Ten Numberjacks

The ten Numberjacks.

Numberjacks were sentient "superhero numbers" that lived within the sofa and solved problems, combating the meanies in the process. There were ten known Numberjacks in total: numbers Zero to Nine.

Biology and Anatomy Edit

Little was known about the biology of the Numberjacks. Only that they resembled numbers and that their number corresponded approximately to that of their human counterparts. For example Eight would have the intelligence and speaking ability of an eight year old hence why Zero and One are not fluent in their language.
Four as Fourteen

Four as Fourteen.

Despite this they were not known to age naturally and could only do so through the power of brain gain. This was only known to happen on one occasion when the accidental use of powerful brain gain resulted in a one being put in front of Four to make him Fourteen. Despite his protesting this was reversed by the use of brain gain. As a teenager Four was "strange"; Three knew that being a teenager was "weird".

Society and Technology Edit

Technology Edit

The Numberjacks were an extremely advanced race. They lived within the sofa which had lots of technology far beyond that of the humans. This included brain gain and the fact that the sofa was seemingly bigger on the inside than on the outside.
Seaside Teleport

Eight Numberjacks materilise out of thin air in order to get back to the sofa.

In addition to this the Launcher was a form of teleportation and if a Numberjack was outside they could just materialise and fly back through the Launcher. Although it is not known how the Numberjacks came across such technology. Four did display an extensive knowledge of the systems usually being the one that manned the controls in the Control Room and carrying out repairs to the Launcher. Buddy Blocks were also an apparently sentient entity that lived within the sofa and were somehow controlled by the Numberjacks.

Society Edit

The Numberjacks had formed some sort of society as there were differences in how different Numberjacks went about their lives; Zero, One and Two remained in the sofa and simply played. Three, Four, Five, and Six, however, worked together and went on various missions to defeat the meanies; they were based in the Control Room. Finally, Seven, Eight, and Nine were the older Numberjacks and went on independent missions of an undisclosed nature but also often looked after the younger Numberjacks and were usually available to help if Three, Four, Five or Six needed it. Additionally when Four became a teenager he said that he was "almost and adult", feeling instantly superior to his peers.

History Edit

The Numberjacks went on various missions. Before the occasion where Zero escaped from the sofa making zero of everything the Numberjacks had met all of the meanies before, having information on all of them which was available at the press of a button. Problems were either caused by one of the younger Numberjacks or by the meanies. The Numberjacks always succeeded.

This article will only contain events that are not missions as such. For a summary of each individual mission the Numberjacks have been on see: Mission.

Zero the Hero imagine

Five imagines a world where the Numberjacks cause problems instead of solving them.

One time Zero accidentally messed with the Launcher controls meaning that all the Numberjacks starting from One were being taken from the sofa and causing problems relating to their number. The problem was eventually solved by Zero who used brain gain to save the Numberjacks and fix the problems. He was congratulated by the rest of the Numberjacks for his efforts.

Around Christmas time the Numberjacks decorated the sofa to look festive. Despite the festivities however, the Numberjacks were called out on a mission in which three meanies worked together.


One, Two, Eight, and Nine enjoy their holiday.

After this, the older Numberjacks took the younger Numberjacks (except Zero) on a holiday to the beach. After losing them briefly Nine and Eight managed to reunite with One and Two in time to help the other Numberjacks who were still on duty defeat all five of the meanies. The Puzzler set them a challenge to make five ways of making ten and they succeeded, foiling the meanies' plans.

After completing several more missions involving the meanies there came a point were there were no cameras to show us what happened on the Numberjacks' adventures so Seven told us in audio form instead. The Numberjacks completed several more missions in this format and were not known to ever stop.