James Luthor
Background: James Luthor is a clone of Lex Luthor that was created by some scientists who wanted to eliminate and destroy the threat posed by the Midara. As a result he has had a lot of training from them in various fields for preparation for his mission. In addition he has also been equipped with a lot of weapons, for his own use.
Personality: To be revealed.
Moves:
- Passive - Greed of Luthor: Instead of the 30 Will Power that most people start out with, James Luthor starts out with 45 will power. This also gives him access to several fighting styles using mimicked technology. So far he has access to a simulated replica of Green Lantern Technology that he created.
Green Lantern:
- Emerald Energy Whip - Stamina Attack: This takes 1 WP from James Luthor, but he can create a whip of Lantern Plasma in one hand and use it to strike an opponent dealing 5 Stamina Damage.
- Emerald Fire Barrier - Defense: This can block either one Stamina, or one will power attack. 4 post cool down.
- Emerald Energy - Swords: Two swords that he can produce out of Emerald Energy. This allows him to dual slash an opponent, doing 6 stamina damage to anyone caught by them.
- Tractor Beam: A tractor beam he can use from the Power Ring he wears. Can lift an opponent, and drop them or be used to turn the environment into a weapon. 3 post cool down.
- Passive: New Technology - After each fight, James can add new technology to his arsenal, win or lose.
Power Armor:
- Enhanced Punch - Stamina Attack: It takes 2 WP from James Luthor and leaves him vulnerable on the next turn incapable of attacking or defending. In return he can deliver a punch that takes 5 stamina from the opponent. 1 Turn Cool Down.
- Missiles: 6 mini missiles he can fire from the arms of the suit. Takes 5 stamina from opponent, and 2 will power from James Luthor if successful. 2 turn cool down.
- Palm Blast: This takes one turn to charge up during which he is completely defenseless. If fully charged this can deal 7 Stamina Damage to an opponent. 3 turn cool down.
- Mini Missiles: Six mini sized missiles. They deal 5 Stamina Damage to an opponent.
- Palm Blast Level Two: A Level Two Palm Blast that takes 2 turns of not doing anything to charge up. It can do 14 Stamina Damage. 6 Post Cool Down.