When forest ranger Rick Allyn went out on call to investigate a reported woodland fire, he had no idea that his life was about to change forever…

Late one evening the Forestry Service received several phone calls concerning a red glow in the woods covering a mountainside; the glow was visible for miles. Rick went out in his truck to investigate, only to find that the red glow was caused not by a fire but by a strange smooth flat stone lying in a shallow depression. Rick was amazed to discover that the stone’s luminescence would take the shape of whatever Rick was thinking about at the time. Wrapping the stone in a bandanna, Rick drove home to contemplate his new discovery.

The more time Rick spent “practicing” with the stone, the easier his manipulation of the red glow became until he was eventually able to create large spheres, shields, rods, and more complex shapes. He was even able to transform the luminescence into solid (albeit translucent) objects.

Rick ultimately fashioned the red stone into an amulet which he could wear on a chain around his neck. Creating a uniform for himself, Rick called himself The Crimson Guardian and began to use his unique mental bond with the stone as a tool to help other people in need. After encountering a handful of fellow costumed heroes, Crimson Guardian agreed to join forces with them and thus became one of the founders of the Justice Federation.

Rick’s disposition is friendly, but serious. While not disapproving of the hijinks of Bluestreak, Ruby, and the members of Junior Justice, Rick doesn’t join in. When on a mission, he’s all business with a demeanor which is stern almost to the point of being dour.

THE CRIMSON GUARDIAN

IDENTITY: Rick Allyn
NAME: Crimson Guardian
SIDE: G
SEX: M
AGE: (b. 1978)
EXPERIENCE: 65,652
LEVEL: 11
TRAINING: Strength
POWERS:

1) Heightened Expertise – Martial Arts (+4 to hit HTH)

2) Heightened Expertise – Special Weapon, see below (+4 to hit)

3) Heightened Endurance B (+10)

4) Special Weapon – Amulet; Power battery = Max power x5 (350 power points); Range = Max Power x5″ (350″); A. Force Field Attack, PR=1 Range=Ex2 Damage=Base HTH; B. Flight, PR=1 per person carried (including self) per hour, Speed=Max Power x5 MPH (350 MPH); C. Telekinesis, Capacity = Max Power x Level X10lbs (6,300 lbs) PR=1/turn, when used as attack PR=1 causing 2d8 damage; D. Invulnerability Shield – ignores 18 points damage per turn, PR=2 to activate, and 2 per turn to maintain; E. Adaptation – when used on self PR=0, when used on others PR=1 per person per hour

WEIGHT: 205 lbs.
BASIC HITS: 5
AGILITY MOD:
STRENGTH: 14
ENDURANCE: 15 (25)
AGILITY: 15
INTELLIGENCE: 16
CHARISMA: 15  REACTIONS FROM GOOD: +2 FROM EVIL: -2
HIT MOD.: 6.912
HIT POINTS: 35
DAMAGE MOD.: +2, +6 with amulet
HEALING RATE: 3.5
ACCURACY: +2, +8 HTH, + 10 with amulet
POWER POINTS: 70
CARRYING CAPACITY: 537.51
BASIC HTH DAMAGE: 1d8
MOVEMENT RATES: 54″ foot/1,540″ flying
DET. HIDDEN: 12
DET. DANGER: 16
INVENTING POINTS: 17.6
CASH: $64,800
INVENTING %: 48
LEGAL STATUS: Founding member of Justice Federation
OTHER INFORMATION:

I modified the stats and powers from some V&V stats for the Golden Age Green Lantern that I once saw on a website, but I can’t find the link to that page. If you recognize the power descriptions, please send me the link and I’ll be happy to edit this page to include the appropriate credit.

ADDENDUM (9/1/11): I’m pretty sure I derived the amulet powers from the Green Lantern stats at the Villains & Vigilantes Emporium.

Have fun! – Steve

Copyright 2011, Steven A. Lopez. All rights reserved.

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