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ZOD vs INDIGO LANTERN

Indigo image4.png

General Dru-Zod was a general in the Kryptonian Army with ambitions to take over the planet Krypton, and after trial was banished to the Phantom Zone. Being banished, he survived Krypton's destruction, and frequently challenges Superman for control over the Earth. His megalomania knows no bounds and he will usurp and control any group of people he chooses.

Zod

Fighting IN 40

Agility MN 75

Strength MN 75

Endurance SHIFT-Y 300

Reason IN 40

Intuition IN 40

Psyche MN 80

Health 490

Karma 160

Powers

•  Class 1000 Solar Absorption and Storage that provides Zod with mass amounts of energy that support all his other powers and abilities. He may direct this stored energy to enhance the following abilities:

•Kryptonian Physiology: Exposure to a Yellow sun alters a Kryptonian to allow great physical abilities that provide Zod with the Agility, Strength, and Endurance Ranks listed under statistics and includes the following powers.

            *Invulnerabilities: Zod has Class 1000 resistance to Heat, Cold, Disease, Corrosives, Toxins and Radiation.

            *True Invulnerability: Kryptonian body provides him with MN protection from physical and Energy attacks.

            *True Flight: Zod is able to fly at Shift-Y airspeeds in atmosphere whilst at Class 1000 speed in space.

            *Heat Emmision-Eyes: emit his stores of solar radiation through his eyes causing Unearthly Heat damage with a 10 area range. He is able to make wide or focused beams.

            *Hyper Speed: Zod is fast. He possesses hyperspeed at Unearthly. He may:

            Substitute for Fighting for multiple attacks and evading. May make up to 4 combat actions per round.

            Substitute for Agility for dodging and catching projectiles.

            Substitute for Intuition for initiative.

            May reach maximum flight or ground speed in one round and has no penalties making high speed maneuvers or starting or stopping suddenly.

            *Hyper Breath: Can exhale Monstrous strength winds at a 3 area range. Each area thereafter is at -1cs in intensity.  *May also emit Amazing intensity cold.

•Superhuman Senses: Zod heightened senses: Enhanced Hearing: Unearthly, Microscopic Vision: Amazing, Telescopic Vision: Good, Penetration Vision-Xrays: Unearthly

*Recovery: Zod's body continues absorbing solar radiation even after death. This energy may eventually return him to life making it virtually impossible, just like Superman, to kill him.

 

Limitations

•  Zod is vulnerable to Krytonite, an irradiated ore from his home planet of Krypton. Green Kryptonite: causes his body's cells to deteriorate, similar to radiation poisoning in a human being. Exposure to Green Kryptonite causes Zod to lose all his powers at -1CS per round. He also loses 1 rank of Strength and Endurance (with its loss of Health) per round until death occurs at Shift-0 Endurance. Removal of the Green Kryptonite enables Zod's body to regain lost ranks at a rate of one per round.  Additionally: Zod's powers are based on solar radiation from Earth's yellow sun. Should he be deprived of this radiation for an extended period, he will gradually lose his powers dropping at the rate of -1CS every minute until they are no more. His physical abilities will reduce at -1CS every round until reaching Typical levels.

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 initiative. He raises his force field, and tries a psyche scan, and fails.  Zod fires a heat beam from his eyes and hits. Lantern's shield holds, but the ring loses 100 energy points, dropping to 2900.

ROUND 2- Zod flies to the edge of the force field surrounding the moon and waits, positioning himself for maximum exposure to the sun. Dekkard tries another psyche scan. Second failure. Zod mutters to himself "why are you trying to get in my head, Lantern?"

ROUND 3- Dekkard initiative. He fires an energy blast at Zod, but Zod has already moved out of the way. Ring energy at 2800. Zod moves back into position and fires a heat beam and hits. The shield holds but ring energy drops to 2700. Dekkard flies, and turns invisible. 

ROUND 4- Zod initiative. He holds his position watching for an indication of Dekkard's location. Dekkard tries a psyche scan and fails. Flying and invisibility are costing the ring 200 energy. Ring drops to 2500.

ROUND 5- Dekkard initiative. He karma-charges a psyche scan, and hits. Zod's mind is a cold, black place. Zod continues to hang in space near the edge of the moon's force field. He responds to the mind sweep, grabbing his head and screaming "Get out!" The ring drops to 2200 energy. 

ROUND 6- Zod initiative. He solar boosts his strength to maximum 150. He sweeps the area with cold super-breath watching for any deformity in the area. Dekkard's body heat causes barely perceptible condensation outlining his location for an instant. Zod strikes. He flies and punches Dekkard's location,  and connects. Dekkard's force field shatters and he turns visible. He takes 25 points health damage, dropping him to 78. Dekkard quickly reinstates the force field, but the ring drops to 1900 energy. 

ROUND 7 - Zod initiative. He presses his advantage flying at Dekkard and swings twice, connecting twice, the second blast knocking Dekkard into the force field surrounding the moon. Dekkard's personal health drops to 28. He delivers a flash/bang attack of 125 class blinding light and sound. The move costs him 200 more energy points from the ring. By the time Zod recovers from the disorientation, Dekkard has moved to the far side of the moon, invisible one again. He settles on the surface and checks the ring's energy- 1500. Half gone.

ROUND 8- Zod initiative. Zod hovers back in place at the edge of the moon's force field, soaking up solar energy. Dekkard pulls up the record of Zod's history, frantically searching for a way to stop the super-villain. 

ROUND 9-15- Zod hovers near the edge of the force field while Dekkard tries to digest the volumes of information provided by the Grandmaster. Dekkard finally understands the Grandmaster's comment, "Impetuous." The Lantern realizes he should have studied instead of assuming he was going to be able to easily turn Zod's anguish upon himself.  The only weaknesses Zod had were Kryptonite, which there was none, and red sun radiation. With Zod able to recharge with the yellow sun at will-

ROUND 16- Dekkard initiative. He checks the ring's energy reserve. 900 left. No room for mistakes. He has to choose between invisibility and his force field. Dekkard turns invisible and moves to the side of the moon where Zod is hovering. Dekkard lands on the surface of the moon and turns visible. In the sky Zod turns to face him. Dekkard uses a radiation attack, and bathes the entire area in red sun radiation. Zod reacts in agony and drops to the surface of the moon, losing one level of strength, endurance, agility and fighting ability. His health plummets a fifth, dropping to 390. 

ROUND 17- Indigo pours on the red sun radiation, but the ring's energy is just at 600 and may not last. Zod grits his teeth against the agony of the attack, and flies at Indigo, indigo dodges, but Zod is too fast. Indigo has no force field up, as Zod connects, knocking Indigo half way across the moon, and into unconsciousness with 0 health.  Winner Zod!

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