If you accept him- My character:
Zachery Blackwood
Vital Stats:
Age: Immortal- looks 19-20
Height: 6’1”
Weight: 190.
Eyes: Caramel with silver flecks
Hair: Raven Black
Powers: Dreamer based- Seidhr.
Back Story:
Zach is a lean, wiry 19-year-old. Born in Texas, along the Rio Grande, Zachery was born and raised around cattle. Since he turned thirteen he has been riding the trail as a hand on cattle drives. His father was an English pugilist who settled with his young bride and became a small rancher. When he was twelve an Apache raid across the Rio Grande to steal horses became a bloody massacre as the ranch was attacked and most were killed. Zach was away in the far reaches of the ranch with several other hands herding some cattle away from a dangerous wash. When he returned to see the carnage, he sold the ranch and took the few hundred in gold coin and began riding for other brands. But he never forgets his family. He is always looking for a new place to start the Circle BW again.
On a cattle drive from California to Eastern New Mexico, a terrible storm and the resultant flash flooding set the herd into a frenzy. Zach and the other hands attempted to keep the cattle calm and moving towards a canyon they believed would shelter them. Unbeknownst to the men, they had settled on a canyon near the Superstition Mountains. Once everything calmed down and the cattle were reasonable protected, Zach noticed a faint purple light on the ridge of the canyon. Curious he grabbed his rifle and decided to check it out.
Along the way, he glimpsed a figure that seemed to beckon him onward. Riding as far as he could, he finally went on foot along a barely discernable footpath that led to a cave. Inside he found a shocking sight, a large throne made of basalt and onyx, and a skeletal figure wearing armor and bearing the arms of a medieval knight.
The figure moved, when it did Zach leveled his Sharps and fired. Only to be suddenly set upon as the skeletal being moved with such speed that he was grabbed by the neck and hefted into the air. His rifle tumbled to the ground with a clatter.
“You are a fool Zachery Blackwood. . .” whispered the being, an eerie amethyst glow sparked in the eye sockets. “I have summoned you because I need you. I am entering the deep slumber. I need a fragment of my consciousness awake. You shall bear it.”
Not sure what the frightening creature meant, but Zach certainly didn’t like the sound of it.
“Look Mister . . .”
“Bah, silence. You will carry a portion of my powers, you shall keep me awake in the vast multiverse so that I may continue to observe.” With that, the light erupted with such brightness that Zach feared his eyes would be burned form his head.
When he woke several hours later, Zach felt ill. His body was struggling to deal with the immense Seidhr that had been infused with his own energy and physical body. Standing on wobbly feet he stared out the cavern mouth and stared jaw agape. A miasma of energy swirled outside. A multi-colored screen that hummed and hissed. He stared in horror until deep in his consciousness a voice, far away told him that was the electromagnetic spectrum, his sight had changed as many other things.
Over the next few decades, Zach stayed in the cave, neither aging nor growing hungry. But learning to master his powers. When he emerged, he was startled to find that only a day had elapsed and the herd was below along with the other cowboys. Instinctively he thought of his horse when he heard a whiney behind him, coming from the cave. A smoky colored horse emerged. It was both majestically beautiful as well as frightening. The coat a deep, rich black seemed to shift and swirl with a power of a supernatural bent.
Powers:
The Channeling of Gloom: This power allows Zach to project bolts of dark energy from his guns to strike at targets. While it is easier to fire these bolts from his guns, he can release the energy through his hands with great difficulty. These bolts have the maximum energy impact of 100 tons of TNT. He can regulate the damage to as little as 10 grams of TNT. Traveling at nearly luminal speeds they can strike their targets quickly unleashing shock waves and compression damage that radiates out for dozens of feet.
The Veil Dusk: This power allows Zach to create dusky, transparent forms of dark matter that can be used as a defensive measure such as erecting walls between him and attackers. Or he can use the veils to herd and direct his foes into a place of his choosing where he can fight them more easily. The veils can sustain incredible amounts of damage before crumbling away to nothingness. The veils are equally adept at blunting both mundane and preternatural influences.
The Shrouding Dark: A great darkness descends on the area where Zach stands, blanketing the area up to a square-mile area, consuming all sources of light. Outdoors the land becomes inky black as if it were a moonless night, all light sucked away into nothingness. Indoors all light is devoured leaving a palpable wall of disorienting black. This darkness affects all light sources extinguishing it as if had never existed. While this incredible absence of light can be disorienting, Zach can still see and sense his opponents contained within the sepulchral depths.
The Murky Shroud: This power allows the Zach to expel a murky cloud from his body This cloud travels at incredible speeds, expanding outward in a billowing mass. All caught in this cloud will suffer from the corrupting forces of the Seidhr. All inanimate objects within the cloud will begin to crumble and decompose, breaking down into their component parts in a matter of minutes. Living creatures within the cloud will begin to age at an accelerated pace, advancing years every few minutes until their bodies are twisted with old age, finally dying as their organs give out and bones turn to dust. This cloud has a maximum radius of 250 feet around him.
Empowering weapons: Zach’s pistol, rifle and knife have transformed into eldritch metals found in the shadowy realm of the Dreamers. Laced with glowing orange runes and swirling in a hazy gloom. All his weapons or any weapon he picks up and infuses with Seidhr are capable of slicing through mystical defenses as easily as mundane ones
Inherited Dreamer abilities: Zach has some inherent physical powers because of his symbiotic relationship with the Dreamer. He has preternatural strength able to lift press two tons. He can move incredibly fast with his enhanced reflexes. Fatigue building poisons are eliminated quickly from his body due to his enhanced stamina allowing him to outpace many opponents in fights by merely not tiring. He has a modicum of regeneration that requires he sleep. The more damaged he sustains, the longer he must sleep. Summon the Mount of the Dreamer- Zach summons a murky black horse that can ride on the air and move through the multiverse.
Physical Descriptors:
Zach is tall, standing about 6’1, but is lean from hard drives and a hard life on the trail. His body has scars from fights with Indians, rustlers and the occasional range war. Zach has just left the last drive to Kansas City and has ridden the rail as far as it would take him, now he and his Black, named Donny, have ridden the rest of the way to Chevrollette's Rest
.
While not technically a gunfighter, Zach does carry a Colt .45 on a low slung and tied down holster. He also carries a Sharps .50 on his saddle and uses it with great effectiveness. He carries a Bowie knife on his left hip as well.
Zach wears faded denim jeans, well-worn boots, and a faded long sleeve red shirt. He has a battered, brown cowboy hat and a faded blue bandanna around his neck. The worn faded black leather gun belt frames his lean hips, tied low on his right thigh. The shell loops full of .45 shells.
His saddlebags carry a black broadcloth suit and white shirt, as well as a black derby he picked up in Kansas City. He also carries the Circle BW branding iron of his father strapped and wrapped on his saddle. He has some money on him and a letter to a bank In Kansas City where he has over 1000 dollars, saving for the day when he can wire them for a draft to purchase land and cattle of his own. Although with the power of the Dreamer in him, he doubts he will pursue that dream until he has seen all that the multiverse has to offer.
Zach has rich black hair and soft brown eyes, his face and body tanned from hard riding. Although he is only 19 he looks older. Zach is a young man who is enjoying life, riding the trail seeing the American West. He is quick to laugh, even at himself. Nevertheless, when confronted or those riding the same brand as he is harassed or bothered, he quickly angers, as most young men do.
Vital Stats:
Age: Immortal- looks 19-20
Height: 6’1”
Weight: 190.
Eyes: Caramel with silver flecks
Hair: Raven Black
Powers: Dreamer based- Seidhr.
Back Story:
Zach is a lean, wiry 19-year-old. Born in Texas, along the Rio Grande, Zachery was born and raised around cattle. Since he turned thirteen he has been riding the trail as a hand on cattle drives. His father was an English pugilist who settled with his young bride and became a small rancher. When he was twelve an Apache raid across the Rio Grande to steal horses became a bloody massacre as the ranch was attacked and most were killed. Zach was away in the far reaches of the ranch with several other hands herding some cattle away from a dangerous wash. When he returned to see the carnage, he sold the ranch and took the few hundred in gold coin and began riding for other brands. But he never forgets his family. He is always looking for a new place to start the Circle BW again.
On a cattle drive from California to Eastern New Mexico, a terrible storm and the resultant flash flooding set the herd into a frenzy. Zach and the other hands attempted to keep the cattle calm and moving towards a canyon they believed would shelter them. Unbeknownst to the men, they had settled on a canyon near the Superstition Mountains. Once everything calmed down and the cattle were reasonable protected, Zach noticed a faint purple light on the ridge of the canyon. Curious he grabbed his rifle and decided to check it out.
Along the way, he glimpsed a figure that seemed to beckon him onward. Riding as far as he could, he finally went on foot along a barely discernable footpath that led to a cave. Inside he found a shocking sight, a large throne made of basalt and onyx, and a skeletal figure wearing armor and bearing the arms of a medieval knight.
The figure moved, when it did Zach leveled his Sharps and fired. Only to be suddenly set upon as the skeletal being moved with such speed that he was grabbed by the neck and hefted into the air. His rifle tumbled to the ground with a clatter.
“You are a fool Zachery Blackwood. . .” whispered the being, an eerie amethyst glow sparked in the eye sockets. “I have summoned you because I need you. I am entering the deep slumber. I need a fragment of my consciousness awake. You shall bear it.”
Not sure what the frightening creature meant, but Zach certainly didn’t like the sound of it.
“Look Mister . . .”
“Bah, silence. You will carry a portion of my powers, you shall keep me awake in the vast multiverse so that I may continue to observe.” With that, the light erupted with such brightness that Zach feared his eyes would be burned form his head.
When he woke several hours later, Zach felt ill. His body was struggling to deal with the immense Seidhr that had been infused with his own energy and physical body. Standing on wobbly feet he stared out the cavern mouth and stared jaw agape. A miasma of energy swirled outside. A multi-colored screen that hummed and hissed. He stared in horror until deep in his consciousness a voice, far away told him that was the electromagnetic spectrum, his sight had changed as many other things.
Over the next few decades, Zach stayed in the cave, neither aging nor growing hungry. But learning to master his powers. When he emerged, he was startled to find that only a day had elapsed and the herd was below along with the other cowboys. Instinctively he thought of his horse when he heard a whiney behind him, coming from the cave. A smoky colored horse emerged. It was both majestically beautiful as well as frightening. The coat a deep, rich black seemed to shift and swirl with a power of a supernatural bent.
Powers:
The Channeling of Gloom: This power allows Zach to project bolts of dark energy from his guns to strike at targets. While it is easier to fire these bolts from his guns, he can release the energy through his hands with great difficulty. These bolts have the maximum energy impact of 100 tons of TNT. He can regulate the damage to as little as 10 grams of TNT. Traveling at nearly luminal speeds they can strike their targets quickly unleashing shock waves and compression damage that radiates out for dozens of feet.
The Veil Dusk: This power allows Zach to create dusky, transparent forms of dark matter that can be used as a defensive measure such as erecting walls between him and attackers. Or he can use the veils to herd and direct his foes into a place of his choosing where he can fight them more easily. The veils can sustain incredible amounts of damage before crumbling away to nothingness. The veils are equally adept at blunting both mundane and preternatural influences.
The Shrouding Dark: A great darkness descends on the area where Zach stands, blanketing the area up to a square-mile area, consuming all sources of light. Outdoors the land becomes inky black as if it were a moonless night, all light sucked away into nothingness. Indoors all light is devoured leaving a palpable wall of disorienting black. This darkness affects all light sources extinguishing it as if had never existed. While this incredible absence of light can be disorienting, Zach can still see and sense his opponents contained within the sepulchral depths.
The Murky Shroud: This power allows the Zach to expel a murky cloud from his body This cloud travels at incredible speeds, expanding outward in a billowing mass. All caught in this cloud will suffer from the corrupting forces of the Seidhr. All inanimate objects within the cloud will begin to crumble and decompose, breaking down into their component parts in a matter of minutes. Living creatures within the cloud will begin to age at an accelerated pace, advancing years every few minutes until their bodies are twisted with old age, finally dying as their organs give out and bones turn to dust. This cloud has a maximum radius of 250 feet around him.
Empowering weapons: Zach’s pistol, rifle and knife have transformed into eldritch metals found in the shadowy realm of the Dreamers. Laced with glowing orange runes and swirling in a hazy gloom. All his weapons or any weapon he picks up and infuses with Seidhr are capable of slicing through mystical defenses as easily as mundane ones
Inherited Dreamer abilities: Zach has some inherent physical powers because of his symbiotic relationship with the Dreamer. He has preternatural strength able to lift press two tons. He can move incredibly fast with his enhanced reflexes. Fatigue building poisons are eliminated quickly from his body due to his enhanced stamina allowing him to outpace many opponents in fights by merely not tiring. He has a modicum of regeneration that requires he sleep. The more damaged he sustains, the longer he must sleep. Summon the Mount of the Dreamer- Zach summons a murky black horse that can ride on the air and move through the multiverse.
Physical Descriptors:
Zach is tall, standing about 6’1, but is lean from hard drives and a hard life on the trail. His body has scars from fights with Indians, rustlers and the occasional range war. Zach has just left the last drive to Kansas City and has ridden the rail as far as it would take him, now he and his Black, named Donny, have ridden the rest of the way to Chevrollette's Rest
.
While not technically a gunfighter, Zach does carry a Colt .45 on a low slung and tied down holster. He also carries a Sharps .50 on his saddle and uses it with great effectiveness. He carries a Bowie knife on his left hip as well.
Zach wears faded denim jeans, well-worn boots, and a faded long sleeve red shirt. He has a battered, brown cowboy hat and a faded blue bandanna around his neck. The worn faded black leather gun belt frames his lean hips, tied low on his right thigh. The shell loops full of .45 shells.
His saddlebags carry a black broadcloth suit and white shirt, as well as a black derby he picked up in Kansas City. He also carries the Circle BW branding iron of his father strapped and wrapped on his saddle. He has some money on him and a letter to a bank In Kansas City where he has over 1000 dollars, saving for the day when he can wire them for a draft to purchase land and cattle of his own. Although with the power of the Dreamer in him, he doubts he will pursue that dream until he has seen all that the multiverse has to offer.
Zach has rich black hair and soft brown eyes, his face and body tanned from hard riding. Although he is only 19 he looks older. Zach is a young man who is enjoying life, riding the trail seeing the American West. He is quick to laugh, even at himself. Nevertheless, when confronted or those riding the same brand as he is harassed or bothered, he quickly angers, as most young men do.
Real Name: Stephan Archibald Wallis.
Occupation: Superhero, Defender of Alternate Earth
Other Aliases: General Freedom
Place of Birth: Des Moines, Iowa, Alternate Earth
Marital Status: Single
Known Relatives: Harold Wallis (Fa) and Maude Wallis (Mo), Kerry Samantha James-Wallis (Sis.), Marvin Emerson Wallis (Bro)
History:Stephan Wallis was a normal kid growing up in Des Moines his parents were both blue collar folk who did the best they could to raise their 3 children. Steve was an excellent student and athlete obtained entrance to Annapolis, where he graduated and served his 2 years in San Diego, CA. During his second year, as a URL he found himself drawn to the SEALS. After contemplating the commitment to reenlist, he did so with the understanding he would he enter the SEAL’S program to see if he was good enough to be a Navy Seal. After completing the intensive BUDS trials, he graduated as the only one in his class. Stephan, after further training general combat and survival training, is assigned to SEAL team Six, where he obtains a great deal of counter-terrorist training along with intelligence and medical knowledge.
Ribbons earned. National Defense Service Ribbon – NDSM, Bronze Star Ribbon, Global War on Terrorism Service Ribbon, Purple Heart Ribbon, Navy Sea Service Deployment Ribbon, Navy Good Conduct Ribbon, Combat Action Ribbon, Navy Expert Pistol Ribbon, Navy Expert Rifle Ribbon, Meritorious Unit Commendation Ribbon, Navy Marine Corps Commendation Ribbon, Navy USMC Presidential Unit Citation PUC, Navy Marine Distinguished Service Military Ribbon, Silver Star Ribbon.
After four years, he is given a new assignment as the special combat consultant to Eastern Regional Wordsmith for their research for DARPA. Steve discovered ERW working on some reversed engineered technology they obtained from an alien crash site.
After nearly a year where he encountered some very disturbing things and seeing the great harm done to American citizens by the experiments conducted, Steve tried to halt the program. During a scuffle he was knocked back into an oscillating blue field, as the alien energies coursed through his body he felt the as if he collapsed into nothing. The machine exploded causing the R&D facility to come down around him. It took several days before they found Steve barely alive.
He spent 7 months in Bethesda Naval hospital before he is honorably discharged from the Navy. Little did he know that the energy in him had altered his molecular structure giving him control of the zero-point energy that coursed through his body.
Age: 31
Height: 6’3 (7’3)
Weight: 245 ( 545 lbs.)
Eyes: Cobalt Blue
Hair: Mahogany brown.
Appearance: His costume is navy blue with a three-inch white strip along the outer portion of the legs and up the side, under the armpit, twisting along on the inside of the arm and folding over the forearms near the wrists. He has red flared gauntlets and red thigh-high boots folded over so the flap rides just under the knees. Around his waist rests a thick, wide blue leather belt and a strange tetrahedron as the buckle. He wears a three-quarter navy blue mask covering his face, leaving the jaw and mouth uncovered with white colored panels where his eyes would be. On his chest is a single white star, surrounded by a red border.
ZPE-Physical Alterations: His muscles and bones have become much denser than an average human being, adding nearly 300 lbs. of muscle to his body, adding a foot of height to his frame. As he gains experience with his powers they grow and develop over time.
Enhanced strength: Dead Lift 2,200 lbs. Crush- able to grab someone and crush them, punches powerful enough to go through a normal human body or 3-inches of reinforced concrete.
Enhanced stamina: Normal healing and recovery rates from injuries doubled. Life span 125 years. Adaptability- by expending ZPE can survive environments normally hostile to human beings, such as vacuum of space or the depths of the ocean.
Color Guide: BASIC HERO, SUPERIOR HERO, ULTIMATE HERO
Super-human strength: Dead Lift 10 short tons. Shockwave- able to stomp his foot or smash his fists into the ground causing the waves of force and pressure to radiate outward to a distance of (Hero level x10 meters- in this case 40 meters.)
Super-human stamina: Can go weeks (2-3) without sleeping, healing rate is triple that of a normal human being. Durability- able to channel ZPE to help recovery from an injury, can help the body repel deadly poisons and toxins given time.
Super-human strength: Dead lift 25 short tons. General Freedom’s legs are prodigiously strong, so much so that he can leap enormous distances. (Able to leap two miles horizontal per hero level and ½ mile high per hero level) In this case, at Superior he can leap 10 miles long and 2 ½ miles high.
Super-human stamina: Heal rate is four times faster than normal humans. Life span is 150+ years due to his body resisting the aging and breaking down of cells in his body. Hardened Body- This allows General Freedom to shrug off non-enhanced or magical element such as fire, cold, acid, lightning etc. He is not immune, but can resist the maximum implied damage.
Super-human strength: Dead lift 50 short tons. Thunder Clap- General Freedom can generate immense pressure in the air by clapping his hands together. The force is enough to hurt unprotected people, and can break windows and cause minor structural damage to buildings. This does not affect hard targets such as buildings or soft targets like cloth or malleable oozes. Only living things and brittle targets are affected, radius is 10 meters per tier level, in this case 60 meters.
Super-human stamina: Heal rate is five-times a normal human beings, by using ZPE he can actually regenerate bone, muscle and soft tissue damage. General Freedom can participate in several (6-7) triathlons in a row before starting to tire. His life span has increased to 180+ years as his body slows down the aging process to a virtual crawl.
ZPE- Powers:These powers General Freedom gained from the Zero-Point Energy that fuels his body.
ZPE- Bolt: Range Range 1,609 meters per tier rating (currently 1,609 meters or 5,280 feet) This bolt of blue-black energy races from General Freedoms hands at extreme speeds (starting at 2,690 feet per second and adding 2,500 feet per second to that speed every rating after).This bolt has the kinetic impact of 40 tons of TNT and growing by a factor of 3 every tier after that.General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum.
ZPE- Bolt: The bolt has a range of 3,218 meters or 10,560 feet, at a speed of 5,190 feet per second, carrying the kinetic impact of 120 tons of TNT). General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum.
ZPE- Bolt: The bolt has a range 4,828 meters or 15,840 feet at the speed of 7,690 feet per second, with the kinetic impact of 360 tons of TNT.) General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum.
ZPE- Shield: With the ability to create a shield, General Freedom can blunt both natural and preternatural damage to some extent. This shield can parry or block incoming attacks. This shield powers up using ZPE to meet and match incoming attacks, at its most basic it can withstand a 120 mm tank shell at point blank range. By fueling the shield with ZPE he can increase the protective value.
ZPE-Shield effect: Cage- General Freedom can create a ZPE cage to imprison opponents. It does no damage but requires strength of force equal to the charges placed on it to break free of. The cage is made of blue-black ZPE energies and hums and sparks. Range is 100 meters per character rating.)
ZPE-Shield effect: Bubble- General Freedom can create a shimmering blue-black semi-transparent sphere/hemisphere around a target. This bubble can protect or harm a target within it. If doing damage, the equivalent of 2 tons of kinetic impact will press on the target per tier ranking. It takes an equal charge to break free or resist the damage of the bubble. Range is 100 meters per tier rank.)
ZPE- Second Skin: General Freedom can harden the air molecules around him by charging the air with ZPE. This creates a layer of armor roughly an inch from his body surrounding it. This armor can blunt normal and preternatural forces. This armor can stop a 120 mm tank round at point blank range. Every moment charging adds strength to the layers of the armor.
ZPE- Flight: General Freedom can defy gravity and fly.
General Freedom’s maximum flying speed:
1,500 mph.
2,225 mph.
3,750 mph.
By channeling all his ZPE and focusing it into his speed, he is capable of breaking Earth’s gravitational pull, reaching a speed of 17,500 mph.
Abilities: Sniper, Breaching, Surreptitious Entry, Electronic and Media Exploitation, Technical Surveillance, High Threat Protective Security (PSD), Advanced Weapons Training, Advanced Driving Skills (Urban/Rural/Security), Advanced Climbing/Rope Skills, Advanced Air Operations:HALO/HAHO/Jumpmaster/Parachute Rigger and Packer, Diving Supervisor, Foreign Weapons, Advanced Special Operations.
General Freedom is an expert in MCMAP, the Marine Corp Martial Arts- equal to a black belt. He is well versed in general CQB training, both with and without firearms and is a Tier 1 operator equivalent. He is a dedicated practitioner of Escrima both in single and double stick/knife, practicing in the Philippines as often as he can. General Freedom also has trained with Jorge De la Cruz, renowned boxing trainer out of Panama, learning boxing techniques in order to round out his martial arts expertise.
Weapons:None.
Equipment: During a fight with the notorious villain Red Mercury, General Freedom obtained the Tetrahedron of Transport. The Tetrahedron allows General Freedom to venture across the multiverse, by adjusting the movable sides so that a different series of symbols align to a corresponding gateway, he can venture to places that the ToT has a quantum energy alignment. He wears the ToT as part of his uniform as the buckle of his belt.
Limitations: General Freedom has normal human weakness regarding the need for air, food, water. Although his physiology is much greater than any normal human being, he does tire after extended periods of maximum exertion. General Freedom in the past has been susceptible to magical effects, especially those regarding psionic or spirit energy. However, it is unknown, if those effects were able to overcome his ZPE or he simply was unfamiliar with them and hence was unable to formulate a proper defense to them.
Zero Point Energy as theorized by Dirac is the particles of negative energy states that fill the vacuum of space. This energy state continually fluctuates never resting and is constantly oscillating at the absolute minute rate allowed by quantum physics, a quantum light wave if you will. This constant motion of particles in the body of the character has led to mutations that allow him to draw and control this negative energy state within his body. When he unleashes the ZPE it creates a virtual vacuum between General Freedom and the target on a subatomic level, within that vacuum the ZPE which is in effect a locally produced negative energy state of space-time between the originating source of the anomaly, is shaped and directed as mass, inertia and gravity in a focused wave towards the target. Once the ZPE beam reaches the terminus point, the energy is released in a kinetic burst. While the theoretical output of ZPE is limitless, it is limited to be on par with the power of other technologies in the role-playing universe based on the relevant tier.] General Freedom
Occupation: Superhero, Defender of Alternate Earth
Other Aliases: General Freedom
Place of Birth: Des Moines, Iowa, Alternate Earth
Marital Status: Single
Known Relatives: Harold Wallis (Fa) and Maude Wallis (Mo), Kerry Samantha James-Wallis (Sis.), Marvin Emerson Wallis (Bro)
History:Stephan Wallis was a normal kid growing up in Des Moines his parents were both blue collar folk who did the best they could to raise their 3 children. Steve was an excellent student and athlete obtained entrance to Annapolis, where he graduated and served his 2 years in San Diego, CA. During his second year, as a URL he found himself drawn to the SEALS. After contemplating the commitment to reenlist, he did so with the understanding he would he enter the SEAL’S program to see if he was good enough to be a Navy Seal. After completing the intensive BUDS trials, he graduated as the only one in his class. Stephan, after further training general combat and survival training, is assigned to SEAL team Six, where he obtains a great deal of counter-terrorist training along with intelligence and medical knowledge.
Ribbons earned. National Defense Service Ribbon – NDSM, Bronze Star Ribbon, Global War on Terrorism Service Ribbon, Purple Heart Ribbon, Navy Sea Service Deployment Ribbon, Navy Good Conduct Ribbon, Combat Action Ribbon, Navy Expert Pistol Ribbon, Navy Expert Rifle Ribbon, Meritorious Unit Commendation Ribbon, Navy Marine Corps Commendation Ribbon, Navy USMC Presidential Unit Citation PUC, Navy Marine Distinguished Service Military Ribbon, Silver Star Ribbon.
After four years, he is given a new assignment as the special combat consultant to Eastern Regional Wordsmith for their research for DARPA. Steve discovered ERW working on some reversed engineered technology they obtained from an alien crash site.
After nearly a year where he encountered some very disturbing things and seeing the great harm done to American citizens by the experiments conducted, Steve tried to halt the program. During a scuffle he was knocked back into an oscillating blue field, as the alien energies coursed through his body he felt the as if he collapsed into nothing. The machine exploded causing the R&D facility to come down around him. It took several days before they found Steve barely alive.
He spent 7 months in Bethesda Naval hospital before he is honorably discharged from the Navy. Little did he know that the energy in him had altered his molecular structure giving him control of the zero-point energy that coursed through his body.
Age: 31
Height: 6’3 (7’3)
Weight: 245 ( 545 lbs.)
Eyes: Cobalt Blue
Hair: Mahogany brown.
Appearance: His costume is navy blue with a three-inch white strip along the outer portion of the legs and up the side, under the armpit, twisting along on the inside of the arm and folding over the forearms near the wrists. He has red flared gauntlets and red thigh-high boots folded over so the flap rides just under the knees. Around his waist rests a thick, wide blue leather belt and a strange tetrahedron as the buckle. He wears a three-quarter navy blue mask covering his face, leaving the jaw and mouth uncovered with white colored panels where his eyes would be. On his chest is a single white star, surrounded by a red border.
Known Powers: Zero-Point Energy manipulation-
ZPE-Physical Alterations: His muscles and bones have become much denser than an average human being, adding nearly 300 lbs. of muscle to his body, adding a foot of height to his frame. As he gains experience with his powers they grow and develop over time.
** Note enhanced is the minimum powered set of General Freedom.
Enhanced strength: Dead Lift 2,200 lbs. Crush- able to grab someone and crush them, punches powerful enough to go through a normal human body or 3-inches of reinforced concrete.
Enhanced stamina: Normal healing and recovery rates from injuries doubled. Life span 125 years. Adaptability- by expending ZPE can survive environments normally hostile to human beings, such as vacuum of space or the depths of the ocean.
SUPER-HUMAN
Color Guide: BASIC HERO, SUPERIOR HERO, ULTIMATE HERO
Super-human strength: Dead Lift 10 short tons. Shockwave- able to stomp his foot or smash his fists into the ground causing the waves of force and pressure to radiate outward to a distance of (Hero level x10 meters- in this case 40 meters.)
Super-human stamina: Can go weeks (2-3) without sleeping, healing rate is triple that of a normal human being. Durability- able to channel ZPE to help recovery from an injury, can help the body repel deadly poisons and toxins given time.
Super-human strength: Dead lift 25 short tons. General Freedom’s legs are prodigiously strong, so much so that he can leap enormous distances. (Able to leap two miles horizontal per hero level and ½ mile high per hero level) In this case, at Superior he can leap 10 miles long and 2 ½ miles high.
Super-human stamina: Heal rate is four times faster than normal humans. Life span is 150+ years due to his body resisting the aging and breaking down of cells in his body. Hardened Body- This allows General Freedom to shrug off non-enhanced or magical element such as fire, cold, acid, lightning etc. He is not immune, but can resist the maximum implied damage.
Super-human strength: Dead lift 50 short tons. Thunder Clap- General Freedom can generate immense pressure in the air by clapping his hands together. The force is enough to hurt unprotected people, and can break windows and cause minor structural damage to buildings. This does not affect hard targets such as buildings or soft targets like cloth or malleable oozes. Only living things and brittle targets are affected, radius is 10 meters per tier level, in this case 60 meters.
Super-human stamina: Heal rate is five-times a normal human beings, by using ZPE he can actually regenerate bone, muscle and soft tissue damage. General Freedom can participate in several (6-7) triathlons in a row before starting to tire. His life span has increased to 180+ years as his body slows down the aging process to a virtual crawl.
ZPE- Powers:These powers General Freedom gained from the Zero-Point Energy that fuels his body.
ZPE- Bolt: Range Range 1,609 meters per tier rating (currently 1,609 meters or 5,280 feet) This bolt of blue-black energy races from General Freedoms hands at extreme speeds (starting at 2,690 feet per second and adding 2,500 feet per second to that speed every rating after).This bolt has the kinetic impact of 40 tons of TNT and growing by a factor of 3 every tier after that.General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum.
ZPE- Bolt: The bolt has a range of 3,218 meters or 10,560 feet, at a speed of 5,190 feet per second, carrying the kinetic impact of 120 tons of TNT). General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum.
ZPE- Bolt: The bolt has a range 4,828 meters or 15,840 feet at the speed of 7,690 feet per second, with the kinetic impact of 360 tons of TNT.) General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum.
ZPE-Shield effects are usable at all ratings of General Freedom
ZPE- Shield: With the ability to create a shield, General Freedom can blunt both natural and preternatural damage to some extent. This shield can parry or block incoming attacks. This shield powers up using ZPE to meet and match incoming attacks, at its most basic it can withstand a 120 mm tank shell at point blank range. By fueling the shield with ZPE he can increase the protective value.
*** Psionic or spirit based magics have a tendency to bypass the ZPE-SHIELD protections.
ZPE-Shield effect: Cage- General Freedom can create a ZPE cage to imprison opponents. It does no damage but requires strength of force equal to the charges placed on it to break free of. The cage is made of blue-black ZPE energies and hums and sparks. Range is 100 meters per character rating.)
ZPE-Shield effect: Bubble- General Freedom can create a shimmering blue-black semi-transparent sphere/hemisphere around a target. This bubble can protect or harm a target within it. If doing damage, the equivalent of 2 tons of kinetic impact will press on the target per tier ranking. It takes an equal charge to break free or resist the damage of the bubble. Range is 100 meters per tier rank.)
ZPE- Second Skin: General Freedom can harden the air molecules around him by charging the air with ZPE. This creates a layer of armor roughly an inch from his body surrounding it. This armor can blunt normal and preternatural forces. This armor can stop a 120 mm tank round at point blank range. Every moment charging adds strength to the layers of the armor.
ZPE- Flight: General Freedom can defy gravity and fly.
General Freedom’s maximum flying speed:
1,500 mph.
2,225 mph.
3,750 mph.
By channeling all his ZPE and focusing it into his speed, he is capable of breaking Earth’s gravitational pull, reaching a speed of 17,500 mph.
Abilities: Sniper, Breaching, Surreptitious Entry, Electronic and Media Exploitation, Technical Surveillance, High Threat Protective Security (PSD), Advanced Weapons Training, Advanced Driving Skills (Urban/Rural/Security), Advanced Climbing/Rope Skills, Advanced Air Operations:HALO/HAHO/Jumpmaster/Parachute Rigger and Packer, Diving Supervisor, Foreign Weapons, Advanced Special Operations.
General Freedom is an expert in MCMAP, the Marine Corp Martial Arts- equal to a black belt. He is well versed in general CQB training, both with and without firearms and is a Tier 1 operator equivalent. He is a dedicated practitioner of Escrima both in single and double stick/knife, practicing in the Philippines as often as he can. General Freedom also has trained with Jorge De la Cruz, renowned boxing trainer out of Panama, learning boxing techniques in order to round out his martial arts expertise.
Weapons:None.
Equipment: During a fight with the notorious villain Red Mercury, General Freedom obtained the Tetrahedron of Transport. The Tetrahedron allows General Freedom to venture across the multiverse, by adjusting the movable sides so that a different series of symbols align to a corresponding gateway, he can venture to places that the ToT has a quantum energy alignment. He wears the ToT as part of his uniform as the buckle of his belt.
Limitations: General Freedom has normal human weakness regarding the need for air, food, water. Although his physiology is much greater than any normal human being, he does tire after extended periods of maximum exertion. General Freedom in the past has been susceptible to magical effects, especially those regarding psionic or spirit energy. However, it is unknown, if those effects were able to overcome his ZPE or he simply was unfamiliar with them and hence was unable to formulate a proper defense to them.
The Zero-point energy of General Freedom:
Zero Point Energy as theorized by Dirac is the particles of negative energy states that fill the vacuum of space. This energy state continually fluctuates never resting and is constantly oscillating at the absolute minute rate allowed by quantum physics, a quantum light wave if you will. This constant motion of particles in the body of the character has led to mutations that allow him to draw and control this negative energy state within his body. When he unleashes the ZPE it creates a virtual vacuum between General Freedom and the target on a subatomic level, within that vacuum the ZPE which is in effect a locally produced negative energy state of space-time between the originating source of the anomaly, is shaped and directed as mass, inertia and gravity in a focused wave towards the target. Once the ZPE beam reaches the terminus point, the energy is released in a kinetic burst. While the theoretical output of ZPE is limitless, it is limited to be on par with the power of other technologies in the role-playing universe based on the relevant tier.] General Freedom