Difference between revisions of "Cpt. Justice"

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Upon returning to Millennium City, Captain Justice was informed by Defender that a new enemy has escaped from prison: The first of the ones who took the mutagen. Another criminal mastermind, one who goes by Commander Chthon.
 
Upon returning to Millennium City, Captain Justice was informed by Defender that a new enemy has escaped from prison: The first of the ones who took the mutagen. Another criminal mastermind, one who goes by Commander Chthon.
<hr>[[image:CommanderChthon.jpeg|thumb|Dr. Maul]]
+
<hr>[[image:CommanderChthon.jpg|thumb|Commander Chthon]]
 
* Commander Chthon: Real name unknown, Commander Chthon is a cold, calculated warlord who believes chaos can only be controlled by fusing mankind’s will with raw power. He was therefore the first to take Dr. Maul's mutagen, which granted the warlord powers to generate green fire and black chains.
 
* Commander Chthon: Real name unknown, Commander Chthon is a cold, calculated warlord who believes chaos can only be controlled by fusing mankind’s will with raw power. He was therefore the first to take Dr. Maul's mutagen, which granted the warlord powers to generate green fire and black chains.
 
One of his foiled villainous plans was to clone Mayor Calvin Biselle using a mixture of accelerated growth tanks, psychic imprinting, and (demonic(?)) blood synthesis, in order to outlaw superheroism. He then went on to attempt to blow up Lemuria; the first time with regular bombs, the second time with an outright nuclear one. Both times were foiled by Captain Justice.
 
One of his foiled villainous plans was to clone Mayor Calvin Biselle using a mixture of accelerated growth tanks, psychic imprinting, and (demonic(?)) blood synthesis, in order to outlaw superheroism. He then went on to attempt to blow up Lemuria; the first time with regular bombs, the second time with an outright nuclear one. Both times were foiled by Captain Justice.

Revision as of 08:15, 17 April 2025


Captain Justice
Player: @Rachenschwert
CapJ2.jpg
Character Build
Class Focus: Behemoth Archetype (Tank)
Power Level: 35
Research & Development: Human Mutate
Biographical Data
Real Name: Joseph Christian Jameson
Known Aliases: Joe, Joey, J.C. (in civilian identity or by trusted people), Cap, Cap'n, Cap J, C.J., Constitution Clobberer, Millennium's Muscle, Sentinel of Stars and Stripes, the People's Punchline, the Blue Fist of Freedom, Cappy J, The Indestructible Ideal (in super identity)
Gender: Male
Species: Human
Ethnicity: Caucasian
Place of Birth: Manhattan, New York City, New York, USA
Base of Operations: Millennium City (formerly Detroit), Michigan, U.S.A.
Relatives: Daniel Jameson (father, deceased), Amanda Jameson (mother, deceased)
Characteristics
Age: 25
Height: 6'0
Weight: 220 lbs
Eyes: Blue (Solid white while in costume)
Hair: Black
Complexion: Fair
Physical Build: Muscular
Physical Features: None
Status
Alignment:
██ ██ ██ ██ ██ ██ ██ ██ ██

Lawful Good

Reputation:
██ ██ ██ ██ ██ ██ ██ ██ ██

Reputable

Identity: Secret
Years Active: Since 2021
Citizenship: Millennium City (formerly Detroit), Michigan, U.S.A.
Occupation: Adventurer, Superhero, (formerly) Laboratory Assistant
Education: Confidential
Marital Status: Confidential
Known Powers and Abilities
Superhuman strength, damage resistance and endurance. Temporary Invulnerability. Accelerated Healing. Flight. Recently acquired super-speed.
Equipment and Paraphernalia
Wrist-Computer, Commlink, Utility Belt
Attributes
 
   Strength
   Endurance
 
   Agility
   Speed
 
   Fighting
   Projectiles
 
   Durability
   Resistance
 
   Intelligence
   Psyche
 
   Intuition
   Charisma
 
ReldinBox Template

Captain Justice (real name Joseph Christian "Joe" Jameson) is an adventurer who flies around Millennium City, Canada, Vibora Bay, the Southwest Desert and Monster Island to set right what had gone wrong.

History

Early Life

Born to the hardworking, humble and kindly yet ailing Daniel and Amanda Jameson on the 3rd of March of 2000, Joseph Jameson never wanted to be a hero. The desperate young man just wanted a job — any job — that paid enough to keep his parents afloat after they fell behind on payments for predatory loans to dangerous people. This thought felt like a crushing weight on his shoulders. When they were no longer able to pay, the loan sharks didn't just take their home — they took their health, safety, and peace.

Determined to dig them out, Joe swallowed his pride and accepted a high-paying job as a lab assistant for a morally ambiguous genius: the renowned but reclusive Dr. Malcolm Maul. Joe still believed in science. In its power to heal, to uplift, and to enlighten. And in his own brilliance. The lab they worked in — deep beneath Detroit’s old industrial ruins — was supposedly dedicated to sustainable energy.

But Dr. Maul wanted Joe to work on something else: Assist with Project Overman by concocting chemical compounds to grant superhuman abilities to voluntary test subjects. Ever the idealist, Joe agreed and remained loyal to Dr. Maul for the time being, even if the science somehow felt unsavory, with dark rumors doing that feeling no favors and the long hours taking their toll on him. But the money kept his family alive.

The Incident

One fateful evening, Joe stumbled upon a horrifying sight. He saw several people strapped to gurneys, all of them with sheer fear in their eyes.

After freeing these unfortunate souls, they informed Joe about the truth of Project Overman — it was in reality just a front for a designer-compound racket by Dr. Maul, who had people snatched off the streets to become unwilling test subjects in a cruel experiment to engineer the perfect living weapon. They told him that they witnessed other people being injected with chemical compounds, after which Maul had them sent to a test chamber and waited for results before blasting the test subject with unstable energy to have them executed, success or not. They also saw unsavory individuals commercing with Maul, paying top dollar for the compounds that were a success.

Enraged and betrayed, Joe confronted Maul.

Maul, ever the cold strategist, struck back without hesitation. He did the same to Joe as he did with the test subjects; inject him with one of the concoctions, and trap him inside the testing chamber. But Maul revealed to Joe that this concoction was a failed one. He rerouted a feedback loop, and activated the machine.

"If you’re so righteous, Joseph... then you’ll die bathed in your precious truth."

Joe then got blasted with the unstable energy. He was broken and left in a collapsed corridor, presumed disintegrated.

But Joe didn’t die.

His body had actually absorbed the unstable radiation, which in turn caused the failed concoction to have a much different and unexpected effect on Joe.

Thus, from the ashes of betrayal came something new.

The Rebirth

Joe awoke a few days later... alive, changed, and burning with power. His skin hardened like steel. His strength became titanic, which became apparent to him as he effortlessly moved the rubble from the collapsed corridor aside.

Still filled with a righteous anger toward Dr. Maul, Joe wanted just one thing: To see his parents again. But he knew that it would take too long to just walk there, and his wallet got melted by the radiation, leaving its contents destroyed.

He tried really hard to think of a way to reach his parents faster. And it was at this point where he felt himself lift off the ground. This made him realize that he could now fly. He used this newfound power to travel the skies to the hospital, where he last saw his parents still recovering from their last encounter with the loan sharks.

However, he was told that his parents’ injuries were simply too severe for the medical staff to give them the proper treatment; Joe’s parents were tortured in such a way that medical science could help them no more.

Overcome with grief, Joe ran out of the hospital and took to the skies again. This time to head over to his parental home.

He used the house’s resources to repurpose his jumpsuit into a costume that would both hide his identity and strike fear into those who prey on the innocent, as well as repurposing his old smartwatch int a wrist-computer. The final piece of the costume was the red cape that attaches to his shoulders, representing the color of the blood of the innocent and the weight of his responsibility for either protecting or avenging them.

Weeks later, Joe was reborn. He re-emerged from the house with an unwavering conviction and took to the skies as Captain Justice — a flying juggernaut wrapped in an unshakable purpose. Where once he’d been a follower of science, now he follows a higher code: accountability, honor, and truth — no matter how heavy they are to carry.

He knows that justice isn't just punishment — it's responsibility. It’s healing. And above all, it’s not a weapon. It’s a shield. But he still wanted revenge on Dr. Maul and, more rather, the one responsible for the death of his parents. But in the meantime, he would remain one who stands up to monsters like Maul.

Because someone had to become the hero he wished had come… before it was too late

Appearance

Joe Jameson is a seventh generation American male, mostly of Scottisch descent. He is a 6 foot tall man with an athletic build that doesn't really unveil his true physical strength. His black hair is fashioned in a neat haircut and he is clean shaven, well-groomed and properly turned out at all time as a means to look as nice as he is. He speaks pure American English, with a hint of sarcasm thrown in every now and then.

As Captain Justice, he wears a nigh-indestructible and mostly yellow spandex suit with a blue line in the middle, blue rubber gloves and boots, a blue domino mask, blue briefs of sorts over his suit, and a red cape.

Personality

Joe is a very personable and friendly person, always willing to lend a helping hand and acting silly to provide some comic relief, although he's also known to be quite sarcastic. And though quickly frustrated, he has yet to actually lose his temper at all; indeed, even in some extraordinarily stressful situations, he managed to control himself.

It is safe to state that Joe will continue to display good manners and stand up for the underdog, especially in the face of injustice.

Philosophy

Captain Justice's mindset is very much like a traditional superhero; kind to innocents and allies, punishing to those who harm them. He has a deep respect for all life, but cannot simply stand by when one individual makes the life of another miserable, and therefore has a very strong code against killing, unless absolutely necessary to make sure the perpetrator would never harm an innocent again. It is therefore questionable if he strikes enemies with as much strength as he really has; it's more likely that he constantly holds back to knock them out and prevent that he'd kill them.

Powers, Skills, and Attributes

Powers


Captain Justice is a mutate with the following powers that he had received from the incident that Dr. Maul exposed him to:


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, if not outright destroy them. This strength also allows him to leap several feet horizontally, striking his target right after, clap his hands together to stun enemies with thundering sound, and take a small jump for a stomp to wreak havoc. However, his strength becomes most devastating when he focuses it into a singular haymaker punch that has an impact powerful enough to send targets flying.


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 or simply concentrating for a split second allows his body to generate a forcefield that protects himselfs from further harm. In the latter case, this invulnerability lasts for only a very short while, but it should be efficient enough to have Joe remain the shield of justice that he is.


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.


Super Speed - Having recently acquired this power, Captain Justice is able to travel at speeds much higher than that of a normal human's.

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 toe asily 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
  • 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 injecting him with a failed compound and exposing him to a blast of unstable radiation that actually 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 knew he simply cannot let this pass. Still seeking 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, he eventually managed to find Dr. Maul in his volcanic lair, overload the Deathray and have his nemesis be sent to jail after a rather long fight.

However, unknown to Captain Justice, Dr. Maul was approached by Dr. Destroyer himself...

Upon returning to Millennium City, Captain Justice was informed by Defender that a new enemy has escaped from prison: The first of the ones who took the mutagen. Another criminal mastermind, one who goes by Commander Chthon.


File:CommanderChthon.jpg
Commander Chthon
  • Commander Chthon: Real name unknown, Commander Chthon is a cold, calculated warlord who believes chaos can only be controlled by fusing mankind’s will with raw power. He was therefore the first to take Dr. Maul's mutagen, which granted the warlord powers to generate green fire and black chains.

One of his foiled villainous plans was to clone Mayor Calvin Biselle using a mixture of accelerated growth tanks, psychic imprinting, and (demonic(?)) blood synthesis, in order to outlaw superheroism. He then went on to attempt to blow up Lemuria; the first time with regular bombs, the second time with an outright nuclear one. Both times were foiled by Captain Justice. He then decided to visit Dr. Maul's old laboratory, where he found notes that named a Deathray. He then hired the supervillains Dr. Ohm, Cybercide, Morticus, the Russian supervillain team Red Winter, and other supervillains to work for him and guard the plans of Dr. Maul's old Deathray as well as the underground PRIMUS bunker in Canada. Captain Justice busted the bunker, freeing fellow heroes along the way as they brought down the supervillains and Chthon's soldiers together. But Chthon managed to escape. As a distraction, Chthon went to poison Millennium City by means of toxic waste. Captain Justice knocked out the soldiers and destroyed the barrels.



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