Lupo Villain

Real Name: Unrevealed.
Occupation: Hunter, warrior.
Identity: Lupo's existence is unknown to the general public.
Legal Status: None.
Other Aliases: None.
Place of Birth: The Savage Land.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Savage Land Mutates.
Base of Operations: The Savage Land.
First Post-Reboot Appearance: UNCANNY X-MEN #
History: The origins of the man known as Lupo are currently a mystery. He was apparently born in the Savage Land, a hidden "lost world" in Antarctica, and was mutated to his current form in some as-yet unexplained manner.

He and the other Savage Land Mutates first clashed with the mutant adventurers known as the X-Men on the latter's first trip to the Savage Land. The Mutates' mysterious "Master" ordered them to attack the visiting X-Men, but they were defeated.

Lupo has since been seen with the other Savage Land Mutates in their subsequent clashes with the Avengers and the Brotherhood of Mutants. In addition, for a time he briefly served the sorceress Zaladane in her attempt to forcibly unite the Savage Land under her rule.
Age: 21.
Height: 5' 6".
Weight: 145 lbs.
Eyes: Brown.
Hair: Brown.
Other Distinguishing Features: Lupo's hands and feet have been adapted to extend sharp claws at will, and his ears are large and pointed like those of a wild animal.
Uniform: None.
Strength Level: Lupo possesses the normal human strength of a man his age, height, and build who engages in moderately intensive exercise.
Known Superhuman Powers: Lupo possesses the psionic ability to control canines. He normally commands a pack of up to a half dozen dire wolves, a species of wolf native to the Savage Land that has otherwise been extinct since the Paleolithic era.

In addition, his ears enable him to hear sounds in the ultrasonic frequencies. His claws are sharp enough to tear into flesh, though not into steel.
Limitations: In times of extreme stress, Lupo occasionally regresses to an animal state, acting on instinct like the wolves he commands.


404 points

ST: 12 [20] HP: 12 [0] Speed: 7.00 [0]
DX: 14 [80] Will: 10 [0] Move: 7 [0]
IQ: 10 [0] Per: 14 [20]  
HT: 14 [40] FP: 14 [0] SM: 0
 
Dmg: 1d-1/1d+2 BL: 29 lbs.  
Dodge: 11 Parry: 12 DR: 0


Languages: English (Accented Spoken/Illiterate) [2]; Savage Land Speech (Native Spoken/Illiterate) (Native Language) [-3].

Cultural Familiarities: Savage Land (Native) [0].

Advantages: Absolute Direction [5]; Acute Hearing 3 [6]; Ally Group (Dire Wolf Pack; 25% of Starting Points; Group Size: 6-10; Frequency: Constantly Available) [24]; Animal Empathy [5]; Animal Friend 4 [20]; Claws (Sharp Claws) [5]; Combat Reflexes [15]; Damage Resistance 1 (Tough Skin, -40%) [3]; Danger Sense [15]; High Pain Threshold [10]; Mind Control (Independent, +70%; Specific: Canines, -60%; Psionic, -10%) [50]; Outdoorsman 3 [30]; Parabolic Hearing 3 [12]; Patron (Apocalypse) (Equipment: More than Starting Wealth, +100%; Special Abilities: Possesses Equipment from a Higher TL, +100%) (9) [30]; Resistant to Disease (+8) [5]; Resistant to Poisons/Toxins (+3) [5]; Speak With Animals (Specialized: Canines, -60%; Psionic, -10%) [8]; Ultrahearing [5]; Very Fit [15].

Perks: Call of the Wild [1]; Clinch (Brawling) [1]; Neck Control [1]; Special Exercises (DR 1 w/ Tough Skin) [1].

Disadvantages: Chummy [-5]; Impulsiveness (9) [-15]; Low TL -8 [-40]; Oblivious [-5]; Sense of Duty (Savage Land Mutates) [-5]; Stress Atavism (Severe) (12) [-20]; Truthfulness (6) [-10]; Wealth (Poor) [-15].

Quirks: Bloody Mess [-1]; Distinctive Feature (Oversized Ears) [-1]; Immodest [-1]; Prefers Company of Wolves to Humans [-1].

Skills: Animal Handling (Canines) (A) IQ+6 [8] – 16*; Area Knowledge (Savage Land) (E) IQ+4 [12] – 14; Brawling (E) DX+2 [4] – 16; Breath Control (H) HT-1 [2] – 13; Climbing (A) DX+0 [2] – 14; Fishing (E) Per+3 [1] – 17†; Jumping (E) DX+1 [2] – 15; Mimicry (Animal Sounds) (H) IQ+2 [2] – 12†; Naturalist (H) IQ+4 [8] – 14†; Navigation/TL0 (A) IQ+6 [2] – 16†‡; Riding (Dinosaurs) (A) DX+3 [1] – 17*; Running (A) HT+0 [2] – 14; Stealth (A) DX+1 [4] – 15; Survival (Jungle) (A) Per+2 [1] – 16†; Swimming (E) HT+1 [2] – 15; Tactics (H) IQ+0 [4] – 10; Tracking (A) Per+5 [8] – 19†; Traps/TL0 (A) IQ+2 [8] – 14; Veterinary/TL0 (H) IQ+4 [4] – 14*; Weather Sense (A) IQ+2 [8] – 12.

Techniques: Kicking (Brawling) def+2 [3] – 16; Targeted Attack (Brawling Claw/Neck) (H) def+3 [4] – 14.

Starting Spending Money: $800 (20% of Starting Wealth).


* Includes +4 from Animal Friend.

† Includes +3 from Outdoorsman.

‡ Includes +3 from Absolute Direction.

Role-Playing Notes:

Lupo is one of the more savage of the Mutates, constantly leaping into the fray with his claws bared and wolves at his side. He fights to kill, unless specifically ordered not to; in his mind, it's a kill or be killed world.

Design Notes:

1. Lupo, and all the Savage Land Mutates, have their social traits calculated for TL8 campaigns. In campaigns set entirely in the Savage Land, remove Low TL -8 and raise Wealth to Average, a net increase of 55 points, and permit them to take 100% of their Wealth as Starting Cash ($250).

2. In Year Two or Year Three, the Savage Land Mutates' Patron will be revealed as none other than Apocalypse. As I am only chronicling Year One at this time, however, GMs are free to make their mysterious Patron whoever they wish.