Captain Zero

Leader of the Zero-Men


STR 26, DEX 10, CON 18, INT 12, WIS 16, CHA 18

Tou +5, Fort +7, Ref +3, Will +7

Skills: Diplomacy 5 (+9), Drive 4 (+4), Intimidate 5 (+9), Knowledge (civics) 2 (+3), Knowledge (current events) 4 (+5), Knowledge (history) 4 (+5), Knowledge (tactics) 6 (+7), Language 2 (German, Vietnamese), Notice 5 (+6), Profession (soldier) 5 (+8), Sense Motive 6 (+9)

Feats: All-Out Attack, Assessment, Attack Focus (melee), Benefit (US Marine captain), Connected, Diehard, Endurance, Equipment, Inspire 2, Interpose, Jack-Of-All-Trades, Leadership, Master Plan, Power Attack, Skill Mastery (Diplomacy, Intimidate, Knowledge [tactics], Sense Motive), Ultimate Willpower

Powers: Absorption 10 (Boost: Strength; Alternate Power – Boost: Blast, Alternate Power – Healing, Both Types, Energy Storage, Permanent), Super-Strength 2 (Heavy Load: 3 tons)

Equipment: Commlink, uniform (Protection 1), utility belt (handcuffs, rebreather, sunglasses)

Drawbacks: Weakness (Nullify; uncommon; 1 Con damage per round)

Combat: Attack +6 (+7 unarmed), Grapple +18, Damage +8 (unarmed), Defense +5, Knockback -2, Initiative +0

Abilities 40 + Skills 12 (48 ranks) + Feats 17 + Powers 56 + Combat 22 + Saves 10 – Drawbacks 7 = 150pp


Captain 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.

Captain Zero

Tales of the Zero-Men JeremyHenson