Dark Lord Benjamin McGuinnes

The Dark Lord Benjamin McGuinnes, is cold and without feeling. When he immerged from the portal, in the alternate time line, he was greeted by the Rev. Thomas Barton. Unlike in our time line, this Rev. Thomas did not think of him just as a dead hulk with no meaning, this time he was expecting more. Unlike Captain who was the first through the portal in our time, Benjamin was second to Sargent. The two had fought just like they did in our time, but this time Benjamin was able to throw Sargent through the portal, before he died.

When Sargent came out, he was in much the same state as Captain had been, but still moving, so when Benjamin fell through, he fell into the grasp of the Brotherhood. With the years that would follow before the team would find him, he would be a great help in the over taking of the United States, as well as a great help fighting off several of the demons that would try and take the world from the Brotherhood. The Rev. Thomas Barton saw a great deal of power in this dead man, and used him to the most of his power. He would later take control of a great deal of the grunt work with running a country. He also took it apon himself to head the Handlers group, as well working with them gather up information on the many aliens that seem to find there way to Dark Earth.

Real Name: Dark Lord Benjamin McGuinnes
Alias/Code Name: Dark Lord Benjamin McGuinnes
First Appearance: Plays from the Past
Last Appearance: Plays from the Past
Alignment: Anarchist
Hit Points: 45, S.D.C. 171
Weight: 185 lb., Height: 6'10", Age: Unknown
Attributes: I.Q. 14, M.E. 20, M.A. 11, P.S. 37, P.P. 20, P.E. 21, P.B. 05, Spd. 21
Experience Level: 5
Combat Skills: Hand to Hand Basic
Attacks Per Melee: 6
Bonuses: +5 to strike, +8 to parry and dodge, + 22 to damage, +12 to roll, Natural Armor Rating of 10, and kick does 1d6.
Other Bonuses: +32% save vs. Comma/Death, +6 save vs. Magic/Psionics/Toxins, +7 vs. Horror Factor, and Per: 52%.
Super Power Category: Undead/Special
Major Super Abilities: Life Steal (Bio Ghost)
Minor Super Abilities: Healing Factor (Special: Heal 2d6 points every melee) and Extraordinary PS. He is considered to have supernatural strength; 2d6 Resistant punch, 6d6 Full strength punch, & 2d4 x 10 Power Punch (Counts as two attacks)
Side-Effect: Walking Dead, and Smells very Bad.
Educational Level: High School Graduate
Scholastic Bonus: +5%
Skills of Note: Boxing, Wrestling, Gymnastics, Acrobatics, Prowl 75%, Climbing 79%, W.P. Energy Pistol, W.P. Heavy, W.P. Semi and Fully Automatic Rifle, W.P. Sub Machine-gun, and W.P. Paired: Swords.
Secondary Skills: W.P. Target, W.P. Blunt, W.P. Chain, W.P. Sword, W.P. Knife, W.P. Axe, W.P. Auto Pistol, Body Building, Lore: Demon & Monsters 50%, Language: Handler 70%, Athletics, and Running.
Appearance: He looks like the walking dead, and has the smell of the dead as well. (See Images)
Occupation: Hunter/Overlord for the Brotherhood
Weapons: Two double edged long swords; 3d6 each, The Axe (Special: Min PS 25, two handed); 3d6, ten throwing knifes; 1d6. He can also use any other weapons he feels like at the time.
Vehicle: None
Body Armor: Either Light or Heavy armor. He doesn't feel that he really needs to use any.
Money: He takes what ever he feels like, and doesn't really need money.
Note: W.P. Axe +1d6 damage at level two, +1 to strike at levels, 1, 3, 5, 8, 12 and 15; +1 to strike when thrown or to parry at levels 2, 4, 8 and 12 (not designed for throwing).