NINTH METAL BELT [Body: 5, Gravity Decrease: 8] Limitations: The belt’s Gravity Decrease Power is only usable on the wearer and any objects he is holding.
Wings [Str: 5, Body: 6, Flight: 8] Limitation: Fight only works if user is wearing a Ninth Metal Belt.
Crossbow [Body: 3, EV: 3, Ammo: 1, Range: 5, R#: 2]*Can alternatively be a Mace, Sword, Flail, Spear or other archaic melee weapon.
POWER RING [Body: 24, Spirit: 24, Animate Objects: 15, Dispersal: 10, Flight: 15, Force Manipulation: 24, Omni-Power: 12, Sealed Systems: 15, Skin Armor: 4] All of the Power Ring’s Powers are magical in nature. Green Lantern’s Body is 10 Aps while he wears the Power Ring and 5 AP while he is not wearing it. The Power Ring’ s Skin Armor Power does not have to be activated at its full AP value. Green Lantern loses 1 AP of both Force Manipulation and Omni-Power for each AP of Skin Armor in use; the Animate Objects Power can only be used on metals and metallic objects.
Miscellaneous Drawbacks: Ring is useless against wood and wooden objects. Ring’s Body and Spirit are 12 when not being worn. Ring must be recharged every 24 hours using the Mystical Lantern.
Mystical Lantern [Body: 20, Spirit 20, Energy Absorption: 15, Invisibility: 15, R#: 2] Limitations: Power Battery can only be used to charge the user Ring for 24 hours. Invisibility only works on Battery, functions per user’s will.
Blackout Bombs (x6) [Body: 1, Darkness: 5, Fog: 10] Miscellaneous Drawbacks: The Bombs cover a volume of 10 (equal to the Bomb’s Fog Power) and fill that volume with the Darkness Power rated at 5 APs.
Goggles [Body: 1] Bonus: Dr. Mid-Nite wears special goggles that allow him to overcome his handicap of blindness in daylight. The glasses he wears as Dr. Charles McNider have a modified version of the lenses in the goggles.