Zero, Number Lord of Eternity

Zero is eternal and all-powerful. It became the Numbers’ leader by pummeling Pi so badly that the more contemplative Number Lord took weeks to regenerate. Few have dared to contest the Number Lord of Eternity since then. Its plans to nudge the nearby Battling Business World closer to the center of reality have gone largely uncontested. Never mind that most of the Supreme Number Lord’s efforts have failed; Zero could destroy and recreate the Number Realm multiple times in a single day.

Like everyone else native to the Number Realm, Zero is a phantasm. It is a slave to the paradox of magic-wielding mathematical avatars. As such, the Supreme Number Lord makes the least rational Battlers look like natives of Core in comparison. Its nasty temper and erratic behavior certainly don’t help.

+1 ECL Racial Template: Number Lord

  • Self-Development:
    • +8 Intelligence (24 CP).
    • +4 Wisdom (12 CP)
    • +4 to any one attribute (12 CP)
      • Note that, in the Manifold, attribute bonuses are purchased at half cost; in other settings these bonuses should be halved.
  • Nightsight: Occult Sense/Darkvision (Rather like Neo’s view in “The Matrix”) (6 CP).
  • Celerity, with Additional Movement Mode (Flight, 30′) (18 CP).
  • Enthusiast, Specialized in Skills for Double Effect (two floating skill points) (3 CP).
  • Intellectual Focus: Augmented Bonus/may add their Cha Mod to their scores in Intelligence-related skills (6 CP).
  • Magic Resistant: Resist/+2 bonus to Saves versus Spells (3 CP).
  • Mathematical Hexcrafting:
    • +6 Base Caster Levels, Specialized in Hexcrafting, Corrupted/displays unnaturally alien magic when used (12 CP).
    • 12 Hexcrafting Card Slots, Specialized and Corrupted/Destructive Side Effects, Must drain Charisma from others to regain powers, Narrowly “themed” deck (mathematics / physics, exchanges, etc). 6 points/card base, net 2 points/card (12 CP).
      • The mathematical powers of the Number Lords are normally based on Intelligence – which almost always qualifies them for two bonus card slots and makes their spells rather difficult to resist.
  • Witchcraft: All Number Lords have basic Witchcraft (18 CP) with three Pacts – Karmic Links (to fulfill their need for balance), Vampirism (their touch drains 1d4 Charisma, both restoring their psychic powers and fulfilling the prerequisites for them to regain their hexcrafting slots), and Duties (must respond when properly invoked), for (-18 CP) – and a net total of zero.
  • Inherent Magic: Innate Enchantment, all abilities unlimited use-activated, personal-only (x.7 cost) where applicable. 15,000 GP base value (16 CP).
    • +2 Intelligence (1400 GP).
    • +2 Charisma (1400 GP).
    • +2 Wisdom (1400 GP).
    • Immortal Vigor I (+2d6 – effectively 12 due to at-will use, +2x Con Mod HP, 1400 GP).
    • Warding Rune (1 + Caster Level/3, +4 max, resistance bonus on saves, 1400 GP).
    • Skill Mastery (+3 to Intelligence-based skills) (1400 GP).
    • Shield (a barrier of lesser numbers) (2000 GP).
    • Unseen Servant (2000 GP).
    • Obscuring Mist 1/Day (A cloud of lesser numbers) (400 GP)
    • Cause Fear 1/Day (400 GP).
    • Calculate (Instantly solves a mathematical problem) 1/Day (200 GP).
    • Call to Mind 1/Day (400 GP).
    • Mage Armor (a cloud of lesser numbers) 1/Day (400 GP).
    • Cause Fear 1/Day (They are eldritch abominations) (400 GP).
    • Hypnotism 1/Day (Talking Shop) (400 GP).
    • Sleep 1/Day (Talking Shop) (400 GP).
  • Immunity/Stacking limits when combining innate enchantment effects with external effects (Common, Minor, Trivial – only covers L1 effects, 2 CP).
  • Immunity/Dispelling and Antimagic (Common, Major, Epic, Specialized and Corrupted/only protects innate enchantments that provide personal augmentations, 9 CP).
  • Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial [only covers first level effects at caster level one], Specialized/only to cover initial racial abilities, 1 CP).
  • Template Disadvantages: Inept (Charisma-Related Skills), Compulsive (Attempts to eliminate “unnatural” power sources), Poor Reputation (Insane godlings), for a net -10 CP.
  • Specialized: Number Lords are pretty obviously inhuman (they’re floating numerals), apparently lack limbs (they can’t wear things, although they can manipulate objects as if they had hands), and speak in a sourceless voice which seems to echo horrifyingly inside the listener’s heads. Perhaps most importantly, they’re incapable of using magical or psionically-powered items of any kind – and are fundamentally crazy. They can use technology, but rarely find any that’s suitable. They often cannot even MANIFEST in rational worlds…

Identifying Characteristics and Basic Appearance: 11’11”, 650 lbs, age unknown (the Number Lord claims to have always existed). Zero is exactly what its name suggests: a massive floating “0”. The Number Lord glows a brilliant green, and its aura extends a foot from its body. It has no apparent limbs or sensory organs. Zero’s most distinctive characteristic is its telepathic voice, which is an amalgam of every accountant that has ever lived.

Personality: For a being supposedly based on rational principles, Zero is incredibly irrational. It feels highly secure in its position. Despite all its failed attempts to make Battling Business World more rational, it’s certain that this time, the calculations are correct. It tends to wield its supernatural power willy-nilly against critics and remember insults for a very long time. Were Zero not so overwhelmingly potent, it would already be deposed; even the Supreme Number Lord’s allies give it plenty of personal space. Human-level threats are usually below its notice. They should be grateful for this. Zero can and will destroy the lives of those who cross it.

Available Character Points

Compulsive (control), Hunted (Pi and several other Number Lords), and Insane (hot-tempered, hubristic, and vengeful to a fault, +10 CP); Duties (leader of the Number Realm, +2 CP/Level). Total 288 CP L11 Base + 32 = 320 CP.

Basics (86 CP)

Attributes: Strength 22 (+6), Dexterity 14 (+2), Constitution 16 (+3), Intelligence 29 (+9), Wisdom 17 (+3), Charisma 24 (+7). Rolled Attributes: 11, 12, 14, 16, 17, 18.

Saves: Fortitude +2 (6 CP) + 3 (Con) + 4 (Magic) = +7, Reflex +5 (15 CP) + 2 (Dex) + 4 (Magic) = +11, Will +7 (21 CP) + 3 (Wis) + 4 (Magic) = +15.

Hit Dice: L1-11: d8x11 (44 CP). HP 50 + 33 (Con) + 18 (Magic) = 101, 71 in non-magical realms (if it can even manifest).

Free Languages: Binary (Native); Arabic, English, French, Greek, Hindi, Japanese, Latin, Mandarin, and Spanish. These are only the languages Zero has chosen to know permanently; it can gain many more through its hexcrafting.

Combat Information (56 CP)

Proficiencies: All Simple Weapons, Economic Weapons, and Psychological Weapons (15 CP- 4 from Dex = 11 CP); Light Armor (3 CP)

Move: 30 ft. fly


BAB: +7 (42 CP)

AC: 10 (Base) + 2 (Dex) + 3 (Wis) + 2 (Armor) + 2 (Natural Armor) – 1 (Size) + 4 (Deflection) = 22 (26 with mage armor active). Zero has 8 points of universal damage reduction.

  • The Numbers have their own equivalent of smartclothes, a wrap woven from countless lesser “1”s on the wrong end of disputes. Making it is one of the most popular uses of the Number Realm’s “=” signs.

Usual Weapons

Zero Flare: +24 melee (+7 BAB + 15 Str + 2 Magic) or +24/+19 melee (+7 BAB + 15 Str + 2 Magic – 5 per additional attack) , 2d10+17 positive energy or 2d10+17/2d10+17 positive energy (+15 Str + 2 Magic), 20/x2. Zero usually reserves melee combat for highly unworthy opponents.

Usual Gadgetry

Zero’s gadgets are mostly concentrated in the Number Lord’s “smartclothes.” It also owns several implements usable only in Number Realm rituals.

Abilities (180 CP)

  • Augmented Bonus/Tactical Calculations, Corrupted, Works only on sapient beings (4 CP): Add Int Mod to Str Mod for melee combat.
  • Dominion: Ears of the Wind, Multitasking, Know the Flock, The Spark Within, Voice of Command, Gift of Tongues (42 CP): Zero’s Dominion works in the Number Realm, not Battling Business World.
  • Favors/other Number Lords (Major) (6 CP)
  • Greater Number Lord Inherent Magic: Innate Enchantment, all abilities unlimited use-activated, personal-only (x.7 cost) where applicable. +2300 GP to base value (+3 CP)
    • Command 1/day (400 GP)
    • Enlarge Monster (1400 GP). Greater Number Lords become physically larger than their peers, a useful trait for getting to “food” first.
    • Summon Monster I at will (50o GP). Greater Number Lords can only summon lesser Numbers derived from them. They never have an ECL higher than 1, making them 0-level characters, but a Greater Number Lord can always count on having at least one minion at hand.
  • Greater Mathematical Hexcrafting:
    • +15 Base Caster Levels, Specialized in Hexcrafting, Corrupted/displays unnaturally alien magic when used (30 CP)
    • +7 Card Slots, Specialized and Corrupted/Destructive Side Effects, Must drain Charisma from others to regain powers, Narrowly “themed” deck (mathematics / physics, exchanges, etc). 6 points/card base, net 2 points/card (14 CP)
    • +4 “Free” Invocations, Specialized and Corrupted/Destructive Side Effects, Must drain Charisma from others to regain powers (4 CP)
    • Zero has access to 21 hexcrafting slots per day. It considers “Major” level effects its weakest and can use four of those for free per session. It may use twenty-one “Grand” effects per session, up to seven “Epic” effects, or a combination of the two. Needless to say, those who know about Zero try to stay on its good side.
  • 9d6 Power, Specialized, Must drain Charisma from others to restore (9 CP): Zero adds 44 points to its Witchcraft Power reserve.
  • Presence/Unnatural Geometry (6 CP): Anything within 10 feet of Zero suffers the effects of a bane spell, caused by the Number Lord’s alien appearance.
  • Spirit Weapon/Unarmed Strike “Zero Flare” (Exotic Appearance, 2d10 Damage) (30 CP): The Zero Flare is nothing more than Zero punching and kicking with its invisible limbs. Since they’re surrounded by a brilliant green aura, though, these attacks resemble nothing less than miniature solar flares.
  • Skill Points: 26 CP + 126 (Int) = 152 SP

Bonus Abilities

  • Imbuement/Spirit Weapon (Improved, Versatile) (18 CP): In addition to being a potent and flashy unarmed attack, the Zero Flare is a magic weapon. It applies a bonus of +Level/5 to attack and damage rolls. Additionally, Zero may trade in the “plusses” from this bonus for magic weapon abilities and treat its attacks as made of a special material for a “+1”. It may redistribute its “plusses” with 8 hours of rest.
  • Leadership, Specialized, May only take Numbers as followers (3 CP)
  • Occult Ritual, Specialized, Only for Number Realms rituals (3 CP): As a Number Lord, Zero knows how to use the Number Realm’s countless mathematical operators to their fullest potential.

Broad Skills (All +9 Int, 120 SP)

Physical Skills (14 SP): Aerobatics (Dex) +18 (7 SP), Stealth (Dex-4 Size) +12 (7 SP)

Knowledge Skills (All +3 Magic, +7 Charisma, 56 SP): Arcana (Int) +35 (7 SP), Mathematics (Int) +42 (14 SP), Physics (Int) +42 (14 SP), Psionics (Int) +35 (7 SP), Spellcraft (Int) +42 (14 SP)

Perception Skills (49 SP): Listen (Wis) +25 (14 SP), Search (Int, +3 Magic, +7 Charisma) +35 (7 SP), Sense Motive (Wis) +25 (14 SP), Spot (Wis) +25 (14 SP)

Other Skills (1 SP): Gadgetry (Dex) +12 (1 SP)

Narrow Skills (All +9 Int, +5 Training, 31 SP)

Knowledge Skills (All +3 Magic, +7 Charisma, 6 SP): Earth (Int) +29 (1 SP), Number Realm Current Events (Int) +29 (1 SP), Number Realm Geography (Int) +29 (1 SP), Number Realm History (Int) +29 (1 SP), Number Realm Politics (Int) +29 (1 SP), Outer Rim (Int) +29 (1 SP)

Other Skills (All Cha-based skills -2 Inept, All Cha-based skills except Intimidation and Wealth -6 Reputation, 25 SP): Bargaining (Cha) +16 (1 SP), Bluff (Cha) +16 (1 SP), Diplomacy (Cha) +16 (1 SP), Gather Information (Cha) +16 (1 SP), Intimidation (Cha) +24 (10 SP), Public Speaking (Cha) +16 (1 SP), Wealth/Number Realm (Cha) +24 (10 SP)

Specialties (1 SP): Earth/Battling Business World +3.

Witchcraft Powers

Power Reserve: 61 Power.

Basic Powers Known: The Adamant Will, Dreamfaring, Elfshot, Glamour, The Hand of Shadows, The Inner Eye, and Witchsight.

Previous Post
Leave a comment


  1. Eclipse – Character Construction Cribsheet « Emergence Campaign Weblog
  2. Eclipse – Battling Business World « Emergence Campaign Weblog
  3. Latest Material Index « Emergence Campaign Weblog
  4. Eclipse – Sample Races, Templates, and Characters | Emergence Campaign Weblog

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

%d bloggers like this: