Saturday 13 March 2021

Heroes Unlimited: Phenomenal Paragons: Experiment: The Alpha

 Dutch Lamb always knew he was destined for greatness. It just took a while to find him. He didn't just sit around like some loser waiting for it. No he went to university, read physics, got into extreme sports and fell into the wrong crowd. He didn't actually graduate but instead went into a life of crime, working for the mob. His destiny found him when he assisted another "mob scientist" with an experiment which intended to create mutant dogs as shock troops for the Mob. Something went wrong and Dutch was bathed in radiation. Which somehow resulted in him gaining super-abilities of his own. Now he works freelance as The Alpha.


This is the seventeenth character in my Phenomenal Paragons series. The introduction to which is here. It is inspired by Jacob Pisson's World's Strongest series, here.

This is the second character inspired by a recent (Feburary 2021) discussion on a friend's Discord regarding the Marvel characters of Snowflake and Safespace.

I've always seen the Experiment class as the default for Heroes Unlimited. If you're not any other class, then you go with Experiment. It shares a lot with Super Soldiers, and I thought I'd written up an Experiment already because of the number of times I've generated a super soldier for this project.

As with almost every other class there's a list of charts to roll against to help define the nature of the experiment and what it did to the character. 

  • My first roll is on the Nature of the experiment. Which is essentially what was being messed with when this happened. In this case it involved radiation/energy which the character was exposed to.
  • The second roll is on the Type of experiment. Which is essentially what were you trying to achieve when this happened? In this case it's an accident. As in they were trying to do something else and have no way of replicating it.
  • The third roll is for the number and type of super abilities. I go with 4 minor and 1 major. Because I can.
  • The fourth roll is for the side effects of the experiment. These are permanent. You get one roll and done. The chart in the main rules is kind of short and a bit boring so I use one expanded to include fan-made side-effects that I added to, to make up to 50 different options. It can be found here.
    I roll up "New Life Form" (43 on that chart). This gives me a random number of mutations and a roll on one of the tables for Aliens. I use the fan-made Mutations table from before and accidentally do the high average rather than the low average. I get Exceptionally Stocky and Broad which gives him superhuman strength and makes him weird looking; Predatory Instincts which makes him dangerous, and Angelic Face which makes him pretty.
    The roll on the table from the Aliens class gives me "High Gravity" worlder. Which gives him superhuman strength. 
  • The fifth roll is to identify the organisation that sponsored the experiment. I get one that is both secret and criminal.
  • The final roll is for the character's status with the sponsoring organisation. I get: "Allowed to leave on good terms".
For his major power I want something that says "leader of the pack" and so I pick Animal Abilities: Canine. This gives him a pack of 5 canines to lead. As well as a bunch of other things too.
This One

For his minor powers I go with Extraordinary Affinity and Extraordinary Beauty. Both of these make it far easier for him to manipulate people. Also he's built like Barret Wallace or that Rob Liefeld picture of Captain America. So he needs all the help he can get. 

Physical Perfection also makes people think he's more powerful than he actually is, on top of a bunch of other very useful bonuses.

I also pick Vocalisation as his final power. Not only can his voice be heard over half a mile, but it improves his ability to be command others. His bark is literally worse than his bite.

For his education I roll on the improved chart as normal and get 3 years of college and trade school. Unfortunately I immediately learn his trade is "Professional Thief".

Rounding out his character I roll for his alignment, getting "Anarchist". He's another misogynistic, racist, SoB. Perfect to lead (?) the White Knights. (I'm not saying all anarchists are misogynists and racists; just this character).

So putting this all together...

Name: Dutch Lamb
Super Identity: The Alpha
Team: White Knights
Level: 1 Experiment
Height: 6'4", Weight: 273 lbs, Age: 26.
Alignment: Anarchist
Disposition: Arrogant misogynist; looks down on everyone who isn't a Super. Or white. Or male.
IQ 11, ME 11, MA 29, PS 27*, PP 13, PE 15, PB 39, Spd. 178
Hit Points: 25, S.D.C.: 187, P.P.E.: 20.
(*Superhuman Strength)

Experimental Superpowers: 
Nature of Experiment: Radiation/Energy
Type of Empowerment: Accidental
Super Abilities: 4 minor, 1 major
Side Effects: New Life Form
 Mutation 1: Miscellaneous Mutation: *Stocky & Exceptionally Broad. 
 Mutation 2: Animal 2:Predatory Instincts.
 Mutation 3: Face: Angelic Face
 Physiological Modification: Heavy Gravity.
Sponsor: Secret. Criminal.
Status: Allowed to leave on good terms.

Animal Abilities: Canine:
Extraordinary Affinity: 
Extraordinary Beauty: 
Physical Perfection: 
Vocalisation: Amplify Voice range 1/2 mile, Wider Vocal Range & Command range 100', 

Skills: 
Natural Skills: 
Charm/Impress 98%, Mimic Sounds/Whistles 70%, Modulate Voice 86%, Recognise Personal Scent 56%, Recognise Scent 70%, Track 50%, Trust/Intimidate 96%.
Scholastic Skills: 
Advanced Maths, Athletics, Basic Maths, Body Building, Boxing, Chemistry, Climbing, Computer Ops, Demolitions, English Language, English Literacy, Hot Wiring, HTH Martial Arts, Locksmith, Mountaineering, Palming, Parachuting, Photography, Physics, Pickpocket, Pilot Automobile, Pilot Truck, Pilot Motorcycle, Prowl, Read Sensors, Running, Safe Cracking, Seduction, Streetwise, Surveillance Systems, Swimming, W.P. Pistol.
Secondary Skills: 
Breed/Train Dogs, Diplomacy, First Aid, Land Navigation, Navigation, Pilot Sailing, W.P. Blunt, W.P. Improvised, W.P. Knife, W.P. Shield.

Saves:
Coma/Death: +5%
Harmful Drugs/Toxins (15+): +0
Horror Factor: +0
Insanity: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +0
Perception: +1
Poison (Lethal 14+, Non-Lethal 16+): +0
Psionics (15+): +0
Possession: +0

Combat: 
Initiative: +4
Attacks per Round: 2+3
Strike: +2 (+3 w/thrown knife, +3 w/blunt weapons)
Damage: +12
 1d4 Athletic Strike
Parry: +3 (+4 w/blunt weapons; +1 additional w/shield)
Dodge: +2
Roll with Punch: +6
Pull Punch: +3
Critical: Nat. 20

Benchmarks: 
Carrying Capacity: 5,400 lbs (2.7 tons); Lifting: 8,100 lbs (4 tons).
Stamina: Carry Max 60 minutes, 30 minutes while running or fighting. Lifting 15 rounds (225 seconds; 3.75 minutes).
Ground Speed: 125 mph for 15 minutes. (31.25 miles)
Swimming Speed: 81 yards (243ft.) per round for 15 minutes. (2.76 miles)
Leaping Distance: 29' high and 58' broad with a running start. 17'5" high and 29' broad with a standing start.

Background:
Dutch Lamb would like to think that he grew up on the streets and his powers were deserved and earned through his own hard work. But the truth is his family are just common upper middle class racists and he's a crook.

Dutch never had a holiday of adventure on the Blyghton Foundation's dime, and he's always felt robbed. (Some of them found buried treasure, and they kept it!) And he's never inherited anything as nice as a Spanish Quarter mansion, like that bitch he went to school with, Dahlia Drake. Although this isn't the reason he turned to criminality and, uh, social injustice.

He's just that sort of spoiled arsehole.

He leads the Ennor cell of the White Knights through force of personality rather than any real skill. But you know how the fash' are shallow and undiscerning when it comes to leadership. Show them a pretty face and a shouty voice and they get weak at the knees.

So join me next time when I out this joker up against my favourite hero so far. They'll be fighting like cats and dogs when... 

Ms. Fury Vs. The Alpha!

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