Champions of Justice

COUNT ZERO

NAME : Polydecacarbide ("Paul E. Decker")
PLAYER : Douglas Zeitlin 
Created by Douglas Zeitlin

70 [40]	STR	30 23-	480 tons; 14d6; 5 END 
23	DEX	39 14-	OCV:8 / DCV:8
38 [23]	CON	26 17-
17	BODY	14 12-
28	INT	18 15-	PER roll: 15-
18	EGO	16 12-	ECV:6
23	PRE	13 13-	PRE attack: 4½d6 
14	COM	 2 12-
30 [24]	PD	 3	tPD:30 rPD:30
30 [24]	ED	 6	tED:30 rED:30
 5	SPD	17	3,5,8,10,12
Count Zero
22 [13]	REC	 0
76 [46]	END	 0
72 [49]	STUN	 0
 9"	RUN	 6
 2"	SWIM	 0
14"[8"]	JUMP	 0
Characteristics Cost: 190
5e
10	Efficient Servos: 40 STR @ ½ END(+¼)					 2
 2	Heavy: -1" Knockback Resistance
24	Cybernetic Body: +15 CON, Not usable while exposed to Noble gases(-¼)
 2	Cybernetic Resilience: +3 ED, Not while exposed to Noble Gases(-¼)
20	Cybernetic Muscles: +30 STR, not usable while exposed to Noble
	 gases(-¼), cybernetic(-¼)						+3
 6	Artificial Mind: 10 point Mental Defense
17	Tough Body: 17 PD/17 ED Damage Resistance
22	Artificial Body Elemental Control
23 a)	Malleable body: Shapeshift*, @ 0 END(+¼), Imitation, Any humanoid form
30 b)	Life Support: Character does not eat, Immunity to All diseases, 
	 biowarfare agents, poisons, chemical warfare agents, Immortal, Safe 
	 in High Pressure, High Radiation, Intense Cold/Heat, Low Pressure and
	 Vacuum, Self-Contained Breathing, Character does not sleep
23 c)	15" Flight, Limited Variable ¼ Advantages(+½)				4
24 d)	9 PD/9 ED Armor, Hardened(+¼) plus 4 PD/4 ED Armor
22 e)	Invisibility to Sight Group and Radar, No Fringe @ ½ END(+¼)
90	Temprature Control Variable Power Pool
51	Temprature Control Control Cost: Powers Can Be Changed As A Zero-Phase
	 Action(+1), Temprature based powers only(-½), Will not function in
	 Noble gasses(-¼)
 5	Infrared Vision: Infrared Perception 
 5	Ultraviolet Vision: Ultraviolet Perception
Powers Cost: 376

	Champions of Justice Computer Communicator COJ-005:
 7 a)	Communications: High Range Radio Perception, Flashed as Sight and
	 Hearing Group as well as Radio Group(-½), IIF(-¼)
18 b)	Broadcast Tracking: Detect Source of radio transmissions 15-, Analyze, 
	 Discriminatory, 360° Increased Arc of Perception, Range, IIF(-¼)
 8 c)	Onboard Computer: 50 Base, 0 Disads., IIF(-¼)
 5 d)	Scrambled Transmission Function VPP, Scrambler Pool, only for one
	 Language at a time(-1), IIF(-¼)
Equipment Cost: 38

 4	Punch	+2 OCV, +0 DCV	STR +2d6 Strike
 3	Grab	-1 OCV, -1 DCV	Grab Two Limbs, +10 STR for holding on
 4	Block	+2 OCV, +2 DCV	Block, Abort
Martial Arts Cost: 11

10	+1 Overall
 3	Power: Temprature Control	17-
 4	Language: English, Idiomatic, native accent
 5	Cramming 
 3	Computer Programming		15-
 3	Cryptography			15-
 3	Deduction			15-
 3	Electronics			15-
 3	Inventor			15-
 3	Mimicry				15-
 3	Navigation: Air, Space		15-
 3	Paramedics			15-
 3	Systems Operation		15-
 3	Combat Piloting			14-
 3	Stealth				14-
 3	Teamwork			14-
 3	Acting				13-
 2	AK: southern California		11-
 9	+3 with Temprature Control attacks
10	+2 with HTH Combat
	Champions of Justice Package Skills
 3 a)	AK: New York, New York		15-
 3 b)	Breakfall			14-
 0	AK: the planet Xehn		 8-
 3	Scholar
 2 a)	KS: Champions of Justice	15-
 2 b)	KS: CoJ Enemies			15-
 2 c)	KS: General Science		15-
 2 d)	KS: Music			15-
 2 e)	KS: Xehnian Technology		15-
 3	Jack of All Trades
 2 a)	PS: Musician			14-
 2 b)	PS: Play Guitars		14-
 2 c)	PS: Play Keyboards		14-
 2 d)	PS: Singing			15-
Skills Cost: 112
Count Zero
6 Reputation: Powerful hero; CoJ co-founder, large group 14-, +2/+2d6 2 Deep Cover: Paul Decker Champions of Justice Package Perks 3 a) Fringe Benefit: Membership in the Champions of Justice 5 b) Contribution towards CoJ Bases: 25 pts. 5 c) Contribution towards CoJ Vehicles: 25 pts. Perks Cost: 21 3 Absolute Time Sense 3 Lightning Calculator 5 Eidetic Memory 3 Perfect Pitch 3 Ambidexterity (-2 Off Hand penalty) 3 Bump Of Direction 4 Speed Reading (x10) 10 Fascination 20 Universal Translator 15- Talents Cost: 54 Total Cost: 802 Base Points: 450 10 Social Limitation: Minority Synthetic lifeform from another planet, Occasionally, Major 10 Social Limitation: Double Identity, Frequently, Minor 10 Distinctive Features: Featureless face;stark white skin, Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 15 Susceptibility: concentrated amounts of Noble gases, Uncommon, 3d6 damage, per Minute 15 Psychological Limitation: Aversion to killing, Common, Strong 10 Psychological Limitation: Hatred of Captain Zero, Uncommon, Strong 10 Psychological Limitation: Must maintain his reputation as a "good guy", Common, Moderate 10 Psychological Limitation: Supresses/Hides his anger, Uncommon, Strong 15 Psychological Limitation: Protective of Children, Common, Strong 5 Physical Limitation: Affected as both Human, Alien and Machine classes of minds, Infrequently, Slightly Impairing 15 Hunted: Kristoffer's Cadre, More Powerful, Occasionally, Harshly Punish 15 Hunted: Captain Zero, As Powerful, Occasionally, Harshly Punish, Hunter has extensive knowledge of PC's abilities 10 Hunted: Project Titan, As Powerful, Occasionally, Noncombat Influence, Examine and Study 60 Champion of Justice Bonus Disadvantages Total: 210 Experience Spent: 142 Experience Total: 167 Total Points: 802

* - while Adders from 5th Edition may be used, the RCU still uses 4th Edition Shapeshift.

Known Background: Count Zero is an alien being, and an artificial one at that. He arrived on Earth twelve years ago when his ship crash landed in the California desert. Clearing up the violent misunderstanding between the alien being and the investigating military was one of the first cases of the Champions of Justice. A compromise between Count Zero's desire to help and request for asylum and the military's wary suspiciousness was struck and Count Zero was made a Champion of Justice where he could be kept in the public eye. He served well for many years, until it appeared, about eight years ago, that the government's worst fears were realised. Count Zero was actually a deposed despot, and he aimed to make Earth his own. He openly betrayed the Champions of Justice; they fought. In the end, he was killed and the Champions of Justice were demoarlised and disbanded in disarray. And this was, save the death, the real plan. Actually, there was an evil physical duplicate of Count Zero, who with an accomplice captured the real Count Zero, and perpetrated the classic Evil-Twin-Substitution plot. The Champions' better nature had caused them to regroup, and several months after doing so, the real plot unfolded, and Count Zero returned to Earth. A few months later, after being publicly exonerated, Count Zero returned to active membership. He has recentlty gone to reserve status, though he still actively maintains the Champions' headquarters, Liberty Station.

Count Zero

Personality: Count Zero is an alien, artificial lifeform. As such, while liking people and wanting to help and protect them, especially children, he doesn't always understand us. It makes it hard for him to relate. On the opposite side, he is incapable of making blanket judgments on types of people. He understands better than most about the uniqueness and sanctity of life. He is also very sensitive about public trust and opinion. Having endured mistrust and hatred, he understands how important it is to have people trust you. As such, he has become very image conscious.

Powers/Tactics: Count Zero's primary ability is his ability to manipulate kinetic energy on a molecular level. This gives him complete mastery of heat and cold, which he uses for any number of effects. He'll fly on a cloud of super heated plasma, project beams and waves of destructive temperature extremes, or create ice weaponry. His artificial body was designed for warfare. As such, he is incredibly strong and durable and he will often use simple fisticuffs instead of his temperature powers to subdue an opponent. Designed for infiltration, he can alter his malleable flesh and pigmentation to appear as other people.

Appearance: Count Zero usually appears as a well muscled man, standing 6'2". His build shows no signs of the fact that he actually weighs nearly 340 lbs. His skin is chalk white. His face, though it could appear human, he keeps, while Count Zero, as a blank, featureless, yet somehow expressive, oval shape. He wears no uniform; his lack of features keeping him decent. The an interlinked triangle and circle, the Xehnian pictogram of his name, is his symbol.

Count Zero was created, designed, and played by Douglas Zeitlin.

© Copyright 1988, 2012 - Douglas Zeitlin, Kenneth G. Hallaron

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