The Cerulean Sentinel
- Character sheet: PDF
- Character Sheet Helper file (LibreOffice)
Quotation | "I help people because it's the right thing to do." |
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First Appearance | Kalos Showcase #22, 1959 |
Real Name | John Campbell |
Identity | Public ID |
Player | NPC |
Origin | Altered |
Archetype | Gadget |
Team Affiliation | United States Marshals Service |
Base Of Operations | San Diego, CA, USA |
Range Of Operations | National |
Description
Age | 89 | Nationality | American | |
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Height | 198 cm (6' 6") | Hair | Brown | |
Weight | 130 kg (287 lbs) | Eyes | Brown | |
Gender | Cis Male | Sexuality | Heterosexual |
John is a tall, handsome African American man who appears to be in his late 40s. He has a neatly trimmed beard, some grey hair at his temples, dark bronze skin, and brown-black eyes. He usually appears to be in a good mood. His superhero costume is a basic one in red, white, and blue, very similar in design to the one the Army issued him during World War 2. It has one recent addition, however: the star of a United States Marshal.
Attributes
Agility 4 |
Brawn 3 |
Endurance 5 |
Presence 3 |
Reason 2 |
Power Level 7 |
- Normal Lift: 120 kg (heavy adult)
- Max Lift: 260 kg (large brown bear)
- Throws (25 kg): 5 m
- Max Range: 1 km
- Max Area: 100 m radius
Skills
- Diplomacy
- Investigation
- Medicine (Oral Surgeon)
- Ranged Combat
Powers
- Blast
- Standard action, Ranged, Normal
- Energy cannon construct
- Clairvoyance
- Standard action, Self-only
- Surveillance drone construct
- Detect Metal
- Standard action, Self-only
- Metal detector construct
- Force Wall
- Standard action, Ranged, Area, Environmental
- Wall construct
- Environmental Immunity
- Constant, Self-only
- Self contained environment
- Flight
- Move action, Self-only
- Force field manipulation
- Force Field
- Quick action, Self-only
- Energy cocoon construct
- Hold
- Standard action, Ranged, Special
- Cage construct
- Hyperacuity
- Free action, Self-only
- Microscope construct
- Illusion
- Standard action, Ranged, Area, Environmental
- Constructs
- Space Travel
- Move action, Self-only
- Self contained environment
- Strike
- Standard action, Hand-to-hand, Normal
- Baseball bat construct
- Super-flight
- Move action, Self-only
- Jet plane construct
- Ultra-power
- Varies, Self-only
Ultra-power: Psionic Energy Constructs
- Ambient Awareness
- Free action, Self-only
- Motion detector construct
- Area Blast
- Standard action, Ranged, Area, Normal
- Multiple cannon constructs
- Detect Radio Signals
- Standard action, Self-only
- Sensor construct
- Mass Flight
- Move action, Self-only, Area
- Jet plane construct
- Healing
- Standard action, Hand-to-hand, Alteration
- Hospital bed construct
- Telekinesis
- Standard action, Ranged, Special
- Energy claw construct
- X-ray Vision
- Free action, Self-only
- X-ray scanner construct
Equipment
- Light Ballistic Vest (PL 1)
- Versatex unitard; concealable
- Cell Phone (PL 1)
Movement
Base Move | Double Move | All-out Move | |
---|---|---|---|
Run | 13 m | 26 m | 78 m (47 km/h) |
Swim | 4 m | 8 m | 24 m (14 km/h) |
Jump | 2 m | ||
Fly | 40 km | 80 km | 240 km (140,000 km/h) |
Personality
John is a friendly, considerate man. His manner is easy-going, and he rarely gets angry. He considers his powers a responsibility, but he is neither obsessed with them nor tormented by them. He is not interested in fame, fortune, or, to be truthful, the “big picture”. He has seen a great deal, and knows that nothing good or bad lasts forever. As such, he helps when he can, and tries not to let it bother him when he can’t.
John was married once in the 1950s. They were divorced in the late 1960s, and she passed away a few years ago. He has three adult children, each of them in their 60s or 70s, as well as several grandchildren and great-grandchildren, but he rarely visits his family. He tells himself that it's because he makes them uncomfortable, but in reality, they remind him of how alone he is.
Motivations
- Humility
- The character strives to maintain a healthy perspective regarding their own importance in the universe.
- Justice
- The character seeks to ensure that misdeeds are met with appropriate punishment.
Complications
- Idealistic
- Believes in the ideals of the United States, despite how often the reality falls short of those ideals.
History
John Campbell was in his third year of medical school in 1942, but dropped out to enlist in the US Army. John was selected to participate in a super soldier program called the Zarathustra Project. In the first group of volunteers, over four hundred died, and only six survived: John was one of the survivors. He gained an ability to manipulate an as-yet-unknown form of energy or matter (much later, this energy was determined to be psionic in nature). Initially, Army scientists postulated that it was formed of neutral particles, which is why his call sign became “Neutron”. As Neutron (later, “Captain Neutron”), John fought beside the rest of Freedom Force against the Axis powers in Europe and the Pacific.
After the war, John stayed in the Army and helped with various peacekeeping missions until the end of the Korean War. He received an honorable discharge, and returned to school to complete his medical degree and his dental degree. Although he is an M.D. with a specialty in oral surgery, he actually enjoys dentistry more, and this is the primary focus of his practice. Some of his current patients are the grandchildren of his first patients.
For the past couple of decades, Doctor Neutron has been a volunteer member of the United States Marshals Service.
Powers and Abilities
John Campbell has the strength and stamina of a mature man who frequently engages in intensive exercise, although he doesn't exercise as much as his physique implies. Dr. Neutron’s powers are mainly concerned with creating barriers and constructs out of psionic energy. His tactics focus on containing and isolating threats so that they can be dealt with one at a time. He can also use psionic energy to create any physical object he can imagine. John is fluent in American English, and can usually make himself understood in Spanish.
Summary
Character Points Spent: 50
Unspent Experience: 0
Attributes 32 + Skills 4 + Gifts 0 + Powers 14 + Modifiers 0 = 50 / 50