Info
REAL NAME:
IDENTITY:
AFFILIATION:
REGISTERED?:
​RELATIVE AGE:
MARITAL STATUS:
Craig Wolfe
Known
American/Hero
Yes
50
Single (Divorced x2)
ALIAS(ES):
CURRENT TEAM:
FIRST APPEARANCE:
APPEARANCE DATE:
CREATED BY:
CREATION DATE:
-
Margaret "Maggie" (Malone) Wolfe (ex-wife)
-
Candice "Candy" (Cohen) Wolfe (ex-wife)
-
Dwight Wolfe (Father, MIA, presumed dead)
-
Sarah Wolfe (Mother)
-
Barbara Wolfe (Sister)
History
Craig Wolfe was born for the deep.
​
His father, Commander Dwight Wolfe, was a career submariner, a respected naval officer, and a man whose life had been shaped by steel hulls, dark oceans, and silent patrols. During a dependent’s cruise aboard his submarine, family members and close friends of the crew were invited to experience a short day at sea: a dive, “angles and dangles,” and the traditional thrill of an emergency blow to the surface before returning to port.
​
Commander Wolfe’s wife, Sarah, was eight months pregnant when the cruise began.
​
She went into labor as the submarine was performing the emergency blow.
​
With the boat roaring upward through the water column and the crew’s corpsman assisting under extraordinary conditions, Sarah Wolfe gave birth to Craig Wolfe aboard a United States Navy submarine. Mother and child survived, and the story became a quiet legend among submariners. Babies had been born in strange places before, but being born aboard a submarine during an emergency blow was something no one in the submarine community had ever heard of.
​
From that day forward, Craig Wolfe’s life seemed tied to the undersea world.
​
As a boy, Craig was intelligent, disciplined, and physically active. He played sports, joined clubs, and developed an early interest in strategy through chess. He was competitive, but not reckless. Even young, he showed a gift for thinking ahead, reading people, and staying calm under pressure.
​
In his teenage years, Craig joined the United States Naval Sea Cadet Corps, a Navy-supported youth program that introduced young men and women to naval life, discipline, leadership, and service. Craig thrived there. He rose quickly through the program and became a regional leader before his seventeenth birthday.
​
His future looked clear.
​
Then his father disappeared.
​
By that time, Dwight Wolfe had retired from the Navy as an admiral and had begun working with the CIA on covert maritime operations. On the day Craig graduated high school as class valedictorian, word came that his father had gone missing somewhere in the Atlantic Ocean during a classified mission.
​
Admiral Dwight Wolfe was never seen alive again.
​
Craig did not break. He hardened.
​
Four years later, he graduated from the United States Naval Academy summa cum laude, again as valedictorian. His first assignment carried a strange kind of destiny: Ensign Craig Wolfe reported aboard the USS Seawolf (SSN-21).
​
There, he proved himself immediately.
​
Wolfe was tough but fair, demanding but not arrogant, and far more comfortable being respected than being liked. He learned the submarine service from the inside out: machinery, tactics, watchstanding, crew discipline, damage control, stealth, patience, and the terrible responsibility of command. His superiors recognized him as a rising officer with an unusual combination of technical intelligence, operational instinct, and battlefield patience.
​
His next major assignment brought him to the Pentagon, where he met another brilliant naval thinker, Captain Argough. Together, they worked with NAVSEA on future submarine concepts that pushed beyond traditional naval design. Their projects explored autonomous control systems, advanced drones, enhanced stealth, new detection-prevention technologies, and high-risk operational models for the next generation of undersea warfare.
​
Those designs helped lead to the creation of COMSUBRON Alpha, an experimental submarine squadron created to test and deploy advanced systems on classified missions. Existing submarines were upgraded with prototype technologies and sent into special operations environments where the systems could be proven under pressure.
​
COMSUBRON Alpha became one of the most successful classified submarine programs in modern naval history.
​
Its missions were almost uniformly successful.
​
Then the Soltan Star Empire invaded Earth.
​
In 2000, the Soltan invasion shattered the world’s military defenses within hours. Bases fell. Fleets burned. Aircraft were wiped from the sky. Much of the world’s submarine force was destroyed before it could meaningfully respond.
​
One of the few submarines to survive the opening devastation was the USS Nautilus (SSQ-1), a heavily modified experimental boat equipped with a quantum energy power plant. The system gave the submarine an astonishing tactical capability: short-range quantum “porting,” allowing the vessel to teleport more than two hundred miles in a single jump.
​
By then, Commander Craig Wolfe had command of the Nautilus.
​
He used her like no submarine had ever been used before.
​
While much of the world’s military infrastructure collapsed, Wolfe struck the Soltan forces from below the sea. Using specialized weapons, quantum-porting tactics, deception, stealth, and sheer nerve, the Nautilus destroyed dozens of Soltan warships and eliminated thousands of enemy troops. Wolfe turned one experimental submarine into a nightmare the invaders could not predict or pin down.
​
But the war took its price.
​
In July 2000, the Nautilus suffered a critical strike and was sunk pier-side at Pearl Harbor, Hawaii. Wolfe survived, but his boat was lost.
​
He did not stay out of the fight.
​
At Pearl Harbor Shipyard, Wolfe took command of a damaged 688-I class submarine, gathered a desperate crew, and pushed the boat back into service under impossible circumstances. His target was the Soltan command ship that had hovered over Honolulu since the first day of the invasion.
​
The mission was nearly suicidal.
​
Wolfe took the boat out anyway.
​
The submarine destroyed the Soltan command ship, breaking a major symbol and tool of occupation over Hawaii. The cost was devastating. The submarine was destroyed in the process. Only ten crew members survived. Wolfe intended to go down with his ship, but his unconscious body was pulled from the sinking vessel by the boat’s cook — a man who would later become known among the Seaguardians by the codename Hurt Locker.
​
Days later, the Soltans were driven from Earth by the combined resistance of Earth’s forces.
​
The world survived.
​
Its submarine fleets did not.
​
For more than a decade, most nations struggled to rebuild their undersea capabilities. Naval budgets, political instability, Soltan wreckage cleanup, and fear of future invasions slowed recovery across the globe.
​
One organization, however, moved faster.
​
​
GUARD had been created as a global peacekeeping and crisis-response organization operating under the World Security Council and the World Court. Within GUARD, a maritime and undersea operational branch known as SEAGUARD began developing advanced oceanic response capabilities. The branch was led by Craig Wolfe’s old colleague Captain Argough, now operating under the codename Commodore Argonaut.
​
Argonaut knew exactly who he wanted for GUARD’s most ambitious submarine project.
​
He recruited Captain Wolfe.
​
Still holding status in the U.S. Naval Reserve, Wolfe joined GUARD and took command of the pre-commissioned submarine unit PCU Paragon City (GSX-1). The GSX-1 represented the culmination of COMSUBRON Alpha’s most successful experimental concepts, now built into a brand-new submarine rather than retrofitted into an older hull.
​
The Paragon City was extraordinary.
​
She carried advanced weapons, next-generation stealth systems, quantum-powered porting technology, autonomous control architecture, advanced sensors, and an artificial intelligence-operated ship interface that reduced the required crew to roughly forty personnel. During sea trials, the submarine performed flawlessly.
​
So did Wolfe.
​
Under his command, the Paragon City became a legend in GUARD’s undersea operations. For nearly a decade, Wolfe led missions across the world’s oceans with the same calm precision that had defined him during the Soltan War. His crews trusted him. His enemies underestimated him. His reputation grew into something larger than his rank.
​
Then the Atlantic Kingdom entered the equation.
​
For decades, King Dolphin — once a mad scientist, now the unstable ruler of the Atlantic Kingdom — had threatened the surface world and ruled over his cloned Ningren citizenry with paranoia and force. The Soltan invasion had not badly damaged the Atlantic Kingdom, but it had sharpened King Dolphin’s fear and hostility toward the rest of the world.
​
When intelligence reports linked a series of Atlantic Ocean attacks to super-powered robots, creatures, and unknown undersea forces, Captain Wolfe and the GSX-1 Paragon City were assigned to conduct surveillance near Atlantis, the Atlantic Kingdom’s capital.
​
The mission went wrong.
​
The Paragon City was attacked and sunk by Atlantic Kingdom forces. Most of her crew died. The survivors were captured. Some were sent to torture chambers. Others became test subjects in the kingdom’s hybrid science labs.
​
Captain Wolfe was taken to one of those labs.
​
There, he found sailors and submariners from multiple nations — men and women captured, altered, mutilated, and experimented upon by Atlantic Kingdom scientists. Wolfe himself was placed into a machine designed to expand his neural capacity. King Dolphin’s scientists intended to turn him into a mental control instrument: a commander capable of forcing humans to obey through neural manipulation, assisted by bioengineered sea-creatures implanted into his brain.
​
They expected to break him.
​
They failed.
​
During the procedure, Wolfe feigned death. When a Ningren scientist approached to check his body, Wolfe struck, subdued him, and broke free. Wounded, disoriented, and surrounded by enemy forces, he did what he had always done best: he took command.
​
He freed as many prisoners as he could and led them through the facility in a desperate escape.
​
When Ningren troops moved to intercept them, Wolfe wished for a rescue squad to appear — not as a prayer, but as a commander calculating the impossible and demanding the battlefield give him an answer.
​
Then the rescue squad appeared.
​
It was not real.
​
But it was real enough.
​
The experiments had awakened new mental and illusory powers within Wolfe. He could generate convincing sensory illusions, manipulate perception, and create distractions powerful enough to redirect enemy forces. Using these abilities, Wolfe confused the Ningren troops, hid the escaping prisoners, and created tactical openings where none existed.
​
He found a troop transport pod and escaped with the captives, using his new powers to misdirect, delay, and frighten Atlantic Kingdom forces long enough to get his people out alive.
​
The recovery took months.
​
Wolfe had survived the loss of his submarine, captivity, experimentation, and the discovery of powers he had never asked for. He had to relearn parts of himself, understand the limits of his abilities, and accept that his mind had been permanently changed by the very enemy that tried to weaponize him.
​
But he returned.
​
SEAGUARD salvaged the Paragon City and rebuilt her. The recovered GSX-1 was upgraded with even more advanced systems, improved automation, superior self-repair technology, and expanded mission capabilities. Her required crew complement dropped dramatically, though the submarine retained space for additional personnel, mission specialists, and a newly installed SEAL Team 8 Mobile Command Center deep within the vessel.
​
When Wolfe returned to command, he did so under a new codename:
Captain Seawolf.
​
Today, Captain Craig Wolfe commands the GSX-1 GSS Paragon City and leads the Seaguardians, GUARD’s super-powered maritime and undersea response team. Together, they defend the world’s oceans, major waterways, strategic sea routes, and vulnerable coastal regions from threats that conventional forces cannot reach or survive.
​
With quantum porting technology, the Paragon City can cross oceans in moments and even deploy into certain lakes and major waterways. With Seawolf in command, she is more than a submarine. She is a mobile undersea fortress, crisis-response platform, and symbol of GUARD’s reach beneath the surface.
​
Captain Seawolf is a serious man, but not a cold one. He is highly intelligent, personable when the moment allows, and quietly charismatic in a way that makes people trust him before they fully understand why. He does not waste words. He does not back down from a challenge. He thinks several moves ahead, studies people carefully, and brings a strategist’s patience to even the most chaotic missions.
​
He is calm under pressure, relentless in defense of his crew, and one of the finest naval tacticians GUARD has ever fielded.
​
He also loves coffee.
​
Not casually. Not occasionally.
​
Captain Seawolf is rarely seen without a cup of coffee nearby, usually in hand, and almost certainly being consumed while he is thinking through seven separate contingencies that everyone else has not yet realized exist.
​
Craig Wolfe was born aboard a submarine during an emergency blow.
​
He survived war, loss, captivity, experimentation, and command decisions most people would never have the nerve to make.
​
Now, as Captain Seawolf, he leads from the deep — not because the ocean spared him, but because it claimed him from the beginning.
​
Powers
Power Origin: Science
​
ILLUSORY POWERS
-
Believed Wounds
-
Can mentally project remarkable images of wounds, weapons or damage done to a targeted person's psyche, making them believe they have suffered the like-level amount of damage (knife wound=typical; rifle wound=potentially good lethal damage, etc.).
-
Can project up to 300 feet away.
-
Wounds can only be 'unseen' by the target if their psyche actively overcomes the illusion, otherwise they still take 'damage' even though they may not have actually been damaged (psyche damage transferred to physical health damage).
-
Anyone with a psychic shield or mental block of above remarkable will be unaffected.
-
-
Deceit
-
Has remarkable power to deceive an enemy into believing his friends are not who they appear to be.
-
If successful, the enemy will ignore you and attack their own allies.
-
If deceived before enemy/target has noticed him, his presence will continue to be masked.
-
Lasts for only 30 seconds unless recast.
-
Anyone with a psychic shield or mental block of above remarkable will be unaffected.
-
​
-
Phantom Army
-
Can fabricate 3 individual images of people he knows against a targeted foe. These Phantoms are not real, and are indestructible. Their attacks are similar to 'Believed Wounds'.
-
Though these images deal good damage per attack, it is illusory and will heal if the victim survives long enough.
-
Phantoms are short lived for only 20 seconds and cannot be buffed or healed.
-
Cannot cast/control them beyond 200 yards.
-
Can make images as small as a bug to as large as a submarine.
-
Anyone with a psychic shield or mental block of above remarkable will be unaffected.
-
​
-
Invoke Fear
-
As part of his powers, he can glean a thought or memory from targets and create a remarkable illusion of what they fear.
-
This only lasts for 30 seconds.
-
Can expand this fear to all within a 30 yard radius of his location (cone, 45 degree arc) but at a lower (excellent) level
-
Anyone with a psychic shield or mental block of above remarkable will be unaffected.
-
​
-
Optical Overload
-
Has remarkable ability to overload the mental connection with the cortical connection to the eyes, thus making someone perceive they are 'blinded' temporarily.
-
Effect can be cast to anyone in a 30 yard radius.
-
Effect lasts for 20 seconds max, but can be recast after a n additional 1 minute, 10 seconds.
-
Anyone with a psychic shield or mental block of above remarkable will be unaffected.
-
​
-
Invisibility
-
Can make self or up to 3 additional personnel mentally invisible (not mechanically) on a remarkable level.
-
Lasts for as long as Wolfe concentrates to do so (doesn't break concentration)
-
Anyone with a psychic shield or mental block of above remarkable will see through his 'invisibility'.
-
​
KINETICS
-
Conceived Improvement
-
Can target allies to make them remarkably believe they can perform +1 level higher in fighting, agility, strength or endurance for up to 30 seconds.
-
Anyone with a psychic shield or mental block of above remarkable will be unaffected.
-
​
-
Conceived Speed Reduction
-
Can target a single enemy/person to make them believed they are 'running through mud', making their reactions and speeds reduced by 2 column shifts.
-
Lasts for 20 seconds.
-
Anyone with a psychic shield or mental block of above remarkable will be unaffected.
-
​
MENTAL PROTECTION
Mind is mentally shielded at amazing levels, preventing anyone of like-level or less from accessing his thought, fears or memories.
This is even active while unconscious; neural pathways became shielded as a result of the experiments done to him.
​
Equipment
-
Body Armor
-
Under his coveralls and coat, he wears a full body suit that provides:
-
Typical physical, magical protection
-
Good energy protection
-
Excellent temperate, radiation protection
-
​
-
Energy Pistol
-
Carries amazing material pistol with good energy blasts at max range of 200 yards
-
Power pack provides 25 shots of good or less energy blasts per pack.
-
​
-
Belt
-
Carries two (2) Energy Pistol Power Packs
-
Carries emergency survival kit (food, water for 2 days, matches, wire saw, etc.)
-
Collapsible coffee mug (2)
-
Instant Coffee packs (5)
-
Emergency transponder signal w/ 250 mile range, 10 day battery; can be picked up by GUARD satellite
-
2 red flares
-
1 smoke grenade (excellent loss of visibility in area) for 30 seconds
-
​
-
Sunglasses
-
Provides Heads Up Display of data fed from GUARD satellites and/or GSX-1/personnel
-
Links Earwig audio
-
Miniature live feed camera (1024 resolution)
-
Excellent flash protection
-
​
-
Earwig
-
Communications encrypted (remarkable-level) transceiver with 250 mile range without global comms towers/satellites; unlimited with towers/satellites.
-
Can be used to communicate with GSX-1 A.I., but not control it.
-
Cannot penetrate beyond 20 feet of water or 10 feet of rock/material of excellent of better.
-
Excellent material
-
Carries a charge that lasts 2 days
-
​
-
GSX-1 Remote Control Device
-
GSX-1 A.I. Control/Interface
-
1024-bit (incredible level) encryption
-
Looks like an X-Box controller
-
Range: 25 miles
-
​
Talents
-
US Navy (Master)
-
Naval engineering (Professional)
-
Naval Tactics (Master)
-
Submarines (Master)
-
Nuclear Power/engineering (Professional)
-
Quantum engineering (Proficient)
-
Leadership (Professional)
-
Organization/Logistics (Professional)
-
Weapons Development (Professional)
-
Chess (Master)
-
Coffee (Professional)
-
Communications Engineering (Proficient)
-
Stealth (Professional)
-
Brain/mental sciences (proficient)
-
Psychology (Proficient)
-
Martial Arts: fighting (Professional)
-
Martial Arts: Dodge/Evade (Professional)
-
Martial Arts: Slam/Stun (Proficient)
-
Martial Arts: +Initiative (Proficient)
-
Martial Arts: Holds/Escapes (Proficient)
-
Acrobatics (Proficient)
-
Akimbo (Proficient)
-
Slight of Hand (Proficient)






