U.S. Agent |
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Portrayed by John Cena |
Statistics |
Full Name |
John Walker |
Age |
32 |
Height |
6'4" |
Build |
Powerful |
Eyes |
Blue |
Hair |
Dark blonde |
Factions |
None |
Occupation |
Director of Homeland Security for Gotham City |
Alignment |
Hero |
Claim to Fame
Former Marine Special Forces, having served one tour in Iraq and two in Afghanistan. Recipient of numerous medals and achievements, including the Medal of Honor and eight Purple Hearts. After a time in undisclosed government service, recently appointed command over the Department of Homeland Security in Gotham, using a costumed guise under the codename of U.S. Agent.
Reputation
Walker's known for being stern, conservative, by the book and unbending, even by military standards. Rumors swirl that his time out of the spotlight was spent in the CIA, although in what capacity isn't entirely clear. His DHS appointment stems apparently from the perceived need for greater Federal oversight and enforcement in Gotham, recognizing that many of the madmen there qualify as terrorists - he's been charged to clean things up, tighten security in the local detention facilities and put the fear of God and the United States of America into the local scum.
Biography
John Walker grew up in Georgia, his father working in farm equipment, his mother as a schoolteacher. John grew up strong and athletic, lettering in football and wrestling in high school (and winning two state championships as a wrestler). He also had a hell of a temper, something he showed through bullying and consistent fighting, along with the general hellraising of being a high school quarterback in the South with easy access to beer. After bailing his son out of jail, John's father sat him down and explained how disappointed he was in the boy's behavior and how he wasn't living up to his expectations. John Walker loves and respects his father dearly, and so he vowed to do the right thing and make a good man of himself. He deferred football and wrestling scholarships in order to enter the Marine Corps, as his father did before him. He went to Iraq a boy and, six years later, left Afghanistan a man. He saw things there that changed his life, things that he'll never tell anyone. His dedication to duty and immense talent for violence lead to him being recruited by the CIA to work security and interrogation at a variety of black sites, along with running covert strike teams. As those opportunities dried up, he decided he'd rather continue in government service rather than return to civilian life. He was given an opportunity - medical testing showed that John possessed the genetic disposition to use an experimental meta-steroid program, another part of the constant attempt to make a super-soldier. The treatment nearly killed him, causing a fever, paralysis, and nightmarish flashbacks for more than a month. As a result, the treatment was discontinued - only John's exceptional fortitude allowed him to survive. In the end, he came out alive, superhumanly strong, fast, capable, all of his senses honed to their maximum - he also found that the temper he'd worked so hard to discipline had been strengthened, a fact he hid from his handlers. He has been given the superheroic designation of U.S. Agent and given a variation of the costume and shield of Captain America. After a transfer to Homeland Security and several successful field missions to build publicity, he's been given the assignment of directing the DHS initiative to clean-up Gotham City. He has command of the field office and its resources (both of which are severely underfunded, because Gotham). But John doesn't care if he has to do it all alone. He's never failed before and he has no intention of doing it now.
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Character Details
John Walker was raised in Georgia, a good old boy of conservative values and masculine temperament. Wild in his youth, he found purpose and discipline in the Marines, and he tries to honor both the Corps and his mother and father in all his actions. He considers himself a man's man - he likes football, beer, guns, trucks and country music (although classic rock doesn't do him wrong). His mind has been broadened somewhat by his time abroad and by the diversity of the Corps, wearing away the more prejudicial aspects of his character while leaving the basic tone of his personality and tastes. He holds himself to a high standard and expects the same of anyone who works with or under him. He is a devout Christian, although he'll be the first to admit he doesn't hold to the standards of the faith in the way that he should. He likes violence, straight-out, as a spectator and a participant - he loves to fight and never feels more alive than when he's out on the streets stomping the hell out of a bad guy.
Combat |
Walker's extensive military and covert teams experience, along with intensive training, have made him an extraordinarily skilled combatant. His physical style focuses on boxing, grappling, wrestling and jiu jitsu, using his immense power to his advantage. While not a true master fighter to the level of the most elite, he's just a rung below and would give even the best at least a good run for their money. He's familiar with all forms of modern conventional weapons, both from his military training and a childhood spent shooting guns and hunting deer. He's most skilled with semi-automatic rifles, pistols, but favors a nice shotgun (it reminds him of home). As part of his time in Marine Special Forces, he's been trained in close knife combat, making him deadly with a blade. He has been trained over the last two years to incorporate his shield into his physical combat style - he is far behind Captain America in this regard, especially in throwing, but can be savage with it in close quarters, lacking perhaps Cap's reserve and humane instincts. |
Soldier |
Beyond the straight combat element, John Walker is a master soldier by any standard. He understands military protocol and procedure, can perform all of the tasks required of a soldier in the field (from maintenance and care for his weapons to precise maneuvering for specific kinds of defense formations). He can pilot several styles of military vehicle, including Abrams tanks and combat helicopters. As a Marine, he's fully qualified in SCUBA and is an exceptional swimmer. He possess demolitions experience both in the use of military explosives like grenades along with the disarmament of IEDs, mines, pipe bombs and other explosive devices often found with peacekeeping duty. He's learned how to build relationships with the civilian population. |
Languages |
John is fluent in Arabic, Pashto, Persian and several Pakistani tribel dialects, along with Russian and German from time spent stationed in both places. He rarely lets time go to waste and usually works to improve himself wherever he is. |
Command |
John Walker is an able and experienced commander. He can organize squads, assign tasks, plan actions and enforce discipline. He's an excellent judge of character and can usually get a good sense of whether a person's a good fit for his unit in a few minute's conversation. He's naturally decisive, not prone to wavering or hesitating, and keeps a cool head in a crisis. He has specific training in the command of covert action teams and special forces, attacking in covert and extremely violent teams. |
Enhanced Interrogation |
Torture, as it's more commonly known, although John would never call it that. He spent several years working in security and interrogation at CIA black sites. He has questioned a wide variety of terrorists, from the conventional to the superhumanly insane. He knows how to inflict pain and just how far he can go before knocking someone unconscious or killing them. He knows how to hurt someone without leaving a mark and how to drown someone and pull them out just before they succumb. He knows how to tell when he's on the right track, when someone's lying to him and when the story he's being fed is a pack of BS. If he gets his hands on someone and needs answers, he has the ability and the ruthlessness to apply his knowledge to get what's required. |
Espionage |
John spent several years in the CIA and, while he provided more muscle than anything, he's still conversant with the elementals of spycraft. He knows how to set up surveillance and, conversely, how to detect bugs and listening devices. He knows how to lose a tail and how to follow someone without being seen. Mostly, he's just gotten damn good at noticing other people doing spy crap, making it hard to sneak it past him. |
Physicality |
As a result of government experimentation, John Walker possesses superhuman strength of a significant degree. He's capable of lifting cars over his head, punching through brick walls or snapping someone bones with the strength of his grip. Because his powers are tied partially into his adrenaline, he becomes stronger when enraged or during the course of intensive physical activity - meaning he's actually stronger the longer he fights. At his greatest heights, he can lift up to around fifteen tons. His bodily tissues are hyperdense, enabling him to withstand physical punishment and impacts to a superhuman degree approximately equivalent to his strength. He possesses incredible stamina to go with it, letting him fight for hours without growing tired, able to run a marathon without even growing winded. His optimized senses, while not superhumanly keen, have exceptional acuity, letting him pick out details that others might miss. He can leap up to several stories up or across chasms the width of a city street, rooftop to rooftop. He has reflexes ten times that of a typical human, matched with agility that gives him flexibility that would make most yoga teachers jealous. |
Survival |
Between his outdoorsy, country upbringing and his military training, John is incredibly prepared to survive in adverse circumstances and environments. He knows how to start a fire, find shelter, seek out edible food and water in a huge variety of environments, from the desert to the wild forest to the arctic tundra. He knows how to protect his body heat, to keep predators away. He's hunted since the age of six and could easily work as a wilderness guide, never more at home than in camo and hunter orange up in a treestand. He can follow a blood trail for miles in such a terrain, and hide his own tracks if necessary. He's a skilled bare-hand climber and has even done a bit of spelunking. He likes adventure, even when he's supposed to relax. |
Pain Tolerance |
Part of John's special forces and interrogation training involved learning to withstand large amounts of physical pain and suffering. Given his already intensive willpower, this makes him virtually impossible to break under torture himself. He can keep fighting with extensive, even life-threatening injuries, especially if he believes in the cause he's fighting for. As Jesse Venture infamously said in Predator, John Walker ain't got time to bleed. |
Tactics |
As much as he tends to downplay it, often just calling himself a grunt, John is actually a skilled tactician, especially in military style maneuvers. He knows how to analyze an enemy or target, determine its weaknesses and plan the best methods to attack and disable it most efficiently. He's equally skilled at defense, and has become a rather deft chess player along the way, his former commander at a CIA site in *redacted* having taught him the game. He can often read the ploys enemies are using against him and know ideal ways to counteract them. While he'll always be a leatherneck at heart, John has a mind that would make him an excellent general. |
Shield |
U.S. Agent has been equipped with a vibranium alloy shield, similar to the one used by Captain America. Thanks to the energy absorbing properties of vibranium, the shield can withstand amazing amounts of punishment, whether it be blows of superhuman power, energy blasts or falling objects. Since the shield's absorption doesn't transfer the impact as much into his arm, John can hold the shield against attacks up four or five times his own strength without giving ground, so long as he catches it full with the shield. He can angle the shield to deflect bullets and ricochets. In close combat, the shield is an incredible bludgeoning weapon and the edge, while not sharp, can still break things open when John puts his arm into it. The shield is designed to be aerodynamic, making it useful as a throwing weapon. While he can sometimes get it to rebound to his hand after this use, John isn't nearly as practiced as Captain America in this art - as a result, he tends to keep his shield on his arm and leave the long distance attacks to his firearm. |
Uniform |
The U.S. Agent uniform bears a strong resemblance to the costume of Captain America, albeit in black instead of blue and with somewhat differentiated flag insignia. The costume has a layer of kevlar micro-chainmail sewn in under layers of padding and leather. The suit is resistant to all but the strongest armor piercing bullets, as well as standard knives. The suit is fire-resistant, a useful skill especially when combined with the shield, allowing him to run headlong into burning buildings relatively safely. He carries a nine millimeter pistol on his left hip and, on occasion, a shotgun in a sling across his back. He has numerous basic tools (swiss army knife, lockpicks, flashlight, zip-ties, etc.) in pockets along the belt. |
Federal Agent |
U.S. Agent is a fully commissioned officer of the United States government, currently assigned as director of operations out of the Gotham City office. Director Walker has arrest powers commensurate with those of an FBI agent, although, due to the Patriot Act, Homeland Security's requirements are far less restrictive, requiring fewer warrants and allowing him the ability to be physically violent in a relatively free fashion. He can, however, request warrants if desired, call in local law enforcement for backup, and enter crime scenes and restricted locations under his authority. He has high-level security clearance and access to intelligence resources in the CIA and NSA (although inter-agency rivalry is always in play - he has good CIA contacts, though, due to his past with the agency). He has a few contacts with SHIELD, but the CIA tend to regard SHIELD with a level of suspicion and rivalry and Walker carries a bit of that with him. He has a team of agents assigned under his command, currently numbering around twenty, a small office by most standards due to Gotham's lack of funding (a lot of people have already written it off). He has an armory of military-grade weapons available, along with SWAT and riot gear materials such as tear gas and tasers. |
Patriotism |
John Walker's a patriot, a true believer. He wears military and flag-draped gear even on his days off (which he almost never takes anyway). Due to his intense dedication, anytime he's facing an enemy he sees as a direct enemy of the United States - or is about to perform an action that would harm the country - John can become almost unstoppable, his determination doubling, letting him overcome incredible amounts of punishment and keep getting up in the name of God and country. Any attempt to make him do something that he could consider harmful to the country, by psychic compulsion or brainwashing is likely to fail - including threats on his life or even others. John has no problem sacrificing himself or even an innocent person if it means protecting the USA. |
Drinking |
John's a functional alcoholic - he drinks more than his healthy for him, straight up. He drinks to forget, he drinks to celebrate, he drinks to mark occasions. He drinks. Daily. It's not something he's proud of and he makes a point to hide it, although he'd never admit it's out of hand. He just knows these yankees can't handle their liquor and they don't understand how much whiskey he can put down. He's less impaired than some by it, thanks to his remarkable body, but it can only go so far. |
Rages |
John always had a temper problem, but he'd gotten it under control thanks to Marine discipline. The treatment that made him superhuman, however, undid much of that work. His powers derive from a steroidal enhancement tied to his adrenaline production - as a result, he's shorter tempered than most men, quick to anger and to let little sparks flare to fire. He's prone to being physically intimidating and violent, even a bully, if riled. If he ends up in a fight or hurt in some way, he can be overtaken by almost berzerker rages, in which he'll lose all control of himself and try to take out all his aggression on whatever target is closest at hand, regardless of who they might be. He's frightening this way. Nonetheless, the rages can also be very effective, provided there wasn't anybody innocent nearby to get hurt. |
PTSD |
John suffers from untreated Post-Traumatic Stress Disorder, a condition he has very carefully hidden for fear of being pulled from the field. He's prone to headaches, light-headedness and sudden bouts of nausea occasionally. In heavy firefights or around explosions, any situation that invokes the war, he can have flashbacks and intensive anxiety attacks - while he's learned how to overcome these and keep fighting, it can momentarily cripple him. He suffers from recurring nightmares and rarely sleeps much more than four hours a night. He treats his condition mostly with liquor, which isn't actually medicine and might just make things worse. |
Establishment |
John Walker is not cool. John Walker isn't a rebel or a rulebreaker, although he might once have claimed those qualities as a teenager. He's the Man, in the classical sense, a narc, a stiff, a suit who happens to be a soldier. He's inflexible and unforgiving, extremely traditional and doesn't do well with people or events that are outside of that zone. Because he's a Fed, some heroes and potential allies will distrust him - and rightfully so, he'd bust anybody if he found them in violation. He expects his orders to be obeyed by civilians and the like, having an authoritarian (some would say fascist) viewpoint towards the government, law enforcement and military procedures. Civilians are to be protected, yes, but, like any livestock, you have to make sure they don't wander off. |
The Brass |
John Walker isn't an independent hero, but a direct agent and actor on behalf of the United States Government. While that gives him certain legal authority, it also makes him responsible to people above him in the food chain. Technically, he answers to the Secretary of Homeland Security - this will not stop Congressmen, Senators, Generals, higher ups in other government agencies or positions of power from riding his ass if they don't think he's doing a good job. He tries to maintain a good relationship with local law enforcement and government, although his top-down authoritarianism rarely goes over particularly well. His position and authority can be revoked if he's found to be in violation or in no condition to serve. |
Machismo |
John tends to want to be the alpha in any given room he's in. Macho and competitive, stemming from his youth in athletics, he often seeks out the person most threatening and finds ways to assert his authority in any given situation. If his manhood or abilities are challenged, he cannot resist defending himself, even to the point of physical violence. He has no problem at all punching somebody in the mouth for talking trash. He could safely be called a bad loser - he'd point out that there are no good losers, just bad losers and losers period. Once someone's under his skin, he tends to react badly. |
Politically Incorrect |
John calls it being politically incorrect. Others would call it being a neanderthal, a throwback, a leatherneck redneck and a whole host of other terms. John's extremely conservative in politics and behavior. He loves guns, boobs, beer and country music. He goes to church every Sunday and sometimes on Wednesdays when his Mama nags him about it, and tithes ten percent of his salary. His time in service did broaden his mind to some degree - he recognizes and has learned to respect the differences of others. He still feels free to speak his mind, though, being a proud user of the First Amendment, his favorite Amendment right after the Second. While not in the least racist, his opinions on sexual politics can be a bit backwards - he believes in traditional gender roles and is the kind of guy who snorts at feminism. He thinks gay people have the right to live their lives, but would probably have a difficult time being comfortable or maintaining a friendship - not impossible, it would just require work on his part and patience on theirs. He tends to be disdainful of people when he doesn't think they work hard enough - he's been raised to work every day of his life and has. He expects as much, if not more, of himself as he does others. |
Relationships
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Relation |
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Friend |
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