Champions of Justice

COUNT ZERO

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

60 [35]	STR	25 21-	120 tons; 12d6 
23	DEX	39 14-	OCV:8 / DCV:8
38 [23]	CON	26 17-
15	BODY	10 12-
28	INT	18 15-	PER roll: 15-
14	EGO	 8 12-	ECV:5
20	PRE	10 13-	PRE attack: 4d6 
14	COM	 2 12-
30 [25]	PD	 3	tPD:30 rPD:25
30 [27]	ED	 7	tED:30 rED:25
 5	SPD	17	3,5,8,10,12
Count Zero
20 [12]	REC	 0
76 [46]	END	 0
66 [45]	STUN	 0
 9"	RUN	 6
 2"	SWIM	 0
12"	JUMP	 0
Characteristics Cost: 171
5e
 9	Efficient Servos: 35 STR @ ½ END(+¼)
24	Cybernetic Body: +15 CON, Not usable while exposed to Halogens(-¼)
21	Cybernetic Muscles: +25 STR @ ½ END(+¼), not usable while exposed to
	 Halogens(-¼), cybernetic(-¼)						1
 7	Artificial Mind: 10 point Mental Defense
10	Tough Body: 10 PD/10 ED Damage Resistance
26	Artificial Body Elemental Control
26 a)	Malleable body: Shapeshift: Sight, Hearing, Smell and Touch Groups,
	 Imitation, Any Humanoid Shape, 0 END(+½)
26 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
26 c)	17" Flight, Limited Variable ¼ Advantages(+½)				5
26 d)	8 PD/8 ED Armor, Hardened(+¼) plus 7 PD/7 ED Armor
26 e)	Invisibility to Sight Group and Radar, No Fringe0 END(+½)
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
	 Halogen gasses(-¼)
 5	Infrared Vision: Infrared Perception 
 5	Ultraviolet Vision: Ultraviolet Perception
Powers Cost: 378

	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	+0 OCV, +2 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
 3	Computer Programming		15-
 3	Combat Piloting			14-
 3	Stealth				14-
 3	Systems Operation		15-
 3	Electronics			15-
 3	Navigation: Air, Space		15-
 3	Acting				13-
 3	Mimicry				15-
 3	KS: Music			15-
 3	KS: Xehnian Technology		15-
 2	AK: southern California		11-
 6	+2 with Temprature Control attacks
 5	+1 with HTH Combat
 3	Teamwork			14-
	Champions of Justice Package Skills
 3 a)	KS: Champions of Justice	15-
 2 b)	KS: CoJ Enemies			11-
 2 c)	AK: New York, New York		11-
 3 d)	Breakfall			14-
 0	AK: the planet Xehn		 8-
 0	PS: Music Performer		11-
Skills Cost: 73
Count Zero
6 Reputation: Powerful hero; CoJ co-founder, large group 14-, +2/+2d6 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: 19 3 Absolute Time Sense 3 Lightning Calculator 5 Eidetic Memory 3 Perfect Pitch Talents Cost: 14 Total Cost: 704 Base Points: 350 15 Social Limitation: Minority Synthetic lifeform from another planet, Frequently, 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 5 Reputation: Alien Robot spy, Sometimes, Extreme, Believed Only By A Small Group 15 Susceptibility: concentrated amounts of Halogen 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 50 Champions of Justice Bonus Disadvantages Total: 200 Experience Spent: 154 Experience Total: 162 Total Points: 704

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. His artificial flesh is very malleable, and he can, with wigs and makeup, alter his appearance 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 300 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. His uniform is red on the right, dark blue on the left with gold trim around the openings.

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

© Copyright 1988, 2008 - Douglas Zeitlin, Kenneth G. Hallaron

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