“ | Artificial is a state of thought, not of matter. When it comes to brass tacks, there is no difference between what created and what is created. And right now, I am about to show you just how real our will can be. | „ |
Summary[]
After a completely normal childhood, John Killian Johnson lost his family during his early teens in a Crimson Phantom attack on a major American city. While he had initially been identified as an individual capable of piloting an ALSAN and received pertinent training, he failed to materialize his spiritual energy in any way, and was eventually removed from the project. Still willing to serve his country in any way, he joined the US Army, using what little powers he did have to pilot small artillery against Phantoms, and began to rise through the ranks until, in the middle of a battle went wrong, he managed to finally awaken his latent abilities while in the brink of danger, saving his own life and that of his platoon by halting a Crimson Phantasm's punch and managing to hold it back enough for a Driver to eliminate it.
Though it took him some time to learn how to use this power at will, John was quickly granted the position of ALSAN Driver. When the time came to design an ALSAN for him, he asked to pilot Vermillion Striker, a 30-something old model famously used by Richard Hawks, the driver who had saved John's life in the attack that killed his parents. While legendary, the model had not been used in a decade and was outdated to the point of near uselessness, but upon insisting John was eventually granted an upgraded model, still somewhat archaic in build, but boasting nearly unparalleled power.
Having lived a hard, lonely life since his youth, John has developed a strong and stoic personality to cope, viewing the survival of the masses as superior to his personal safety or well-being. Despite having amassed a large sum of wealth as a ALSAN Driver, he affords himself very few luxuries, and spends most of his free time training. He is humorless and serious, but in battle manages to somehow come off as both hot-blooded and stoic, shouting and swearing the most over the top lines while remaining very strictly professional in actual behavior.
Powers and Stats[]
Tier: 9-C, up to 9-B with weaponry, up to 8-A with Energy Manipulation | 8-A, Low 7-C with Burning Fist of Justice and Elbow of Amendment | 5-C, higher with Fist of Justice and Elbow of Amendment, at least 5-C with Empowerment, 5-A with Strong Force
Key: John K. Johnson | Vermillion Striker | Hyper Syncronicity
Name: John Killian Johnson
Origin: ALSAN
Gender: Male
Age: 43
Height & Weight: 186 cm/6'1, 90 kg/198 lbs.
Classification: Human, ALSAN Driver
Powers and Abilities:
Superhuman Physical Characteristics (Drivers are both trained in hand to hand combat and inherently stronger than a normal person by default[1], to a superhuman extent[2]), Martial Arts, Weapon Mastery and Vehicular Mastery (ALSAN Drivers are all trained to extreme levels of overall combat prowess[3]. Capable of easily out-skilling Phantasms in close quarters[4], even managing to grapple those much bigger and stronger than himself[5], and defeating groups of aggressive rioters bare-handed[2]), Energy Manipulation (The only ones who can pilot an ALSAN are the rare few capable of drawing out their souls' power into an Animachina core[3]), Energy Projection and Non-Physical Interaction (Drivers can focus their spiritual energy into energy attacks[2] that are capable of destroying Phantasms' cores, which are composed of human souls[1]), limited Technology Manipulation (Thanks to their powers, Drivers are capable of interfacing with ALSANs directly, piloting them as if they were an extension of their own body[3]), Statistics Amplification (Drivers can increase their own strength to achieve superhuman feats[3]), Regeneration (High-Low. Drivers heal much faster than humans, and even faster in combat[3], as shown by Johnson healing from significant internal damage[6]), minor Extrasensory Perception (Drivers are capable[7] of sensing nearby Phantasms[8]), Supernatural Willpower (A Driver's capacity to use spiritual energy is tied to the strength of their emotions. Managed to power through the Piece of Death's effect on his subconscious[6]), Pressure Points (Knocked out a rioter with a precise strike to the neck[2]), Instinctive Action (Johnson is capable of defending himself on instinct, even if he is mentally incapable of fighting[9][7]), Explosion Manipulation and Light Manipulation (John carries a LAW Rocket Launcher and a flare gun inside Striker's cockpit[10]), Aura and Resistance to Life Manipulation (Drivers are surrounded by a Life-Barrier that allows them to exist in the presence of Crimson Phantasms, surviving their ability to absorb the life force of those nearby[3]), Fear Manipulation and Madness Manipulation (Karl, John and Joshua were unaffected by the Endbringer's aura, which drove much of Albany into hysteric rioting[6] and causes Ego Death over time[11]), Soul Manipulation (In the ALSAN world, the mind and the soul are one and the same. Drivers are immune to having their souls taken over by the Piece of Death until they die[1])
Large Size (Type 1, 34 meters tall), Flight (All ALSANs are capable of flight thanks to jet thrusters[3]), Non-Physical Interaction (Thanks to their users' soul power ALSANs are capable of destroying Phantasms' cores, which are composed of human souls[1]), Bodily Weaponry, Thread Manipulation and Damage Boost (ALSANs are outfitted with a great variety of weapons, customized to the Driver's requests - Vermillion Striker's Spears of Justice are a duo of two grappling hook javelins shot from its wrists, tied to it with an extremely strong wire. Additionally, its Fist of Justice fists and legs are designed to shoot out when punching for added damage[10]), Explosion Manipulation, Homing Attack and Danmaku (ALSANs are equipped with dozens to hundreds of homing micro-missiles intended to disrupt or intercept attacks[3]), Enhanced Senses (ALSANs are capable of zooming their vision in[4], and are equipped with infrared[1]), Regeneration (High-Low, Animachina Core only: An ALSAN's Animachina is capable of restoring itself in the same way its Drivers can[3]), Physics Manipulation (An ALSAN passively warps physics around it, moving at mach speeds without a sonic boom[4], protecting Drivers from most impacts the mech suffers[1] and allowing them to fly in space[5]), Information Analysis (An ALSAN's mission command is capable of remotely scanning Phantasm regeneration and intuiting its Core position[4]. ALSANs themselves are capable of analyzing the damage they have suffered all the way down to the atomic level[1]), Air Manipulation (ALSANs are air-tight and produce their own oxygen[11]), Vibration Manipulation (Vermillion Striker's clash with Crimson Striker released shockwaves powerful enough to destroy the flesh tunnel around them and injure Johnson within the mech[6]), Resistance to Macro-Quantum Manipulation and Physics Manipulation (ALSANs can resist[1] Crimson Phantasms' weak force attacks[12], which normally disintegrate what they hit), Radiation Manipulation (ALSANs are protected against radiation, allowing them to operate in areas recovering from nuclear strikes or in space[1])
All previous abilities to a far greater degree, enhanced Regeneration (Joshua could heal after violent bleeding from his eyes and mouth[9]), enhanced Non-Physical Interaction (Hyper Synchronicity ALSANs adapt their attacks to be capable of harming unconventional foes[9], allowing them to harm the Piece of Death, who is the abstract idea of evil[1]), Telepathy (The three Hyper Synchronicity pilots can communicate with one another directly[1], and even subconsciously transmit information between one another in combat[9]), Extrasensory Perception and Enhanced Senses (Joshua, John and Karl are each capable of seeing[9] the forces that they now control, as well as see in the pure darkness of a sun-less dimension[1]), Sealing (Hyper Synchronicity is a ritual that grants the power to seal away those such as the Piece of Death[1]), Physics Manipulation, Energy Manipulation and Matter Manipulation (Johnson has gained the ability to control Strong Force, one of the four fundamental forces of the universe[9]), Size Manipulation and Density Manipulation (John can drastically compress objects, and even shape their new form, with his powers), Fusionism (With Karl's help, John fused together Mars and Venus' cores into a hyper-dense globe[9]), Temperature Manipulation (John can negate the vibration of molecules, drastically lowering their temperature[1]), Healing (John can heal Vermillion Striker and other ALSAN by bringing them back together with strong force[9]), Aura (John can summon up so much Spirit Power that it becomes a visible and tangible aura around him[9]), Empowerment (Striker managed to put all of his Spirit Power into a single blow, shooting a blast out of his rocket launcher so powerful that it could overpower the Piece of Death, albeit with help), Resistance to Black Hole Manipulation, Gravity Manipulation, Quantum Manipulation and Radiation Manipulation (Johnson's manipulation of Strong Force allowed him to resist exposure to a massive black hole, keeping himself together in the face of spaghettification and incredible temperatures[1], despite it having been manipulated to emit far more Hawking radiation than usual), enhanced Resistance to Physics Manipulation (Striker can resist the weak force in its makeup being drastically amplified by the Piece of Death, whose abilities greatly dwarf any Phantasm's, though it is still affected somewhat[1]), Soul Manipulation, Fear Manipulation and Madness Manipulation (Unaffected by the Piece of Death's Ego Death waves[9]) and Power Mimicry (Hyper Synchronicity is composed of the sum of billions of souls' worth of information[1])
Attack Potency: Street level (Drivers are both trained in hand to hand combat and inherently stronger than a normal person by default[1], to a superhuman extent[2]), up to Wall level with weaponry (John holds a flare gun and a LAW rocket launcher in Vermillion Striker's cockpit), up to Multi City Block level+ with Energy Manipulation (Pilots can match their ALSANs' power on foot, but this is extremely draining of their energy) | Multi City Block level+ (Managed to violently halt a Supermassive Crimson Phantasm's arm. Is among the physically strongest ALSANs, and should at least be comparable to Cerulean Impactor, who flew down from the clouds in an instant to tackle an enemy[12]. While his missiles are weaker than his physical strikes, large enough quantities of them shot all at once could still deviate the Supermassive's attacks), Small Town level with Burning Fist of Justice and Elbow of Amendment (Vermillion Striker's special attacks are designed to output much more force than his normal attacks. Burning Fist of Justice was able to send Vermillion Striker faster than it had ever gone before, and a clash between it and Crimson Striker's Dark Fist of Tyranny shattered both their arms and violently destroyed the flesh tunnels around them[7]) | Moon level (Managed to move Venus and Mars' cores at the same time, though their mass was lessened by Karl Major. Any of the Men Against The End would have been capable of physically halting the Endbringer with ease), higher with Fist of Justice and Elbow of Amendment, at least Moon level+ with Empowerment (By focusing all his soul's power into one shot, John managed to obliterate the Piece of Death's head[9]), up to Large Planet level with Strong Force (Managed to greatly compress Mars and Venus' cores together)
Speed: Superhuman (Comparable to Joshua T. Connor, who could run at speeds of 22 m/s[2]), Hypersonic+ with Energy Projection | Hypersonic (Comparable to Ox Gargoyle, who can reach speeds of 2.6 km/s[13], and capable of flying at 2.2 km/s alongside the other Men Against the End[7]), Hypersonic+ with ranged attacks (An ALSAN's ranged attacks can easily catch up to flying Crimson Phantasms, catch up with other attacks despite being much farther than they are[12] and move much faster than ALSAN, even those such as Blue Flash) | FTL+ (Striker should be capable of matching Ox Gargoyle's 26c flight speed, and can fight the Piece of Death, who blocked Blue Flash's railgun, in close quarters[9]), Massively FTL with ranged attacks (Could intercept the Piece of Death's spike form with a missile barrage[9])
Lifting Strength: Superhuman | Class M (Managed to alter the trajectory of a Supermassive Crimson Phantasm's arm. Can lift Phantasms with just one hand[4]. ALSAN would be capable of preventing the Endbringer's flesh walls from crushing them were they to attempt it[1]) | Class Y (Would have easily been capable of stopping the Endbringer with Vermillion Striker. Could move the cores of Venus and Mars together, though they each were at only 1/10 of their usual weight. Compressed the american landmass into a meters-wide orb, which he then physically rammed, its mass increased even further, against the Piece of Death's own attack[9])
Striking Strength: Street level | Multi City Block level+, Small Town level with Burning Fist of Justice and Elbow of Amendment | Moon level, higher with Fist of Justice and Elbow of Amendment
Durability: Street level | Multi City Block level+ (Vermillion Striker's armoring is overall above average, and its legs and arms are in particular extremely durable,[10] putting them above the likes of Ox Gargoyle, which withstood being slammed into a crater 6 times it's size. Withstood being tossed at high speeds by Blue Flash, though it did not receive the full energy due to ASLAN's limited give) | Moon level, up to Large Planet level with Strong Force (Can reinforce his own durability with his powers)
Stamina: Superhuman (Drivers are capable of regenerating through grievous wounds and pushing themselves past human limits thanks to their spiritual energy.)
Range: Standard Melee Range, up to Hundreds of Meters with weaponry and energy projection | Tens of Meters, Hundreds of Meters with Spear of Liberty, Kilometers with missiles (Should be superior to real world ordinance in this regard) | Same as before
Standard Equipment: John's ALSAN is the legendary Vermillion Striker, once used by the equally adored Driver Richard Hawks. Around 34 meters tall and over 450 tons heavy, it's a large, powerful model that was further upgraded after Hawks' death under Johnson's request. For the sake of superior versatility, Vermillion Striker has been built for sheer physical strength over the usage of weaponry, and as such does not carry any weapon in battle. However, its arms and legs are armed with a set of two mechanisms that turn them into powerful tools of destruction that go by the codename of “Fist of Justice”: Vermillion Striker’s forearms are connected to the elbow by a set of pistons around that can propel a punch forward at high speed while also somewhat extending its attacking range. The same tube-like gauntlet surrounding those pistons can also open to reveal a set of rocket boosters that, if given a couple seconds to heat up to max power, allow for an even more devastating blow.
Vermillion Striker is designed to emphasize physical strength above all else. Armoring (outside of the forearms and legs, which need to be nigh-impenetrable to withstand their own energy and are often used to block attacks) is only above average, and overall speed suffers as a result. Striker’s flight is dedicated to a set of rocket boosters in its legs, elbows and back. While it can rapidly reach high speeds and altitudes, it is not an agile flier in the slightest, and remains grounded in combat, mainly utilizing its ability to fly to cross distances rapidly or ascend rapidly into the sky for its most powerful move, the Elbow of Amendment.
Vermillion Striker does not carry any traditional heavy duty firearms, however it is armed with “Spear of Liberty” a duo of comparatively small “grappling hook” weapons in both of its wrists that shoot a dart through a Phantasm’s flesh then expand a set of blades perpendicular to the injury, making sure that it cannot be easily removed by the Phantasm. While the overall damage inflicted is minimal, Vermillion Striker can then reel or pull back the wire to drag a Phantasm to it and prevent its escape, forcing it into close quarters combat. The wire, which is approximately 200 meters long, is composed of a highly advanced synthetic material similar to that of spiderwebs, and is extremely difficult to break.
Vermillion Striker’s cockpit is housed in the head. Under John’s insistence, an M72 LAW rocket launcher is stored in it, alongside a flare gun, a first-aid kit and the ALSAN’s Core. The “hat” on top of Vermillion’s head is actually a high velocity ejection system which can be utilized to shoot John to safety.
- Optional Equipment: John has been known to utilize gun magazines as blunt weapons, in close quarters combat.
Intelligence: Gifted (While sometimes a bit bizarre, Johnson is an extremely talented and effective Driver, capable of outmatching monstrous Phantasms in close quarters combat, somewhat matching Richard Hawks in skill, and overall achieve amazing victories with the help of his fellow Men Against The End.)
Weaknesses: Direct usage of their own souls' power is very tiring for Drivers, necessitating the use of an ALSAN[3]. The shockwaves of particularly powerful impacts suffered by the ALSAN will reach their pilot[1]. If the Animachina Core of an ALSAN is destroyed, it will stop functioning and break apart in seconds[3]. In Hyper Synchronicity, he is unable to affect items of truly staggering mass[1]. Johnson is an extreme lightweight and will pass out after consuming one (1) pint of beer[6]. His tendency to come up with extremely unconventional strategies does sometimes lead to sub-optimal behavior in a fight, such as choosing to use a gun's magazine as a bludgeon in a fight rather than the gun itself. Unlike his teammates' Hyper Synchronicity powers, John's Strong Force abilities are contact-based.
References[]
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 OOC Chat
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Report 3: Frantic
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 ALSAN: Man Against The End introduction document
- ↑ 4.0 4.1 4.2 4.3 4.4 FILE 1: John Killian Johnson
- ↑ 5.0 5.1 Report 4: Fighting
- ↑ 6.0 6.1 6.2 6.3 6.4 Report 2: Fortification
- ↑ 7.0 7.1 7.2 7.3 Report 5: Frighten
- ↑ FILE 2: Joshua T. Connor
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 Report 6: Fraternity
- ↑ 10.0 10.1 10.2 John Killian Johnson Sheet
- ↑ 11.0 11.1 Addendum 3
- ↑ 12.0 12.1 12.2 Report 1: Foundation
- ↑ FILE 3: Karl Major
Others[]
Notable Victories:
Notable Losses:
Inconclusive Matches: