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Pulse-8 of the Ultramarines (JLA character) (DC Comics)

Master aka Pulse 8


Power Level:
Game system: DC Heroes Role-Playing Game

Context

Pulse 8 is a mostly heroic, but very minor DC character who first appeared in 1998.

He was always seen as an Ultramarines member. Therefore, we recommend that you first read the International Ultramarines Corps team profile for back story and context.


Background

  • Real Name: Captain John Wether.
  • Other Aliases: Pulse 8.
  • Marital Status: Presumed single.
  • Known Relatives: None.
  • Group Affiliation: International Ultramarine Corps; formerly the Ultramarine Corps.
  • Base Of Operations: Superbia.
  • Height: 5’10” Weight: 155 lbs.
  • Eyes: Unrevealed Hair: Unrevealed.


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Powers and Abilities

As Pulse 8 his atomic structure was connected to the unified field harmonic. Thus, by resonating in unison with the field he could exercise a measure of control over the fundamental forces of the universe. Such as gravity and electromagnetism.

By the time he became The Master, his powers had evolved so that he’s able to rewrite reality. This allows him a wider range of options, such as flash-freezing robots, or turning Green Lantern yellow.

The Master aka Pulse-8 controlled by the Sheeda

The Master makes changes to reality by typing his commands into his Quantum Keyboard (while speaking them aloud). He operates as if they were a high-level computer language. It appears that he is the only one who can see this keyboard, and to anyone else he appears to be typing in the air. It is not known whether he would still be able to use his abilities if his hands were restrained.

He can also generate “Attractor Discs”. These are 20-inch diameter circles of energy which can slice through tough objects (such as Steel’s hammer). In DC Heroes RPG terms, this is Energy Blast. The Discs also can attach themselves onto targets, increasing the effect of gravity on them, and produce a localised electromagnetic pulse around the target.


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History

(The International Ultramarine Corps entry has most of his history).

Wether served in the marines when he selected for the Ultramarines project. The process attuned his body to the fundamental forces of the universe, and his powers continued to evolve.

Initially taking (or being assigned) the identity Pulse 8, he changed it to The Master when they parted with the military.


Description

It’s yet to be revealed whether his body was altered by the process which empowered him. He has yet to be seen out of costume.


Personality

Walker has become slightly detached from those around him by virtue of his powers. He tends to approach things in a cold and analytical manner.

The original Ultramarines team

He seems quite able to adapt his approach at a tactical level, such as changing his attack to cope with new opponents in a fight. However he doesn’t adapt as well on a strategic level, such as when they discovered Eiling had betrayed them. The Master can be slow to react in these conditions.

Like the other original Ultramarines, the Master is a super-soldier rather than a super-hero. Thus, he is willing to kill opponents if he feels it is necessary.


Quotes

“Cosmic is my territory.”

“Rewrite. Cut. Paste. Edit complete.”

“’And the bike, with both of its passengers, weighed less than a soap bubble for the next 33 seconds.‘ Long enough to get those whining girls on the ground.”


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Game Stats — DC Heroes RPG Print Friendly

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The Master

Dex: 05 Str: 03 Bod: 04 Motivation: Upholding the Good
Int: 05 Wil: 04 Min: 04 Occupation: Ultramarine Corps Agent
Inf: 08 Aur: 08 Spi: 09 Resources {or Wealth}: 008
Init: 019 HP: 035

Powers:
Electromagnetic Pulse: 12, Energy Blast: 16, Flight: 08, Gravity Increase: 14, Power Reserve (Spirit): 07, Sorcery: 15

Bonuses and Limitations:

  • All other powers are Contingent on Sorcery (-1).
  • Electromagnetic Pulse, Energy Blast, and Gravity Increase may have the Combined Usage Bonus (see below) (+3).
  • Energy Blast only works on Gadgets (-1).
  • Power Reserve only functions to resist Bashing Damage from Sorcery (-2).
  • Sorcery requires the use of his Quantum Keyboard (see below), a process that takes 1 AP of time to perform (+5).

Skills:
Military Science: 04, Weaponry (USMC infantry weapons): 04

Advantages:
None demonstrated.

Connections:
International Ultramarine Corps (High), US Army (Low).

Drawbacks:
None demonstrated.


Energy Discs

These discs combined the effects of Energy Blast, Gravity Increase and Electromagnetic Pulse. He could produce multiple discs at a time, effectively acting as a multi-attack. Overcoming the Gravity Increase would allow the target to remove the disc from themselves.


Previous Stats

As Pulse8 he didn’t have Sorcery.

By Gareth Lewis.

Source of Character: DC Comics.

Helper(s): Peter S Piispanen, Sébastien Andrivet, Frank Murdock.

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