SUGARMAN vs INDIGO LANTERN

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Indigo image4.png

SugarMan- a vicious, chaotic mutant with anarchy as his only friend. Indigo Lantern has not met, and will never again meet, such a repulsive foe. Experimented on by Mister Sinister and put in charge of mutant death camps, SugarMan only finds satisfaction in enslaving and tormenting anyone he can get his hands on. 

SugarMan

Fighting EX 20

Agility EX 20

Strength IN 40

Endurance AM 50

Reason RM 30

Intuition RM 30

Psyche RM 30

Health 130

Karma 90

Powers

Growth: Poor (14’ tall)

Shrinking: Incredible (1/2” tall)

Tongue: Sugar Man can do AM edged damage with his tongue or grapple with AM strength.

Swallow: When a grappled target is swallowed, Sugarman can bite for AM edged damage.

Damage resistance: Sugar Man can shrink his inner form and leave an empty husk. This saves him from damage it enables him to get away. He can do this once per 5 rounds.

Regeneration: Sugar Man has Incredible rank regeneration, able to recover 4 pts every round.

Equipment: Carbonadium war hammer (MN blunt damage) and Osmosium battle axe (AM edged damage).

Talents: Martial Arts C, Wrestling, Engineering

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.

 

FIGHT!

ROUND 1- SugarMan pops up to full size and grabs Lantern with his tongue. SugarMan pulls Dekkard into his mouth and begins chewing with his razor teeth. Dekkard's force field protects him from harm, but the strength of the attack is much more than Dekkard can break. He's stuck.

ROUND 2- Initiative SugarMan. He spits Dekkard out on the ground and tries beating The Lantern with the Carbonadium war hammer. He misses. Dekkard flies up and shoots at Sugarman with a force blast. He misses.

"That's not the point of the exercise," says the voice of the Grandmaster, ringing through the arena.

ROUND 3- Initiative SugarMan. He increases to 14' tall and reaches up and grabs at Lantern. He catches Dekkard's leg and pulls him down, holding Dekkard in front of him. Dekkard tries a mind scan. He connects and sees a dark place, ice cold and devoid of light. SugarMan has caused Shift-Y (250) level pain on those he has tormented. One psychoplasmic shot will force Sugarman into a vegetative state. Lantern tries to find the will to act. To not act will release SugarMan back on the mutant public, to continue to enslave and torment others. The blackness of SugarMan's psyche begins to overwhelm Dekkard and he starts to slip to unconsciousness. 

ROUND 4- Initiative Dekkard. He has no choice. Lantern reluctantly tries a psychoplasmic attack before he passes out. He connects, and the pain that SugarMan has inflicted on others has now been heaped upon SugarMan's own psyche. He drops Dekkard and falls to the ground holding his head. SugarMan's karma drops to 0. His reasoning, intuition and psyche all drop to 0. He slips into a vegetative state under the weight of his own sin. Winner Dekkard.