This unpleasant little scumbag is a mechanical experiment in making a villain who can stack a lot of damage on one target fast, and should probably be used with a little care. While fragile, if he spikes his Mid dice (which he can apply multiple times per turn) he can easily deal ~30+ damage, which is a potential one-hit KO on most heroes. Even more average rolls should be 20+ damage, which is no joke, especially if it's landing first round while the heroes are still in Green and lack most of their defensive Reactions.
I've seen some GMs bemoan the fact that they never KO the PCs and fights are too easy, which I don't really get - but this villain should serve as a wakeup call for anyone who's gotten overconfident. He's also doing the bulk of his damage spread over two or three Attacks, which has the side effect of making damage reduction abilities more useful against him (which is probably a good thing, they tend to underperform sometimes) while also making it harder to stop everything with a single strong Reaction.
Rabid Wulf
"Rabid Wulf" began life as Dean Goetz, a high school dropout with a lengthy rap sheet of gang activity, drug dealing and low-level crimes dating back to his pre-teen years. He recently became addicted to Professor Pusher's latest variety of the Supe drug, and is one of the few users who's developed lasting powers from the stuff. As Rabid Wulf, he's managed to make himself useful enough to various shady interests to make a name for himself as a brutal super-thug for hire, with a particular knack for delivering painful "lessons" to street-level heroes that meddle in things they shouldn't. Dean is a thoroughly appalling individual on every level, and has strong connections to various white supremacist and neo-Nazi groups as well as Professor Pusher's operations. He also has issues with Bigwig's gang and has been seen fighting alongside the Triple Threat gang in turf wars against them.
His powers are pretty basic but the combination of superhuman strength and impressively fast reflexes make him a dangerous opponent, something that's amplified by his remorseless nature and sadism. Once Rabid Wulf singles out a target he'll do his best to beat them senseless or worse before moving on to a new victim, and he can dish out punishment fast enough to make endanger almost any hero. That said, he's not exactly durable himself, lacks much in the way of mobility powers, and isn't much good at teamwork with other villains - or fighting heroes who use team tactics themselves.
Description: A rat-faced young man dressed in tattered jeans, black leather vest, and steel-toed boots. His bare arms, torso and face are covered in low-quality tattoos with neo-Nazi iconography, and he wears four heavy swastika rings on each hand that double as makeshift melee weapons. His voice is squeaky and high-pitched, which might explain why he mostly relies on growls, grunts and violence to communicate. He's barely literate in English, and proud that he doesn't speak any "inferior" languages - which is pretty ironic, considering his political leanings and the fact that his family actually immigrated from Germany in the 1920s.
Gender: Male Age: 20 Height: 5'10" Eyes: Bloodshot Brown
Hair: Long, Scraggly Brown Skin: Caucasian, Skinhead Tattoos Build: Leanly Muscled
Approach: Relentless Archetype: Fragile
Health: 15 + (5 x H)
Powers: Agility d10, Strength d8, Leaping d6
Qualities: Close Combat d10, Alertness d8, Vicious Street Thug d8, Fitness d6
Status: Green Zone Health - d10 / Yellow Zone Health - d8 / Red Zone Health - d6
Abilities:
By The Throat (A) Attack one target using Close Combat. Use you Max die. If the target does not Attack you on their next turn, Hinder them using your Mid die.
Frenzied Assault (A) Attack using Agility. Use your Max + Mid dice. Hinder yourself using your Min die.
Making It Hurt (A) Attack one target using Vicious Street Thug. Then remove all bonuses on the target.
Savage Follow-Through (R) After making an Attack on your turn, use your Mid die to make another Attack against one target of the initial Attack.
Upgrades & Masteries (optional, usually active after a recent hit of Supe):
Group Fighter (I) +20 Health. When you take an action that lets you make an Attack, also make an Attack using your Mid die.
Master Mercenary (I) If you have a contract for a specific task, automatically succeed at an Overcome when your payment is at stake.
Tactics
Rabid Wulf is a berserker in combat, throwing himself at one foe after another until he's triumphed over all or been beaten into submission instead. He prefers to use Frenzied Assault, then immediately burn off its penalty using Savage Follow-Through to pile even more damage in his victim and leave him unimpeded for his next turn. If an opponent seems to be trying to avoid a fight he'll use By The Throat at close range instead despite the fact that he'd probably be better off not drawing Attacks to himself. Any opponent who stacks up multiple bonuses will draw a strike using Making It Hurt to strip them off, especially if he thinks they plan to use the mods defensively or on healing.
With his upgrade (usually in place when he's taken a hit of Supe recently) he becomes even more dangerous, and can easily take a hero Out from full Health if he spikes a Mid die roll with a high doubles result. GMs might want to be merciful and throw the extra Group Fighter Attack at a fresh target if that happens - and he can use his Reaction with it instead of his primary Attack if desired. His mastery usually only comes into play if a foe he's been told to beat down seems to be getting away.
Note that while he prefers to use his superhuman strength and reaction time to brawl in close combat, all of his abilities except By The Throat work fine at range if he has to fight at a distance by throwing stuff or borrowing a pistol from some random hood.
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