John Hancock (Arkverse)

"Who needs a hero?" 
John Hancock, better known as Dynamo, is a vigilante and mercenary living in Ark City with his partner, Zaps, and their children Veronica and Jay Hancock.
He is an assassin for hire, who gained supernatural abilities following his father's experiments on him as a child, who moved to Ark City sometime in the 2020s.
== History ==
"Oh, John's no mystery man. What you see is absolutely what you get. His past is a mystery, yes. He's never said much and I doubt he ever will."
John usually has different and contradictory origins, One where he had come from another multiverse and another where he has always been in the universe he is currently in. Meaning anything before his appearance can be debated, debunked or disproven. Perhaps John is telling the truth, perhaps he is not. All that is definitely known is his penchant for tall tales.
Growing up in the ruling class of Vektan-Noveria, he was raised in a strict, disciplined environment, trained by his father, Atriox, and maternal uncle, Ruman Set, to become a warrior. John's mother died from an illness when he was a child. John initially refused to believe his mother was gone: going to a nearby forest to search for her, he became lost for three days until being rescued in the nick of time by his father. 
The Kaesar Machines under Kaesar launched an invasion of the Novus Empire in 2293. John was one of eighty warriors who were sent in a desperate suicidal attack against the machines on a Vektan-Noverian borderworld, aiming to slow the invasion force down before they reach Vektan-Noveria. During the battle, John was grievously wounded and left for dead. John eventually recovered and gained valuable allies and skills which enabled him to capture significant portions of territory from the machines, becoming known as the Raging Storm. At the cost of this, however, was John's adherence to the warrior's code; this damaged his relationship with his mentor. John and his mentor, General Vilgefortz, eventually fought resulting in John being grievously wounded and left for dead. With the war over and rumours of his death circulating, John used an experimental form of travel to escape his world. Resulting in his DNA being altered from unprotected exposure to the void. Following his arrival on Eard, John became a mercenary, succumbing to his bloodlust for the following decades.
== Personality ==
"My mentor taught me that a warrior masters his emotions. Like you master a horse. Or a blade." John is, for the lack of a better word, complicated. John is perhaps the most feared member of The Peacekeepers, often dispatched for his lethal combat skills, ruthlessness, near-indestructability and extraordinary strength. His reputation is such that the mere mention of his name is able to strike fear into the hearts of the public. 
One quality that John lacks entirely is tact, which is one of the main reasons that he is disliked so heavily by so many people. He often doesn't notice when his accurate deductions about other people's personal lives offend them. It does seem, though that, over time, John is becoming increasingly aware of his ability to insult, occasionally asking "Not good?" when he does see that he has upset someone. John appears to be the silent loner type and is somewhat socially withdrawn from other members of the peacekeepers. He rarely speaks but is apparently very in touch with his emotions as while being completely ruthless towards his opponents, he appears to have a soft spot for innocent life and his compassion also extends to animals. 
Despite showing the capacity for compassion towards others, Noir shows he has no hesitation when it comes to using deadly force to take out targets or killing any witnesses that could pose as potential problems. Additionally he can become extremely ruthless when on missions, such as tearing a mans head apart to stop him from screaming. In many ways, John behaves less like a superhero and more like a soldier, in order to defend the city and it's interests. John is also someone who has no patience for speeches or memorials, and was allergic to politics and suspicious of causes. He also hates bullies and could never stand down when confronted with them, and when he took on a difficult mission, he was never interested in knowing the odds of success. John, deep down, is a traumatized man, He developed an emotional armour to keep himself safe from the world. He usually doesn't open emotionally with anyone and most people don't know what's going on with him and wonder what is behind the mask he wears literally and symbolically. 
== Powers & Abilities ==
=== Powers ===
Superhuman Strength: John possesses superhuman strength enabling him to press lift atleast a ton comfortably and up to ten tons total. John's physical strength is sufficient enough to enable him to lift and throw objects as heavy as a car with relative ease. He must also pull his punches and kicks unless fighting someone of similar or greater physical durability. Otherwise, his blows would prove fatal to a normal human being. John's physical strength also extends into his legs, enabling him to be able to jump to a height of several stories in a single bound. John demonstrated this when he leaped over ten feet vertically into the air when he first leaped out of the way of an oncoming car.
Superhuman Speed: John is capable of running and moving at speeds that are far beyond the natural physical limits of the finest human athlete. He is fast enough to catch up to an accelerating car while on foot.
Superhuman Stamina: John's advanced musculature produces less fatigue toxins during physical activity than an ordinary human. This allows him to exert himself physically for much longer periods of time before fatigue begins to impair him. At his peak, John can physically exert himself at his peak capacity for several hours before the build up of fatigue toxins in his blood begins to impair him.
Superhuman Durability: John's body is physically tougher and more resistant to some types of injury than the body of a normal human. His body is more resistant to impact forces than anything else. He can withstand great impacts, such as falling from a height of several stories or being struck by an opponent with super strength. John's body is durable to the point where tensing his super-strong muscles while being punched in the torso by a trained heavyweight boxer caused the attacker's wrists to break. His healing only takes effect after a minute and takes up to 24 hours to fully heal him. Exposure to his element makes his healing fully repair him in a millisecond. His healing generates an aura with the traits of his element.
Superhuman Agility: John's agility, balance, and bodily coordination are all enhanced to levels that are far beyond the natural physical limits of the finest human athlete.  John is extraordinarily limber and his tendons and connective tissues are twice as elastic as the average human being is despite their physical strength. He has the combined agility and acrobatic prowess of the most accomplished circus aerialists and acrobats. He can also perform any complicated sequence of gymnastic stunts such as flips, rolls, and springs.
Electrokinesis: Sometimes called "Electrical Control" or "Lightning Manipulation", Electrokinesis is the ability to create and manipulate electricity or lightning from a natural source or created through other means. With this ability, one is able to channel electricity in and out of their body, which can be made use of, both as a weapon, and as a way of recovering from injuries. The by-product ability of Electrokinesis is Electromagnetism, as John often made use of that ability as well, Electromagnetism uses electricity to generate magnetic and anti-magnetic effects. He was once able to implant his memories inside another person's mind using his electrokinesis. 
Telekinesis: Using electromagnetic and gravitic manipulation John is able to perform telekinetic acts.
== STRENGTHS ==
John was trained in CQC by his mentor Vilgefortz. Through him, John would inherit a rich tradition of combat training. John's style featured elements of many masters, making him outstandingly talented, even at a very young age.
"Can't fight crime without cracking a few skulls."
John's favoured fighting style is aggressive and strength-oriented as they fit well with his arrogant, confrontational personality type. His fighting style is largely influenced by Street, Judo and Jiu-jitsu as he fights to win. Due to his natural talent for melee combat, he advanced quickly, an achievement which fed his ego, and he came to consider himself a match for Vilgeortz.
"A lot of battles get won before the first shot is fired. When your eyes meet his, and he knows you're willing to pay the price in blood. His blood, your blood- it doesn't matter to you. You're committed."
GENERAL STRENGTHS
Charisma: Despite his off-putting demeanor and reclusive nature, John possesses a level of charisma that has allowed him to gain the trust of individuals. John also has a knack for gaining authority over others, being able to gain entry into secure locations by acting as if he was in charge, and securing his entrance into a Bank Vault by barking orders about a break-in at the guard until she was convinced to let him in. Even so, he favours direct action over feigning authority.
Leadership Skills: As a natural consequence of his bravery and strategic mindset, John has displayed incredible leadership skills on various occasions.
Tactical Analysis - Known to everyone as a "sneaky little bastard", John is capable to planning several moves ahead of his enemies. However, when he is emotional, he is less observant and less tactful.
Tactical Knowledge: John's greatest asset prior to receiving his powers was his vast knowledge of fundamental skills and tactics. John has a strong knowledge of warfare tactics, and can deduce a person's history from sheer observation, He can also deduce height and weight of people and locations on sight, and has a keen grasp on his surroundings, enough to know when he was being observed. He also studied Pro warriors for years and is able to apply that knowledge during crisis situations in a practical manner. His immense bravery and desire to become a hero were also important factors in giving him the mentality to protect others. Before gaining his powers from his powers, he took on Banished Rebels and rescued Lucia because of his boldness and application of heroic skills, something that deeply impressed his father.
Escapologist: John is adept in escapology. Since childhood he has been a fan of the late great Harold Houdini. Using this skill to easily escape handcuffs.
Acting: Acting represents an individual's ability to perform and/or act as a person other than themselves. While primarily a pedestrian talent, the art of acting can also prove vital in the field of undercover investigative work.
Sleight of Hand: John is incredibly skilled in sleight of hand, making picking less secure locks rather easy for him.
General Knowledge: John enjoys learning about random trivia, be it to impress people, or to win some extra money at pub trivias, he has at least surface level knowledge on most things, this also makes him able to repair most electronics so long as the damage isn't too severe.
Unpredictability: It is difficult for anyone to know what John will do at any given moment, given that he himself barely knows what he'll do at any given moment. This makes it difficult for most opponents to predict what he will do.
== WEAKNESSES ==
"You get to be a superhero by believing in the hero within you and summoning him or her forth by an act of will."
PERSONALITY WEAKNESSES
•Emotional Vulnerability: Despite his pragmatic, grounded and calculating nature, John can be prone to being emotionally blinded. He equates himself responsible for every tragedy that occurs and is willing to take drastic and personal action out of fear of another loss. Extreme emotion additionally causes John to unleash his power unintentionally and often with devastating results.
•Self-Doubt: Beyond a terrifying demeanour, expansive skill, knowledge and experience, John is in reality full of self doubt and is not above fear himself. He held a tremendous terror that one bad day or false move could plunge into a level as, or even exceed the level of a monster.
•PTSD: Though John's powers themselves have few limits, scars on John's mental state have permanently (though not absolutely) caused his powers and their potential to be flawed and reduced.  John's experiences have left him very emotionally fragile and he still struggles greatly with the emotional toll of his accident, which also prohibits him from emotionally connecting with and trusting people after his many negative experiences. John is also traumatised from the torture and experiments he endured for almost forty years. When reminded of his trauma, he is emotionally overwhelmed and tends to lose control of his powers. Furthermore, he refuses to admit to having PTSD and as a coping mechanism, The peacekeepers supply him with heavy amounts of Cannabis and alcohol to calm his nerves and block his triggers (Although it's unconfirmed if it works).
•Commitment Issues: John is easily bored and does not do well with routine. When his membership in the avengers started requiring real work, John simply lit the whole building on fire and abandoned it.
•Rage: John's determination in going after his target is both his greatest strength and his weakness as he often refuses to stop pursuing them, even when it would be in his interest to do so, or even wait for a better opportunity to strike.  His rage blinds him in battle to the point of leaving physical and mental weak points open for attacks.
•Arrogance: John, despite his great intellect, has displayed a high degree of arrogance, with it having caused him to underestimate circumstances and individuals in various situations, therefore indirectly leading to his plans being thwarted, to which he can potentially put others in danger as well. His brilliance further muddled by his jaded personal views and his alcoholic tendencies.
•Annoyance: John's incessant sarcasm has also proven to make him a very irritating person to be around. Many heroes often find themselves at wits' end around him; this makes for poor ability to cooperate with him in team efforts. Adam Warlock once said that John's most lethal weapon is his mouth. He will blabber nonsense during the whole fight, distracting and maiming the opponent until the latter "surrenders or commits suicide."
•Dark Side: John was shown to have a dark side, a part of himself that he struggles to suppress.
POWER WEAKNESSES
Limited Energy Generation: Unable to create much electricity, being limited to manipulating only from already existing sources to use more than basic bolts. It can also take considerable time for John to generate sufficient energy to discharge his radiation-infused energy blasts.
Redirection: Electricity may be redirected by certain materials.
Resistance: May become useless if confronted with electrical resistant material, such as rubber etc. although a strong enough electrical change can overload any insulator and force it to become conductive.
Absorption: May have to find electrical sources of power in order to recharge.
Magic: He can be harmed and poisoned with Magic.
Injury: May damage/or hurt other people and himself without meaning or noticing.
Limited Durability: Though almost invulnerable, beings of equal or greater strength can physically harm and likely kill him. Additionally, while none of the testing the Vektan-Noverians put him through actually harmed him, the destructive tests were uncomfortable at best and painful at worst. While he is able to survive his own radioactive bursts, having not shown any sign of a scratch after unleashing them each time, he has often appeared to be in pain on occasions when he used it.
•Muramasa: His healing factor is vulnerable to muramasa blades and bullets.
•Chi: John has was proven to be vulnerable to spiritual energy attacks like Chi.
•Density-  John's augmentations render him unable to float well in water.
Sunlight: Prolonged sunlight weakens and hurts John whenever he is out of his suit or uncovered. 
Over-Exertion: John's energy attacks are draining. Overuse of his powers can lead to fatigue, forced aging and death. 
Addiction: The effects of using  and absorbing energy can be addictive to John. This is dangerous and can lead to forcefully draining the neural energy of people.
Fire: Fire is another weapon lethal to John as it prevents his cells from regenerating.
•Sonic Sound: Sonic sound overwhelms John's super senses and stuns him for as long as the sound is active, It additionally destabilises his energy blasts.  
GENERAL WEAKNESSES:
•Bad Luck: Not exactly a flaw or a disadvantage in his crime-fighting, John's life is generally a complicated one. John has been forced in numerous occasions to lie to people close to him, be late in his commitments, get away from people and so on for the sake of his secret identity.
•Phobias: John has arachnophobia, which is the fear of spiders. According to him, spiders "scare the *#$% outta me", as he believes their stare to be chilling, like they're "waiting". His worst fear is to be truly and utterly alone.
PHYSICAL WEAKNESSES:
•Memory Loss: John doesn't remember certain events in his life.
•Physical/Mental Condition: John's powers are proportionally affect by his physical health and level of concentration. When severely injured, his body is unable to withstand the strain of manipulating magnetic energy in effective ways. He is also susceptible to physical and mental fatigue that can ultimately affect his efficiency. As he learned since he gained his powers, John requires to be properly focused to even access his powers, otherwise he struggles to even move anything larger than hand-held in size.
•Body Dismantling - It is possible cutting John into small enough pieces may kill him as his "parts" cannot regenerate without his brain or central nervous system intact. This is evident when he blows himself up in a suicide attempt, and he was unable to reassemble himself. But thanks to Blue Marvel putting John's body parts back together, John was able to resuscitate himself.
•Mental Impairment - The extreme nature in which his second mutation occurred, John has developed noticeable damage to his mental stability. To which, he can be highly impulsive without restraint, easily distracted or forgetful, and very random in his mood.
•Decapitation - If John's head were to be decapitated, he wouldn't be able to regenerate/heal himself and would thus die.
Desiccation: As John starves due to a lack of energy , it will weaken him until he turns into a husk, devoid of life until such a time that energy enters his body.
•Disintegration: If John were to be completely disintegrated he would die.
Powerful Toxins: Despite his resistance towards most chemical substances, extremely powerful toxins can still affect him. 
Magic: John has no defence against magic.
•Drowning - Due to the weight of his cybernetic -laced skeleton, it is difficult for John to swim as effectively as he could before. However, his superhuman strength and stamina allow him to compensate for the additional weight.
•Oxygen Deprivation - While John can go for much longer periods without air, his healing factor is still dependent on his brain subconscious activity. As such, if John is deprived of oxygen long enough, allowing his brain to shut down, he can die.
•Lack of Control - John is unable to fully control his power, as his volatile powers are constantly active, which is why he covers every part of his body, except his head.
•Energy Overloading- If John absorbs too much energy at once and can't redirect it, it can destroy his body, killing him instantly.
•Sensory Overload: One of John's weaknesses is the fact that his heightened senses could be taken advantage of. For instance, when John was fighting the Hulk (Bruce Banner), he was nearly killed by the Hulk's thunderclaps due to his heightened sense of hearing.
•Tachyons- Tachyons are a hypothetical type of  particle that travels faster than light and thus will destabilise John's cells if he absorbs them.
== Paraphernalia ==
John is equipped with a vast array of gadgetry stored in his suit, ranging from grenades and spring razors to rewire tools for deactivating alarms, arc pylons and walls of light. The majority of his equipment has been handcrafted by himself, most notably his mask, which possesses an embedded telescopic optical lens, allowing John to gain a clearer view of his surroundings.
* Combat suit: When in the field John dons a bulletproof grey-and-black vest and bodysuit, with many holsters, containing various firearms at all times.