Captain is a man without a past. He came threw a rift that was created by the Brotherhood when they tried to bring forth there Day of Darkness that would plunge the world into eternal darkness and bring forth the age of demons. He came from another world. He is or was a child of Wormwood. He was betrayed by a man he knows now as Sergeant. He was stabbed in the back, and thrown there the rift. But before he died he garbed hold of Sergeant and pulled him threw the rift with him. Between a mixture of magic and the will to live, Captain some how stole part of Sergeant's life and was able to keep on living, if you could call his life living. Sergeant would also be a victim to this fate. Captain was the first to come threw the rift, but when found by the Brother Hood they believed him dead, they ignored him. When Sergeant came threw, he was still moving, and now knowing that Captain may not have really been dead, it was too late and he moved off.

After Captain met the man named Sergeant for the first time in his new form, he knew that he had to find him, and find out his past, sense it seemed that Sergeant knew who he was, and the history behind him. Captain left S.N.A.I.L. in search of Sergeant, he is now considered a great threat to the organization, and if ever seen again he must be brought in and find out why he left, and what he has been doing.

Real Name: Benjamin McGuinnes
Alias/Code Name: Captain
First Appearance: Terror in the Mall
Last Appearance: What's in the Box?
Alignment: Anarchist
Hit Points: 35, S.D.C. 166
Weight: 185 lb., Height: 6'10", Age: Unknown
Attributes: I.Q. 14, M.E. 20, M.A. 11, P.S. 36, P.P. 20, P.E. 21, P.B. 05, Spd. 17
Experience Level: 3
Combat Skills: Hand to Hand Basic
Attacks Per Melee: 5
Bonuses: +4 to strike, +7 to parry and dodge, + 21 to damage, +11 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: 48%.
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 45%, Climbing 59%, 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 40%, Escape Artist 35%, Concealment 25% and Running.
Appearance: He looks like the walking dead, and has the smell of the dead as well. (See Images)
Occupation: Hunter/S.N.A.I.L. Agent
Weapons: Two double edged long swords; 3d6 each, The Axe (Special: Min PS 25, two handed); 3d6, dagger; 1d6, twelve throwing knifes; 1d6, 9mm Beretta, concealed knife; in back, concealed 9mm Beretta; in stomach. He can also use any other standard issue weapons of his choice.
Vehicle: None
Body Armor: Either Light or Heavy Flex-Steel armor. His version of Light is a fully sealed suit with a mask. This is to help to keep his smell under control. He has also taken some liberties with his Heavy Armor.
Money: Standard S.N.A.I.L. pay; $2000 Bi-Monthly.
Note: Captain was recaptured on November 24th, 1997 when he returned to New Hope. A breif psycological evaluation was performed on him before he was sent for retreatment.