BARON's 3ed thread!: Earth 53 Atom & Zatanna

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BARON
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BARON's 3ed thread!: Earth 53 Atom & Zatanna

Post by BARON » Fri Jul 16, 2010 9:43 am

3rd verse... different from the first. No DC builds! :shock:

this should still be fun. Expect proposals to the Un-official Marvel build project, Tales of the Zero-Men (my original setting), other comic builds (authority, pulp heroes, spawn, tmnt, etc), films, television, and much much much (much) more!!! I've got over a hundred pages for 1st ed, combined over 500 for 2nd ed, and who knows for 3rd??

Let's boogie! :)

EDIT: let's provide an index quickly of my big storylines...

my EARTH 53 "reboot" universe
Superman, Batman, Wonder Woman, & Flash
Green Lantern & Aquaman
Green Arrow & Black Canary
Martian Manhunter

BATMAN: FEAR OF THE DARK
PART ONE & TWO
PART THREE, FOUR, & FIVE

SUPERMAN: INTO THE LIGHT
PART ONE & TWO
PART THREE
Last edited by BARON on Sun Aug 18, 2013 2:55 am, edited 188 times in total.

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Re: BARON's 3rd edition thread!!

Post by BARON » Fri Jul 16, 2010 9:44 am

MARVEL (those without links are under construction)

AVENGERS
Black Panther
Captain America
Giant Man
Hawkeye
Iron Man
Ms Marvel
Quicksilver
Scarlet Witch
Thor
Vision
Wasp

DAREDEVIL
Bullseye
Daredevil
Elektra
Kingpin
Typhoid Mary

FANTASTIC FOUR
Annihilus
Doctor Doom
Franklin Richards
Galactus
H.E.R.B.I.E.
Human Torch II
Invisible Woman
Mole Man
Mr. Fantastic
Namor the Submariner
Silver Surfer
Super Skrull
Thing

HULK
Abomination
Hulk
Leader

OTHER
Doctor Strange
Enchantress
Ghost Rider
Loki
Punisher
Red Skull
Thanos
Ultron

SPIDER-MAN
Doctor Octopus
Green Goblin
Spider-Man

EXCALIBUR
Captain Britain
Cerise
Feron
Gate Crasher & Technet
Kylun
Meggan
Micromax
Pete Wisdom
Phoenix II
Widget

X-FACTOR
Havok
Multiple Man
Polaris
Strong Guy
Wolfsbane

X-FORCE
Boom Boom
Cable
Cannonball
Domino
Feral
Shatterstar
Sunspot
Warpath

X-MEN
Angel
Apocalypse
Arcade
Avalanche
Banshee
Beast
Blob
Colossus
Cyclops
Dazzler
Destiny
Emma Frost
Gambit
Iceman
Jean Grey
Jubilee
Kitty Pryde
Longshot
Magneto
Mastermold
Mr. Sinister
Mystique
Nightcrawler
Omega Red
Professor X
Psylocke
Pyro
Rogue
Sabertooth
Sebastian Shaw
Sentinels
Storm
Sunfire
Thunderbird
Wendigo
Wolverine


TEMPLATES
Kree/Skrull
Last edited by BARON on Sat Aug 06, 2011 9:59 am, edited 83 times in total.

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Other Comic Builds

Post by BARON » Fri Jul 16, 2010 9:44 am

the Authority
Jenny Sparks (PL13)
Apollo (PL15)
Midnighter (PL12)
the Doctor (PL14)
the Engineer (PL12)
Jack Hawksmoor (PL13)
Swift (PL10)

Image
Allen the Alien
Angstrom Levy
Atom Eve
Darkwing II
Doc Seismic
Fathom
Furnace
Dupli-Kate
Immortal
Invincible
Monster Girl
Robot
Savage Dragon
Shrinking Ray
Spawn
Titan
Witchblade

the Watchmen
the Comedian (PL9)
Dr. Manhattan (PL16)
Nite Owl II (PL8 )
Ozymandias (PL10)
Rorschach (PL8 )
Silk Spectre II (PL8 )

Teenage Mutant Ninja Turtles
April O'neil (PL2)
Casey Jones (PL7)
Rat King (PL12)
the Shredder (PL11)
Splinter (PL10)
the TMNT (PL8-9)
Last edited by BARON on Mon Jul 04, 2011 7:17 pm, edited 21 times in total.

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ORIGINALS

Post by BARON » Fri Jul 16, 2010 9:45 am

Last edited by BARON on Sun Aug 29, 2010 6:44 pm, edited 5 times in total.


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Tales of the Zero-Men (original setting)

Post by BARON » Fri Jul 16, 2010 11:57 am

Image

"My war is personal. Thanks to Null's experiments, I grow stronger every time I’m hit... but I would trade that for a normal life. I’ve seen a lot of death." (Tales of the Zero-Men #3)

Captain Zero * Power Level 12

Abilities
Strength 5/2, Stamina 3, Agility 2, Dexterity 2, Fighting 5, Intellect 2, Awareness 2, Presence 4

Skills
Athletics 4 (+9/6), Close Combat: unarmed 4 (+9), Expertise: current events 3 (+5), Expertise: military 8 (+10), Expertise: politics 2 (+4), Insight 5 (+7), Intimidation 2 (+6), Perception 4 (+6), Persuasion 3 (+7), Ranged Combat: blast 3 (+5), Ranged Combat: guns 2 (+4), Technology 3 (+5), Vehicles 5 (+7)

Advantages
All Out Attack, Benefit (security clearance), Connected, Equipment 15, Inspire 2, Interpose, Language (English: native, German), Leadership, Power Attack, Ultimate Effort (will saves)

Powers
Absorption: Enhanced Strength 10, fades, limited (degree of damage taken), reaction (AE: Healing 5, limited to self, quirk: must be used while strength is charged, restorative, AE: Blast 9, quirk: must be used while strength is charged, tiring), Immunity 5 (environmental conditions), Protection 14, Regeneration 8, source (environmental conditions) * 34pts

Super Strength Reserve: Enhanced Strength 3, Power Lifting 2 (3 tons, up to 3.2k tons fully charged) * 8pts

Equipment:
Commlink: communication link (radio; subtle) * 2 points
GPS: +5 bonus to navigate * 1pt

Ground Zero: Size L (2), Toughness 8 (1), Feature: Combat Simulator, Communications, Computer, Defense Systems (ranged damage 8, multi-attack), fire prevention system, garage, gym, hangar, holding cells, infirmary, isolated, living space, power system, security system 2 (DC25), workshop (16) * 19 points

Heavy Pistol: ranged damage 4 * 8 points

Vehicles: Array (40 points) 1 alternate * 41pts
- Crisis Response Vehicle: Size H (0), Strength 8, Speed 5 (5), Defense 6 (2), Toughness 12 (3), Features: alarm (DC20), loudspeaker (2), Powers: dazzle 5 (resisted by fortitude), cone area (60 feet), cumulative, limited to sight * 1 point
- Zero Jet: Size H (0), Strength 13 (5), Speed 12 (24), Toughness 12 (3), Defense -2 (2), Features: alarm (DC20), chaff (full cover from air to air missiles), navigation, remote control (4), Powers: concealment from radar (2) * 40 points

Offense: initiative +2, unarmed +9 (close, Damage 5 up to 15), pistol +4 (ranged, Damage 4)
Defense: dodge 5 (3pts), parry 7 (2pts), will 11 (9pts), fort 9 (6pts), toughness 17/3

totals: abilities 44, skills 23, advantages 25, powers 42, defenses 20 = 154pp

Complications:
enemy (lord null)
relationships (General Archie Samuels, the Zero-Men; particularly Gadget)
responsibility (as a marine, Captain Zero has a strict code of honor and conduct in the field)
weakness (vs. nullify super strength effects; impaired after 6 seconds, disabled after 12 seconds, debilitated strength after 30 seconds. exposure of more than a minute typically imposes the dying condition)

Image

Backstory
Captain Richard Abner's life changed as a prisoner of war during the conflict in Vietnam. His captor, Doctor Rudolph Zeighurst Null, conducted zero-point energy experiments to unlock the human potential on GI's in his secret jungle laboratory. Somehow Abner survived the process and escaped. He gained the instictive ability to absorb and channel inertial energy on contact, but it was unstable, slowly absorbing his bodily organs' energy. U.S. military scientists were able to stave off the effects with their own super-soldier steroid program, granting Captain Abner - now codenamed Captain Zero - a reserve of superhuman strength for his absorbing powers to stabilize on.

Captain Zero, with his Vietnam second-in-command Aaron "Gadget" Roberts, was authorized to lead a new special forces unit: the Zero-Men. So began a 20-year campaign against Lord Null, now ruler and neo-Nazi dictator of his homeland Eisenlund. At the height of their battles, Null successfully decimated the Zero-Men unit, driving Abner from the battlefield. When the Cold War ended, Eisenlund joined the United Nations, robbing Zero of victory and cutting short his crusade.

Now in his 50s, the Captain is a military and political veteran. He leads a new young generation of heroes in the never-ending fight to preserve peace in a world rampant with super-terrorism and other extraordinary threats.

Personality
The Captain is a gruff, hard nosed military man commited to his career of making the world safe from super-terrorism. He enjoys classic rock from the 60s and 70s and is a life long fan of the New England Patriots. As a leader, he tends to take things head on and leads by example. He maintains contacts througout the supehero community, but rarely works alongside anyone not under his command.

Powers and Abilities
Zero is the powerhouse of the team; the harder he's hit, the stronger he gets. Potentially he can end up really up there in strength class, but in order to do so the captain has to take some serious punishment. Captain Zero excels at hand to hand combat. He's a simple straightforward leader with a military background and huge brick-like powers. His connections at the pentagon afford him gear, vehicles, and troops as needed.

Allies
Zero maintains high up contacts at the Pentagon including his good friend and war buddy, General Archie Samuels. His closest allies are the Zero Men who he commands. In the past he was close to Doctor Impossible while the Doctor oversaw the team.

Enemies
As leader of the premiere anti-super-terrorism unit in the world, Captain Zero has a long list of enemies including the nefarious Professor Haywire, the Minx, Atomo the Living Bomb, and many others. His arch enemy though is Lord Null who he has been at war with for over 3 decades.
Last edited by BARON on Thu Jul 07, 2011 11:17 am, edited 15 times in total.

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Tales of the Zero-Men (original setting)

Post by BARON » Fri Jul 16, 2010 1:10 pm

Image

"Of course I have a plan." (Tales of the Zero-Men #1)

Gadget * Power Level 11

Abilities
Strength 2, Stamina 2, Agility 4, Dexterity 4, Fighting 4, Intellect 8, Awareness 5, Presence 2

Skills
Acrobatics 5 (+9), Athletics 5 (+7), Close Combat: unarmed 4 (+8), Deception 8 (+10), Expertise: soldier 2 (+10), Insight 6 (+11), Investigation 8 (+16), Perception 8 (+13), Ranged Combat: blasters 4 (+12), Ranged Combat: guns 4 (+12), Sleight of Hand 6 (+10), Stealth 8 (+12), Technology 13 (+21), Treatment 2 (+10), Vehicles 9 (+13)

Powers
Wrist Computer: 14 points, easily removable (-4 points)
Array (12 points) 2 alternate effects * 14 points
- Machine Link: Comprehend 2 (machines) * 1pt
- Radio Commlink: Communication 2 (radio: within 1 mile), area, subtle * 1pt
- Site to Site Teleportation: Teleportation 3, accurate, extended (up to 8 miles) * 12pts

X-Ray Vision Goggles: Feature 1 (lens flare reduction: +5 against dazzle vision), Senses 16 (analytical vision penetrates concealment, darkvision, infrared, ultra violet), distracting, removable (-1) * 8pts

Equipment:
Blaster Rifle: Ranged Damage 8, multi-attack (AE: Ranged Damage 8, 30 foot burst area) * 25 points
Jet Boots: Leaping 2 (30 feet), full power * 1 point
Mini-Tracer: DC20 perception or sleight of hand check * 1 point
Multi-Tool: -2 penalty without proper tools * 1 point
Rebreather: Immunity 2 (suffocation), limited (20 rounds) * 1 point
Utility Belt: Array (16 points) 5 alternate effects * 21 points
- Flash Bombs: Ranged Burst Area Affliction 5 (resisted fortitude: vision impaired, vision disabled, vision unaware) * 1 point
- Fragmentation Grenade: Ranged Burst Area Damage 5 * 1 point
- Machine Pistol: Ranged Damage 3, multi-attack * 1 point
- Smoke Grenades: Cloud Area Concealment Attack 4 * 1 point
- Survival Knife: Damage 1, piercing, critical 19-20 * 1 points
- Tear Gas Pellets: Ranged Cloud Area Affliction 4, extra condition (resisted by fortitude: dazed/vision impaired, stunned/vision disabled, incapacitated) * 16 points

Advantages
Accurate Attack, Assessment, Defensive Attack, Defensive Roll 4, Eidetic Memory, Equipment 10, Evasion, Fearless, Improved Aim, Improvised Tools, Inventor, Luck 2, Move by Action, Precise Attack (ranged, cover), Quickdraw, Ranged Attack 4, Set Up, Skill Master (technology), Well Informed

Offense: initiative +4, blaster +12 (ranged, Damage 8), pistol +12 (ranged, Damage 3), unarmed +8 (close, Damage 2)
Defense: dodge 14 (9pts), parry 12 (8pts), will 12 (7pts), fort 7 (4pts), toughness 6/2

totals: abilities 62, skills 46, advantages 35, powers 18, defenses 28 = 190pp

Complications:
enemy (Professor Haywire)
reputation (gadget has a reputation as a rebellious maverick that is well deserved)
responsibility (gadget feels a personal need to use his intellect to make the world a safer place)
superstitious (gadget carries dum dum brand suckers that he considers very important good luck charms)

Image

Backstory
Little is known about the life of Aaron "Gadget" Roberts before his expulsion from the Marine Corps. He served in Vietnam as a chopper pilot and tested numerous experimental aircraft during the 70's including the B-2 stealth bomber. He's known to be the co-conspirator along with Captain Zero who founded the Zero-Men. Some would say he's the mastermind behind anti-superterrorism. His own government now considers him a liability. He has many enemies, few friends, and no super powers of his own. In over his head is exactly where Gadget likes it.

Gadget is fiercely independant and loves freedom. He's a private person, usually holed up in his lab or frequenting diners alone, pouring over blueprints. He customizes nearly all of his gear, such as his goggles and rifle. No drugs, no alcohol, and no cigarettes for Gadget. His only vice is a love of Dum-Dum brand suckers which he keeps in all flavors on his utility belt. He maintains himself in top condition, although age is beginning to make him rusty.

Personality
Gadget can be a little hair brained at times. He's known to be cynical and has been known to get cocky. Deep down, Gadget is a member of the Zero-Men because he wants to make the world a better place. Gadget has seen a lot of strange stuff in his lifetime of fighting the good fight. Hardly anything fazes him anymore.

Powers and Abilities
Gadget is a flashy, adventurous character. He's got cool tricks and gizmos everywhere. His bread and butter is a high powered energy rifle meant to even the odds against super powered threats. He's also got a high tech supercomputer on his wrist, jet boots, and a pair of nifty x-ray goggles. His role is the brain of the group; he is a world class expert in technology, an accomplished medic, and a brilliant amateur detective. He has an advanced degree in engineering, was a test pilot, and has an extensive military background including hand to hand combat, demolitions, and sniper training.

Allies
Gadget's best friend is Captain Zero. The two go on adventures together often whether it's with the rest of the Zero Men or not. On the side, Gadget has won the respect of the Monuement City police department for his detective skills in apprehending several local notorious (and colorful) super criminals.

Enemies
Gadget has enemies in high and low places. As a member of the Zero-Men, he often does battle with some heavy hitters like Lord Null, the Executioners, and Atomo the Living Bomb. In particular, Professor Haywire considers Gadget the only opponent worthy of his "full intellect". In Monuement, Gadget has become the unofficial arch enemy of many of the city's local supervillainy. Some of whom, Gadget admits, can be a tad on the ridiculous side.
Last edited by BARON on Wed Jul 13, 2011 9:40 am, edited 27 times in total.

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Tales of the Zero-Men (original setting)

Post by BARON » Sat Jul 17, 2010 2:19 am

Image

"Think of me as a modern Prometheus." (Tales of the Zero-Men #2)

Doctor Impossible * Power Level 10

Abilities
Strength 2, Stamina 4, Agility 2, Dexterity 4, Fighting 3, Intellect 10, Awareness 5, Presence 5

Powers
Expanded Brain Capacity: Enhanced Advantage 1 (eidetic memory), Quickness 6, limited (mental) * 4pts

Temporal Security: Feature 1 (temporal inertia) * 1pt

Thirty-First Century Medicine: Immunity 2 (aging, disease), Regeneration 1 * 3pts

Skills
Athletics 4 (+6), Close Combat: unarmed 5 (+8), Deception 8 (+13), Expertise: medicine 5 (+15), Expertise: science 10 (+20), Insight 5 (+10), Investigation 5 (+15), Perception 8 (+13), Ranged Combat: guns 5 (+9), Technology 10 (+20), Treatment 5 (+15), Vehicles 4 (+8)

Advantages
Benefit 6 (cipher, multi-millionaire, security clearance), Connected, Contacts, Defensive Attack, Equipment 5, Improved Aim, Improvised Tools, Inventor, Leadership, Quickdraw, Skill Mastery (technology), Well Informed

Equipment:
Comm Link: Senses 1 (communication link) * 1 point

Impossible Industries: Size G (4), Toughness 12 (3), Features: Communications, Computer, Fire Prevention System, Garage, Hangar, Laboratory, Power System, Security System 3 (DC30), Workshop (11) * 18 points

Light Pistol: ranged damage 3 * 6 points

Offense: initiative +2, pistol +9 (ranged, Damage 3), unarmed +8 (close, Damage 2)
Defense: dodge 6 (4pts), parry 7 (4pts), will 10 (5pts), fort 5 (1pt), toughness 4

totals: abilities 70, skills 37, advantages 21, powers 8, defenses 14 = 150pp

Complications:
disability (Doctor Impossible's right leg was maimed years ago leaving his speed cut in half)
motivation (doing good; even when things go horribly wrong, doctor impossible means well)
secretive (doctor impossible is constantly hiding something)

Image

Backstory
The enigmatic Doctor Impossible claims to be nothing but a humble man of science, albeit one who stumbled upon the greatest discovery in human history: unlimited zero-point energy. With it, he plans to usher in a golden age for mankind by building generators capable of powering major cities. None know his true name. Only recently has he revealed himself to the world. It appears his reputation proceeds him; he is connected well enough to hold secret meetings with top members of the United States military and foreign heads of state alike.

It is Doctor Impossible who causes Gadget and Captain Zero to come out of retirement when Lord Null sets his sights on using the Doctor’s discovery to instigate World War III. Together with Impossible’s bodyguards, two genetically engineered super-beings named Aries and Athena, the Zero-Men hope to spare mankind from total destruction in the hopes for a better tomorrow.

Personality
With the world in his back pocket, Impossible maintains his reach from the shadows with confidence. Doctor Impossible always attempts to look like he’s in control even when he’s certainly not. Ethically he is a very questionable scientist to say the least. Impossible feels compelled to push mankind forward no matter what the cost.

Powers and Abilities
Secretly, Doctor Impossible posseses medicine and technology he claims hails from the 31st century. He is in incredible physical condition and can use much more of his brain than an average person can. Impossible is a master surgeon and inventor, and he is also well trained with firearms.

Allies
Impossible's two closest allies are his genetically engineered bodyguards Aries & Athena. He maintains close ties with Captain Zero, Gadget, and the rest of the Zero Men. The good doctor also has shadowy dealings with various world leaders. Later he enlists the aid of Agent Zero in attempt to replace Captain Zero.

Enemies
Once Doctor Impossible reveals himself to mankind, he becomes a target for super criminals all over the world. The secrets in his head are that valuable. Eventually he has a falling out with Captain Zero and develops a rivalry that leads to open war between he and the Zero-Men.
Last edited by BARON on Wed Jul 13, 2011 9:47 am, edited 17 times in total.

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Re: BARON's 3rd edition thread!!

Post by Foreshadow » Sat Jul 17, 2010 3:42 am

Dr. Impossible sounds like someone's player character. "Hi, guys my character is Doctor Impossible, you'll love him in your group"........after many game sessions....."Dude, Dr. Impossible has screwed us once again".

Baron use Dr. Impossible as a foil for convention games. It's like enlisting a real player to help foil the schemes of the players. :twisted: You can tell them "you will play the smartest, bestest inventor on the planet" "Cool". "here are a list of his complications".

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Re: BARON's 3rd edition thread!!

Post by BARON » Sat Jul 17, 2010 10:16 am

ha. i don't do convention gaming, but the good doctor is definitely a character who turns heads. :)

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Re: BARON's 3rd edition thread!!

Post by Thorpacolypse » Sat Jul 17, 2010 1:41 pm

Good to see the Zero Men in 3E. I think you should let Captain Zero and Gadget have a run at Prometheus.

And no DC builds? Really? I think you'll crack. The board just isn't complete without a BARON 3E Batman, no matter how kick ass Kenson's is. And it is. :shock: 8)

EDIT: Wait, did I miss something that says we CAN'T do DC Builds on here anymore? Or is that a nod to building DC characters being superfluous with the official builds coming out? Is says right in the PDF/book that if you see something you don't like, change it, so now I am confused.

Well, just a little more confused than usual, I suppose. :wink:
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Re: BARON's 3rd edition thread!!

Post by BARON » Sat Jul 17, 2010 6:29 pm

is that a nod to building DC characters being superfluous with the official builds coming out?
yes. :lol:
I think you should let Captain Zero and Gadget have a run at Prometheus.
was thinking about it. not prometheus specifically, but yeah someone needs to give them a go.

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Tales of the Zero-Men (original setting)

Post by BARON » Mon Jul 19, 2010 10:10 am

Image

"What the Panzer Lord desires, he soon gains! So swears Null!!" (Tales of the Zero-Men #1)

Lord Null * Power Level 11

Abilities
Strength 2, Stamina 3, Agility 2, Dexterity 3, Fighting 4, Intellect 7, Awareness 5, Presence 6

Powers:
Battle Armor: Immunity 2 (extreme temperatures), Protection 4, impervious 6, removable (-2) * 10pts

Cybernetics: Enhanced Advantages 2 (diehard, great endurance), Feature 2 (can use technology in place of treatment skill, can add to cybernetics with inventor), Senses 4 (detect meta-human abilities at range, analytical) * 8pts

Null Belt: Array (57 points) 1 dynamic alternate effect, removable (-12) * 48pts
- life functions: Ranged Affliction 9 (resisted by willpower: dazed, stunned, incapacitated), concentration, dynamic, perception, variable descriptor 1 (electromagnetic) * 2pts
- power cancellation: Nullify 11 (resisted by willpower), broad (metahuman), concentration, dynamic, effortless, perception, precise, variable descriptor 1 (electromagnetic) * 58 points

Equipment:
Castle Null: Size H (3), Toughness 8 (1), Features: Communications, Computer, Grounds, Hangar, Holding Cells, Isolated, Laboratory, Living Space, Personnel, Power System, Security System 3 (DC30), Workshop (14) * 18 points

Flying Tank: Size H, Strength 10 (2), Flight 4 (8), Toughness 12 (3), Defense -4, Powers: impervious toughness 6 (6), Ranged Damage 10, burst area 6 (26), Ranged Damage 6, multi-attack (18) * 63 points

Heavy Pistol: ranged damage 4 * 8 points

Skills
Close Combat: unarmed 4 (+8), Deception 4 (+10), Expertise: military 3 (+10), Expertise: science 8 (+15), Expertise: politics 2 (+9), Insight 6 (+11), Intimidation 3 (+9), Perception 5 (+10), Persuasion 5 (+11), Ranged Combat: guns 4 (+7), Technology 10 (+17), Vehicles 4 (+7)

Advantages
Benefit 6 (diplomatic immunity, independently wealthy, ruler of Eisenlund), Diehard, Equipment 18, Great Endurance, Inspire 3, Inventor, Languages 3 (English, German: native, 3 others), Leadership, Seize Initiative

Offense: initiative +2, null belt (burst area, Nullify 11), pistol +7 (ranged, Damage 4), unarmed +8 (close, Damage 2)
Defense: dodge 11 (9pts), parry 9 (5pts), will 14 (9pts), fort 8 (5pts), toughness 7

totals: abilities 64, skills 29, advantages 33, powers 66, defenses 28 = 220pp

Complications:
arrogance (the self proclaimed "Panzer Lord" has a ferociously high opinion of himself)
enemy (captain zero is his long time hated enemy)
patriotism (to eisenlund. Null would gladly kill or be killed for his homeland)

Image

Backstory
Rudolph Zeighurst Null began his career as a brilliant young physicist in World War II. He idolized Adolph Hitler as a boy and longed for his homeland of Eisenlund to be a part of the Third Reich. He wanted to give his Führer a super-weapon capable of winning the war. Following the fall of Nazi Germany, he worked for a brief time with the United States. Following denazification he moved back home only to find it overrun by communists.

Null secretly began developing plans to start World War III between the super-powers. He wanted to continue his quest for Hitler’s super-weapon and turn it on the world, destroying the super powers and leaving the world free to rebuild - free for Null to inherit the earth and continue Hitler’s work. In the deepest reaches of the Eisenlund forests, he built a laboratory. It is here where the story of Richard Abner begins. Abner, a captured US Marine, had been Null’s first successful test to unlock the human potential in a super-soldier. Abner escaped and became Captain Zero. Zero then became assigned to taking Null down. For twenty years afterwards they were enemies.

In 1991 Null successfully led a military coup of Eisenlund. He became dictator and joined the United Nations in the wake of the Soviet bloc's collapse. Eisenlund became an ally of the United States, thus ending Captain Zero’s war.

Fifteen years later, Null again is on the move. He has shed his diplomatic immunity and again threatens freedom.

Personality
Null believes that Adolph Hitler's work is now his work. To this end, Null has created a Nazi state in modern day central Europe that he hops will help him one day to launch a Fourth Reich. He is an egomaniacal and hate filled man. His contempt for the free world is limitless.

Powers and Abilities
In his youth, Rudolph Null was a frail scientist. Over the years his quest for ultimate power has led to him using technology to both prolong his life and increase his physical ability. His most deadly weapon is his Null Belt which uses electromagnetic energy to switch parts of the brain off. With this, Lord Null can manipulate the powers of superhumans and shut off bodily organs to subdue foes. Null is also a master politician and public speaker, a brilliant inventor, and master strategist.

Allies
Null's son, Panzerfaust, is his field general and leads the forces of Eisenlund into battle. Otherwise, Null largely shuns aid from any other neighboring nation. He also privately funds neo-Nazi terrorist groups all over the world.

Enemies
Captain Zero has been Null's arch enemy for more than thirty years. He considers Zero to be beneath him; more of an obstacle to his work than a rival. Also, in keeping with his Nazi ideals of racial superiority, Null maintains that his country is "pure".
Last edited by BARON on Fri Jul 15, 2011 9:29 am, edited 15 times in total.

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BARON's 3rd edition thread!!

Post by BARON » Mon Jul 19, 2010 4:20 pm

By the way, for now I'm just going to stat the Zero-Men characters that appear in issue 1 of our old webcomic. More builds will come later from that setting. :)

BARON
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Tales of the Zero-Men (original setting)

Post by BARON » Mon Jul 19, 2010 7:03 pm

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"I ain’t wearing that union suit either." (Tales of the Zero-Men #1)

Ares * Power Level 10

Abilities
Strength 10/6, Stamina 6, Agility 3, Dexterity 2, Fighting 10, Intellect 1, Awareness 2, Presence 2

Powers
Genetic Engineering: Immunity 2 (aging, disease), Power Lifting, Protection 4, impervious 8 * 15pts

Sibling Bond: Damage 5, limited (must be adjacent to sibling), reaction, AE (Ranged Damage 12, limited only while adjacent to sibling), Immunity 1 (sibling’s powers), Senses 1 (mental communication link with sibling) * 18pts

Zero Point Energy Projection: Enhanced Strength 4, precise * 9pts

Skills
Athletics 5 (+11), Expertise: military 8 (+9), Intimidation 8 (+10), Perception 5 (+7), Ranged Combat: sibling bond 4 (+6), Stealth 4 (+7), Vehicles 4 (+6)

Advantages
All Out Attack, Daze (intimidation), Interpose, Power Attack, Takedown 2

Offense: initiative +3, Unarmed +10 (close, Damage 6), Sibling Bond (reaction, Damage 5), (ranged +6, Damage 12), Zero Point Energy Projection +10 (burst area, Damage 10)
Defense: dodge 10 (7pts), parry 10, will 9 (7pts), fort 11 (5pts), 10 toughness

totals: abilities 64, skills 19, advantages 6, powers 42, defenses 19 = 150pp

Complications:
relationships (close ties to his beloved sister and doctor impossible)
rivalry (captain zero)
temper

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Backstory
Ares, with his sister Athena, is a genetically engineered being created by the science of Doctor Impossible. Their exact ages are unknown. Like his sibling, Ares is super-strong and able to emit fields of zero-point energy. They also share a psychic link. Aries relies less on his zero-point energy powers and more on his size and strength. Both were schooled in the arts of war their entire lives. Ares is a world class hand to hand combatant and physically more gifted than his sister. With effort he can press nearly 100 tons over his head.

Personality
Ares is brash and hot-tempered. He considers no one to be his equal in a fight. His stubborn ways often get him scolded by his sister. Ares loves to buck authority figures and prove his superior strength and skill.

Powers and Abilities
Ares is genetically engineered past the point of human peak strength and endurance. His skin is capable of withstanding gunfire. When in contact with his sister, Ares can project intense bursts of zero point energy. He is also a master hand to hand combatant and strategist.

Allies
His closest allies are his sister Athena and his "father" Doctor Impossible. Other than that Ares is definitely a loner.

Enemies
Ares' long rivalry with Captain Zero runs the gambit between friendly competition to outright fisticuffs. Ares despises "super villains" and considers costumed villainy in general to be a rabble of losers. He has in the past taken personal pleasure in skirmishes with the mercenary group, the Executioners.
Last edited by BARON on Tue Jul 26, 2011 3:45 pm, edited 12 times in total.

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