Typical Yellow Lantern

Typical Yellow Lanter or Sinestro Corps
DEX 5 STR 4 BODY 10 (4)
INT 4 WILL 15 MIND 6
INFL 7 AURA 6 SPIRIT 6
INIT 16 HP 50
SKILLS:
Charisma (Intimidation): 7 , Thief:: 4
ADVANTAGES: Iron Nerves
CONNECTIONS: Yellow Lantern Corps (High)
DRAWBACKS: Catastrophic Irrational Attraction to causing Fear, Minor Irrational Fear
Motivation: Power Lust
OCCUPATION: Member of the Yellow Lantern Corps
Wealth: 4
EQUIPMENT
Yellow Power Ring [BODY: 15, BODY: 10, INT: 10, Comprehend Languages: 20, Flight: 40, Force Manipulation: 18, Invulnerability: 18, Detect Green Lanterns: 40, Omni-Power: 9, Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4 (Each AP of Skin Armor activated reduces Force Manipulation by 1 AP), R#3 (On a failed reliability roll, the ring loses power and must be recharged through conflict with a Green Lantern ring.] All powers are Power Linked to Force Manipulation. Thus, any limitation that affects Force Manipulation affects all other powers as well.

Yellow Power Ring‘s Constructs attack Green Lantern Power Ring’s constructs as if the Constructs had a RV of 0. Green Lantern Power Ring’s Constructs attack Yellow Power Ring’s constructs as if his own constructs have a EV of 0.

sinestro_corps.jpg

Typical Yellow Lantern

Justice League: A Better World Galero