Name of character: ZER0
Link: https://thebeyond.rpg-board.net/t346-zer0
Strengths and Abilities
Name of ability: Cloaking
Type of ability: Defensive.
Type of ability 2: N/A.
Type of ability 3: Toggle.
Description: Zero can become completely invisible. It also disguises it's heat signature by regulating it's system temperatures to match the environment around it.
Limitation/Weaknesses: The cloaking further drains it's battery at a steady pace, thus, it must be careful of how long he uses it.
Strengths:
Weaknesses:
Skills:
THIS UNIT IS PROGRAMMED TO PREFORM FLAWLESS MARTIAL ARTS, PRECISION, MARKSMANSHIP AND STEALTH.
Weapons:
PLASMA BASED 'HIDDEN' BLADE
THIS UNIT IS EQUIPPED WITH AN ADVANCED PLASMA BLADE ON IT'S RIGHT WRIST. THIS BLADE CAN BE SHEATHED AND UNSHEATHED AT WILL. THE PLASMA CAN SLICE THROUGH ARMOR EFFORTLESSLY WITH TERRIFYING SURGICAL PRECISION. THE BLADE, HOWEVER, CAN ONLY BEEN UNSHEATHED FOR 3-5 MINUTES BEFORE IT MUST BE SHEATHED AGAIN. TO RECHARGE THE BLADE, IT TAKES A DURATION OF 3 MINUTES. THE BLADE ALSO DRAINS ZER0'S MAIN BATTERY.
THE 'REAPER':
A POWERFUL, CUSTOM .50 CAL BOLT ACTION SNIPER-RIFLE EQUIPPED WITH A 24X SCOPE FOR LONG RANGE COMBAT. EVEN WITH STANDARD BULLETS, THIS RIFLE WILL PUNCTURE AN ARRAY OF ARMORS. THE RIFLE CAN PENETRATE 2 INCHES OF STEEL.
ZER0'S PISTOLS:
TWO SEMI-AUTOMATIC 9MM PISTOLS.
Link: https://thebeyond.rpg-board.net/t346-zer0
Strengths and Abilities
Name of ability: Cloaking
Type of ability: Defensive.
Type of ability 2: N/A.
Type of ability 3: Toggle.
Description: Zero can become completely invisible. It also disguises it's heat signature by regulating it's system temperatures to match the environment around it.
Limitation/Weaknesses: The cloaking further drains it's battery at a steady pace, thus, it must be careful of how long he uses it.
Strengths:
- Zer0 is a machine, thus, it is physically superior to organics. It is extremely strong and can bend metals with little to no effort. It can also punch through sheets of steel up to an inch thick. This enables it to be able to snap human bone like a twig and easily shatter a skull with a well placed blow.
- Zer0 cannot die of many things organics can. This includes starvation, thirst, oxygen deprivation, radiation, poisons, toxic gases, organ failure, health issues, age, ect.
- Zer0, like all quality machine, is flawless at what it is programmed for. This includes martial arts, surgical precision, marksmanship and stealth.
- Zer0 is a master tactician, thanks to it's programming.
- Zer0 is extremely intelligent, again, thanks to it's programming.
- Zer0's body is bullet-resistant. This, however, does not mean it is bullet-poof. It instead means it takes either a high-caliber gun, a gun with armor piercing rounds, or consistent amounts of rapid-fire to break through it's titanium shell.
Weaknesses:
- Zer0's systems can overheat in intense temperatures. Temperatures over 280 degrees Fahrenheit can be potentially dangerous if it is left in these temperatures too long.
- Zer0's systems can also freeze. Temperatures below -30 degrees are especially dangerous for it.
Zer0 has 'weak spots'. These spots include his joints, neck and stomach. These areas are made of polymer. While polymer is able to resist a short beating from less powerful bullets, Zer0 still must be careful. - Zer0 can short-circuit if it comes into contact with an intense amount of electricity. Small amounts will fail to phase or harm it and will instead turn it into a living lightning rod. This goes for medium amounts of electricity as well, however, it will cause it a significant amount of 'pain'.
- Zer0 has a battery. This battery has a limited amount of power and, when it runs out, Zer0 is forced into a sleep-mode. For example: Zer0 has, for the past 2 hours has been running, jumping and moving non-stop but before had been doing nothing. This would result in a forced sleep-mode. Another example is: Zer0, has been moving a lot today and now it is pushing his body to fight a bunch of baddies. It fights for 30 minutes. This would also result in a forced sleep-mode. Zer0 has an 'emergency' battery to use if it's primary battery drains.
Skills:
THIS UNIT IS PROGRAMMED TO PREFORM FLAWLESS MARTIAL ARTS, PRECISION, MARKSMANSHIP AND STEALTH.
Weapons:
PLASMA BASED 'HIDDEN' BLADE
THIS UNIT IS EQUIPPED WITH AN ADVANCED PLASMA BLADE ON IT'S RIGHT WRIST. THIS BLADE CAN BE SHEATHED AND UNSHEATHED AT WILL. THE PLASMA CAN SLICE THROUGH ARMOR EFFORTLESSLY WITH TERRIFYING SURGICAL PRECISION. THE BLADE, HOWEVER, CAN ONLY BEEN UNSHEATHED FOR 3-5 MINUTES BEFORE IT MUST BE SHEATHED AGAIN. TO RECHARGE THE BLADE, IT TAKES A DURATION OF 3 MINUTES. THE BLADE ALSO DRAINS ZER0'S MAIN BATTERY.
THE 'REAPER':
A POWERFUL, CUSTOM .50 CAL BOLT ACTION SNIPER-RIFLE EQUIPPED WITH A 24X SCOPE FOR LONG RANGE COMBAT. EVEN WITH STANDARD BULLETS, THIS RIFLE WILL PUNCTURE AN ARRAY OF ARMORS. THE RIFLE CAN PENETRATE 2 INCHES OF STEEL.
- Spoiler:
ZER0'S PISTOLS:
TWO SEMI-AUTOMATIC 9MM PISTOLS.
- Spoiler: