmic energy. The attack is overwhelming as Loki loses 75 points of Psyche, dropping him to 15.

ROUND 6- Dekkard hovers in the air. "One more attack and you end up in a coma." Loki looks up with a defiant scowl. "I think you're lying." Loki raises his hands for an attack but Dekkard beats him to the initiative. He hits Loki with a final blast, plunging the prince of Asgard into unconsciousness. 

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