Character du Jour: The Green Guardian

Because every super-hero game needs a Green Lantern clone with perfect hair. Here’s a Character du Jour for Mutants & Masterminds, just for a change of pace.

Henry Wallace is not what you’d call hero material – and that’s precisely the reason he was chosen. The Galactic Guardians don’t seek the natural heroes of the countless worlds, but the merely average, the everyman with potential. The heroes of the world will do good without power bestowed upon them, but the everyman will cherish it and value it’s worth. They will find the potential inside themselves to become the hero. For every man.

That, at least, is the theory.

In Henry’s case, it seems to be working. Born to average-but-good folks from the city, Henry is reasonably smart, but too egocentric for his own good. Despite his smarts he flunked college and drifted from one job to the next without making much of himself. Then Jean, his long-time girlfriend, died in a car accident.

If he’d been there. If he had a better job so she didn’t need to go to work. If they were married. If……….

Henry hit depression hard, and swore to have no more “ifs” in his life. The Galactic Guardians heard his call, summoning him to the Planet of Justice for training, counselling and – most important of all – hope.

Henry Wallace returned to Earth a changed man, determined never to stand to the back again. He is the Earth’s Green Guardian, a symbol of hope against Evil and champion of every man.

Notes: In this universe there are Green, Red, Yellow and Black Guardians, at least one of each colour appointed to each sector. The Greens act as law enforcement, Red are military, Yellow medical and Black covert operations. Other colours also exist. Each Guardian bears a ring or similar talisman that acts as the power conduit, controlled by the will of it’s wielder. There’s no silly vulnerability against certain colours though there are weaknesses, but they’re not widely known.

The Mutants & Masterminds statblock should be fairly easy to follow for D&D’ers. His stats are within the human norm, and his ring allows him to understand all languages, fly, use a force field, grants life support and use a mind shield all at the same time. The Cosmic Energy Control can be used to fire a blast of energy, create objects, ensnare, strike foes at close range or more objects – but only one thing at a time. How it looks while it’s doing these things is entirely up to the user, so that Strike could be a giant boxing glove, a bigass sword or a rhino suit; the effect is the same.

See what I mean about perfect hair?

Henry Wallace, Green Guardian
Str 14, Dex 16, Con 16, Int 10, Wis 14, Cha 14
Toughness +13*/+3**, Fort +7, Ref +7, Will +6/+10***
* 10 Impervious, ** without force field, *** mind shield

Concentration 8 (+10), Diplomacy 8 (+10), Intimidate 8 (+10), Notice 8 (+10), Search 8 (+8), Sense Motive 8 (+10)
Accurate Attack, Attack Focus 2 (ranged),  Improved Aim, Power Attack, Precise Shot

Device 16  (power  ring; hard  to  lose; Power Feats: Restricted 2  [only  you]):
Comprehend 4  (Languages;  speak,  read, and under-stand all  languages, anyone able  to hear  you  can understand  you)
Cosmic Energy Control 10 (Power Feats: Precise, Ricochet; Alternate Powers: Create object 7 [Extras: Movable; Power Feats: Progression 1 (10-foot cube per rank)], Snare 10 [Power Feats: Reversible, Tether], Strike 11  [Extras:  Penetrating],  Telekinesis 11  [Heavy  Load:  24 tons])
Enhanced  Feats  1  (Quick  Change)
– Flight 6  (500 MPH)
– Force  Field 10  (Extras:  Impervious)
– Immunity  9  (life  support)
– Mind Shield 4

Attack +8, +10 (ranged), Grapple +10 (+21 with telekinesis), Damage  +2  (unarmed),  +10  (cosmic  energy  control  or  snare),  +11 (strike), Defense +7, Knockback -11, Initiative +3
Abilities 24 + Skills 12 + Feats 6 + Powers 66 + Combat 30 + Saves 12 = Total 150

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