Friday, November 17, 2017

Heroes Unlimited: World's Strongest 10

Previously on World's Strongest:
Impact, The Alien Renegade
Calamity, The Cybernetic Sniper
Megaton, Friendly Neighborhood Nuclear Warhead
The Whirlwind, a Fusillade of Fisticuffs
Car Mage, The Wizard of Wheels
Night Sheriff, The Sheriff of Shadows
Hammer of Heaven, The Daring Demon Hunter
The Wanderer, Precocious Practitioner of the Arcane Arts
Storm Eagle, Queen of the Skies

And now...

We will now be digging into one of the most powerful character builds you can get, The Mutant. It won't start out as over powered, but as the character grows it will really grow, and whoo-boy, is it going to get broken. So lets start digging into the character then. A mutant with all the trimmings.

Step 1: The Usual
Start out with all elevens, as normal. There actually is a bunch of nifty advice on the nature of attribute for Mutants and how they grew up and what that means so that is kind of nice. I think that would be an interesting bit for each of the different categories. A bit on what the attributes mean in the category and maybe even explain what the best attributes for a category might be.

Step 2: Cause of Mutation
This is a weird section for me. I thought the appeal of mutation was that it was a simple answer for why your hero had power. It was their so that you did not have to come up with a crazy unique explanation . However in this section you need to choose the cause of your mutation. So in the heroes unlimited universe mutations are caused by external factors, anything from chemicals to radiation, to experimentation, and even an unknown factor. I will be going with Unknown cause. He will have always been a Mutant.

Step 3: Unusual Characteristics
You get to roll for unusual physical characteristics, anything from strange eye, hair, or skin color, up to really odd stuff like bird talons for feet, or scaly skin. Some good ones are scaly skin(grants some good SDC), Stocky(extra strength and SDC, and Double jointed. However The best one is Ambidexterity because it grants an extra action per melee. So I will be going with that.

+1 Attack
+1 Parry

Step 4: Super Abilities
There are a bunch of options for super powers in this category. However the best one is really hard to get if you are actually rolling. You need roll unstable powers, and then on the unstable powers table and get grows with powers and age. This means you start with one major power and two minor powers. Then at levels 3, 6, 10, and 15 you can get either a minor power or a major power. You can theoretically have five major powers and two minor powers at the end of the character advancement race. So lets go with that. We now have to choose one major power and two minor.

Alter Metabolism
No Sleep
No food or Water
Calm Self
Adrenal Rush
Hyper Metabolism
Accelerated Healing
+2 PE
+3 Spd
+15 SDC
Flight Wingless
+1 attack
+2 strike
+2 parry
+4 dodge when flying less than 80 mph
+6 dodge when flying over 80 mph
+40 SDC
Extraordinary Physical Endurance
+8 PE
+100 SDC
+10 HP

Step 5: Other Stuff
I guess here is where the skills and such goes, as it is not part of any of the other steps. So I am going to go with a Physical Program and The Espionage program. So I think I will go with a member of the mutant underground who helps get people out from bad situations, so there must be a bad organization or even a couple of organizations that seek to capture mutants, and the mutant underground fights against these organizations and helps mutants learn about their powers and protects them. I like to think of them like some sort of LSD tinged spy show from the sixties and seventies, but with mutants.

Physical Program
Boxing+1 Attack, +2 Parry and dodge, +1 roll w/punch, +2 PS, +10 SDC
Gymnastics+2 roll w/punch, +2 PS, +1 PP, +2 PE, +7 SDC
Acrobatics+2 roll w/punch, +1 PS, +1 PP, +1 PE, +3 SDC)
Wrestling+1 Roll w/punch, +2 PS, +1 PE, +13 SDC
Espionage Program
H2H: Martial Arts +2 attacks/melee; +3 roll with punch/fall;+2 initiative; +3 pull punch
Detect Ambush
Wilderness Survival
Escape Artist
Athletics: +1 Parry/Dodge; +1 roll with punch/fall; +1 PS; +3 Speed; +5 SDC
Body Building: +2 PS; +10 SDC
Running +1 PE; +10 spd; +3 SDC
WP Automatic Pistol
WP Knife
WP Blunt
Language: Spanish
Language: French

Name: Anthony DeNardo
Super Identity: Breakthrough
Alignment: Principled

IQ: 11
ME: 11
MA: 11
PS: 21
PP: 13
PE: 26
PB: 11
Spd: 27(200 mph flying)

HP: 39
SDC: 236

Boxing; Gymnastics; Acrobatics; Wrestling; H2H: Martial Arts; Detect Ambush; Intelligence; Wilderness Survival; Escape Artist; Forgery; Athletics; Body Building:; Running; WP Automatic Pistol; WP Knife; WP Blunt; Language: Spanish; Language: French

Alter Metabolism
Extraordinary PE
Wingless Flight

In combat breakthrough will always be hovering at the very least.

Initiative: +2
Attacks: 7(can gain extra action through Alter Metabolism, depending on power)
Strike: +2
Parry: +5
Dodge: +4(increases by flight speed and Alter Metabolism specific powers)
Roll w/punch: +6

When Anthony's powers began to develop it was tumultuous time. He was in high school, working a part time job, and trying to have a social life. Add to that super powers and a secret organization trying to kidnap him, and it could be understood why a kid would freak out. He was rescued by a powerful mutant from the Underground, Mod King. He was the coolest man Anthony had ever seen, and he protected him when the villains came for him. When he graduated Anthony decided he was going to do what Mod King did, he would help kids, protect them, and train them. And since that day he has done that very thing. And Anthony is very good at it.

So there is the mutant. He is pretty tough, but as time moves forward he will get stupid powerful. Alter metabolism is also pretty scary, as it can let you do some crazy things, like gaining a bunch of extra actions and bonuses. I think the next power would be supernatural strength, followed by invulnerability and maybe super energy blast. A lot of fun can be had with this. Next time we will be digging into the second mutant type, Mutant Animal. Also I will be using After the bomb for the Animal types and Ninjas and Super Spies for ninjitsu. Its gonna be a good time. Stay tuned.

Also you should check out my Kickstarter...

A Far Off Land
In this Fate RPG you take the roll of the Fated, Shapeshifting Demigods who seek to bring about or prevent the destruction of two worlds. It contains new magic systems and Factions Dynamics in play.