5917 in-depth character profiles from comics, games, movies

Frank Lamp cover art, over a white background

Frank Lamb

Power Level:
Game system: DC Heroes Role-Playing Game


  • Real Name: Presumably Frank Lamb
  • Marital Status: Single
  • Known Relatives: None
  • Group Affiliation: Division 13
  • Base Of Operations: Cinnabar area, Nevada desert
  • Height: 5’11” Weight: 197 lbs
  • Eyes: Blue Hair: Brown

    Powers and Abilities

    Lamb’s powers are unclear. He seems stronger than he should be, and seems to have some kind of paranormal perception ability. He also seems to be a gifted fighter and commando, with good smarts and willpower.

    Lamb is in frequent radio contact with something or somebody called “Betty”. Who or what is “Betty” is quite unclear. It has a human or human-like intelligence, and seems to have a lot of informations ; but sometimes she goes incommunicado for a few hours or a few days. Betty has never been showed to *do* much – but she was able to hack the automated defenses of Block 13 when Division 13 infiltrated it.

    Since she was able to warn Lamb of gunships taking off from the Cinnibar base, it is quite probable she is either located in the Cinnibar complex, or part of the alien base like Zero (cf. Hero Zero’s writeup) is.


    It is possible that Frank Lamb was a beat cop in the Nevada town of Cinnibar, who collided with a fleeing youth while making a routine arrest. The youth was apparently a carrier for something, and was pursued with a military team that shot him dead and had to take all of the persons touched by the youth with them to the Cinnabar Flats military base.

    Whatever his exact origin, Lamb was apparently Vortex-touched, and managed at one point to flee from the Block 13 detention center, along with Flux and Axe-Grinder. He organized them in a small group called Division 13, whose aim was to free the Vortex mutants and give them a chance at life and freedom. He also was completely obsessed with freeing his fiancée, Carolyn Forsters, another victim of Vortex experiment.

    When the alien Seekers attacked Cinnibar Flats, Division 13 was already engaged in infiltrating the complex, their first goal being to rescue Carolyn. However, Flux saw something unclear in the cell, and chose to tell Lamb the explosives intended to open the cell didn’t work – as they were retreating in a hurry, Lamb couldn’t check. What was in the cell was freed by the explosives, who actually did work.

    Reality dysfunction

    A few weeks after that, a fight between Titan, Grace and the Vortex resulted in many more of the Block 13 inmates being freed and fleeing in the surrounding desert before the decimated military could move back and secure the area.

    Division 13 continued scouring the surrounding desert and catching escaped mutants, reasoning with those who could think and talk. They rescued two mutants named Voxx and Optic, and a sort of three-headed hellhound Optic could talk to. They also encountered Law, the first escapee of Block 13, but he and Lamb couldn’t agree on their respective goals.

    Division 13 disappeared in unclear circumstances, shortly after having met Law. Axe-Grinder became deathly afraid of something in his axe, which biodegraded a few days later, leaving him in a quasi-autistic state. The rift between Lamb and Flux grew, and Optic and the dog disappeared. Some notes left by Lamb refer to large memory losses, terrible new lifeforms in the desert and “it” not allowing them to leave the area.


    See illustration.


    Frank Lamb is a professional, with a military behaviour and strong authority. His speech his short and to the point, without much padding. He is very self-conscious about being a leader, and very clear about the fact that they are here to help the mutants, no matter how hostile they might appear. He’s willing to take huge risks, attempting to talk to obviously violently hostile monsters to give them a chance and using violence against them only as a last resort.

    His long-term goals are not very clear, probably because they are clouded by his all-consuming obsession of finding Carolyn Forsters. However, what he intended to do once he had gathered a large band of mutant wasn’t apparently very altruistic.


    “That’s the Army’s attitude ! Not ours ! Try to keep in mind who the victims are here !”

    DC Universe History

    The Cinnibar theme was quite close to the later video game Halflife, and might seem to modern players to be a rip-off of that game. If that is not an obstacle, a GM may wish to incorporate its numerous elements of pervasive horror, covert action, government coverup and moral ambiguity in his campaign. 

    In the last few weeks, after the second breakout from the Cinnibar base, the desert and the town had become steadily more horrific, with terribly warped monsters lurking around and overt and covert military units hunting them or being hunted by them – it had something of a Stephen King vs. X-Files vs. Predator I ambiance that was interesting.

    In such a dangerous context, the idea of a small force seeking out monsters to *talk* with them, help them and rehabilitate them has potential – and could be reused in your campaign.


    Game Stats — DC Heroes RPG Print Friendly

    Tell me more about the game stats

    Frank Lamb

    Dex: 07 Str: 05 Bod: 05 Motivation: Unclear
    Int: 07 Wil: 06 Min: 05 Occupation: Leader of Division 13
    Inf: 05 Aur: 04 Spi: 04 Resources {or Wealth}: 001
    Init: 021 HP: 040

    Powers: True sight: 05

    Bonuses and Limitations: True sight’s applications are a bit vague, but also allow Lamb to perceive the true nature of a subject he can interact with for a few minutes (+2)

    Skills: Acrobatics (climbing): 05, Detective (police procedures): 04, Martial artist: 08, Military science: 06, Thief (security systems, stealth): 06, Vehicles (land): 06, Weaponry (firearms): 08

    Advantages: None

    Connections: Division 13 (High)

    Drawbacks: CIA (finding Carolyn), Mistrust


    • Beretta 92 [BODY 04, Projectile weapons: 04, Ammo: 15, R#2]
    • H&K MP5 [BODY 04, Projectile weapons: 05, Ammo: 07, R#02, Advantage : Autofire. Lamb is an expert at hitting people with the butt end of the SMG when it’s empty, EV 03 (06 w/STR)]
    • LIGHT VEST [BODY 06, Skin armour: 02, Limitation: Skin armour only vs blades and bullets, Skin armour is Partial (vest)]
    • Shades [BODY 03, Shade: 02]
    • Combat knife [BODY 10, EV 03 (06 w/STR, 09 w/Martial artist)]
    • Cell phone [BODY 02, Radio communications: 05, Misc: Allows for communication with Betty]

    By Sébastien Andrivet

    Source of Character: Dark Horse’s CGW

    Writeups.org is a non-commercial, community site

    We chat and work at the DC Heroes Yahoo! group .