John Sheppard (Stargate)

John Sheppard is a Lieutenant Colonel and the Military Leader of the Atlantis Expedition, an branch of Stargate Command. He is also a part of the expedition's flagship team AR-1 and a former member of the 05 Council

John's only ability is the ATA gene, allowing him to interface with the technology in Atlantis. He has the top score in the Chair Interface Aptitude Test, making him a natural pilot for the city. This combined with his intelligence, piloting and combat skill, makes him a perfect leader for the City and AR-1

Struggles with the SGC
Upon arriving in the Multiverse Sheppard was a victim of the SGC's disorganization due to the Multiverse Merge. With Atlantis stuck on Earth thanks to the UN and IOA, John's career Stagnated due to his inability to transfer out of the Stargate Program. When the group was officially dissolved John was left with Richard Woolsey to oversee Atlantis, a position that really didn't mean much.

During the Hydra Coup John got into an argument with the UN, getting kicked off the team until it was revealed that Red Skull was the man in control of the UN. John's position was restored, but it was a hollow victory.

Saving SG-1
John was especially affected by SG-1's disappearance, campaigning for at least sending supplies through the same Stargate. When his request was denied, John considered leaving the USAF for good when he was contacted by Ultron.

In return for joining the 05 Council, Ultron created a device that allowed John to dial Destiny Gates, allowing him to save SG-1 from the Fallout Universe moments before it was destroyed by the Valeyard.

Time as 05-6
As 05-6 John was head of security and a handful of MTF teams. During his tenure there John campaigned for more ethical treatments of sentient anomalies and D-Class personnel, especially when it came to situations similar to Benjamin Oliver Walker's. John also met Leek, another member of the council who campaigned for more ethical protocols. The two quickly became friends and were responsible for the destruction of SCP-1459.

John also became the director of Site-15 as a cover for his position as 05-6. John hated that it was one of the safer sites, feeling that he could be doing something that helped more people. Unfortunately, his position on the council prevented him from taking any high-risk tasks.

John also revamped the way site security was handled, making it much more effective and less taxing for employees at the Foundation.

Leaving the Council
After the battle of New York John felt that he could be doing more for the multiversal in his old position at Atlantis. This prompted John to work overtime to finish his new Security Protocols and instructions for whoever took his position next, before handing in his resignation to 05-1. The two mutually agreed that John would be doing better for humanity at Atlantis and parted ways.

Defender of Earth
John was welcomed back as head of Atlantis's military divisions and worked overtime to prepare the personnel for the coming invasion and return to Atlantis shortly after. When the Combine arrived John piloted Atlantis during the battle between the SGC and Combine fleets, proving vital for the survival of the fleet. After Leek rammed the Combine flagship John used Atlantis's drone weapons to destroy the remaining Combine ships, securing the victory for Earth.

Parting Ways
With the Combine defeated, Atlantis departed the Milky Way galaxy en route to Pegasus. During a break piloting the city John met Leek one final time on one of the cities balconies, giving him a Medal of Honor from Steven Caldwell and reflected on the invasion. After what seemed to be a final goodbye, John thought about the future before getting back to work.

The Wobble
[TBC]

Battle for Atlantis
In a reality where Leek became evil, John and Atlantis became one of the last bastions of hope. Eventually Leek's fleet discovered Atlantis's location and a battle between the remaining SGC forces took place. During the battle, Rhodney Mckay knocked John unconscious and sent him through the stargate with an Atlantis control crystal, it's contents are currently unknown.

A newfound hope
[TBA]

Skills

 * Genius level intellect Despite what people might think about John, Sheppard is secretly a genius. He was able to pass the Mensa entry test, placing him in the upper two percentile IQ-wise. With proper education Sheppard can possibly be just as smart as his peer, Rhodney McKay, though he’s likely to turn this down
 * Exceptional pilot: John has shown the ability to fly pretty much anything, ranging from city ships to fighter jets. He has either assisted flying or has flown every known ship the pegasus galaxy, including Wraith Darts despite their major differences between traditional ships
 * Exceptional fighter: John has been trained in fighting styles from the Pegasus galaxy, which combined with his military training makes him a formidable opponent. He’ll most likely lose against a more experienced opponent but he will put up a fight
 * Exceptional Marksman and Crack-shot: Sheppard has shown incredible marksmanship, snap-shooting and general combat prowess, able to single-handedly retake most of Atlantis during the Genii takeover.
 * Leadership: Sheppard is also an exceptional leader, which makes up for his tendency to disobey orders.

Powers

 * Indomitable will: Sheppard has one of the most powerful mental defenses in the Stargate universe, able to resist mind probes and is easily able to recognize illusions and other mental tricks.
 * Ancient Activation Gene: John possesses the ancient activation gene, allowing him to use Ancient technology. He seemingly has exceptional access to this tech, ranking first in the chair interface aptitude test showing that he has an exceptional ability to use said technology

Weaknesses

 * Human Weaknesses: John is just human and is susceptible to the same forms of damage the average person is


 * Tendency to disobey orders: Sheppard struggles under other people’s command, preferring to do what he thinks is right. This works in his favor in his position of command at Atlantis, but means he cannot transfer off the city

Personality
Sheppard is the heart and soul of Atlantis. He is able to stay somewhat serious when push comes to shove, but is still sarcastic even while staring directly into the face of danger. His intelligence, while surprising for most at first, allows him to keep up with geniuses like Rodney McKay much better than the average person. John is also a man of his word, letting one of Atlantis's enemies go because of a promise. He also isn't afraid to make alliances with his enemies for the greater good and is also known to give people nicknames when they refuse to tell him their name

What If..? Leek became evil
In this reality, John isn't too different from his normal self, though he is currently in a depressed state due to the deaths of most of his friends and the dark turn of another.

Trivia

 * John has passed the Mensa entry test, putting him in the upper two percentile in standardized intelligence tests
 * John likes anything that can travel faster than 200 mph
 * He hates clowns
 * He is technically over 800 years old