Seis
Felgin Green Lantern


Original Stats | Current Stats | Green Lantern Powers

Background: Seis's grew up on the Petge Mountain ranges of Gindowi. He is of royal blood. He had a peaceful childhood learning the rich culture of his Felgi people. The culture is centered around the family, with a high emphasis on lineage. Caverns are built through the generations by expanding in order to make room for a newly wedded couples. They then will have children that will add on to their cavern until the mountain ranges are riddled with caves and tunnels. The Petge Mountain range circles a Faulowi Rainforest, which is the primary hunting gounds for this carnivores people.

Seis's was mentored to become the Wohgopi of his family. This high responsibility is to manage the "motions" of his people. This involves keeping track of each household's "father", who will make the governing decisions for his family. The Wohgopi will make all the decisions of each "father" coincide so there is harmony.

Seis's misfortune struck when he was hunting in Faulowi. He can not tell what happened for sure, but he was visited by a strange green glowing being. It was female and seemed to have some interest in him. She tried to coach him to follow her. Seis refused sensing that she was evil. As he retreated she attacked. Every skill of defense was countered. This being got one lashing blow to his left arm before giving up the fight and vanished.

The medicine of the Felgin people was not sufficient to cure the wound. After some time of suffering with a fever he did recover though the wound remained open. It did not pain him and he resolved to live life with this battle scare when he started to experience strange things. The wound seemed to call to him to do acts of vengeance or dishonor, foreign to his good character. His will seemed strong but it gained more force. Not long later he noticed the wound started to glow green. Fearing this would arouse some suspicions he covered it with a long green glove up to his shoulder. His plight worsened when a new power force started to take control. It had a will of its own and would attempt to create elements around him that glowed green. These elements would attempt to do the acts that Seis refused.

At this point he fled his beloved land in order to save his families good name. He determined to find the source of this curse. He was unable to find answers within his home world and resorted to the knowledge that the Universe could provide. He has been searching ever since.

Over time he has obtained some understanding of how to manage this evil power. Through his will he can make is obey him. The struggle is intense and he looses ground continually. He has the deepest desire to remove himself of this curse and return to his people.

Personality: Fancy free and always happy.

Physical Description: See image

Objective: To locate Orus and repair the Lantern

Quote: "It is a good day." "Green Lantern's Light!"

Template: Green Lantern
Character Name: Seis
Gender: M
Species: Felgin
Age: 32
Height 1.95m
Weight: 98kg
Force Sensitive: No
Force Points: 2
Dark Side Points: 0
Character Points: 13
Extra CP's: 13
Cyber Points: 0
Move: 11

Dexterity 2D+2: Dodge 3D, [T] melee combat 2D+2
Perception 2D+1: [T] Search 6D+1
Strength 4D Brawling combat 5D
Knowledge 4D: Intimidation 4D, law enforcement: imperial 5D, (A) ring control 3D+1, tactics: green lantern 5D, technology: green lantern 5D, (A) temporal mechanics 1D, willpower 7D+1
Mechanical 2D:
Technical 3D: Computer program/repair 4D, *[(A) lantern repair], *[(A) ring repair (3D for lantern repair)]

*[]: Does not have these skills yet

Talents:
  1. Melee Combat
  2. Search
Special Species Abilities:
1. Claws: STR+1D
2. Can see into the Infrared spectrum
3. Keen sense of Hearing: adds +1D when searching for sounds
4. Sunlight must be avoided whenever possible as you will lose your IR sight and begin to lose Strength at the rate of 1 pip per day. If you reach 0D you die.

Equipment:
  • Green Lantern
  • Green Lantern Ring
  • Heavy Blaster Pistol:
    Weight: 3kg
    Cost: 750
    Range: 3-12/25/50
    Ammo: 25 (2 extra clips)
    Damage: 5D
  • Utility Belt
Credits: 118,500

GREEN LANTERN (power battery), GREEN LANTERN RING AND GREEN LANTERN HISTORY

RING COMBAT DATA

  1. Range: Equal to the users Ring Control dice x 20 meters; pips equal to two meters each. Example: 3D+2 Ring Control = 64 m.
  2. Energy Field Area Limits: The maximum area of the energy field is equal to the users (A) Ring Control skill dice in cubic meters x 5, + 1 for pips (example: 3D+2 Ring Control = 17 cubic meters of energy or a 2.5714 x 2.5714 x 2.5714 meter cube).
  3. Number of Uses per Round: (A) Ring Control determines the number of uses per round. 1D = 1 action; 2D = 2 actions, etc. Pips do not help in this determination. The skill level also determines how many other people can be directly shielded (only if they are too far apart to cover in the area of effect), with the appropriate minus skill dice (one person; no minus, two people; -1D, etc.).
  4. To Hit and Damage with the Ring: When used as a weapon, the bearer of the ring rolls their (A) Ring Control skill + 1D to hit. If they hit, the ring causes 3D Speeder scale damage plus the users (A) Ring Control skill in pips (additional pips for this skill do not count). If the PC were trying to cut through a wall, for example, they would roll the damage of the ring against the walls Strength (6D for a blast door). If the wall's roll beats the PC's roll, the weapon (or whatever) dissipates as it strikes. A 1 on a D6 indicates that the ring wearer received backlash and must make a Difficult (A) Ring Control roll or loose touch with the ring for 1-6 rounds, which means he or she cannot use it during that time. If the rolls are equal, the wall is cut but is not penetrated. If the PC's roll is higher, the wall is cut through completely.
  5. Increasing Base Damage: Spending extra Character Points on the ring will increase the base damage only for the scale it is currently in. i.e.: 3D in Speeder scale; 9 CP's spent for 3D+1 damage, 9 more CP's = 3D+2 damage, etc.; as a triple-cost skill. A change to the next scale (from Speeder to Walker) sets the damage back to 3D in the new scale. Maximum Damage is 5D in any scale.
  6. Increasing Scale of Damage: Dumping Force Points into the ring will increase the scale of the damage. Three Force Points will change the scale from Speeder to Walker, 4 more Force Points from Walker to Starfighter, which is the maximum allowed.

GREEN LANTERN POWERS

NOTE: All powers listed below use Willpower as a gauge and (A) Ring Control to manipulate and control the power.
  1. Energy Twins: The power ring allows the wearer to create an "energy twin" of themselves that can travel at far greater speeds than that of the ring wielder's physical form. While the energy twin is active the ring wielder remains motionless, their life force is needed to guide the energy twin. The energy twin cannot alter its surroundings, and may only be perceived by the Guardians,another ring wielder or a Jedi (if they feel the life force they can roll to see it) as a green, ghostlike image. Any knowledge gained by the energy twin is transferred back to the ring wielder's physical form upon recontact with the body. The Guardians frequently used energy twins as a means of contacting a Green Lantern. As a rule, a ring wielder cannot create actual, independent duplicates of themselves, as the power ring cannot create life.
    Minimum of 6D Willpower. Difficulty: Easy
  2. Shape Alteration: The ring may alter its shape to that of other objects of the same mass but size may vary by 50%.
    Willpower must be at least 6D+2. Difficulty: Moderate
  3. Animation: The ring can be used to animate otherwise inanimate objects.
    Willpower must be at least 7D. Difficulty: Moderate
  4. Creating Other Colors: An experienced ring wielder can create objects of colors other than green. This takes extra time and energy to accomplish. Each use requires one round of preparation.
    Willpower of 7D+2 required. Difficulty: Moderate
  5. Power Transfers: The power ring energy can be transferred, temporarily, to another as well. The being with the temporary power must rely on his or her own Willpower to use the rings energy and may only carry out one action per round (2 actions if Willpower is 7D or higher). Power transfer will last only 24 minutes.
    Willpower of 8D required. Difficulty: Difficult
  6. Invisibility and Light Refraction: A ring wielder can render themselves invisible by willing the ring to bend light waves around their form, as well as that of the power ring. This power will last 3 rounds per "D" of Ring Control with pips adding 1 round each (example: 3D+2 Ring Control = 11 rounds).
    Minimum Willpower of 8D+2 required. Difficulty: Very Difficult
  7. Time Travel: Time travel is possible with the power ring, though the further forward in time a ring wielder travels, the more Willpower it takes. (9D plus 1 pip per hour moved forward in time). Traveling to the past is not possible.
    Minimum Willpower of 9D required. Difficulty: Heroic
  8. Mind Tampering: Though the ethics of mind tampering may be debatable, sometimes it is necessary. As the power ring relies on thought and will to operate, mind tampering is not impossible, the real difficulty lies in properly applying the power. There is a risk of catastrophic damage to the mind should mistakes be made (destroying a subjects mind gives the Green Lantern a Dark Side Point). A ring wielder can use the power ring to erase portions of an individual's memories. Green Lanterns have used mind techniques as part of training. Other Green Lanterns or the Guardians of the Universe may subject new recruits to mind scans. They are taught to build mental defenses to protect themselves from psionic attack. The power ring can also be used to beam information from the ring wielder to another being. Green Lanterns have used this technique to share information regarding their enemies during combat situations.
    Minimum Willpower of 9D+2 required for mind tampering and 9D for communication. Difficulty: Heroic / Very Difficult
  9. Phasing Through Matter: Additionally, a ring wielder can dematerialize their form to phase through matter.
    Minimum Willpower of 10D required. Difficulty: Heroic+5
  10. Duplication of the Power Ring: An experienced ring wielder can create other power rings, duplicates of their own. These power rings are subject to the same limitations as their "original" copy, and will run out of power in twenty-four hours if not recharged. A Very Difficult (A) Ring Repair roll and a Heroic (A) Temporal Mechanics roll are required to make one ring. If one roll fails no ring is created. Also, if a roll fails by more than 10 points the ring wielder looses contact with the ring and the lantern for 2D6 days and their Willpower drops to 1D for the duration. Sort of like getting feedback shock.
    A minimum Willpower of 10D+2 is required. Difficulty: Heroic+10

GREEN LANTERN DATA

  1. The Lantern is made of Neutronium and Adamantium and the Ring is made of Adamantium. The Lantern has a Strength of 4D Death Star scale for resisting damage.
  2. The Lantern exists in the Prime dimension and an alternate dimension simultaneously. The only time the lantern can be affected (or stolen) is after the current Green Lantern calls it from its current dimension to charge his or her ring.

GREEN LANTERN RING DATA

  1. No Killing: The ring's programming forbids the taking of life. The ring will issue a warning to the wielder (60%) and may even shut down (40%), leaving the wielder vulnerable to attack. All intelligent life forms will be recognized via the rings internal database and a quick scan. There may be exceptions to this, but they are rare.
  2. Yellow Impurity: The ring is susceptible to an attack from anything yellow and cannot attack yellow objects. Aside from the obvious weakness to yellow, the power ring can be defeated by other means. A time null zone can render the ring powerless by freezing the flow of time around the helpless ring wielder. Likewise, the flow of time can be accelerated in the ring's vicinity, causing the power ring's charge to be depleted in what may seem seconds to the ring wielder. A weapon firing a Xantha charge can kill a ring wielder. The crimson colored Xantha charge shifts to yellow upon contact with the ring's emerald energy.
  3. Energy Duration: Each time the ring is charged it receives 24 hours of use. This energy can't be stored and will dissipate at the end of every 24-hour period.
  4. Ring Recharging: 10 minutes before it runs out of energy, the power ring will flash on and off, indicating its need for recharge at a power battery. Warning time may be adjusted from 1 minute to 24 minutes. Recharge rate for the ring is ten seconds. The hand with the ring on it must be placed in the lantern to begin charging the ring. The current Green Lantern may say, "In Brightest Day, In Blackest Night, No Evil Shall Escape My Sight! Let Those Who Worship Evil's Might, Beware my Power... Green Lantern's Light!" while charging the ring. However, this is not required to charge the ring. The ring can also be charged at the Central Power Battery and can draw off a charge from other rings. The garments of the ring wielder are transformed to that of the Green Lantern uniform. This is a controllable by process of ring recharge. The uniform can be customized by the wielder and will become the "default setting" at the next ring charge.
  5. Ring Damage Resistance: The Ring has a Strength of 5D Starfighter scale for resisting damage.
  6. Required Skills: Technology: Green Lantern 5D is the required prerequisite to (A) Temporal Mechanics and (A) Ring Repair. The Advanced skills of (A) Temporal Mechanics and (A) Ring Repair are required at 3D minimum for (A) Lantern Repair. Willpower of 6D is required before the advanced skill of Ring Control can be purchased. The cost to buy this skill is 10 Character Points and costs double the normal Character Points to raise. Ring Control is not added to Willpower as would a normal advanced skill.
  7. PC Damage Resistance: The advanced skill of Ring Control is used to resist damage. Yes, it can block use of the Force. To block hostile Force use the PC rolls (A) Ring Control for a Protection Factor. That number is used as a Target Number against a Force attack (if used as a shield). Causing stun or normal damage to the PC deactivates whatever the PC was doing with the ring if they fail a Difficult Ring Control roll minus the appropriate skill dice.
  8. Move Rates: The ring can be used like a space suit to allow the user to survive in space for up to 24 hours. Flying is also possible at a move rate of 210 meters per move/600 kmh in atmosphere. Atmosphere speed may be increased to a maximum of 320mpm/ 925 kmh by spending Character Points (10 CP's = 220/625 kmh, 11 CP's = 230/650 kmh, 12 CP's = 240/675 kmh, 13 CP's = 250/700 kmh, 14 CP's = 260/750 kmh, 15 CP's = 270/775 kmh, 16 CP's = 280/800 kmh, 17 CP's = 290/825 kmh, 18 CP's = 300/850 kmh, 19 CP's = 310/890 kmh, 20 CP's = 320/925). Space speed is 2 and may be increased to a maximum of 8 using Character Points (12 CP's = 3 move, 14 CP's = 4 move, 16 CP's = 5, 18 CP's = 6, 20 CP's = 7, 22 CP's = 8).
  9. Residual Energy: The ring leaves a trace residue of green energy on objects it touches or in the immediate vicinity of its use. The residue lingers for a few hours and is detectable by those with heightened senses of awareness (this includes Jedi's), or by sophisticated mechanical devices. The energy residue itself can be absorbed and reused. To do this the ring wielder must be within 10 meters of the area of use. The energy gained is equal to 1/4 the energy used. If the ring is fully charged (not less than 23 hours), this function will not work.
  10. Full Environmental Playback: Upon request, the power ring can recreate a holographic environment based on data in its memory banks. The ring wielder can observe events in a ghostlike state, but the ring wielder cannot alter the outcome of the playback. All objects in the playback will appear in the full spectrum of colors, regardless of the wielder's level of expertise creating simulacrums. The range of the image produced is the users Willpower skill x 5 meters. The power ring will automatically end the playback if outside interference warrants the ring wielder's undivided attention.
  11. Universal Translator: The power ring can translate virtually any language in the universe, facilitating diplomatic encounters rather than violent confrontations. This ability translates into +4D to Languages the ring has never been exposed to. Translation is automatic for languages in its database or that it has been exposed to before. Complications arise when a frame of reference for translation is not available.
  12. Psychic Backlash: Despite even the greatest of wills, sometimes a ring construct can be broken. Because a ring wielder links to the power of the ring, a psychic backlash occurs immediately after the disruption of a ring-generated construct. The backlash can be very painful and disorienting but leaves no permanent damage to the ring wielder. The real danger to the ring wielder is the split seconds of incapacitation, leaving them vulnerable to attack. A Very Difficult Ring Control roll is required to maintain control.
  13. Ring Programming: Each power ring is programmed to operate in its assigned space sector. When entering another sector, the ring calibrates itself by "downloading" operational information from the Central Power Battery. Though the power ring can work in a different sector, the ring wielder will experience difficulty in utilizing the ring without the additional information from the Central Battery or a period of retraining. This difficulty translates into a minimum of a Difficult Ring Control roll every time the ring is used, for a period of 11-14 weeks.
  14. Remote Control of Power Ring: Direct contact with the power ring is not necessary to control its power. Presumably, this feature makes it possible for the more unusual members of the Green Lantern Corps to utilize the ring's power. The power ring can be controlled from distances up to 100 yards, but closer contact can protect the power ring and its wielder from manipulation by another's willpower. A power ring can be willed to stay in a Green Lantern's possession. The command is indeed strong but can be broken by superior willpower or overwhelming physical force. The ring can stay in contact with its wielder, if preprogrammed, at distances of twenty light years. Cost is only incurred if the ring is kept at distances of one light year or more above 20 (one light year drains two minutes per charge even if recharged, i.e.: 23 hours, 58 minutes maximum charge for distances of one light year; 23 hrs, 56 minutes for 2 light years, etc.).
  15. Emergency Power: 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. As always, the ring is susceptible to the color yellow, leaving the wielder helpless to an attack involving that color.
  16. Emergency Beacon: A Green Lantern in distress can use their power ring as an emergency beacon. The alert can be directed to a Green Lantern's neighboring sector, or it can be a Corps-wide alert.
  17. Homing Beacon: A homing beacon in the power ring can lead one Green Lantern to another. This was one of the recent power ring upgrade features added by the Guardians of the Universe. The power ring can be ordered to disguise itself to elude power ring wielding trackers. Most often ring wielders will allow the beacon to signal their location to others.
  18. Operational Lifespan: Ring: 3,000,000 years. Lantern: 300,000,000 years.

GREEN LANTERN HISTORY AND MISCELLANEOUS NOTES

Creation of the Power Ring

Following the rebellion of the Manhunters and the subsequent split of Oan society, the Guardians of the Universe explored other options to further their agenda for the cosmos. Intrigued by the success of the Halla's, a group of living agents working for the Guardians, the elders of Oa decided a new force for justice should be created. The perils in the vast reaches of space required a formidable weapon, so the Guardians created the power ring to aid their warriors in their quest against evil.

The heroic members of the Green Lantern Corps have long wielded the product of an alien super science, the fabled power ring. Though the full story of its creation may never be known, observations can be made from the recorded experiences of those who wielded the emerald ring. From those examples, conclusions can be drawn regarding the ring's miraculous abilities.

The power rings were developed by Oan technicians and then psionically "carved" from the Central Power Battery. The actual composition of the power ring remains a mystery. There is evidence suggesting it is made of an alien metal or crystal, the origin of the construction material can be debated.

The Power Rings are made of "Oaite," a compound found on Oa. Other compounds have been taken from worlds throughout the cosmos; at least five power rings were comprised of ore mined on Titan, a moon of Jupiter.

The individual personal power batteries are conduits to the Central Power Battery, and the power ring is a mind-keyed transmitter of that power.

The power itself, like all cosmic power, is an aspect of The Source. Any being with control over the Source can also control the ring's energies.


The Green Lantern Corps

The first power ring was awarded to Rori Dag of Rojira. Dag was the model for all the ring wielders to come as the Green Lantern Corps was born.

From each of the known inhabited worlds the Guardians chose a single champion. The Guardians deployed the Green Lantern Corps across space, dividing the known universe into 3600 sectors, with Oa as the center. Each point met at Oa, defending the Guardians as well as the universe. For three billion years the Green Lantern Corps was unmatched in their quest to bring order to the universe.


Form of the Power Ring

The power ring's form is incidental to its function. It has been suggested that the ring's shape was chosen because it will fit on almost any shape of alien. Indeed, this seems to be the case. Power rings have been worn on the fingers of humanoid species as well as more exotic, non-humanoid species. On aliens without appropriate appendages to wear the ring, a form of band is used in place of the "ring".

The Guardians have continually redesigned the power rings. The Corps was usually called to Oa to receive updated power rings.

The power ring was designed to withstand the rigors of space travel.


Programming

The power ring has many systems, from energy constructs to life support. The Guardians programmed all the functions, including the ring's strengths and limitations. Only the Guardians of the Universe can change the programming.

Operating Procedures

The power ring is focused by the wielder's Willpower, enabling the control of green psychoplasmic energy. The energy does not give off heat, unless the ring wielder wills it to do so. It is soundless, unless willed otherwise. The emerald energy can be used in a variety of ways; usually it is shaped to form objects of varying degrees of complexity.

A basic understanding of the object being created is necessary to give the object form and substance. Thinking of an object is not enough; the wielder must will an object into being. The more complex the object, the harder the wielder must concentrate. A direct line of sight is not required to create an energy construct. When using the ring for other functions, a basic understanding and comprehension is again needed.

There are virtually no limits to the energy constructs the power ring can create, whether giant green boxing gloves or high tech robotic equipment.

Distractions can cause a ring wielder to break concentration and weaken the energy construct. Fear is the greatest enemy of a Green Lantern. Control is needed to wield the power ring effectively.

The energy construct can attain great speed at the moment of its creation, allowing the construct to hit a target with great force.


Combat Situations

Though it is preferable to find peaceful solutions to difficulties, the Guardians were aware this was not always possible. The power ring is one of the most powerful and versatile weapons in the known universe.

The effectiveness of the power ring in a combat situation can best be measured by the ingenuity of the ring wielder.

Strength of will is vital, as is concentration. A ring wielder who succumbs to fear or doubt breaks their concentration, leaving them open to attack.

Though a Green Lantern wields vast power, they should not become overconfident. With the ring's ability to launch a long-range attack, the possessor of a power ring may find a tactical advantage with some space between their foes and themselves.


Space Travel and the Force Field

Travel through dense atmospheres as well as the vacuum of outer space is made possible by the power ring. As with all functions of the ring, the presence of the color yellow can hamper a wielder's progress.

The ring creates a forcefield around the wearer, protecting the being from the hazards of the void including filtration of stellar radiation and microscopic particulate matter which would ordinarily be fatal should the space debris strike the ring wielder at high speeds.

An atmosphere appropriate to the ring wielder's biology is created inside the forcefield, body temperature is maintained and waste products are removed. Gravitational stresses, which could cause injury, are stabilized for the ring wielder. Theoretically, a ring wielder could use the ring as their sole source of life support.

The forcefield seems to be created instantaneously. It could be considered as a subroutine of the ring's automatic defensive system.

In atmospheres, air friction is not a hindrance, since heat is either absorbed or reflected by the ring's field.


Voice of the Power Ring

Upon request, the wielder can access the ring's database. The "voice" the ring wielder hears is, in actuality, his or her own unconscious mind, accessing the ring's database.

The personality of the wielder dictates the voice of the power ring. The power ring by itself is flat, devoid of personality. It simply responds to interrogatives by accessing its vast database.


Possession of Multiple Power Rings

Possession of more than one power ring does not increase a ring wielder's strength. While it may be a psychological advantage, increasing a ring wielder's confidence, this does not translate into more power. A ring wielder can utilize the willpower of other ring wielders, working in concert to a common goal. Willpower can also be added by another strong will joining with the ring wielder.

Physiological Effects of Power Ring Energy

The ring attunes itself to the wielder, measuring physical responses as it taps into the wielder's mind. In the three billion-year history of the power ring, there have been limited records of physiological effects related to power ring usage.

Twenty-Four Hour Limit, Recharging

The power ring can carry a charge for twenty-four hours before it is depleted. 10 Minutes before it runs out of energy, the power ring will flash on and off, indicating its need for recharge at a power battery. Recharging takes approximately ten seconds. Many consider that time to be a solemn moment, and choose to recite the Green Lantern Oath. Additionally, the Guardians of the Universe can recharge the power ring at will, as their bodies are storehouses of the emerald energies. Power can be drawn off their projections as well.

Death and Succession

Numbered in order of decreasing likelihood, there are 4765 possible programmed responses for a power ring in the possession of a Green Lantern whose death is imminent. Most involve sudden loss in a combat situation. Some involve other members of the Corps. More than two thousand of them entail the direct involvement of the Guardians and several hundred are in the event of the demise of the Guardians and the Corps themselves.

The ring will sustain the life of a Green Lantern for as long as possible so that a worthy successor may be found. The ring energy encircles the planet (or shoots across space if the planet is void of candidates), probing the population, and selects a number of worthy candidates, bringing the chosen successor to the fallen Green Lantern's side.

At times, the Guardians of the Universe will retrieve the power rings.

Though not all responses are known, as seen by the sheer number of available responses, the succession of the power ring is not surprisingly one of the most important responsibilities of a Green Lantern's career.

Following a Green Lantern's death, the power ring can be accessed from the ring wielder's memories using a "post mortem device" created by the Guardians.


Defeating the Power Ring

The emerald power itself can be diverted, whether at the level of the Central Power Battery or the ring wielder's vicinity. Numerous foes of the Guardians have been able to disrupt the ring's connection to the Central Power Battery. The emerald energy appears to be connected to the ring, regardless of the time period the power ring may reside in. The power rings, arguably an extension of the Guardians, keep a frame of reference to their "original" time line. The Guardians of the Universe also employed a nullification field against power rings.

Destruction of the Power Ring

As part of its programming, the power ring will not allow itself to be destroyed, even at the cost of the ring wielder's life. This should not be seen as callousness on the part of the Guardians. Any force strong enough to destroy a power ring would be more than a match for the native abilities of its possessor.