top of page

CAPTAIN TRIPS vs INDIGO LANTERN

moonchild2.png
Indigo image4.png

Mark Meadows, aka Captain Trips, is possibly the most brilliant biochemist in the world. He has created five different powders, of five distinct colors, to call up his five "friends," each of which equips him to fight evil in the world. Each personna is as varied as the names they have been given (JJ Flash, Moonchild, Cosmic Traveller, Starshine and Aquarius). Each personna lasts only one hour, at which point Captain Trips reverts to his normal self, but at that point he can use another powder and transform into a different personna.

Captain Trips/Moonchild personna

Fighting AM 50

Agility 40 IN

Strength EX 20

Endurance RM 30

Reason GD 10 

Intuition IN 40

Psyche IN 40

Health 70

Karma 90

Powers

  • Climbing: Remarkable

  • Martial Art Supremacy: +2CS to all applicable Martial Arts A maneuvers

  • Night vision: Good Same as infravision

  • Stealth: Remarkable

  • Body Resistance: Good protection vs physical

  • Hyper Leaping: Remarkable

  • Psi Screen: Remarkable

Limitation
Personal code against killing.

Talents

Acrobatics, Martial Arts A (can Stun or Slam an opponent regardless of their comparative Strengths and Endurances) and E (+1CS to initiative rolls in unarmed combat), Tumbling, Running, Multi-Lingual: (Korean, French, Japanese, Mandarin, Portuguese, English)

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.

Arena equipment- Psi-Scrambler Wave Generator that spews a cone shaped barrage of high-frequency beta waves at AM intensity. The beta waves fill the mind of anyone with Mental powers with the loudest radio static you could imagine.  The victim must make a Psyche check each round to be able to concentrate on anything. If they are able to take an action, they may use any Mental powers that still operate after a 50 pt. reduction.

FIGHT!

ROUND 1- Dekkard dodges Moonchild's foot coming toward his face and falls back to a defensive position. The Indigo Lantern looks at Moonchild, trying to determine if the beta waves are affecting his opponent. Dekkard's force field has no effect against the beta waves. He tries to plug his ears with his fingers, but the sound isn't coming in that way. He tries to concentrate against the waves. He determines the exact frequency and wavelength of the beta waves, and sends out a jamming broadcast. 

ROUND 2- The noise in his head stops as he tries to gather himself, but his force field is down and Moonchild throws 3 kicks- two connect for damage and Dekkard is down 40 health points to 63. Dekkard fires a heat beam at 50% power, while trying to keep the jamming broadcast continuing. He drops Moonchild to the ground. Moonchild is sweating and gasping at the intensity of the attack which brings Moonchild down to 7 health.  Dekkard scans Moonchild's mind for ectoplasmic residue. The Moonchild has done no harm. 

ROUND 3- Dekkard blasts the box with a force beam, and destroys the beta wave transmitter. He moves over to Moonchild and offers a hand up. Moonchild looks up warily, but accepts. Dekkard uses the contact to heal 10 points of health. Moonchild feels the energy surge and pulls back. "You attack me and then heal me?" "No," says Dekkard, "I defend myself and then try to make ammends." Moonchild thinks for a minute then extends a hand again. Dekkard responds by healing up 10 more health points. Moonchild releases, steps back, and disappears.

Winner- Indigo Lantern.

bottom of page