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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.

  1. Offers a powerful contemporary forcefield.
  2. Has two internal Iron Curtains.
  3. Offers flight capacities to those who cannot fly and boosts speed and control for those who can (DF, Psycho, Electrica, etc.)
  4. Teleports practically anywhere.
  5. Protoss Plasma Shields drawing upon psionic energy; Psycho's are the strongest.
  6. A combat forcefield allowing rams and sort of "blasts".
  7. 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.
  8. The belt has a technological cloaking field.
  9. The belt has a holograph projector.
  10. The belt, through a combination of magic and technology, lets Avatars grow down to one inch or to 5 times their height.
  11. The belt has a dimensional holder to hold auxillary items.
  12. 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.
  13. The belt has 144 hours of oxygen, 10 days of water and 30 days of food that is internally supplied.
  14. The belt contains chems if necessary.
  15. Has a bio-comp monitor to monitor status of the wearer.
  16. The belt enables the wearer to etherealize.
  17. The belt has a tracking signal.
  18. 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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. The Benelli Ultimate can make 100 shells or 2 bursts ricochet like crazy; an excellent bunker-buster device.
  6. The Benelli Ultimate can make 10 shells a day etherealize through armor, buildings, etc. to smash it's targets.
  7. The Benelli Ultimate can switch to become a sawed-off if so desired.
  8. The Benelli Ultimate can make 100 shells or 2 bursts have their shots "home" to hit enemies and not be useless.
  9. 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.

  1. 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.
  2. 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.
  3. 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.
  4. The Zero Laptop has a hookup that can recharge 000s energy-guzzling systems. It also has a dialpad for an attached miniature mobile phone.
  5. 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.
  6. The Zero Laptop is indestructible, Recallable, has the typical Avatar power system, and all the other typical features.
  7. 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.
  8. 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.

  1. The helmet offers Advanced Sixth Sense, which is a formidable sixth sense power.
  2. The helmet offers TK Auto Forcefield, which offers 10 M.D.C. per level as soon as danger is sensed.
  3. The helmet adds the equivalent of +6 to save vs. psi attacks.
  4. 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.
  5. The helmet allows Amplified Telemechanics, which not only has all the typical telemechanics skills, but can also temporarily off-line or even usurp machines!
  6. The helmet gives Ectoplasmic Disguise, which helps with 000's typical job of spying (he is a 00 Agent, after all).
  7. 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.
  8. 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.
  9. 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.
  10. The helmet functions as a Telepathic Sender.
  11. The helmet can also warp in 6 Telekinetic Extensions; these take 15 seconds to attach.
  12. The helmet functions as a double Kinesis Machine; it can switch itself, but 000 typically chooses electrokinesis and telekinesis.
  13. 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.

  1. 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
  2.  

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.

  1. Typical tech stuff (railguns, bullet sets) with a super-scope with many of the Zero Eye features.
  2. Quickstrike may do up to 40 round bursts or full-auto. It has a 500-round dimensional clip.
  3. On 20 bullets a day, Quickstrike may completely negate armor.
  4. On 10 bullets a day, the bullets may be turned into barrier-piercing bullets (they are 50% absorbed by the barrier).
  5. Charging may be done on the acceleration for 6 turns.
  6. Although it is a .50 cal, it changes it's shape to fit most types of bullet ammo; not as varied as Body Harvester.
  7. Quickstrike may override invulnerability 2 times a day or on 8 bullets.
  8. 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.
  9. Quickstrike has a GW-style Sniper Buster Cannon as a secondary weapon.
  10. 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.
  11. Quickstrike puts up a forcefield around 000; yes, another forcefield.
  12.  

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.

  1. Dimensional clip holding 1200 rounds; due to the burst, excessive ammo is needed.
  2. Existing bullets may be turned into .50 caliber bullets 25 times per day.
  3. The carrying case may modify any group of objects into an equivalent amount of .50 caliber bullets 15 times per day.
  4. 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.
  5. 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.
  6. Charging may be done on the acceleration for 3 turns.
  7. On 10 bullets a day, the bullets may be turned into barrier-piercing bullets (they are 50% absorbed by the barrier).
  8. 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.
  9. The weapon has precise grip and is recallable.
  10. During bursts, 000 can stop the firing for up to 3 seconds, then resume the burst.
  11. A magical silencer is put into effect, silencing to almost complete silence. This is an ambient feature and has no activation costs.
  12. The gun is invulnerable.
  13. 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
  14. 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.)
  15. Bursts may include any number from 1-200, meaning that 199 or 7 round bursts could be done.
  16. 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.
  17. The SuperEagle has a back-up pulse laser capable of firing 20 high-powered shots, 40 medium or 60 low.
  18. The SuperEagle has the typical Avatar protection devices.
  19. 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.

  1. The suit transforms to fit any size and looks like any type of clothing.
  2. 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.
  3. The suit has a backup pair of Zero Eyes in case he loses one.
  4. The suit functions as a suit of power armor, enhancing his already significant speed and skills.
  5. The suit has an internal forcefield generator of extraordinary power.
  6. The suit has internal cloaking of great intensity and quality.
  7. The suit has a backup sensory suite; not as good as the Zero Eyes or Blood Widow, but excellent nonetheless.
  8. The suit is a dimensional carrier. Also, it's pockets shrink and super-light all items put in them.
  9. The suit has micro-layered lead and anti-radiation materials in order to discourage radiation.
  10. 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.
  11. The suit automatically repairs itself.
  12. The suit has 128 hours of oxygen, 6 days of water and 20 days of food delivered internally in a pocket dimension.
  13. The suit casts the following
  14. The suit has 3 Personal Iron Curtains in different spots.
  15. 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:

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:

  1. The railgun arms are integral and not teleportable. He usually deploys them.
  2. The Zero Armor Railgun or the Super-Vallax.
  3. 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:

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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,
  5. 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.

  1. The pen can become an automatic, prismatic laser blaster OR a powerful cutting welder.
  2. The pen is multi-colored and can automatically write in a different language that 000 specifies (he writes "where", it writes "gdye" in Russian.)
  3. 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",
  4. The pen is a combination microphone and radio transmitter! It can be used as an almost undetectable bug (-70% to efforts to detect it).
  5. The pen's tip is a vibro-blade.
  6. 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

  1. The watch is indestructible and Recallable.
  2. 000 can put spells in and set them to activate anywhere within a 3-day period or on remote "detonation"!
  3. 000 can look at his watch and see back in time or somewhere else in the same time.
  4. 000 can cast Slow or Stop on others using the internal P.P.E. battery.
  5. 000 can cast Haste on himself.
  6. 000 can use Time Slip, taking from the internal P.P.E. battery.
  7. 000 can stop time for a total of one minute per day; maximum per use is 7 seconds.
  8. The watch has got tons of data stored inside it and can be used for communications and data transfer, not to mention a tracer.
  9. The watch has a powerful, short-range cutting laser.
  10. 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.
  11. 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.

Bio-Wizard: 000 also got some bio-wizard enhancements from Splugorthian alchemists a while back.

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:

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.