Green Lantern Villains

CONTROLLERS

F- EX (20)
A- EX (20)
S- GD (10)
E- MN (75)
R- AM (50)
I- MN (75)
P- SH-X (150)
H- 125
K- 275
R- MN
P- 40

Powers: Linguistics MN
Absorption MN
Recovery UN
Matter Manipulation SH-Z
Molecular Conversion SH-Z
Regeneration AM
Telepathy SH-Z

Talents: Engineering, Scientist Skills.
Contacts: Guardians of the Universe, Legion of Super Heroes (30th century only), Darkstars.

They were originally part of the race called Malthusians or Oans. When the Oans felt responsible for the catastrophic effects on the universe that the experiment one of their own, the renegade scientist Krona, had performed, they argued how to handle the situation. (Note: in the original version of the story, this experiment was supposed to have created evil itself.) Some Oans wanted to dedicate their immortal existences to contain evil; This group eventually became the Guardians of the Universe. Another group decided instead that it should be destroyed. This group left, eventually becoming The Controllers. (A later version of the story claims the controllers left over the Guardians decision to stop using their robot minions, the Manhunters.)

Just as the Guardians slowly changed their physical appearances over billions of years of existence, so did the Controllers. Originally, all Oans were blue-skinned humanoids; currently, the Controllers are pink-skinned and hairless. The Controllers moved to another dimension, and dedicated themselves to creating weapons that could be used to destroy evil beings if they became too dangerous. Among these are the Sun-Eaters, gaseous beings that can devour whole planets and stars, and the Miracle Machine, a device that can turn any thought into reality. Note that the Miracle Machine was too uncontrollable at first, so The Controllers avoided using it.

In recent times, The Controllers established their own corps of interstellar peacekeepers to compete with the Guardians' (The Green Lantern Corps) called the Darkstars. Many former members of the Corps joined the Darkstars after the Corps were destroyed. This team is now considered destroyed.

In the future of the Legion of Super Heroes, a renegade Controller became the villain known as the Time Trapper. (The DC Comics reboot has since altered this timeline.) The Controllers also ended up giving the Miracle Machine to the Legion for safekeeping.


ZAMORANS

F- EX (20)
A- RM (30)
S- EX (20)
E- IN (40)
R- RM (30)
I- EX (20)
P- IN (40)
H- 110
K- 90
R- N/A
P- 30

Powers: Recovery UN
Life Support SH-X
Resistance to Toxins UN

Talents: Acrobatics, Engineering, Martial Arts A, Melee Weapons, Military.
Contacts: Controllers.

Originally, they were the female members of the race called Malthusians or Oans. When the renegade scientist Krona performed a forbidden experiment that had terrible effects on the whole universe, the male Oans argued about how to deal with the situation. One group of Oans decided to dedicate their eternal existences to contain evil; they became the Guardians of the Universe. The females, however, saw no need to involve themselves and, since the Oans were by then immortal and had no more need to reproduce, left their mates and became known as The Zamarons.

After billions of years, the Zamarons and Guardians evolved into different forms. While the Oans were originally human-like but blue-skinned, the Zamarons eventually became identical to caucasian Earth women. The Zamarons developed a warrior-like culture, and, unlike the Guardians, preferred to focus on developing their physical abilities over their mental ones; they developed the habit of storing their psionic energies on purple crystals. They also have a custom of choosing a female that bears a certain specific appearance as their leader; this person is given a "star sapphire" that grants her enormous mental powers but also takes over her mind. One of the women chosen in recent times was Carol Ferris, lover of the human Green Lantern Hal Jordan. She ended up becoming one of his greatest foes.

The Zamarons eventually chose to take males from the planet Korugar as mates. This led the Guardians to enact a secret decision: should they or any of their agents ever kill a korugarian male, the main Power Battery on Oa would self-destruct. Apparently they meant this as a measure to keep themselves from ever acting against them out of jealousy. However this backfired when, after the Guardians had left our universe temporarily, the Green Lantern Corps decided to execute the Korugarian criminal Sinestro, unaware of the special provision. This caused the destruction of the battery and led to the temporary dissolution of the Corps.

The Zamarons eventually decided to rejoin their Guardian mates in order to father a foretold new generation of Oans. They left this dimension in order to mate. Although the Guardians later returned, the Zamarons continued to wait to give birth.

One Zamaron did return to our universe along her Guardian mate, to use their powers to accelerate the evolution of several humans from Earth specially chosen to become the new Guardians of the Universe, in an event known as "The Millennium". Despite the interference of the Manhunters, they achieved their ends, although they died in the process. The humans formed a group of heroes called the New Guardians, but eventually disappeared in a battle with Krona -now and agent of Entropy- and haven't been seen since.

When the Guardians were restored as mixed-sex infants, Ganthet asked the Zamorians to return to Oa and help him take care of them. Their own children have not been referenced.


HECTOR HAMMOND

F- FB (2)
A- FB (2)
S- FB (2)
E- RM (30)
R- MN (75)
I- MN (75)
P- UN (100)
H- 36
K- 250
R- EX
P- (-20)

Powers: Mind Control UN
Energy Solidification UN
Telepathy UN
Mental Probe UN
Telekinesis MN
Telekinetic Force Shield AM
Clairvoyance CL. 1000
Clairaudience CL. 1000
Remote Sensing CL. 1000

Equipment: Chair
RM material strength
Weight: 400 lbs.
Hammond is totally paralyzed and cannot move under his own power. He uses Telekinesis to move himself in the chair.

Talents: Engineering.

Role-Playing Notes

Hammond is unable to speak, but easily communicates telepathically. His highly-evolved mind places him on a plane much higher than that of "mere humanity," and he tends to ignore those who he does not consider his equals. There was a time when he was desperately trying to reverse the process that gave him his powers and regain his mobility. However, Hammond has now come to accept his form and would not even consider giving up its advantages.

History: (Green Lantern vol. 2 #5) Hector Hammond was a petty criminal laying low in the California hills when he discovered a glowing meteorite that had evolved nearby plants into a form that would not exist for another 100,000 years. This meteorite fragment's other half landed in North America years ago and evolved the local apes into the scientific race that would found Gorilla City. Hector carried the meteorite back to his hideout, and then captured four prominent scientists and exposed them to the meteor. The scientists evolved into future-men who he forced to create fantastic inventions, allowing Hector to take credit for the work and become a celebrity. Green Lantern II was searching for the scientists, and came on Hector's hideout. Green Lantern restored the four scientists to normal and captured Hector.

(Justice League of America #14) Hector exposed himself to the rays of the meteor, evolving himself into a future-man. He joined a small band of villains consisting of Pied Piper, Fisherman, Angle-Man and Mister Memory, but the group was defeated by the JLA.

(Green Lantern vol. 2 #22) Hector again exposed himself to the meteor in order to strengthen his mental powers. He succeeded, but his body evolved to the point where it was immobile and useless. Discovering that other meteor fragments were scattered across the globe, he attempted to retrieve them. Green Lantern confronted him, and Hector tried to steal Lantern's power ring for his own evil designs. The power ring erected self-defense mechanisms, and the interference temporarily shut down Hector's mind.

(Green Lantern vol. 2 #128) Realizing he could not have the power ring for himself, Hector tried an alternate plan of siphoning the ring's energy. Using this energy Hector built an exo-skeleton and tried to kill Green Lantern, but his scheme failed when the energy he stole from Lantern ran out and his exo-skeleton was depowered.

Hector became friends with Gorilla Grodd, whose mental powers derived from the same type of meteor that gave Hector his powers. After months of testing each other's mental abilities in games of chess, they decided to join forces to fight Flash III and Green Lantern.

For an extremely in depth background on Hector Hammond, go here.

List of appearances: Crisis on Infinite Earths #10
Flash vol. 2 #69, 70
Green Lantern vol. 2 #5, 22, 25, 34, 64, 101, 128, 197, 198, 200
Green Lantern vol. 3 #30
Green Lantern 80-Page Giant #2
JLA #34
Justice League of America #14, 104, 205
Justice League Quarterly #1


TATTOOED MAN

Abel Tarrant

F- GD (10)
A- EX (20)
S- GD (10)
E- GD (10)
R- GD (10)
I- TY (6)
P- TY (6)
H- 50
K- 22
R- GD
P- (-10)

Powers: Animate Image MN (only works on the tattoos painted on Tarrant's body)

Tattooed Man usually wears 2D10 different tattoos, but he can only animate one tatto at a time. The GM may feel free to invent tattoos of his own to supplement the examples listed. For some unknown reason, Green Lantern's power ring has no direct effect on the tattoos (as though they were yellow).

Sample Tattoos

Axe
EX material strength

Boat
GD speed

Dragon
F- EX
A- EX
S- GD
E- EX
Fire Generation EX

Fan
Hyper-Breath IN

Shield
AM Material strength

Strongman
F- GD
A- GD
S- RM
E- TY

Anchor
RM material strength
Gliding TY

Talents: Thief.

For a very detailed background on the Tattooed Man, go here.


Carol Ferris

F- EX (20)
A- RM (30)
S- EX (20)
E- RM (30)
R- RM (30)
I- RM (30)
P- MN (75)
H- 100
K- 135
R- RM
P- 0

Equipment: Battlesuit
IN Endurance
Body Armor RM
Flight CL. 1000
Energy Solidification SH-X
Life Support SH-X

Power Sword SH-X damage

Talents: Engineering, Vehicles.
Contacts: Hector Hammond.

CAROL FERRIS

F- TY
A- TY
S- PR
E- PR
R- TY
I- TY
P- PR
H- 20
K- 16
Talents: Business/Finance, Vehicles.

IDENTITIES:
Carol Ferris (GL2 # 16)
Dela Pharon (GL2 # 41)
Remoni-Notra a.k.a. Camille a.k.a. Debbie Darnell (SSOSV # 1)
BASE OF OPERATIONS: planet Zamaron, Space Sector 2813, now mobile
FIRST APPEARANCE: GREEN LANTERN 2nd series # 16 (October, 1962) "The Secret Life of Star Sapphire!"
PHYSICAL DESCRIPTION:
Human female
Hair: Black
Eyes: Blue
Height: 5' 7"
Weight: 126 lbs.
KNOWN RELATIVES: depends on "host"

PREDATOR

F- RM
A- IN
S- EX
E- RM
R- EX
I- RM
P- RM
H- 120
K- 80

Powers: Hypnotism IN

Equipment: Battlesuit
IN Endurance
Claws EX
Gliding EX
Thermal Vision RM
Knife, Axe, Swingline

Background: The Predator is a manifestation of the aggressive "male" half of Carol Ferris' personality brought to life by the Star Sapphire gem.


Neal Emerson

F- GD (10)
A- EX (20)
S- GD (10)
E- IN (40)
R- RM (30)
I- GD (10)
P- GD (10)
H- 80
K- 50
R- EX
P- 0

Powers: Energy Absorption AM
Energy Blast IN
Light Emission- Blinding Flash IN
Flight RM
Force Field AM
Magnetism UN

Limitation: Energy Absorption only works on magnetic energy.

Bonus: Doctor Polaris can create a magnetic field around a Green Lantern's power ring that prevents the ring from working. He must make a Magnetism feat roll vs. the Lantern's Agility. Polaris can maintain this field as long as he wishes, but can't use any other powers while doing so. He can only affect one ring at a time.

Talents: Engineering, Magnetism, Medicine.
Contacts: Underworld.

IDENTITY: Dr. Neal Emerson, has also used the name Baxter Timmons and Mr. Palmer.
BASE OF OPERATIONS: Formerly Coast City, then the North Magnetic Pole, now mobile.
FIRST APPEARANCE: GREEN LANTERN 2nd series # 21 (June, 1962) "The Man Who Mastered Magnetism!"
PHYSICAL DESCRIPTION:
Height: 6' 1"
Weight: 194 lbs
Eyes: Blue, later red
Hair: Black, later brown
KNOWN RELATIVES: Unnamed father, John (brother, deceased) Katherine (sister-in-law, deceased) Grant Emerson aka Damage (adopted nephew)


Bito Wladon

F- TY (6)
A- EX (20)
S- GD (10)
E- EX (20)
R- IN (40)
I- GD (10)
P- RM (30)
H- 56
K- 80
R- GD
P- 0

Equipment: Sonic Sceptre
Energy Absorption MN
Flight MN
Illusion MN
Sonic Beam UN
Telekinesis IN

Limitations: Energy Absorption is only usable on sonic attacks.
The Sonic Gun does not work in the absence of sound waves.

CASTLE MODORA

AM material strength
RM Security System
MN Lab technical rating

Anti-aircraft sonic cannon MN
Note: the cannon rests on one of the castle platforms overlooking the village. It is stationary and cannot be aimed down.

Communication system (Recall MN, Remote Sensing IN, Super Ventriloquism IN, Radio Communication AM)
Recall represents the security system's memory. It can monitor visually and through electronic bugs.

Brainwashing Machine (Hypnosis IN, no range)

Sonic Blasters EX (carried by castle soldiers)

Talents: Engineering, Sonics, Weapons Specialist- Sonic Gun.
Contacts: Modoran Government, Hector Hammond.

IDENTITY: Bito Wladon, Prof. Dunkirk
BASE OF OPERATIONS: Modora
FIRST APPEARANCE: GREEN LANTERN 2nd series # 14 (July, 1962) "The Man Who Conquered Sound!"
PHYSICAL DESCRIPTION:
Height: 5' 10"
Weight: 168 lbs.
Hair: Black
Eyes: Blue
KNOWN RELATIVES: possible unnamed son


PARALLAX

Hal Jordan

F- GD (10)
A- EX (20)
S- TY (6)
E- GD (10) / SH-X (150)
R- EX (20)
I- EX (20) / AM (50)
P- SH-X (150)
H- 46/186
K- 165/195
R- TY
P- UN

Unipower- he has 3000 points of temporal energy to work with, and this energy will slowly return when he goes back into the timestrem for more. His max is 3000 points. This can be used for any power, from reality warp, to energy blasts to enhanced abilities to time control. The power must be recharged once every 24 hours.

Regeneration and Recovery are also unconscious acts but at only EX ability.

Conscious acts are the traditional will power needed. The way this works is that all powers are at will power or Psyche rank. If a lantern wants to RAISE the effect of the ring he must roll with -2CS for every +1CS he is hoping for. If Hal wants to fly at SH-X he must make a Psyche check at IN. This is why Lanterns can make HUGE energy blasts but have gritted teeth and sweat pouring down their face. The more powerful the blast the harder it is to do.

These powers are Flight, Force Manipulation (energy solidification), OmniPower (power duplication), Life Sense: GL "Type" Energy only (Kilowog scanned for Sinestro's ring in Guy Gardner #1), Astral Travel, Body Armor.

Stat Increase: GL may increase any stat (unless it is already enhanced ie endurance) by the dodging column with a successful Psyche check. Green = +2cs, Yellow = +4Cs, Red = +6cs

Talents: Weapon specialist: Ring. This gives him a +2cs with all Psyche checks for the ring. This gives him SH-X Psyche for using the ring (in the flight example he can now go SH-X without rolling on IN), and a Psyche of MN for other Psyche FEATs (Mind Control, etc.). Pilot, Leadership, Aerial Combat, Martial Arts B, F.

Contacts: Carol Ferris / Star Sapphire, Tom Kalmaku.

By The Phantom
By Drekstar


BLACK HAND

William Hand

F- TY (6)
A- EX (20)
S- TY (6)
E- EX (20)
R- RM (30)
I- GD (10)
P- GD (10)
H- 52
K- 50
R- varies
P- 0

Powers: Total Memory UN

Equipment: Power Rod
EX material strength
Energy Absorption UN
Energy Solidification AM

Limitation: Energy Absorption only works on the energy from a Green Lantern's power ring. If the Hand doesn't absorb any green energy after using his rod for five rounds, his Energy Solidification drops to zero until he absorbs some power ring energy.

Special: the power rod can absorb the green energy and throw it back at the Lantern. Hand must be in the same area as the ring bearer. If a successful power feat roll vs. the energy's intensity is passed, the green energy's intensity is added to the rod's power rank and fired back at the Green Lantern.

Talents: Engineering.

First Appearance: Green Lantern #29
Background: William Hand has been a professional criminal nearly all his life. He spent the majority of his early years compiling the Book of Crime, which contains solutions to every possible problem a criminal could ever confront. Born with a photographic memory, he has memorized this book which gives him an edge in planning crimes and eluding the law.

His crimes will always draw tremendous publicity. Sometimes they border on delusions of grandeur, but he doesn't stay interested in such undertakings for long, and returns to his solo career.

Role-playing notes: Hand is fond of old maxims and cliches. He constantly spouts them out during combat.

For untold amounts of informatin on the Green Lantern Corps, go here.


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