Captain Justice (1st Level)

Medium humanoid (GMO freak) 1st level action hero, lawful good

Armor Class 13 (padded costume)
Hit Points 13 (1d10 + 3)
Speed 30 feet

20 (+5) 14 (+2) 17 (+3) 10 (+0) 10 (+0) 14 (+2)

Saving Throws Str +7, Dex +4
Skills Athletics +7, Intimidation +4, Perception +2, Persuasion +4, Stealth +4, Survival +2
Tools Automobiles +2, Motorboats +2, Motorcycles +2
Feats Armor Proficiencies (light, medium), Weapon Proficiencies (simple weapons, firearms)
Weaknesses Dependent, Secret Identity
Senses passive Perception 12, passive Insight 10
Languages English, Spanish
Allegiances Team

Team Player. You're part of a team, and a team looks out for each other. You can find a place to hide, rest, or recuperate among your teammates or fans of your team, so long as you remain in good standing with them. They will protect you from anyone searching for you and may risk their lives for you. They may also provide the loan of resources. You may be expected to provide favors for your teammates and fans as well, and are expected to participate in scheduled sporting events.

Brute (Thematic Powers). You have super-powers which make you incredibly strong. When using an attack power you can add either your power ability or your Strength or Dexterity to the attack roll.

Constitution is your power ability (power save DC 13, +5 to hit with power attack). You regain all expended power slots when you complete a long or short rest.

Dependent (Event Modifier 10%). You must care for and protect your mother. Unfortunately, she doesn't always help you with this task. She should be a normal part of most stories, as she is a major part of your life.

Those investigating you (e.g.: police, villains, reporters) can also learn of your Dependent, though the Secret Identity vulnerability can help.

Secret Identity (Event Modifier 10%). You lead a double life. Maybe you don't want people harassing you for help all the time, or maybe you're just trying to protect your friends and family.

If you take any heroic action in your everyday identity you must make a Charisma (Deception) check with opposed by the Wisdom (Insight) of check of any witnesses (including your foes). You can spend a Hero Point to automatically succeed.

Any witness that doesn't know you in your everyday identity has disadvantage on its check. If they succeed, they now know what your heroic identity looks like under the mask.

Any witness who does know you is now privy to your secret, for good or ill.

Armor Talent. If you are proficient in medium armor, you gain proficiency with heavy armor. If you're proficient in light armor, you gain proficiency in medium armor. If you're proficient in no armor, you gain proficiency in light armor.

Enhanced Health. Your hit point maximum is increased by 1 hit point per level.

Enhanced Unarmed Strike. Your unarmed strikes use a d4 for damage.

Fighting Style. Pugilist: Your unarmed strike deals 1d4 damage. If you have another feature which increases your unarmed strike damage, such as the Martial Arts feature or the Tavern Brawler feat, you can increase that damage by one die-size (1d4 becomes 1d6, 1d6 becomes 1d8, etc.) instead.

Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your action hero level. Once you use this feature, you must finish a short or long rest before you can use it again.


Unarmed strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.

Mighty-Punch. Melee Power Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 2d4 + 5) bludgeoning damage. You have advantage on the attack roll if the target is not wearing armor. On a hit, the target can't take reactions until the start of its next turn.

Mighty-Stomp. Melee Power Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage. You attack with disadvantage. If you succeed, its speed is halved until the end of its next turn.

Power-Shove. Melee Power Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. If the attack hits, if the creature is Large or smaller, you push the creature up to 10 feet away from you.


Lifestyle. Comfortable
Cash. $700
Gear. padded costume, ear-clip, a smartphone

  • Utility belt: penlight, flare canister, flare rod x5, glass cutter, mini-grappling hook, lock release gun, multipurpose tool, zip-tie handcuffs x500
  • Duffle bag (of justice): charger, nylon rope (150 ft.), binoculars

Vehicles. Motorcycle
Home. Large suburban house (family home): A casual wardrobe (including jerseys, caps, and t-shirts with sports logos and a letterman's jacket), an athletics wardrobe, two team uniforms, a tablet, sporting gear, a gaming system, a shelf of trophies, duffle bag, footlocker (of justice).

Jack Johnson was coming home late from football practice one night when a strange light in the sky caught his attention. As he peered into the sky he saw the light grow suddenly brighter before realizing it was streaking toward him. With a sound like thunder, the mysterious beam slammed Jack into the concrete sidewalk and knocked him out cold. When Jack awoke he staggered home, thinking that, perhaps, he'd been struck by lightning.

The next day Jack's transformation became apparent when he ripped his bedroom door off of its hinges. Trying to hide the damage from his mother, Jack propped the door back into place and ran off for school, only to miss the bus.

Over the next week, Jack discovered the extent of his powers and stitched together a costume and the secret identity of Captain Justice. He's yet to see any real action.

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