000
000 was a promising 00 Agent,
but he had an ego problem. He believed he was far greater than
any, even James Bond or Alec Trevelyan. He was young and thus he
was passed over for others. He was extremely angry, and the
All-Monster offered a deal. 000 moved on, infiltrated the Agents
and the Men In Black, and finally became a full-fledged Avatar.
000's typical Avatar usage is
as a spy, a Agent style superwarrior (capable of dealing out lots
of damage quickly but not able to take it back as well), and a
fire support person.
Abilities:
Agent Skills: 000's Agent (Matrix style) skills have already
been touched upon. For those who believe that "real"
Agents should be computer programs, I can answer that 000 is a
fairly amateurish Agent.
Equipment:
Autgauss: This advanced
gauss rifle is triple-barreled and fires bursts of up to 30 from
each barrel.
Avatar Chems: This gives
the temporary capacities of the Juicer, plus a slight desire for
blood. Of course, there are also antidotes and healing items.
Avatar Shield Belt: This standard issue multi-purpose
belt issued to the Avatars offers numerous abilities.
- Offers a powerful contemporary forcefield.
- Has two internal Iron Curtains.
- Offers flight capacities to those who cannot fly and
boosts speed and control for those who can (DF, Psycho,
Electrica, etc.)
- Teleports practically anywhere.
- Protoss Plasma Shields drawing upon psionic energy;
Psycho's are the strongest.
- A combat forcefield allowing rams and sort of
"blasts".
- The belt casts magical spells from an internal P.P.E.
battery. Such spells include: Null Sphere, Chameleon,
Invisibility: Superior, Charismatic Aura, Repel Animals,
Swim as a Fish (Superior), Heal Wounds, Fly as the Eagle,
Metamorphosis: Superior, Eyes of the Wolf, Locate,
Impervious to Fire, Impervious to Energy, Mystic Fulcrum,
Chromatic Protection, Armor Bizarre, Superhuman
Endurance, Superhuman Strength, Superhuman Speed,
Invincible Armor.
- The belt has a technological cloaking field.
- The belt has a holograph projector.
- The belt, through a combination of magic and technology,
lets Avatars grow down to one inch or to 5 times their
height.
- The belt has a dimensional holder to hold auxillary
items.
- The belt has a Personal Gravity Modulator from 0 to 300
Gs so that Avatars can train or go through
super-gravitational areas without harm.
- The belt has 144 hours of oxygen, 10 days of water and 30
days of food that is internally supplied.
- The belt contains chems if necessary.
- Has a bio-comp monitor to monitor status of the wearer.
- The belt enables the wearer to etherealize.
- The belt has a tracking signal.
- The belt has a small thermonuclear bomb to prevent
stealing. Also has enchantments to prevent stealing, such
as shocking, burning and freezing.
Benelli Ultimate: This
is 000's specialized shotgun. It uses his old Benelli auto as the
base model, but then piles upgrades upon upgrades. Currently, it
can fire 100 round bursts with the typical clip discharge
feature, but 000 tends not to use the max burst. Of course, it
has the railgun accel, recoil suppresion, lasersight, silencer,
etc.
- The Benelli Ultimate has a
2400 round dimensional clip that is modulatable to change
in burst to different ammo types, among which are:
ramjet, cutload, Black Rhino cutload, explosive, cluster,
TNT explosive, armor-piercing, plasma, uranium (Rifts
style), Red Silver shotgun rounds, etc.
- The Benelli Ultimate has
an under-slung grenade launcher; 12 round clip and tends
to fire HE or Eraser-style nail grenades. This is a
secondary weapon of lower quality and was almost an
afterthought.
- The Benelli Ultimate can
modify any shotgun shell to fit it's gauge, and it can
also modify it's gauge; 000 will change as the situation
accords.
- The Benelli Ultimate can,
10 times per day for each type, turn shotgun shells into
any of the types mentioned in #1 and more besides.
- The Benelli Ultimate can
make 100 shells or 2 bursts ricochet like crazy; an
excellent bunker-buster device.
- The Benelli Ultimate can
make 10 shells a day etherealize through armor,
buildings, etc. to smash it's targets.
- The Benelli Ultimate can
switch to become a sawed-off if so desired.
- The Benelli Ultimate can
make 100 shells or 2 bursts have their shots
"home" to hit enemies and not be useless.
- The Benelli Ultimate may
charge for 6 turns.
Livewire: An ultimate
Tesla Cannon. It can either fire single shots of immense power
(roughly equal to Brrzap), pulse bursts, or continous slamming
blasts designed to pin an enemy down. It can continue for a
minute of constant immense electric energy!.
Maxi-Laptop: A specially
designed laptop contained inside a small briefcase.
- The Zero Laptop is generated from among
the most advanced computer technology in existence. It
has several hundred terabytes of hard-drive space,
several terabytes of RAM, the equivalent of 10 T-3s in
internet connection, a 10 Ghz processor, the equivalent
of a Geforce 6 in 3D accelerator, a very powerful
speaker, hub capable of handling 64 computers at a time,
a miniature printer/copier capabe of handling 5000 color
pages at 2 pages a second, complete mind controlled
system (with keyboard and mouse backups), land other
necessities.
- The Zero Laptop has the following hacker
features: Cyber-Drone (Rifts tech capable of hijacking
other peoples cybernetics), Virus Carriers, Automatic
Password Override, and numerous other hacking-useful
tools for the purpose of disabling security systems and
other useful tasks.
- The Zero Laptop functions as a pumped-up
Laptop Gun: dimensional clip with 4000 rounds and x10
firing rate, along with advanced Sentry Turret system and
an automatic ion blaster. It is compatible with most
ammo.
- The Zero Laptop has a hookup that can
recharge 000s energy-guzzling systems. It also has a
dialpad for an attached miniature mobile phone.
- The Zero Laptop can act as a remote
command center, enabling 000 to coordinate all the other
Avatars with sensory and communicative data while safely
in a hiding place.
- The Zero Laptop is indestructible,
Recallable, has the typical Avatar power system, and all
the other typical features.
- The Zero Laptop may activate a vibro-field
or a energy field and be used as a smashing weapon. It
also functions as a Outlaw Star-style lightshield.
- The briefcase links directly to a
specialized section of 000's personal storage dimension.
Mind Helmet: An
amazingly intriguing item. This pirated-tech off of Mindwerks
basically gives most desirable psynetics/M.O.M. bonuses with
little of the side effects. The helmet taps into the latent
M.O.M. implants in 000.
- The helmet offers Advanced
Sixth Sense, which is a formidable sixth sense power.
- The helmet offers TK Auto
Forcefield, which offers 10 M.D.C. per level as soon as
danger is sensed.
- The helmet adds the
equivalent of +6 to save vs. psi attacks.
- The helmet emulates the regular Crazy system (the helmet
is not put on enough to risk insanity, and there are
technologies to avoid insanity; nonetheless, were 000 to
wear it 100% of the time, he would start developing
insanities). This offers the following bonuses: +150
S.D.C., +30 hit points, +6 P.E., x2 lift/carry weight,
x10 fatigue rate, can go for three days without any sleep
penalties, 4 hours of sleep per day, +8 to P.S.,, +18 to
Spd., +4 to roll with punch/fall/impact, +2 on
initiative, +1 melee attack, +3 to P.S., enhanced 20/20
vision with long-distance equi. to hawk, enhanced sense
of smell suitable for tracking, enhanced sense of touch
offering +10% to delicate arts, +2 to save vs. psionics
(reflected in the #3 bonus), +6 to save vs. mind control,
+4 to save versus poisons/drugs, enhanced healing (x2
rate), +10% to coma/death, meditative comas, and offers
summon inner strength, impervious to fire and sense evil.
- The helmet allows Amplified Telemechanics, which not only
has all the typical telemechanics skills, but can also
temporarily off-line or even usurp machines!
- The helmet gives Ectoplasmic Disguise, which helps with
000's typical job of spying (he is a 00 Agent, after
all).
- The helmet can shoot 000 up with Nano-Amplifiers, adding
1D6x10 I.S.P, ups duration and range by 50%, and gives
000 all physical or healing powers (his choice; most
often physical). The melt-down effect is less pronounced
as they are not in use often, but the helmet nonetheless
has a factory. Furthermore, when the Mind Helmet is fully
activated, due to the fact that master psionics can not
use these, these cannot be used.
- The helmet can put up a psionic defense system if
necessary. This makes 000 even more protected against
psionic attacks, but disallows the Mind Helmet's
extraordinary psi-powers. It makes 000 impervious to see
aura, sense evil, etc., and adds bonuses to save vs.
possession, mind control, horror factor, etc.
- The helmet functions as a Psychometric Boosters, upping
physical, healing and super psionic powers' range,
duration and damage 50%. Sensitive powers are doubled.
However, when this is on, the I.S.P. base is reduced.
- The helmet functions as a Telepathic Sender.
- The helmet can also warp in 6 Telekinetic Extensions;
these take 15 seconds to attach.
- The helmet functions as a double Kinesis Machine; it can
switch itself, but 000 typically chooses electrokinesis
and telekinesis.
- The helmet has a psi-tech barrier designed to increase
000's head and body protection even more!
Omega Launcher: This is
000's grenade launcher. It is, of course, customized beyond
belief.
- The grenade launcher has a
500-round clip and fires 25 round bursts. It has the
typical dynamic within-burst reload system, and is loaded
with the following types of grenades: fragmentation
grenades, Eraser nail grenades, heavy explosive grenades,
plasma grenades, pulse grenades, laser grenades, flash
grenades, concussion grenades
-
Quickstrike: 000's
sniper rifle. While Quickstrike may seem to be an inappropriate
name, 000 is amazingly good at finding a fairly safe sniper spot,
getting his target and beginning a blitzkrieg.
- Typical tech stuff
(railguns, bullet sets) with a super-scope with many of
the Zero Eye features.
- Quickstrike may do up to 40 round bursts or full-auto. It
has a 500-round dimensional clip.
- On 20 bullets a day, Quickstrike may completely negate
armor.
- On 10 bullets a day, the bullets may be turned into
barrier-piercing bullets (they are 50% absorbed by the
barrier).
- Charging may be done on the acceleration for 6 turns.
- Although it is a .50 cal, it changes it's shape to fit
most types of bullet ammo; not as varied as Body
Harvester.
- Quickstrike may override invulnerability 2 times a day or
on 8 bullets.
- Quickstrike has Symbiotic Weapon Modification (like most
Avatar weapons), giving a limited intelligence to hide
and return to the user. It casts teleport: lesser,
levitate and shadow meld to fly around and adds 1D6 M.D.
to the damage.
- Quickstrike has a GW-style Sniper Buster Cannon as a
secondary weapon.
- 8 times per day, DFA can turn a .50 cal bullet into a
telekinetic force. The bullet is lost just like a normal
bullet, but the TK effect appears "on top" of
the enemy and can not be identified as a bullet wound due
to the lack of bullet.
- Quickstrike puts up a forcefield around 000; yes, another
forcefield.
-
SuperEagle: This is a
Desert Eagle .50 that fires 200 shots per turn at max burst and
has a clip discharge feature; unfortunately, it still only fires
200 rounds, it just keeps it up. He only has one; even with the
recoil-suppression, 200 shots is somewhat hard to handle.
Technological typical thingies include: Railgun accel (only later
on),
explosive/armor-piercing/cyanide-tipped/hollowpoint/ramjet/DU/uranium
rounds, lasersight, silencer, recoil suppression, etc.
- Dimensional clip holding
1200 rounds; due to the burst, excessive ammo is needed.
- Existing bullets may be turned into .50 caliber bullets
25 times per day.
- The carrying case may modify any group of objects into an
equivalent amount of .50 caliber bullets 15 times per
day.
- The SuperEagle may magically make the .50 caliber round
it fires have the impact of up to a 5-inch shell. Keep in
mind that the railgun acceleration still applies. This
may be done to individual bullets 18 times per day.
- 10 times per day, about 50% of the power of a bullet (2
times may this be done to a burst) may be turned into a
shockwave.
- Charging may be done on the acceleration for 3 turns.
- On 10 bullets a day, the bullets may be turned into
barrier-piercing bullets (they are 50% absorbed by the
barrier).
- Bullets may be enchanted to automatically teleport back
40 times per day on bullets, 1 time on a clip or 3 times
on a burst.
- The weapon has precise grip and is recallable.
- During bursts, 000 can stop the firing for up to 3
seconds, then resume the burst.
- A magical silencer is put into effect, silencing to
almost complete silence. This is an ambient feature and
has no activation costs.
- The gun is invulnerable.
- Specialized bullets: Teleport bullets (bullets that, when
hitting a target, teleport 000 there), MolLock bullets
(he has 8 of these at any given time; they're rare,
except for Mariner), triple-wound hollowpoint, shotgun
shell bullets, barrier-piercing bullets, Armorbane
bullets, plasma bullets
- On individual bullets 3 times per day, invulnerability
may be overriden. Unlike Death from Afar, the
kinetic-invulnerability override may be done 9 times a
day (triple the invulnerability-override sum instead of
double), BUT the two are mutually exclusive (so 000 can
only fire 6 kinetic-invulnerability overrides and one
invulnerablility piercer or two invul. piercers and 3
kinetic-invuln. piercers, etc.)
- Bursts may include any number from 1-200, meaning that
199 or 7 round bursts could be done.
- On 10 bullets a day, the bullet magically duplicates
itself to form 10 identical bullets and spray like a
cloud. Only the original bullet has the full railgun
accel; the remaining ones go about triple non-accelerated
speed.
- The SuperEagle has a back-up pulse laser capable of
firing 20 high-powered shots, 40 medium or 60 low.
- The SuperEagle has the typical Avatar protection devices.
- 000 can stop any number of bullets in mid-air at will.
Ultra Suit: This complex Giorgio Armani power suit is
much more than it seems.
- The suit transforms to fit any size and looks like any
type of clothing.
- The suit has a hologram generator to disguise 000 as
practically anyone. Furthermore, it may cast
Metamorphosis: Human and other spells to make 000 look
like anyone.
- The suit has a backup pair of Zero Eyes in case he loses
one.
- The suit functions as a suit of power armor, enhancing
his already significant speed and skills.
- The suit has an internal forcefield generator of
extraordinary power.
- The suit has internal cloaking of great intensity and
quality.
- The suit has a backup sensory suite; not as good as the
Zero Eyes or Blood Widow, but excellent nonetheless.
- The suit is a dimensional carrier. Also, it's pockets
shrink and super-light all items put in them.
- The suit has micro-layered lead and anti-radiation
materials in order to discourage radiation.
- The suit ignores any heat below 500 degrees or any cold
above -100. In addition, the suit is fire retardent and
has a number of anti-incendiery solvents.
- The suit automatically repairs itself.
- The suit has 128 hours of oxygen, 6 days of water and 20
days of food delivered internally in a pocket dimension.
- The suit casts the following
- The suit has 3 Personal Iron Curtains in different spots.
- The suit has sound diffusion to made 000 almost
completely silent.
Zero Armor: 000's custom-built modular-sized mech. It
ranges from about 10 feet to about 50; almost never excessively
large. I'll do a Rifts style dissertation.
Zero Armor
Vehicle Type: Custom Assault Power Suit
Class: Avatar Ultimate level
Crew: One; 000 himself. Self-defense systems
and enchantments prevent pirating!
M.D.C. by Location: Under construction
Speed:
Running: The mech has special hydraulics allowing Mach
run; this allows for super-powered rams and punches.
Leaping: The mech can leap 1000 feet from a stationary
position either lengthwise or heighthwise.
Jet Assisted Leaps: 000 typically only does 3000-foot
leaps if he even bothers with these.
Flight: The mech has boosters and contragrav flight
capacities, enabling Mach 6 flight!
Altitude: Indefinite!
Underwater: Almost unlimited depth! Goes at a mere Mach
3 underwater.
Statistical Data:
Height: 10-50 feet tall from feet to head.
Length: 4-20 feet, not counting arm extension.
Width: 5-40 feet.
Physical Strength: Equal to a supernatural P.S. of 200!
This enables 10,000 pounds of carrying and 20,000 pounds of
lifting! In addition, a Personal Gravity Modulator can be used to
go up to -10G and thus allow 100,000 pounds of carrying and
200,000 pounds of lifting!
Cargo: Dimensional cargo space equivalent to a small
gym.
Power System: Nuclear-TW protoculture crystal system
enabling a 90 year life.
Black Market Cost: None! One-of-a-kind. Would be worth
untold billions if one could capture it!
Special Notes on Features/Unique Features:
- Radar capable of tracking 480 targets simultaneously in a
1000-mile range
- A combat computer neurally linked to 000
- Radio with a 5000-mile range
- A modular external audio-pickup capable of picking up
whispers from 3000 feet when at max setting
- Special ejector seat; see stats.
- Powerful self-destruct if needed.
- LAWLO and NG-JK1A computer systems installed
- Repairing nanobots.
- Sensor suite equivalent to the Zero Eyes
- Fully modular hands, arms, legs, feet, and heads; the
head option is basically used for easy repair
- Archie-style use of telemechanics: +2 attacks per melee,
+4 to strike with internal systems, +3 to strike on some
melee attacks, +3 to pull punch, +5 to roll with impact,
+4 to parry, +5 to parry with vibro-blade, +4 to dodge
when on the ground, +6 to dodge when flying, and has a
super mind-block feature and psionic communications (not
entirely needed due to the Mindlink).
- 360 degree rotation for head, legs, feet, hands, arms,
and torso
- Remote-control VR for those special jobs
- Special grappling hook implanted in one wrist; 3000 feet
of super-tensile wire
- Special jetpack for enhanced control and speed; add an
additional Mach and +3 to dodge when flying
- Internal teleporter
- Hydraulic limbs allowing an additional x3 extension; size
of the arms depends on the Zero Armor's size
- Cloaking
- Transformation into airplane (larger size)
or motorcycle (smaller size)
- Sound diffusion ala Rifts Japan
- Identification
Scrambler
- Techno-Gauge
- Heatsink
Blaster Upgrade on all applicable weapons
TW Modifications: Note the internal
battery and conventional-to-magic energy converter. The battery
supplies about 3000 P.P.E.
Impervious to Energy: Costs 20 P.P.E. or 40 I.S.P.
Link to Rune Weapon: Similar to the Atlas Suit, 000 can
link to the sword and use it's internal spells as if the armor
was a living thing.
Shadow Meld: Costs 10 P.P.E.
Targeted Deflection: Costs 15 P.P.E.; can be enchanted
on any specific area.
Weapons:
Note: Many weapons of the Zero Suit are teleported on;
these will be noted.
1. Automated Railgun Arms (4): These
automated arms have a sophisticated combat computer (completely
controlled by the special NG-JK1A comp), offering 8 melee rounds.
Primary Purpose: Anti-Personnel
Secondary Purpose: Anti-Armor
Payload: 6000 rounds for each gun; all the guns fire up
to 40 round bursts.
2. Super-Vallax Rifle: These intense modular
energy rifle combines the amazing capacities of Gundam Wing/Rifts
style energy blasters with the Vallax modular energy technology!
Damage in the untold hundreds of M.D.! The rifles are teleported
in as needed; Symbiotic Weapon Modification, of course. The rifle
can be charged.
Primary Purpose: Anti-Armor
Payload: Effectively unlimited.
3. Zero Armor Railgun: This specialized
railgun fires either single/flechette, chargeable rounds or 250
round bursts.
Primary Purpose: Anti-Armor, Anti-Personnel
Secondary Purpose: Anti-Aircraft
Payload: 25,000 burst shots (allow 1000 bursts) and 250
single shots.
4. Long-Range Missile Battery: A dimensional
warped-in weapon containing up to 100 multi-warhead nuclear
missiles or proton missiles.
Primary Purpose: Anti-Armor, Long-Distance Warfare
Secondary Purpose: Anti-Aircraft
Payload: Up to 100 nuclear multi-warhead or proton
missiles.
5. Anti-Aircraft Flak Cannons (6): These six
cannons mounted on the shoulders fill the air with thousands of
propelled metal shards to tear planes and other aircraft into
shreds. They fire small railgun-accelerated flak pieces.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-Personnel
Payload: 20,000 each; fires 400 round bursts.
6. Mini-Missile Batteries (6): Each of these
independently guided mini-missile batteries are filled with 600
missiles!
Primary Purpose: Anti-Armor, Anti-Aircraft
Payload: 600 missiles.
7. Synchro Cannon: This pride of 000's
collection is perfectly capable of annihilating pretty much
everything in a 50 foot radius for a good distance.
Primary Purpose: Total Destruction
Payload: Effectively unlimited! Can fire two times per
melee.
8. Gauss Minigun: An arm-mounted gauss
minigun.
Primary Purpose: Anti-Armor
Secondary Purpose: Anti-Personnel
9. Zero Rune Sword: This part of the mech
satisfies some magical requirements. The sword is a greatest rune
weapon, inflicting 2D6x10+6 (Symbiotic Weapon Modification) as a
base. It's also enchanted on top of that, but here is the base
stats: Psionic abilities offering all physical/sensitive powers
plus bio-manipulation, TK forcefield and psi-sword (put around
the blade; all powers at 6th level proficiency), a soul drinker,
has a double-dragons head to inflict blast damage, animates and
flying capacities, and casts the following elemental spells:
dancing fires, blue flame, fuel flame, and mini-fireballs.
Primary Purpose: Magic, Anti-Magic
Secondary Purpose: Independent Weapon
10. Zero Blade: A technological weapon with
some enchantments. Basically, it is a super-powerful plasma blade
that is enchanted to be super-sharp and super-tough. Chargeable.
Primary Purpose: Melee
Secondary Purpose: Throwing
11. Forcefield: A powerful techno-magic
combat forcefield.
Primary Purpose: Protection
Secondary Purpose: Ramming
12. Nerve Gas Launcher: This armor-fed system
can pump VX gas, Anthrax, and other powerful chemical weapons to
crush opposition. No charging.
Primary Purpose: Anti-Personnel
13. TW Water Cannon: This magical
dimensionally-fed water cannon is fused for fire-quenching,
damage and Rifts style vampire quenching. He even has some holy
water (stolen) to use for the vampires. Can charge.
Primary Purpose: Anti-Vampire, Anti-Personnel
Secondary Purpose: Fire Control
14. Vallax Eye Blasters: These eye energy
cannons do significant damage (probably about 1D4x10+10 M.D.
each) and offer auxillary support. Can be charged.
Primary Purpose: Anti-Personnel, Anti-Aircraft
Secondary Purposes Auxillary Weaponry
15. Giant Knuckle Vibro-Claws: These massive
vibro/electro claws can fit on either hand and slash apart
mega-damage structures. The claws can be charged up, and the
charging can be split 50/50 with attacking!
Primary Purpose: Melee
16. Chain Gauntlet: This chainsword-style
gauntlet with either vibro or plasma blades can rip through
enemies like a hot knife through butter, as cliched as the phrase
is, it is accurate.
Primary Purpose: Melee
Secondary Purpose: Intimidation.
17. The Zero Armor can grow an additional six
arms if necessary; teleported in.
18. Personal Iron Curtain; no clarification
necessary.
Primary Purpose: Protection
Secondary Purpose: Kamikaze
19. Plasma Net Launcher: In either forearm or
rifle form, this gun launches Kittani-style Plasma Nets; it can
also carry ionic nets.
Primary Purpose: Anti-Personnel, Gladiatorial
Secondary Purpose: Buying time
20. Singularity Generator: As either a
forearm gun or a rifle, this pirated Cabal weapon is used for
special purposes.
Primary Purpose: Quick Kill
Secondary Purpose: Environmental Damage
21. Shoulder Mounted Sonic Cannon: This
powerful weapon fires intense blasts of sound/shockwave capacity
and devastates enemies. It may spread or beam it's fire; modular,
000's choice is subtly noted by the narrowing or widening of the
blast chamber. The weapon is detachable and pops out a handle and
a feed to the internal power.
Primary Purpose: Assault, Anti-Armor
Secondary Purpose: Anti-Personnel
22. Knee MRMS: These are a standard,
teleportable weapon. The knee-caps of the robot pop up to reveal
MRMs to be launched.
Primary Purpose: Anti-Armor, Anti-Aircraft
Secondary Purpose: Auxillary Weaponry
23. Special Giant-Sized Hydraulic Power Gauntlets (4):
These can be replaced for the regular hands and add an additional
arm length + amazing crushing/smashing/punching damage.
Primary Purpose: Melee, HTH
Secondary Purpose: Environmental Damage
24. Forearm Vibro Blades (2): These power
vibro/plasma blades are teleported in if necessary. Due to their
placement on the forearms, they have shorter ranges than the Zero
Blades, but they can still be combined with those to make vicious
side-slashes.
25. Forearm Missile Shield: This shield fits
over the forearm and fits any type of missiles; payloads increase
or decrease depending on missile size, of course. In addition,
the shield has a substantial forcefield.
Primary Purpose: Anti-Armor, Protection
Secondary Purpose: Melee
26. Forearm Puncturing Shield: This is shaped
more like a Gundam shield and has a vicious pointed end with a
powerful vibro/plasma stabbing end. The standard forcefield is
also included.
Primary Purpose: Melee, Protection
Payload: Effectively unlimited.
27. The Zero Armor can replace it's legs with
eight spider-like legs.
28. Spider Mine Launcher: A pirated Spider
Mine Launcher from Shogo! 000 upgraded it to have a remote and
proximity feature.
Primary Purpose: Anti-Armor
29. Red Riot: A pirated Red Riot! It can do
4-round pulses, but it tends not to... no need.
30. The suit can magically grow 000's standard
weapons; 000 tends not to use them, though.
This is the way 000 typically sets it up:
- The railgun arms are integral and not teleportable. He
usually deploys them.
- The Zero Armor Railgun or the Super-Vallax.
- The Zero Blade or the Zero Rune Sword; typically, it's
either the Super-Vallax and the Zero Blade or the ZA
Railgun and the Zero Rune Sword.
Ejection Seat
Class: Ejection Seat
M.D.C. by Location: Under work
Maximum Flying Speed: Mach 1.
Bonuses: All telemechanics link-up
bonuses.
Height: 000's size.
Width: About 3 feet.
Length: About 12 feet fully extended.
Weight:
Physical Strength: N/A
Cargo: Dimensional carrying space
roughly the size of a large closet.
Market Price: Unknown.
Special Features:
- Telemechanics link-up
- Small sensor suite
- Teleporter
- Cloaking
Weapons:
1. Pop-up Chaingun: This
mounted chaingun is fired with one hand. It has a dimensional
belt-feed and fires DU rounds with railgun accel.
Primary Purpose: Anti-Personnel
Secondary Purpose: Anti-Armor,
Anti-Aircraft
2. Forcefield: Intense combat
forcefield.
3. Pop-up Laser Cannon: This
flat-shaped laser cannon looks more like a sleek-shaped
recliner... until it blasts. Can be charged.
Zero Eyes: 000's shades. They're a mix of the Agent's,
the MIB's and a sort of suavish James Bond style glass. However,
they are not ornamental; they provide numerous necessary features
to 000.
- A powerful techno-magical forcefield is generated by the
glasses, protecting the head from 5-inch shells, .50
caliber machineguns and lightning bolts. In addition, the
glasses themselves are invulnerable.
- Anyone who touches the glasses activates the lasers upon
them, and it's cool blackness burns to the touch! In
addition, the glasses teleport back to 000 a mere 30
minutes after passing from his control, unless he wants
them to or the enchantment is overrided by something
stronger than the glasses.
- The glasses can either generate a long-ranged, thin laser
beam or a focused beam that annihilates almost anything
within 20 feet. The glasses can also blast beams of
darkness.
- The glasses perform almost every sensory and
sensory-related function known to man and others through
a complex network of dimensional computers, cybernetics,
and most importantly, a revolutionary new computer-style
system that can take any matter and make it into a data
storage! Only Gaia from the Foundation series is known to
have this skill (and perhaps others, but it is
nonetheless rare). These functions include: X-ray,
Advanced Thermal (enables 000 to see heat signatures
through everything but the thickest walls), polarization,
radar, Scouter style power detector, ultraviolet,
Clairvoyant Vision (two features: 000 can see, on a
limited basis, anything he is aware of anywhere or, on a
less limited basis, see up to 90 feet around corners and
up into windows, effectively moving 000's
"eye's"; the other function is 360 degree
sight), Constant Memo Computer, See Aura, telescopic
(x1024), laser distancer (indefinite), see the invisible,
Detector style cloak detection, see astral being,
biological vision, electromagnetic vision,
- The glasses have a special, complex form of automatic
multi-Scan that should be noted. It attempts to rate HP,
MP, level, and weaknesses. This has saved many a mission
where 000 decided to use a higher burst rate when sniping
instead of his typical one (often enough a guard has
turned out to be strong enough to withstand 3 or 4
railgun accelerated Desert Eagle rounds).
Zero Pen: 000's pen. As usual, it
has a number of functions besides it's obvious one.
- The pen can become an automatic,
prismatic laser blaster OR a powerful cutting welder.
- The pen is multi-colored and can
automatically write in a different language that 000
specifies (he writes "where", it writes
"gdye" in Russian.)
- The pen is a very heavy explosive
for it's size and is not destroyed by the explosion. 000
has 3 or 4 spare "charges",
- The pen is a combination microphone
and radio transmitter! It can be used as an almost
undetectable bug (-70% to efforts to detect it).
- The pen's tip is a vibro-blade.
- The pen can pop open to become a
Swiss Army knife with numerous features: screwdriver,
crescent wrench, socket wrench, scissors, vibro-knife,
saw, floss, toothbrush, canopener, cork opener,
clock, camera,
Zero Watch: 000's watch,
customized to oblivion. It's been operated on by Tyk and Tak
- The watch is indestructible and
Recallable.
- 000 can put spells in and set them
to activate anywhere within a 3-day period or on remote
"detonation"!
- 000 can look at his watch and see
back in time or somewhere else in the same time.
- 000 can cast Slow or Stop on others
using the internal P.P.E. battery.
- 000 can cast Haste on himself.
- 000 can use Time Slip, taking from
the internal P.P.E. battery.
- 000 can stop time for a total of
one minute per day; maximum per use is 7 seconds.
- The watch has got tons of data
stored inside it and can be used for communications and
data transfer, not to mention a tracer.
- The watch has a powerful,
short-range cutting laser.
- The watch has a memory feature to recall the time in up
to 1028 different time zones, dimensions and such. In
addition, it automatically changes tie scale for whatever
temporal paradox 000 is on. It functions as a calender
and can tell 000 when sunrise, sunset, eclipses, and
similar astronomical events will occur.
- The watch contains 200 feet of floss-thin grappling line
that is as hard and sturdy as steel. It has a small
pulley capable of exerting tensile strengths of 20,000
pounds!
Cybernetics: 000 is a
cybernetics person, but he is not interested in conversion,
merely enhancement.
- Amplified hearing
- Ultra-sonic hearing
- Cyber Disguise type AA-1
- Cyber-Armor
- Oxygen Storage Cell
- Toxic Filter
- Molecular Analyzer
- Clock Calender
- Gyro Compass
- Sound filtration
- Electromagnetic psi-dampers
- Depth gauge
- Power Adrenaline
- Adjusting Adrenaline
Bio-Wizard: 000 also
got some bio-wizard enhancements from Splugorthian alchemists a
while back.
- Heat detection
- Motion detection
- Increased Physical Attributes
- M.D. Transformation
- Dragon's Breath
- Internal Clock
- Instinctive Sense of Direction
- Molecular Analyzer
- Symbiotic Heart
- Electrones (000 takes them off and
on)
- Eyes of Mars/Eyes of Thoth (had
them fused)
Magic Tattooes: The All-Monster had Tiamat
masquerade as a slave-owner and got some of the Avatars some
magic tattooes. 000 got the following:
- Crossbow smashing/impaling a heart with winged arrows
- Crossbow smashing/impaling a skull with winged arrows
- Flaming Eye
- Knight in Full Body Armor
- Wolf's Head with Glowing Eye
- Heart of Steel
Reviews:
000 is the weapon-user of the
Avatars. He tends to be supportive as either a sniper or a person
who rains fire upon the guy the melee fighter can't get. His
cybernetics and bio-wizard skills give him some other uses, as
well.