"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 12Abilities 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)
PowersAbsorption: 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)
BackstoryCaptain 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.
PersonalityThe 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 AbilitiesZero 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.
AlliesZero 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.
EnemiesAs 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.