Lightning Lad

Lightning Lad, founding member of the Legion of Super-Heroes, Real Name Garth Ranzz

Description:
COMMLINK DATA BASE

Improvements & Zeniths Specie Data
TRAIT & CATEGORY 1 2 3 4 5 6 7 8 9 10 Z Name: Garth Ranzz
COMBAT Home Planet: Winath
Aim: Excellent/7 Species: Winathian
Fighting: Excellent/7 Classification: Enhanced Humanoid
Agility: Excellent/7 Character Type: Legionnaire
MIGHT Physical Description
Speed: Good/6 Birth Date: November 10th; Earth Solar Year
Strength: Good/6 Age:
Toughness: Excellent/7 Height: 6’1
MENTAL Weight: 190 lbs. Size: Average/5
Concentration: Good/6 Hair: Red
Intellect: Good/6 Eyes: Blue
Psyche: Good/6 Handedness: Right
INFLUCENCE Distinguishing Characteristics
Allure: Excellent/7 None
Deception: Average/5
Leadership: Good/6
GUIDANCE
Fate: Poor/3 DATA BASES
Luck: Weak/2 Action: 5
Spirit: Average/5 Brande Account:

STATUS SCORE

Traits: +86 Area of Expertise: +
Personality Traits : + Powers: +
Specie Traits: + Power Surges: +
Physical Traits: + Weaknesses: +
Character Category:

PSI SCAN & SPECIES PROFILE
Personality Traits 1 2 3 4 5 6 7 8 9 10 Z Specie Traits 1 2 3 4 5 6 7 8 9 10 Z
Overly Protective; Ty/4
Self-Doubt; Gd/6
Showmanship; Re/8

ORIGIN
As children, twins Garth and Ayla Ranzz carried an uneasy relationship with their mentally unbalanced brother Mekt. The three often travelled together more so after Garth, an enthusiastic spaceship pilot, received his pilot’s certificate. After Mekt had cruised the three into a meteor shower, Garth took over to bring them for an emergency crash landing on Korbal. Stranded with a powerless ship, Garth tried to lure the native Lightning Beasts to recharge the ship’s batteries, only to have the creatures blast at the instead. However, instead of killing them, the lightning blast gave each often bio-electrical powers.

They returned to Winath, and Mekt soon left to pursue his own selfish interests. Garth travelled to Earth to try and find him and became one of the three teens who saved R.J. Brande from assassination and became a founding member of the Legion. There, Lightning Lad and Saturn Girl began a lasting romance that later led to marriage*.

Recognized as the “Unluckiest Legionnaire during the course of his Legion career, Garth endured a temporary deathlike coma, the short term loss of an arm and the *kidnapping and subsequent transformation by Darkseid of one of his sons into the inhuman Validus. Now a Legion Reservist, Garth stays home with his sons.

*The events of marrying Saturn Girl, having children and one of them being transformed into Validus and becoming a Legion Reservist have yet to take place in the campaign.

AREAS OF EXPERTISE
# Academics: Business & Trade Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS Zen SSM
1 Agriculture Products +10 Ex/7 Int/Con -3 12 7 ×1
2 Energy Crystals Int/Con -4 15 10 ×1
3 Mining Int/Con -4 14 9 ×1
4 Slavery Int/Con -4 15 10 ×1
5 Weapons Int/Con -4 16 11 ×1
# Academics: Law, Gov. & Military Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Diplomatic Relations +8 Av/5 Int/Con -4 14 9 ×2
2 Evidence Evaluation Int/Con -7 16 11 ×2
3 Government Procedures +9 Gd/6 Int/Con -3 14 9 ×1
4 Interplanetary Law +9 Gd/6 Int/Con -4 15 10 ×1
5 Military Negotiations Int/Con -4 16 11 ×2
6 Planetary Law +10 Ex/7 Int/Con -3 13 8 ×1
7 Tactical Command & Planning Int/Con or Ldr -4 16 11 ×2
# Academics: Linguistics & Lit. Studies Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Interlac +10 Ex/7 Int/Con -2 12 7 ×1
2 Planetary Language Current Int/Con -2 12 7 ×1
3 Planetary Language Obsolete Int/Con -2 14 9 ×1
# Academics: Specie Studies Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Anthropology Int/Con -4 15 10 ×1
2 Archaeology Int/Con -4 15 10 ×1
3 Genealogy Int/Con -4 13 8 ×1
4 History Int/Con -4 14 9 ×1
5 Mythology Int/Con -3 13 8 ×1
6 Philosophical Studies Int/Con -4 14 9 ×1
7 Political Science Int/Con -4 14 9 ×1
8 Psychological Studies Int/Con -4 15 10 ×1
9 Sociology Int/Con -3 14 9 ×1
10 Theology Int/Con -3 14 9 ×1
# Artistic Creations Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Drawing Agl/Con -3 10 5 ×1
2 Flower Arranging Int/Con -3 12 7 ×1
3 Painting Agl/Con -4 14 9 ×1
4 Sculpting Agl/Con -5 16 11 ×1
# Athletic Sports Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Air Skating Spd/Agl -6 17 12 ×1
2 Batball Spd/Str -2 12 7 ×1
3 Boating Str/Spd -2 12 7 ×1
4 Climbing Str/Spd -3 13 8 ×1
5 Diving +9 Gd/6 Agl/Con -2 12 7 ×1
6 Ice Skating Spd/Str & Agl -4 13 8 ×1
7 Magno-ball Aim/Spd & Agl -2 14 9 ×1
8 Moopsball Aim/Spd & Str -2 12 7 ×1
9 Parachuting Con/Agl -2 13 8 ×1
10 Ricochetball Spd/Str & Agl -5 14 9 ×1
11 Skiing Agl/Str -4 14 9 ×1
12 Swimming +10 Ex/7 Spd/Str -2 11 6 ×1

AREAS OF EXPERTISE
# Brawling & Martial Arts Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS Zen SSM
Blocks & Dodges
1 Block Blow 11 Re/8 Ftg/Spd -2 12 7 ×2
2 Block Kick Ftg/Spd -3 13 8 ×2
3 Dodge +12 Re/8 Spd/Agl -2 12 7 ×2
4 Instant Block Ftg/Spd - 15 10 ×2
5 Multiple Blocks Ftg/Spd -6 18 13 ×3
6 Opponent Shield Agl/Ftg -5 14 9 ×2
7 Prone Block +9 Gd/6 Ftg/Spd -6 14 9 ×1
8 Prone Dodge +10 Gd/6 Spd/Agl -5 14 9 ×1
9 Withstand Blow Tgh/Psy -6 19 14 ×2
Blows & Punches Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS Zen SSM
1 Punch +11 Re/8 Ftg/Str -2 10 5 ×1
2 Elbow Jab +9 Gd/6 Ftg/Str -3 12 7 ×1
3 Face Punch or Slap +11 Re/8 Ftg/Str -2 12 7 ×1
4 Flying Double Fisted Punch Ftg/Str -8 17 12 ×2
5 Head Butt Ftg/Tgh -4 13 8 ×1
6 Instant Punch Spd/Ftg - 15 10 ×3
7 Iron Fist Tgh/Str - 19 14 ×3
8 Kidney Blow +10 Ex/7 Ftg/Str -3 14 9 ×2
9 Low Blow Ftg/Str -4 12 7 ×2
10 Multiple Blows +9 Gd/6 Ftg/Spd -4 18 13 ×4
11 Prone Punch +9 Gd/6 F4g/Str -5 15 10 ×2
12 Round House Swing +11 Re/8 Ftg/Str -3 12 7 ×2
13 Shattering Blow Con/Str -6 18 13 ×2
14 Stomach Punch Ftg/Str -3 13 8 ×2
15 Upper Cut +11 Re/8 Ftg/Str -3 14 9 ×2
# Holds and Breaking Holds Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS Zen SSM
1 Grab +10 Ex/7 Ftg/Spd -2 10 5 ×1
2 Arm Lock +10 Ex/7 Ftg/Str -3 11 6 ×2
3 Bear Hug +9 Gd/6 Str/Spd -3 12 7 ×2
4 Bone Breaking/Arm & Hand Ftg/Str -6 20 15 ×3
5 Bone Breaking/Back Ftg/Str -8 23 15 ×5
6 Bone Breaking/Leg Ftg/Str -7 21 20 ×4
7 Bone Breaking/Neck Ftg/Str -6 23 15 ×5
8 Bone Breaking/Ribs Ftg/Str -5 20 15 ×3
9 Break Hold +11/
10 Re/8 or Gd/6 Ftg/Str or Agl -3 12 7 ×2
10 Choke Hold Ftg/Str -4 14 7 ×3
11 Disarm +10 Gd/6 Ftg/Agl -8 17 12 ×3
12 Dodge, Block, Catch Flying Weapon Ftg/Spd or Agl/Spd Varies 20 15 ×4
13 Eye Gouge Ftg/Str -3 12 7 ×1
14 Full Nelson +9 Gd/6 Ftg/Str -5 14 9 ×2
15 Hair Pull Ftg/Str -2 11 6 ×1
16 Head Lock +10 Ex/7 Str/Ftg -4 13 8 ×1
17 Leg Lock Str/Ftg -5 14 9 ×2
18 Reverse Choke Hold Ftg/Str -6 14 9 ×2
19 Tackle +11 Ex/7 Str/Ftg -2 10 5 ×2
20 Unconsciousness Hold Ftg/Str - 22 15 ×3

AREAS OF EXPERTISE
# Kicks Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS Zen SSM
1 Kick Ftg/Str -2 10 5 ×1
2 Back Kick Ftg/Str - 18 13 ×2
3 Bone Breaking/Arm & Hand Ftg/Str -6 20 15 ×2
4 Bone Breaking/Kick/Back Ftg/Str -8 23 15 ×5
5 Bone Breaking/Kick/Leg Ftg/Str -7 21 15 ×4
6 Bone Breaking/Neck Ftg/Str -6 23 15 ×5
7 Bone Breaking/Ribs Ftg/Str -5 18 13 ×3
8 Flying Kick Agl/Spd - 16 11 ×3
9 Instant Kick Spd/Ftg - 16 11 ×3
10 Knee Smash Ftg/Str -4 11 6 ×2
11 Leg Sweep +10 Gd/6 Ftg/Str -6 13 8 ×2
12 Low Blow Kick Ftg/Str -3 12 7 ×2
13 Multiple Kicks Spd/Ftg - 19 14 ×4
14 Prone Kick Ftg/Str -6 14 9 ×2
15 Prone Leg Sweep Ftg/Str -4 15 10 ×2
16 Shattering Kick Con/Str -4 16 11 ×3
17 Spinning Kick Spd/Ftg - 15 10 ×3
18 Trip +9 Gd/6 Agl/Str -3 12 7 ×1
# Leaps and Falls Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Leap +10 Ex/7 Agl/Str -2 11 6 ×1
2 Break Fall Agl/Tgh -8 15 10 ×2
3 Flips & Rolls Agl/Spd -6 17 12 × 2
4 Instant Stand Spd/Agl - 13 8 ×3
5 Precarious Edge Fighting Con/Agl -8 17 12 ×3
# Mental Moves Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Ki Energy Spr/Con - 18 13 ×3
2 Blind Fighting Con/Spr - 19 14 ×4
3 Death Touch Con/Ftg - 23 15 ×5
4 Immovable Stance Con/Spr - 22 15 ×5
5 Meditation, Healing the Body Spr/Con - 21 15 ×5
6 Meditation, Healing the Mind Spr/Con - 22 15 ×5
7 Meditation, Healing the Spirit Spr/Con - 23 15 ×5
8 Meditation, Resisting Pain Con/Tgh - 21 15 ×4
9 Mesmerizing Gaze Con/Spr - 22 15 ×5
10 Paralyzing Touch Con/Ftg - 21 15 ×4
# Throws and Shoves Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Backward Throw Agl/Str - 14 9 ×3
2 Hip Toss Agl/Str -4 10 5 ×2
3 Overhead Throw Str/Ftg -7 12 7 ×3
4 Shoulder Shove +11 Ex/7 Str/Ftg -3 10 5 ×2
5 Throw to the Ground +11 Ex/7 Str/Agl -3 10 5 ×1
# Computers & Communications Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Advanced Alien Technology Int/Con -8 21 13 ×4
2 Communications Int/Con -3 14 6 ×1
3 Computer Hacking Int/Con - 20 12 ×4
4 Computer Programming +8 Av/5 Int/Con -4 12 7 ×2
5 Computer Repair +7 Ty/4 Int/Con -5 14 6 ×1
6 Create & Download Virus Int/Con - 20 12 ×4
7 Decode Message Int/Con -5 17 8 ×2
8 Disable Security Systems Int/Con - 19 12 ×3
9 Encode Message Int/Con -5 17 8 ×2
10 Virus Detection and Removal Int/Con - 18 8 ×2

AREAS OF EXPERTISE
# Creature Knowledge Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Beast Rapport Ldr/Con - 17 7 ×1
2 Care and Knowledge Int/Con -3 13 5 ×1
3 Capturing Beast Int/Str or Agl or Con -5 15 7 ×1
4 Riding Agl/Int -2 13 5 ×1
5 Training Ldr/Con -5 16 8 ×1
# Entry & Surveillance Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Bypass Computer Sec. Systems Int or Agl/Con - 19 12 ×3
2 Eavesdropping Con/Dec -3 13 5 ×1
3 Lock Picking Agl/Con -5 15 8 ×1
4 Surveillance Int/Con -5 15 8 ×2
# Games Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Gambling Int/Con or Dec -4 16 7 ×1
2 Hologram Dungeons & Dragons Int/Con -2 13 5 ×1
3 Mini-Magnoball Agl/Con -2 13 5 ×1
4 3-D Chess Int/Con -6 19 12 ×1
# Mil. Artillery Weapons & Exp. Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Blaster Int/Aim -4 13 8 ×1
2 Disrupter Int/Aim -4 13 8 ×1
3 Designing Explosives Int/Con -4 14 9 ×2
4 Disarming Explosives Int/Con -4 14 9 ×2
5 Explosive Placement Int/Dec -4 13 8 ×2
6 Ion Cannon Int/Aim -4 13 8 ×1
# Observation & Interaction Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Bribery Dec/Int -4 12 7 ×2
2 Database Research +10 Ex/7 Int/Con -3 12 7 ×2
3 Detect Falsified Hologram Int/Con -5 18 8 ×2
4 Electronic Voice Alteration Dec/Int -4 14 6 ×2
5 Electronic Voice Detection Int/Con -5 18 8 ×2
6 Falsify Hologram Int/Dec -7 19 9 ×2
7 Follow Target +9 Gd/6 Dec/Int -4 14 9 ×2
8 Interpret Behavior Int/Con -3 14 9 ×2
9 Lip Reading Con/Int -6 15 10 ×1
10 Manual Impersonation Dec/Con -6 16 8 ×2
11 Manual Impersonation Det. Int/Con -5 15 7 ×2
12 Manual Voice Alteration Dec/Con -6 15 7 ×2
13 Manual Voice Detection Int/Con -3 16 7 ×2
14 Psi Scan Interrogation Int/Ldr - 15 10 ×2
15 Psychological Interrogation Ldr/Con -6 13 8 ×2
16 Resist Physical Interrogation Tgh/Psy -6 16 11 ×2
17 Resist Psi Scan Psy/Con -8 20 15 ×3
18 Resist Psycho. Interrogation Con/Int -6 17 12 ×2
19 Perceive Target +10 Ex/7 Int/Con -3 11 6 ×3
# Occultism Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Assess Target Ldr/Con -4 13 8 ×1
2 Control Spirit Spr/Ldr - 20 15 ×5
3 Exorcism Spr/Con - 20 15 ×5
4 Occult Knowledge Int/Con -4 12 7 ×1
5 Perform Readings Spr/Con -5 13 8 ×1
6 Summon Spirit Spr/Ldr - 20 15 ×5

AREAS OF EXPERTISE
# Performance Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Acrobatics Agl/Str & Spd - 15 10 ×1
2 Acting Dec/Con -4 12 7 ×1
3 Dancing Agl/All -4 11 6 ×1
4 Musical Instrument Con/Int - 12 7 ×1
5 Singing Con/Int -4 11 6 ×1
6 Ventriloquism Con/Dec - 14 9 ×1
Planetary Travel Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
# Civilian Air & Space Transport
1 Instrument Reading +10 Ex/7 Int/Con -4 11 6 ×2
2 Maneuvering +10 Ex/7 Agl/Con -3 10 5 ×2
3 Navigation +12 As/9 Int/Con -6 12 7 ×2
4 Repair +9 Gd/6 Int/Con -4 11 6 ×1
Military Air & Space Transport Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z
5 Instrument Reading +10 Ex/7 Int/Con -5 13 8 ×2
6 Maneuvering +10 Ex/7 Agl/Con -4 13 8 ×2
7 Navigation +12 As/9 Int/Con -8 15 10 ×2
8 Repair +8 Av/5 Int/Con -6 14 9 ×1
Civilian Aquatic Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z
9 Instrument Reading Int/Con -3 10 5 ×1
10 Maneuvering Agl/Con -3 10 5 ×1
11 Navigation Int/Con -4 12 7 ×1
12 Repair Int/Con -4 11 6 ×1
Military Aquatic Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z
13 Instrument Reading Int/Con -4 12 7 ×1
14 Maneuvering Agl/Con -4 12 7 ×1
15 Navigation Int/Con -5 14 9 ×1
16 Repair Int/Con -5 13 8 ×1
Civilian Ground Transport Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z
17 Instrument Reading +10 Ex/7 Int/Con -2 10 5 ×1
18 Maneuvering +10 Ex/7 Agl/Con -2 10 5 ×1
19 Navigation +10 Ex/7 Int/Con -2 10 5 ×1
20 Repair +9 Gd/6 Int/Con -4 11 6 ×1
Military Ground Transport Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z
21 Instrument Reading +10 Ex/7 Int/Con -3 12 7 ×1
22 Maneuvering +10 Ex/7 Agl/Con -3 12 7 ×1
23 Navigation +10 Ex/7 Int/Con -3 12 7 ×1
24 Repair +9 Gd/6 Int/Con -5 13 8 ×1
Sciences Advanced Studies Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Hyper-Space Travel Int/Con - 18 13 ×3
2 Time Travel +9 Gd/6 Int/Con - 20 15 ×4
3 Unknown Space Phenomena Int/Con 18 13 ×3
# Sciences Engineering Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Android & Robotics Int/Con - 16 11 ×2
2 Nano-Technology Int/Con - 17 12 ×2
3 Spacecraft Engineering Int/Con - 16 11 ×2
Sciences Mathematics Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Mathematics +8 Av/5 Int/Con -4 15 10 ×1
2 Chemistry +7 Ty/4 Int/Con -4 15 10 ×1
3 Physics +8 Av/5 Int/Con -4 15 10 ×1
# Sciences Medicine Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Biochemistry Int/Con - 19 14 ×3
2 Cloning Int/Con - 20 15 ×3
3 Cryogenics Int/Con - 19 14 ×3
4 Genetic Engineering Int/Con - 18 13 ×3
5 Life Form Study Int/Con -4 15 10 ×1
6 First Aid +9 Gd/6 Int/Con -2 11 6 ×1
7 Medicine Int/Con - 16 11 ×1
8 Post Mortem Examination Int/Con -7 16 11 ×1
9 Surgery Int/Con - 17 12 ×2

AREAS OF EXPERTISE
# Sciences Planetary Studies Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Agriculture +12 As/9 Int/Con -3 12 7 ×1
2 Animal Study Int/Con -3 12 7 ×1
3 Conservation +9 Gd/6 Int/Con -3 12 7 ×1
4 Entomology Int/Con -3 12 7 ×1
5 Geography Int/Con -3 13 8 ×1
6 Geology Int/Con -4 14 9 ×1
7 Geo–Thermal Study Int/Con -5 15 10 ×1
8 Metallurgy Int/Con -4 14 9 ×1
9 Oceanography Int/Con -4 12 7 ×1
10 Seismic Activity Int/Con -5 15 10 ×1
11 Weather Int/Con -4 15 10 ×1
# Sciences Space Studies Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Celestial Bodies Int/Con -5 16 11 ×2
2 Known Space Phenomenon Int/Con -5 16 11 ×2
3 Planetary Survival Int/Con -4 13 8 ×2
# Social Interaction Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Alien Interaction Int/Ldr -6 16 11 ×2
3 Cooking Int/Con -2 10 5 ×1
4 Dating +8 or +8 Av/5 All/Ldr or Dec -2 10 5 ×1
5 Elite Society Gathering Ldr or Dec/All -6 13 8 ×1
6 Planetary Customs Int/Ldr -2 10 5 ×1
7 Public Speaking Ldr or Dec/All -4 12 7 ×1
8 Subtle Conversation Ldr or Dec/All -3 10 5 ×1
# Weapons, Ancient Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
1 Bola Aim/Agl -4 13 8 ×1
2 Bow & Arrow Aim/Con -2 12 7 ×1
3 Club or Weapon Butt Ftg/Str -2 10 5 ×1
4 Crossbow Aim/Con -2 12 7 ×1
5 Dagger or Knife (melee) Ftg/Str -2 11 6 ×1
6 Dagger or Knife (distance) Aim/Agl -4 13 8 ×1
7 Dart Aim/Agl -3 12 7 ×1
8 Garrote Str/Ftg -2 10 5 ×1
9 Lasso Aim/Agl -4 13 8 ×1
10 Mace or Morning Star Ftg/Str -2 10 5 ×1
11 Net Aim/Agl -4 13 8 ×1
12 Nunchuka Ftg/Agl -4 14 9 ×1
13 Sai Ftg/Spd -3 13 8 ×1
14 Shield Ftg/Str -2 10 5 ×1
15 Shuriken Aim/Con -3 13 8 ×1
16 Spear (melee) Ftg/Str -2 10 5 ×1
17 Spear (distance) Aim/Con -3 12 7 ×1
18 Staff Ftg/Str -3 10 5 ×1
19 Sword or Foil Ftg/Spd -3 12 7 ×1
20 Trident Ftg/Spd -3 12 7 ×1
21 Whip Aim/Con -4 12 7 ×1
Weapons, Ancient Firearms Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
22 Machine Gun Aim/Con -3 11 6 ×2
23 Pistol Aim/Con -3 10 5 ×2
24 Rifle Aim/Con -3 10 5 ×2
25 Shotgun Aim/Con -3 10 5 ×2
26 Submachine Gun Aim/Con -3 10 5 ×2
Weapons of the 30th Century
Fire Arms Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
27 Energizer Aim/Con -3 11 6 ×3
28 Mega-Blaster Aim/Con -3 11 6 ×3
29 Molecular Disrupter Aim/Con -3 11 6 ×3
30 Retro Rifle Aim/Con -3 11 6 ×3
31 Stunner Ray Projectors Aim/Con -3 11 6 ×2
Spacecraft Weapons Mod. Cat. 1 2 3 4 5 6 7 8 9 10 Z PT/ST UT TCS ZEN SSM
31 Ion Cannon Aim/Con -5 12 7 ×4
32 Photon Ray Aim/Con -5 12 7 ×4

NOTES

PERSONALITY QUALITIES

Overly Protective
The character is particularly protective towards a specified “target” and if threat or harm comes to it, the individual reacts accordingly. Normally this personality quality is applied towards individuals but may also be used in conjunction with an opinion, property, location or other concept approved of by the Cosmos Master. Once the “target” of the character’s over protectiveness is determined, any threat or harm that comes to it will be opposed by the character. When such occurrences take place, the Representing Player or Cosmos Master must make a Psyche trait roll and add their category in “Overly Protective” to the result. If they meet or exceed a challenge score of 30, they retain control of their emotions and react normally. Should the result of the Psyche trait roll be less than the challenge score, the character loses their self-control and is wrought with a particular emotion such as anger or fear.

Once this personality trait comes into play, the character is unable to think rationale as a result. The safety of the person, object or idea is the character’s only concern and as a result it clouds their judgment when dealing with other issues. All d20 trait and AOE rolls that are not associated with the safety of the “target” suffer a -5 penalty. For every 4 categories the character has in this ability, the penalty is reduced by -1; thus a character having this personality trait at a category of Remarkable/8 would apply a -4 modifier while someone with a category of Astonishing/9 would suffer a -3 penalty. The greater the category the character has in “Overly Protective” the more likely they are to control their emotional state of mind.

Lightning Lad has this trait when dealing with his immediate family and closes associates; specifically his parents, sister Ayla, Saturn Girl, children, and Cosmic Boy.

Self-Doubt
Individuals with this personality trait have a weakened psyche and suffer from moments of self-doubt. This condition exists under the specific circumstances established and is not an ongoing issue; such as those suffering from the “Lack of Confidence” personality trait. The Representing Player and Cosmos Master determine when and why the character suffers from self-doubt. When the specifics arise, a Psyche roll must be made with the Self-Doubt category number added to the result. If the total equals or exceeds a challenge score of 30, the character retains their confidence and reacts normally. Should the result of the Psyche trait roll be less than the challenge score, the character begins doubting their actions and decisions. In such situations, all d20 trait and AOE rolls suffer a -5 modifier. For every 4 categories the character has in “Self-Doubt”, this modifier is reduced by -1.
Lightning Lad suffers from “Self-Doubt” whenever he is faced alone with highly emotional and or traumatic events. If he is accompanied by others who support him, this personality trait does not come into play.

Showmanship
A bit of a show off without portraying arrogance, the individual enjoys being in the limelight. Using their abilities to display moments of grandeur, the Representing Player or Cosmos Master dictates an act the character attempts which is exciting and visually striking were it to grace the pages of a Legion comic book. Such acts always have flair to them and can never be mundane in nature; such as a standard attack or AOE roll. When attempting the action, the character receives a +1 bonus per four categories they possess within this ability and apply it to all applicable d20 rolls necessary to complete the action.
The Cosmos Master determines if the action taken would be considered unique or exciting enough to be presented in a large illustration within the comic book. If so, use of this ability will generally be allowed. The ability may be used a number of times within a game equal to ½ the character’s category.

DAMAGE CONDITIONS
Healthy Scratched Injured Hurt Wounded Critical
+0 Die Roll Mod. -2 Die Roll Mod. -4 Die Roll Mod. -6 Die Roll Mod. -8 Die Roll Mod. -10 Die Mod.
P M S P M S P M S P M S P M S P M S
14 12 10 14 12 10 14 12 10 14 12 10 14 12 10 14 12 10

Defeated Damage Condition
Defy Defeat Roll: 15+ (Tgh)
Character remains conscious, returns to the wounded damage condition.

Defy Defeat Roll: 10-14
Character falls unconscious.

Defy Defeat Roll: 13 or Less
Remain in Defeated Damage Condition if non-lethal damage occurs

Enter Dying Damage Condition if lethal damage occurs. Dying Damage Condition
Defy Death Roll: (Ftg)
Instantaneous Challenge Score: 20
Action Sequences Challenge Score: 18
Minutes Challenges Score: 16
Hours Challenge Score: 14
Days Challenge Score: 12
Weeks Challenge Score: 10
Months Challenge Score: 8

If the Defy Death Roll is 5 or less below the challenge score, a traumatic event occurs.

If the Defy Death Roll is more than 5 below the above challenge score, death occurs. Zeniths
1. Assistance From a Mysterious Benefactor
2. Immediate Acquisition of New AOE

Action Sequence/Action Count

POWERS
Electrical Generation
Trait & Category: Aim; Powerful/11 Range & Area: 25’ per category; 275’ Power Surges: None
Prerequisite: None Duration: Instantaneous Power Limitations: None
Power Source: Internal Damage Intensity: High Weaknesses: None
Emanation Point: Hands Deactivation Time: NA SSM: × 35; +385
Appearance: Electrical Bolt Untrained: NA
Activation Time: At-Will; 1 Action Training Challenge Score: 17 1 2 3 4 5 6 7 8 9 10 Z
Target & Contact: Other (1) Zeniths Required: 12

The character is able to generate lightning bolts from his or her hand or other designated area approved of by the Cosmos Master. The electrical bolt may only pass through a target which does not deter the electricity such as wood or rubber. If the attack roll is greater than the target’s defense, it is successful and inflicts electrical damage. The attacker may increase the damage intensity of the attack by spending an additional 2 actions for each step of improvement desired. If the target is touching a substance particularly vulnerable to electricity (such as water), the damage intensity increases by one step. Under normal circumstances, a lightning attack cannot be blocked unless the target utilizes a special manner which prevents the flow of electricity or other manner specified as such.

Chain Lightning Strike
Trait & Category: Aim; Good/6 Range & Area: 10’ per category; 60’; Sphere Power Surges: None
Prerequisite: Electrical Generation Duration: 1 Action per target Power Limitations: None
Power Source: Internal Damage Intensity: Low Weaknesses: None
Emanation Point: Hands Deactivation Time: NA SSM: × 50; +300
Appearance: Bolt leaps from one target to another Untrained: Yes; -4
Activation Time: At-Will; 2 Actions Training Challenge Score: 18 1 2 3 4 5 6 7 8 9 10 Z
Target & Contact: Other; Object; Distance Zeniths Required: 13

The character generates an electrical bolt which serves as a chain from one target to another. The bolt is capable of striking a number of targets equal to ½ the character’s category. All targets must be declared before the attack roll is made and the electrical bolt always strikes the nearest target first and then moves on towards the next closest, and so on until all targets are potentially struck. Each recipient of the attack may be targeted only once and receives a defense roll to avoid the attack. A successful defense ends the lightning bolt chain and it dissipates. If the chain lightning bolt reaches a target within at a greater range than the previous one (such as from standard to long range), the new range modifier granted is subtracted from the attacker’s roll and this becomes the new target’s result when determining defending; thus the further the chain travel, the more likely the bolt is to be defended against. Should a potential target exit the attack range prior to being struck, the bolt of electricity fizzles out and comes to an end.

As with similar electrical attacks, the character is able to generate the degree of damage intensity they choose. It requires 2 additional actions of concentration to generate enough electricity for a one-step improvement to the bolt’s damage intensity. The damage intensity remains the same for all targets.

Channel Electricity
Trait & Category: Aim; Excellent/7 Range & Area: 25’ per category; 175’ Power Surges: None
Prerequisite: Electrical Generation Duration: Instantaneous Power Limitations: None
Power Source: Internal Damage Intensity: Medium Weaknesses: None
Emanation Point: Hands Deactivation Time: NA SSM: × 50; +350
Appearance: Electrical Bolt Untrained: Yes; -4
Activation Time: At-Will; 2 Actions; +1 per added target Training Challenge Score: 18 1 2 3 4 5 6 7 8 9 10 Z
Target & Contact: Other (1); maximum of ½ category Zeniths Required: 13

The character may channel their electrical attack through a conducting barrier and strike the intended target on the other side. If the attacker can see their intended target and they are touching the conductor, the attack is made normally. Should the character be unable to see the intended target but they are touching the conductor, channeling the electricity properly requires a power roll at a -4 category reduction. Finally, if the current must be transferred from the conductor through air or space, the attack is more difficult and is tried at a -6 category penalty. The maximum number of objects or persons the character may affect equals ½ their category number. For each target, the character must make a separate attack roll; and in return, a separate defense is allowed for each target. Non-living targets utilize their Tgh trait to determine if the electrical attack has any effect upon it.

Multiple Conductors: The electrical attack may be channeled through a series of conductors before reaching the intended target; optionally, one of the targets could serve as a conductor thus passing the attack onward to another individual. Each added conductor or target the electricity must pass through reduces the damage intensity by one; once it reaches miniscule, all further intended targets do not suffer damage.

Electrical Current Observation
Trait & Category: Concentration; Untrained Range & Area: 1 inch per category Power Surges: None
Prerequisite: Electrical Generation Duration: 1 Action Sequence Power Limitations: None
Power Source: Internal Damage Intensity: NA Weaknesses: None
Emanation Point: Hands and Mind Deactivation Time: NA SSM: × 10; +0
Appearance: Concentrated Effort Untrained: Yes; -3 categories; 2 Action Sequences
Activation Time: At-Will; 1 Action Sequence Training Challenge Score: 16 1 2 3 4 5 6 7 8 9 10 Z
Target & Contact: Object Zeniths Required: 11

This power effect enables the character to observe an electrical current and determine specific details about it such as its damage intensity, the source of the energy current and similar technical information regarding it. The individual places their hand near the current and concentrates in order to acquire the information sought. The character must make a power roll to accurately define the information. A successful challenge roll of 20 answers one technical question concerning the electrical current. Additional information may be acquired through multiple AOE checks.

Electrical Destruction
Trait & Category: Aim; Heroic/10 Range & Area: 10 feet per category Power Surges: None
Prerequisite: Electrical Generation Duration: Instantaneous Power Limitations: None
Power Source: Internal Damage Intensity: Severe Weaknesses: None
Emanation Point: Hands Deactivation Time: NA SSM: × 45; +450
Appearance: Lightning Bolt Untrained: Yes; -3 categories; 2 Actions
Activation Time: At-Will; 1 Action Training Challenge Score: 18 1 2 3 4 5 6 7 8 9 10 Z
Target & Contact: Object Zeniths Required: 13

As a result of generating a very powerful electrical bolt, the character is capable of destroying large inanimate objects. An object withstands damage in exactly the same manner as do characters, utilizing the various damage conditions. Each damage condition may withstand an amount of damage equal to its combined size and Tgh categories multiplied by 3. When the object is attacked, it is granted a defense and the modifier is equal to its combined size and Tgh categories. As usual, if the attack exceeds the object’s defense roll the blow type and damage are determined. As with other types of power attacks, the character may increase the damage intensity by spending an additional 2 actions for each step of improvement desired. If the defense roll equals or exceeds the attack, the amount of damage inflicted is not noteworthy. Objects with a Tgh category greater than the character’s Electrical Destruction cannot be damaged.

Electrical Resistance
Trait & Category: Toughness Range & Area: NA Power Surges: None
Prerequisite: Electrical Generation Duration: Instantaneous Power Limitations: None
Power Source: Internal Damage Intensity: NA Weaknesses: None
Emanation Point: Entire Body Deactivation Time: NA SSM: × 20; +
Appearance: Withstanding electrical attack Untrained: No
Activation Time: Constant Training Challenge Score: 16 1 2 3 4 5 6 7 8 9 10 Z
Target & Contact: Self Zeniths Required: 11

When struck by an electrical attack this power effect reduces the amount of damage sustained by the character. A power roll which equals or exceeds the attack roll reduces damage to ¼ ability.

Electro-magnetic Field
Trait & Category: Concentration; Untrained Range & Area: 5 feet per category Power Surges: None
Prerequisite: Electrical Generation Duration: 1 Action Sequence per category Power Limitations: None
Power Source: Internal Damage Intensity: Untrained Weaknesses: None
Emanation Point: Hands Deactivation Time: At Will; 1 Action SSM: × 55
Appearance: Electrical strands emitting from fingers Untrained: Yes; -6 categories; 4 Actions
Activation Time: At-Will; 2 Actions Training Challenge Score: 18 1 2 3 4 5 6 7 8 9 10 Z
Target & Contact: Object; Distance Zeniths Required: 13

The character is able to create an electro-magnetic field by charging the electrons in the air. This force draws them closer together yet prevents them from actual contact. This push and pull effect places a significant level of stress and damage upon the affected objects. The character may affect one object per category they have within this power effect providing they are within the applicable range and area. Each target receives a defense roll utilizing their Toughness trait. A successful defense indicates that the target was able to withstand the electro-magnetic field in place and is unharmed; no additional exposure to the electro-magnetic field attack can affect them. A failed defense roll indicates the target suffers applicable damage based on the blow type and damage intensity generated. In order to maintain the field, the character must retain full concentration, this utilizing their forthcoming action sequence as well.

Each action sequence that follows, an affected target receives a new defense roll; upon succeeding they are able to break away from the power effect. If the defense fails, the target continues to take damage as previously determined. Characters taking other actions while the electro-magnetic field is in place (such as moving, attacking or making an intentional defense) risk maintaining the power effect. For each action the character spends performing a different act, there is a cumulative 10% chance of losing the electro-magnetic field.
Lightning Attunement
Trait & Category: Concentration; Untrained Range & Area: Within visual distance Power Surges: None
Prerequisite: Electrical Generation Duration: 1 Action Sequence Power Limitations: None
Power Source: Internal Damage Intensity: NA Weaknesses: None
Emanation Point: Mind Deactivation Time: NA SSM: × 15
Appearance: Concentrated Effort Untrained: Yes; -6 categories; 2 Action Sequences
Activation Time: At-Will; 1 Action Sequence Training Challenge Score: 17 1 2 3 4 5 6 7 8 9 10 Z
Target & Contact: Weather related conditions Zeniths Required: 12

The character is able to observe electrical patterns of storms. As a result of this power effect, the observer may identify where lightning bolts or strokes of electricity will strike; their strength; and estimated time of arrival. The character attempting to identify the location of potential strike is able to determine the exact location within 30 feet, minus their category number in this power effect. A second roll against the same challenge score enables the character to identify how much time is before the electricity will strike. The challenge score required for identifying where bolts of electricity will strike and when requires defeating a challenge score of 20.

Multi-Bolts
Trait & Category: Aim; Powerful/11 Range & Area: 15 feet per category Power Surges: None
Prerequisite: Electrical Generation Duration: 1 Action Sequence Power Limitations: None
Power Source: Internal Damage Intensity: Weaknesses: None
Emanation Point: Hands Deactivation Time: NA SSM: × 35; +385
Appearance: Electrical bolts projected from fingers Untrained: Yes; -6 categories; 2 Action per bolt
Activation Time: At-Will; 1 Action per 2 bolts Training Challenge Score: 18 1 2 3 4 5 6 7 8 9 10 Z
Target & Contact: Other (1 per bolt projected) Zeniths Required: 13

The character may generate multiple bolts of electricity and targeting multiple opponents at once. The maximum number of bolts that may be discharged equals ½ the character’s category. Each intended target receives an applicable defense roll to avoid damage. If the attack strikes a substance particularly vulnerable to electricity the damage intensity increases by one; up to a maximum of supreme. Damage scored is divided evenly by the number of targets selected by the character and not by the amount of targets actually struck.

Short-Circuiting
Trait & Category: Concentration; Powerful/11 Range & Area: Touch Power Surges: None
Prerequisite: Electrical Generation Duration: Instantaneous Power Limitations: None
Power Source: Internal Damage Intensity: NA Weaknesses: None
Emanation Point: Hands Deactivation Time: NA SSM: × 15; +165
Appearance: Electrical bolt Untrained: Yes; -2 categories; 3 Actions
Activation Time: At-Will; 2 Actions Training Challenge Score: 15 1 2 3 4 5 6 7 8 9 10 Z
Target & Contact: Object Zeniths Required: 10

By touching and concentrating on machinery the character is able to short circuit an electrical device. Devices which have a Tgh trait greater than the character’s category in short circuiting cannot be affected. If the attack is performed on a device with a Tgh trait 4 or more categories below the individual’s power, it automatically short circuits, no defense allowed. Should the device’s Tgh be within 4 categories of the characters power, a power roll is required and it must exceed a challenge score equal or greater than 10 plus the object’s Toughness trait.

Thunderclap
Trait & Category: Concentration; Exceptional/7 Range & Area: 5 feet per category Power Surges: None
Prerequisite: Electrical Generation Duration: Instantaneous Power Limitations: None
Power Source: Internal Damage Intensity: NA Weaknesses: None
Emanation Point: Hands Deactivation Time: NA SSM: × 10; +70
Appearance: Crack of Lightning or Thunderous Clap Untrained: Yes; -2 categories; 3 Actions
Activation Time: At-Will; 2 Actions Training Challenge Score: 15 1 2 3 4 5 6 7 8 9 10 Z
Target & Contact: NA Zeniths Required: 10

The character attracts the attention of others by producing a very loud crack of lighting or thunderous clap. The greater the category the character has in this power, the louder the effect and the more attention getting it is. After the character makes a power roll, each individual hearing the Thunderclap must make a Psyche roll or immediately place their attention on them. The Psyche roll must equal or exceed the Thunderclap roll in order to ignore the character’s thunderclap. Those failing their Psyche roll immediately stop whatever action they are performing. The individual automatically pauses for a number of actions equal to twice the character’s Thunderclap power effect minus their Psyche trait score before electing to proceed with actions of their own. This pausing effect comes to an immediate end if the target is attacked, though one action sequence of surprise is normally obtained.

Bio:

Lightning Lad

The Legion of Super-Heroes Role Playing Game Eileen Eileen