Difference between revisions of "Cpt. Justice"
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====Durability==== | ====Durability==== | ||
− | Captain Justice's Unbreakable mutated physique leaves him sturdy enough that his bones are incredibly difficult to break on top of having skin that is impervious to bullets. He | + | Captain Justice's Unbreakable mutated physique leaves him sturdy enough that his bones are incredibly difficult to break on top of having skin that is impervious to bullets. He can therefore withstand a lot of physical punishment. While striking enemies, however, he can even generate a forcefield that temporarily leaves him Indestructible, during which nothing can harm him. |
====Resistance==== | ====Resistance==== | ||
The Captain has a Superior resistance to elemental, magical, and energy based damage, toxic environments. It requires people to possess better trained abilities to do harm to him. While he has his forcefield up, he even becomes outright Invincible to this damage. | The Captain has a Superior resistance to elemental, magical, and energy based damage, toxic environments. It requires people to possess better trained abilities to do harm to him. While he has his forcefield up, he even becomes outright Invincible to this damage. | ||
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====Intelligence==== | ====Intelligence==== | ||
− | + | Joe has a Gifted IQ of 130, leaving him with a sufficient capacity for knowledge and problem solving abilities. | |
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====Psyche==== | ====Psyche==== | ||
− | + | Joseph has a Strong-willed mental state in healthy condition, and is able to resist against those with weaker psionic abilities. | |
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====Intuition==== | ====Intuition==== | ||
− | + | Joe is a very intuitive and empathetic Humanitarian individual, willing to help every troubled person he meets so he can make their lives a little better. | |
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====Charisma==== | ====Charisma==== | ||
− | + | Joe has a rather Energetic charisma; he is always more than willing to talk with total strangers and isn’t afraid of offering his help. | |
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==<div valign="bottom" style="text-align: center; margin:0 auto 0 auto; font-size:125%; height:25px;">'''Gear and Equipment'''</div>== | ==<div valign="bottom" style="text-align: center; margin:0 auto 0 auto; font-size:125%; height:25px;">'''Gear and Equipment'''</div>== | ||
===<div style="background: #0089B9; color: #000000; text-align: center; width:300px; margin: 0 auto 0 auto; border: 3px solid #003969; font-size: 100%;">'''Gear'''</div>=== | ===<div style="background: #0089B9; color: #000000; text-align: center; width:300px; margin: 0 auto 0 auto; border: 3px solid #003969; font-size: 100%;">'''Gear'''</div>=== |
Revision as of 09:53, 7 April 2025
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Captain Justice (real name Joseph Christian "Joe" Jameson) is an adventurer who flies around Millennium City, Canada, Vibora Bay and Monster Island to set right what had gone wrong.
Contents
[hide]History
Early Life
Born to William and Anne Jameson on the 3rd of March of 2000, Joe Jameson had a rather pleasant childhood. However, at the age of 20, he discovered that his parents were in severe debt. He decided to look for a well-paying job, and discovered an ad for a laboratory assistant for a man named Dr. Malcolm Maul.
The Incident
When Joe was hired, Malcolm explained to him that he just needed to mix some chemicals into compounds. He happily did so for about a year, proudly taking the paychecks to the bank. However, it was after this time when Joe discovered that these mixtures were mutagens, that Dr. Maul even sold to criminals!
This filled Joe with a righteous indignation that brought him to destroy the laboratory. When Maul discovered this, he decided to lock up Joe inside the lab and set off a series of vibrations that caused the compounds' beakers to burst and the compounds themselves to mix, releasing a gas that Maul expected to be lethal to his former employee as he watched him collapse and pass out. However, he didn't die on that day.
Joe managed to recover after just a day, after which he even noticed that his physical strength increased tremendously afterward.
While he was using his still-increasing strength to work in the docks to keep paying for his parents' debt, he spent most of his free time to gather the necessary materials for his costume and wrist-computer, which he ultimately donned to adopt his new crime-fighting ego out to stop Dr. Maul's nevarious ways: Captain Justice.
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Powers, Skills, and Attributes
Powers
Captain Justice is a mutate with the following powers that he had received from the freak lab incident:
Superhuman Durability - The exposure to the gas that caused the mutation has augmented Captain Justice's bodily tissues, making them much more resistant to physical injury than the tissues of a normal human. He can withstand high caliber bullets, falls from great heights, powerful energy blasts, and great impact forces without sustaining as much injury as a normal human would.
Superhuman Strength - He is much, much stronger than an ordinary human, able to lift cars and severely damage metallic objects with his strikes. This strength also allows him to sweep an entire area of enemies in front of him and leap several feet horizontally, striking his target right after.
Superhuman Stamina - Captain Justice's mutated musculature generates less fatigue toxins during physical activity than that of a normal human. He is able to at least exert himself at peak capacity for several hours without tiring.
Temporary Invulnerability - Striking an enemy repeadetly with a certain combo allows his body to generate a forcefield that protects himselfs from further harm.
Accelerated Healing - Should he still be harmed, his body will still repair external and internal organs much faster than a normal human would due to his superhuman metabolism.
Flight - He is able to propel himself through the air by sheer force of will. The maximum speed he can reach while in flight seems to be just above running speed. This will also keep him out of harm's way if he manages to fly high enough fast enough.
Skills
Chemical Knowledge - Having been a laboratory assistant brought with it a necessity to have a vast knowledge of chemicals and compounds.
Technical Knowledge - He has constructed his wrist-computer entirely on his own, confirming that he is quite knowledgeable on this field as well.
Attributes
Strength
Captain Justice has a Mighty physical strength, enough to lift between 10 and 50 tons.
Endurance
He can perform strenuous activity for up to 24 hours before becoming tired due to his Superhuman fortitude and sheer determination when facing difficult challenges.
Agility
He is Alert enough toeasily avoid attacks from a single target, and can get around when fighting multiple targets at close range thanks to his coordination and reflexes. He can also narrowly escape from objects incoming from afar.
Speed
Joe's running speed is somewhat Accelerated above that of a normal human that engages in regular physical exercise, allowing him to move at speeds between 30-50 MPH. His flying speed, however, is higher than this and can be built up or even at its maximum after a brief concentration.
Fighting Skill
Joe is Experienced enough to know how to defend himself, using the striking power from his mutated strength through his fists to end fights. His combat rating and accuracy with close ranged attacks makes him a force to be reckoned with.
Projectiles/Ranged Attacks
Joe has a Basic combat rating and accuracy with long ranged attacks, preferring to get up close and personal with his targets. This includes munitions, bows, power armor weaponry, energy projection (elemental, magic, force), etc.
Durability
Captain Justice's Unbreakable mutated physique leaves him sturdy enough that his bones are incredibly difficult to break on top of having skin that is impervious to bullets. He can therefore withstand a lot of physical punishment. While striking enemies, however, he can even generate a forcefield that temporarily leaves him Indestructible, during which nothing can harm him.
Resistance
The Captain has a Superior resistance to elemental, magical, and energy based damage, toxic environments. It requires people to possess better trained abilities to do harm to him. While he has his forcefield up, he even becomes outright Invincible to this damage.
Intelligence
Joe has a Gifted IQ of 130, leaving him with a sufficient capacity for knowledge and problem solving abilities.
Psyche
Joseph has a Strong-willed mental state in healthy condition, and is able to resist against those with weaker psionic abilities.
Intuition
Joe is a very intuitive and empathetic Humanitarian individual, willing to help every troubled person he meets so he can make their lives a little better.
Charisma
Joe has a rather Energetic charisma; he is always more than willing to talk with total strangers and isn’t afraid of offering his help.
Gear and Equipment
Gear
Costume - Joe has specifically tailored the costume he wears by using a Nomex fire-resistant, triple-weave Kevlar-lined material. It is an excellent protection against damage, electrically insulated, and durable enough to withstand gunfire, blades, wear and tear.
Wrist-Computer - Joe wears a customized smartwatch that he had reconstructed to act as a portable high-tech computer.
Utility Belt - He wears a brown belt with pockets that he uses for quick and easy access to whichever instrument should be used to solve the current problem at hand.
Relationships
Friends/Allies
- Defender: The leader of the Champions, held in high regard by Joseph.
Enemies
- Dr. Maul: Formerly merely an amoral genius who sold his employees' chemical compounds as mutations to criminals, Dr. Malcolm Maul had left Joe Jameson for dead after exposing him to the gas of experimental chemicals that caused his mutation.
Captain Justice and Dr. Maul have clashed a couple times, starting with Dr. Maul's simple desire to obtain a lot of money by stealing a priceless artifact from the museum in Millennium City, to taking over the TV station to broadcast himself and tell about his desire to rule the world, to plotting revenge on Captain Justice for the latter having him sent to jail. Dr. Maul escaped, and at one point managed to take over the PRIMUS building, where he gathered up several supervillains to ensure being able to create his Deathray.
Captain Justice knows he simply cannot let this pass, and seeks to not just avenge himself on his former employer, but also to stop his nefarious plans to likely destroy the world rather than take it over.
General Perception
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