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Shark


This week's first COTW is from my mytho-supers Chaos Continuum campaign... A super-villain who lurks in the background below the radar of the PCs, who have truly important work to do. He is broken into several sections, to keep the installments of manageable length.


Shark; metahuman hydrokinetic eco-terrorist and super-criminal

(c) copyright 1984-2001 andi jones

Total Points: 12,450 Points

Age 28; 8'1"; 1,525 pounds; a massive humanoid with shark-like features - an elongated head with black lidless eyes, a mouth of serrated teeth, talons on his hands, and greyish-blue sand-papery skin which is criss-crossed with scars, scrapes and ugly, discoloured patches.

See a colour illustration of Shark
here.

ST 126 [233] - thrust 13d, swing 15d
DX  20 [175] - basic speed 12.25, move 12, dodge 15*
               parry (brawling) 18*, parry (water cannon) 14*
IQ  14  [45] - senses 25, smell 55
HT  25 [250] - hit points 60, stun 750
WL  20 [175] - immune to fright checks
 *includes bonuses from Combat Reflexes and Passive Defence

ADVANTAGES: Acute Taste/Smell +30 [60]; Alertness +11 [55]; Ally Group (Elementals Elite, 15-) [150]; Amphibious [10]; Body of Scales x6 [30]; Cast Iron Stomach [15]; Combat Reflexes [15]; Damage Resistance 10 (Hardened x2, +60%) [48]; Damage Resistance 250 (Ablative, loses 1 per 5 taken, -45%; Regenerates, 1 per minute, +10%; Hardened x2, +60%) [938]; Discriminatory Smell (With Empathic Sense, +50%) [23]; Disease Resistant [5]; Early Maturation x2 [10]; Extra Hit Points +35 [175]; Extra Stun +510 [1,020]; Field Sense [10]; Filter Lungs [5]; Flight (Affects Others, +40%; Area Effect, +50%; Selective Effect, +50%; Only near body of water or in rain, -20%) [88]; Full Coordination x2 [100]; Gills [10]; High Pain Threshold [10]; High Technology (TL+5; Limited to 20th century resources, -25%) [375]; Higher Purpose (Protect the Oceans) [5]; Hyper-Strength (Link, to Immunity to Pain, +10%; Temporary disadvantage, Berserk, -15%; Temporary disadvantage, Bloodlust, -10%; Temporary disadvantage, Weak Will -6, -48%) [12]; Immunity to Pain (Link, to Hyper-Strength, +10%; Temporary disadvantage, Berserk, -15%; Temporary disadvantage, Bloodlust, -10%; Temporary disadvantage, Weak Will -6, -48%) [2]; Increased Speed +1 [25]; Injury Tolerance (No Cutting/Impaling) [30]; Invulnerability (Kinetic; Affects Others, +40%; Area Effect, +50%; Attack does not cause knockback, +20%; Increased Area +20, +400%; Selective Effect, +50%; Instantaneous, +20%; Must make Sense and DX roll, -50%; Requires 10+ hexes of water, -15%) [1,845]; Iron Hand [15]; Nictating Membrane x6 [60]; Night Vision [10]; Passive Defence +2 [50]; Patron (The Sextet, 9-) [60]; Pressure Support [15]; Radar Sense (Low-res, 10 miles; Only during heavy rain, -25%) [45]; Recovery [10]; Regeneration (Instant) [100]; Resistant to Poison [5]; Strikers (Impaling Bite; Armour Piercing (10), +120%; Limited Use, depletes, -10%) [21]; Strikers (Long Talons; Armour Piercing (10), +120%; Limited Use, depletes, -10%) [116]; Single-Minded [5]; Subsonic Hearing (Underwater only, -20%) [4]; Super-Flight x4 [80]; Super-Flight x2 (Underwater flight only, -50%) [20]; Unfazeable [15]; Very Fit [15]; Walk on Liquid (Water only, -15%) [13].

SUPER-POWERS: Control Liquid (Power 25; Extended Duration x4, +120%; Increased Area, +270 hexes, +5400%; Instantaneous, +20%; Movable Area, +40%; Wall x2, +60%; Affects only water, -15%) [2,863]; Control Weather (Power 20; Extended Duration x5, +150%; Increased Area, +7, +140%; Movable Area, +40%) [430]; Dehydrate (Power 15; Ignores DR, +150%; Ignores Invulnerability, +200%; Ignores PD, +200%; Costs Fatigue, 10 per use, -50%; Takes Recharge, 15 seconds, -20%) [696]; Mind Shield (Power 20) [40]; Water Cannon (Power 50; Fan x10, +100%; Increased Knockback x4, +80%; Instantaneous, for Defence only, +10%; Rapid Fire x4, +160%; Exclusivity, Fan or Rapid Fire, -10%; Reduced Range x1, -10%; Requires 1 hex water per attack, -10%) [1,260]; Water Jet (Power 20; Area Effect, +50%; Homing, linked to Knockback Only and Costs 2 Fatigue, +0%; Increased Area, +11 hexes, +220%; Selective Effect, +50%; Reduced Range x2, -20%; Requires 3 hexes of water per target, -20%) [380].

DISADVANTAGES: Appearance (Monstrous) [-25]; Disturbing Voice [-5]; Enemy (The Phalanx, 6-) [-15]; Enemy (Law Enforcement worldwide, 6-) [-15]; Fanaticism (Environmental Manifesto) [-15]; Gigantism [-10]; Intolerance (Humanity) [-10]; Loner [-5]; Reduced Manual Dexterity -10 [-30]; Reputation -4 (as brutal and evil super-villain and terrorist, to all citizens) [-20]; Sense of Duty (to the Elementals Elite) [-5]; Sense of Duty (the Oceans) [-10]; Social Stigma (Mutant) [-10]; Vow (Destroy ArchGenesis) [-5].

QUIRKS: Always travels under the cover of extreme weather; Views other mutant humans as kindred spirits, begrudgingly; Attains true bliss only in a state of Frenzy; Always goes for the most lethal or damaging attack. [-4]

SKILLS: Acrobatics-20 [4]; Area Knowledge (North Atlantic)-20 [12]; Area Knowledge (World Oceans)-18 [8]; Area Knowledge (Antarctic Coast)-18 [8]; Body Language-22* [.5]; Brawling-22 [4]; Botany/TL7-12 [1]; Demolition/TL9-12 [.5]; Diplomacy-11 [.5]; Ecology/TL7-13 [2]; Electronic Operations/TL12 (Communications)-14 [2]; Electronic Operations/TL12 (Computers)-14 [2]; Electronic Operations/TL12 (Security Systems)-14 [2]; Electronic Operations/TL12 (Sensors)-14 [2]; Flight-26 [40]; Geology/TL7-11 [.5]; Intimidation-25**# [8]; Leadership-15*** [0]; Naturalist (Oceans)-13/19 [2]; Navigation/TL0-22## [14]; Scrounging-15 [2]; Stealth-25 [32]; Swimming-20 [1]; Survival (Ocean)-20 [14]; Tracking-30### [4]; Underwater Demolition/TL9-10@ [0]; Wrestling-22 [8].
 *includes +11 from Alertness
 **includes +7 from Appearance and Reputation
 ***default from ST
 #bought from ST default
 ##includes +3 from Field Sense
 ###includes +15 from Alertness and Discriminatory Smell
 @default from Demolitions

LANGUAGES: English (native)-14 [0].

SUPER SKILLS: Control Liquid-20 [32]; Control Weather-20 [32]; Dehydrate-17 [1]; Mind Shield-20 [4]; Water Cannon-22 [16]; Water Jet-22 [16].

CINEMATIC SKILLS: Mental Strength-20 [4].

MANOEUVERS: Choke Hold-18 [1]; Drop Kick-20 [4]; Ear Clap-20 [4]; Eye-Gouging-22 [16]; Face Attacks-22 [8]; Head Butt-20 [4]; Head Lock-20 [6]; Hit Location (Brawling)-22 [4]; Knee Strike-23 [1]; Neck Snap-129 [12].

CINEMATIC MANOEUVERS: Piledriver-20 [6]; Roll with Blow-25 [12].

EQUIPMENT

Under most circumstances, Shark doesn't carry equipment. Usually, he carries only a small TL12 communicator, with which he can keep in touch with Atlantis (see below); the communicator might be worn strapped to his wrist, or disguised as a clasp on his cape (in "ceremonial" purposes). Shark doesn't use weapons, but has robots that act as spies, soldiers, couriers and labourers; called S.C.U.B.A., these robots often accompany Shark in a support role (mostly to maintain situational awareness). And in extreme cases, Shark might be armed with TL9 micro-nuke warheads - probably converted from the Trident II missiles he stole from the USS Maine, or possibly manufactured from Atlantis' resources. He tends to use .0001 or .001 kiloton warheads, though he will use whatever size is most appropriate. (For more on micro-nukes, see p.VE110.)

BIOGRAPHY

Shark himself does not remember the circumstances of his birth; his earliest memories are of a time when he was already a few years old, and nearly full-grown. In 1986, however, New York journalist Ken Kennedy of the Metropolitan Chronicle won the Pulitzer for the story that revealed Shark's origins. It seems that in early 1972, a recently-married couple moved to the northern coast of Nova Scotia, Canada where the husband was to run the local lighthouse. His wife was pregnant, and had been experiencing complications - mostly excruciating abdominal pain. In May - not yet in her third trimester - the expecting mother was big enough to be at full term... And at high tide on the night of the 28th, while a terrible thunderstorm swept in off the North Atlantic, the woman's agony peaked; her water broke, and it was red with blood. The frantic husband phoned their physician, but the weather delayed his arrival. Only minutes later, the woman's unborn child burrowed its way out of the womb through the uterine wall... While his wife bled to death in terrible spasms, the husband went into shock. Still unclear on what was happening, he tried to pick the baby up, and it tore out his neck. When the doctor arrived several hours later, he found the two mutilated bodies, and a trail of blood that led outside toward the ocean. For reasons unknown, the doctor kept the grisly details to himself, and they only surfaced after his death of cancer in 1985. The identities of the man and woman were never revealed. Soon after the publication of Kennedy's story, a popular (but almost certainly apocryphal) detail was added: the newlyweds, prior to their arrival in Nova Scotia, had lived in San Francisco (some variants claim the Caribbean, or Sydney, Australia) where their child was conceived. Allegedly, the woman suffered from a terrible dread of sharks, and had survived a shark attack several years earlier. Ken Kennedy himself dismissed this "attachment" as urban myth, but was unable to confirm or deny its authenticity.

The child was a mutant with a fin-like head, black eyes with nictating membranes and a mouth filled with rows of serrated teeth like those of a shark. Amphibious and equipped with gills, the shark-child lived alone like a wild animal in the cold waters of the Atlantic for the next few years. In 1976 he was four years old and almost fully-grown, and grew bold enough to approach civilisation; he was intrigued, but instinctively disliked and distrusted what he saw. As he observed, the human part of his brain awakened. Very quickly, he learned language, and found himself desiring the luxuries and conveniences of the humans. But he was also disturbed, perceiving the weak surface humans as filthy and grotesque. His predatory instincts churned... And then he learned that there were other mutants, many of whom were feared, hated or persecuted for their metahuman abilities. As his resentment grew, his path became clear: he would prey on the humans, and profit from their weakness.

By his sixth birthday, he had matured to his full size of eight feet tall, weighing in at 1,500 pounds. Unable to contain his building resentment, he made his first public appearance in the summer of 1978 when he attacked a passenger liner in New York harbour. He murdered dozens of people, and stole the contents of the ship's safes. His monstrous countenance and brutal savagery caused not only a frantic uproar in the media, but also scored him his name: the headlines referred to him simply as "Shark". The attack established Shark's burgeoning reputation, and by year's end he was one of the most feared mutant menaces at large.

The next six months were busy for Shark; his continued aggressions not only fueled his reputation, but made him aware of his hydrokinetic powers, which he quickly and intuitively mastered. In December 1978, Shark saw reports on television about a dangerous pyrokinetic mutant on the run in southern California; recognising an opportunity, he travelled to Los Angeles, intent on finding the man before the authorities did. He succeeded, and that night he had his first real conversation with another human being. Stevie Jones seemed to be a kindred spirit... a predator, comfortable with his mutant supremacy. Shark and Jones bonded instantly, and became partners-in-crime. For more than a year and a half, Shark and Jones (who adopted the code-name Flamethrower) engaged in a frenzied spree of murder, robbery and destruction of property, easily dodging the police, C.H.E.S.S. and super-heroes alike. But their "act" didn't truly come together until October 1980, when they encountered a fellow mutant calling himself Stratos. Demonstrating a formidable array of metahuman air-controlling abilities, Stratos proposed he join their team. And more than that, he suggested their "angle" to give to the media, to ensure maximum exposure and notoriety: they'd call themselves the Elementals Elite, and bill themselves as mutants taking advantage of their "natural gifts" at the expense of obsolete mundanes. Shark and Flamethrower agreed, the crime-spree continued, and Shark was soon looking for their fourth - Earth - to round out Water, Fire and Air.

Another fifteen months passed before the Elementals found their man; in January 1982, the geokinetic mutant called Landslide was brought into the fold. At the time, the villains were using a WWII-era frigate as a base of operations, but that changed when Shark made a fantastic discovery on the fringes of the Great Coral Reef: an artificially-intelligent alien spacecraft lying on the ocean bottom. (The craft had been abandoned only months earlier by a would-be alien conqueror, who would become known to the world a year later as Octopus - one of the members of Hexad's team of super-criminals, the Doom Crew.) Shark became acquainted with the high-tech vehicle, and he and his teammates began using it as a mobile underwater headquarters - which Stratos dubbed Atlantis. The Elementals Elite promptly resumed their riot of criminal activity, emboldened by the advanced alien technology added to their arsenal.

Their ranks filled, the quartet of villains continued their campaign of criminal enterprises. Responsible for hundreds of deaths and billions of dollars in theft and damages, Shark and his cohorts were wanted by dozens of world governments, and clashed repeatedly with police organisations. It wasn't long before some nations dedicated military forces to the attempts to curb the Elementals... In 1984, Shark sank two British destroyers; the ships were carrying experimental submarine-seeking sensors, but that was unknown to the public, and Shark's attack drew considerable outrage from the public. Efforts to the stop the Elementals intensified, and that year C.H.E.S.S. pledged the help of their eight-man super-team, the Enforcers. Arguably the most capable super-heroes in the world, the Enforcers battled the Elementals on several occasions, but were never successful in bringing them to justice. But Shark considered the Enforcers a potential threat, and in October 1986 he brutally murdered one of the heroes - the Japanese martial artist called Lotus - in front of live television cameras. Even for Shark, the killing was especially gruesome, and the event refreshed his reputation for inhuman cruelty. Over the next several years, the Elementals continued to evade all their enemies, and they didn't ease up until 1989, when they adopted a low profile.

After nearly two years without a public appearance, the Elementals Elite returned to the world stage in March 1992, when they assaulted (and destroyed) a top-secret C.H.E.S.S. installation built into a mountain in northern Spain. The attack was done for hire; Shark executed the offensive for a group called the Sextet - a cabal of homonculi working in the Sanctorium on behalf of the sorcerer Hexad. In exchange, the Sextet bestowed extensive magical protection upon Shark, to further safeguard the Elementals from the authorities. That extra defence would be critical, for Shark was about to take his fight with humanity to an entirely new level. Later that month, the Elementals seized the USS Maine, one of the United States Navy's Ohio class nuclear submarines (although the villains' involvement was not known to the public). The crew was recovered, but the sub's twenty-four Trident II missiles - each holding as many as a dozen 100 kiloton warheads - were not. Then, in June, Shark made an appearance at the Earth Day celebrations in Rio, at which he announced his Environmental Manifesto. In short, it called for all developed nations to immediate suspend all industries that polluted the environment, with the warning that he would retaliate with a nuclear attack on a major city at the end of six months if his demands had not been met. The Manifesto caused widespread anxiety and there was much debate about the demands, but no official action was taken. And on 29 December 1992, the city of Sao Paulo, Brazil and 12 million of its citizens were incinerated.

As expected, the reaction to Shark's act of nuclear terrorism was one of shock and outrage, and the Elementals wisely kept out of sight. With the exception of a handful of visits to the United Nations, they remained in retreat for a year, hoping the legislatures of the first world governments would make some progress on the issue of the environment. They did not, and on Christmas morning 1993, Shark's nukes killed two million people in Helsinki, Finland. Shark made further attempts at diplomatic progress in 1994, but few nations were willing to cooperate. They chose instead to pin their hopes on a new team of super-heroes called the Phalanx. Blessed with extraordinary metahuman powers and the nearly-bottomless pockets of corporate sponsors, the Phalanx devoted themselves to a very public war on the Elementals. One of the heroes - a pyrokinetic called Hotspur - was a young Brazilian man, whose powers manifested in the nuclear firestorm that destroyed Sao Paulo. Hotspur was embraced as a celebrity, and came to symbolise the public's cry for justice. Several times over the following year, the Phalanx survived brutal clashes with the Elementals, culminating in two violent encounters that December. On the morning of 17 December, the Phalanx interrupted Shark's attempt to destroy Seattle, Washington, and the warhead headed for the city was detonated 20 miles out to sea. Later in the day, the Phalanx herded the Elementals into a confrontation with a fleet of US Navy vessels, and Shark retaliated with full force, summoning a Category 5 hurricane... By the time the storm clouds cleared, the USS George Washington (Nimitz class aircraft carrier), the USS Shiloh (Ticonderoga class Aegis guided-missile cruiser) and the USS Paul Hamilton (Arleigh Burke class destroyer) were sunk, as were numerous smaller support vessels, and the Elementals were gone.

It was clear to Shark that he needed to up the ante once again, and less than a week later the Elementals Elite took their crusade directly to the industries at the heart of the matter. On and off throughout 1995 and 1996, the villains conducted a campaign of hands-on eco-terrorism - they destroyed timber mills in the American northwest, sank fishing fleets in Japan and the South Pacific, grounded oil tankers and disabled oil wells all around the world, ruined thousands of acres of cattle ranches in South America and bankrupted industries of all kinds. Thousands died, and the impact on the global economy was substantial. The pursuit of the Elementals by the Phalanx and law enforcement intensified, but Shark and his teammates eluded capture as they always had.

But by the end of 1996, the global economy was facing a threat greater than the Elementals: since the summer of 1995, the Earth's atmosphere had been undergoing a super-natural transformation. A surge of magical energies called the Demon Winds - originating in the cold heart of the Abyss, and brought to Earth by the Egyptian dark god Set - had pitched the Earth's weather system into a state of chaos and disarray... Weather worldwide got more and more extreme, and more and more violent, and each year the length of winter grew. Around the world, winter raged for the entirety of 1999. People claimed that the Earth was on the eve of the Apocalypse, the Day of Judgement; they cited the three-year winter of Norse mythology that preceded Ragnarok. Shark watched with a mixture of caution and dismay as the unnatural weather threatened to tear the ecology apart. And when actual Demons began forming in the churning chaos storms high in the atmosphere, he was unable to stand by and do nothing. And in a surprising twist, he contacted the alien sorcerer known as the Eliminator - world-famous super-hero, former leader of C.E.R.B.E.R.U.S. Corps and master of weather-controlling magicks. The Eliminator captained the Storm-Chasers, a team of heroes - many of them gifted with weather-manipulation powers of some kind - dedicated to minimising the impact of the Demon Winds on Earth's populace. (The Demon Winds, being an extra-planar super-natural phenomenon, resisted most efforts to control them. But the Eliminator found that a number of weather-controllers acting in concert could affect the chaos storms for short periods of time.) Shark offered to lend his own weather-controlling powers to the Eliminator's cause.

So now, Shark has abandoned politics, and abandoned his attempts to coerce the nations of the world to heed his demands. He lends his metahuman talents to the Storm-Chasers' cause out of his own interest in defending the planet, and he and the Elementals attack the Demon Winds - and actual, living Demons they spawn - on their own. The last sighting of Shark in 1999 was in China, where he tracked a flock of thousands of winged Demons that had congregated on a rural hospital, to feast on the dead and dying. With the help of one of the members of the Juice Gang, Shark destroyed the hospital with one of his micro-nuke warheads. The Demons - as well as the patients and staff - were all obliterated. It is unknown how many of these tactical micro-nukes Shark has used against the Demons...

ENCOUNTERED

Shark is a complicated creature, and isn't the mindless killing machine many people think he is. Most of the time he is quiet and tranquil, spending his hours drifting in the currents, almost as if lost in thought. He seldom displays any kind of emotion, and can go for hours without opening his mouth, changing the gruesome expression on his face or even twitching his empty, alien eyes. At times, he can be so sedate that he even seems peaceful.

Which isn't to say Shark isn't a killer; he very much is, one most dangerous and cruel. He has absolutely no regard for the lives of others (save, of course, his teammates) and will kill without hesitation anyone that gets in his way. His attacks are sudden and savage - often made from above or from a blind vantage - and he always strikes to kill. He prefers claws and teeth over his fancier hydrokinetic abilities, but will often use water to confuse or distract his opponents, or to provide cover, or to conceal his movements. For Shark, combat is about expedience and survival, and he typically tries to keep it short. If circumstances warrant it, he'll activate his Hyper-Strength advantage and go into a Frenzy, during which he is stronger and even more savage. But he is also less able to control himself or his surroundings, so he won't use this ability in a delicate situation - such as a fight with prominent supers, a competent military force or an unknown quantity. Despite his proclivity for lethality, it should be noted that Shark does not attack indiscriminately, or for no reason. Shark attacks when there is something to be gained, or something at stake, however minor. He could, for example, justify an attack against virtually any ocean-going vessel on the grounds that he was defending his territory. But he would be unlikely to drop out the sky two-thousand miles inland and slaughter the residents of a small town. (Unless, of course, they were involved in flagrant pollution.) But as a rule, Shark kills when there's something to kill for; the scary thing is that it's not always possible to know when that will be.

So although unusual, it is possible to meet Shark outside of a violent conflict; even so, most counters with Shark will be terrifying experiences. Between his hideous appearance, bestial and predatory demeanour and reputation for violence, even seasoned veterans and combat-hardened heroes are often gripped with fear, if not entirely overcome. If the GM feels a game mechanic is required to justify this - beyond his Appearance, Reputation and Intimidation skill - Shark might be given the Terror advantage (see p.UN60) or the Monstrosity advantage (see p.CM77); this wouldn't be magic or supernatural, but perhaps the primal fear the shark seems to stir in the human (collective) unconscious. But for those able to contain their composure, Shark will probably come across as oddly human, given his reputation. While unemotional, he conveys a sense of intensity and urgency when he deals with other, and it will be perfectly plain that he feels nothing less than total contempt for most everyone.

SHARK'S POWERS

Physically, Shark is possibly the most powerful mutant human ever born; his combined strength, speed and resilience are virtually unequalled. His unarmed attacks consist of two claw attacks (14d(10) imp, 16d(10) cut) and a single biting attack (6d+2(10) imp) each turn. (If he goes into a frenzy - i.e., activating Hyper-Strength - his ST grows +50%, which increases his claw damage to 20d(10) imp and 22d(10) cut, and his bite damage to 9d+2(10) imp.) Shark's talons are much like his teeth; as in real sharks, the razor-sharp serrated barbs are an extension of his scales, and are easily ripped out in use. The Limited Use limitation on Shark's Strikers represents this; at the end of each turn in which Shark uses his claws or teeth, roll vs HT at a cumulative -1 per turn they've been used. Once five such rolls have been failed, enough claws or teeth have been lost to downgrade impaling damage to cutting, and cutting damage to crushing. (A simpler solution is to give him about 20-30 seconds of clawing and biting before his unarmed attacks are reduced to crushing damage; new teeth and claws will have grown in in 1d hours.) Note also that Shark's armoured, scaled fists will get a +2 damage bonus from his Iron Hand advantage, even if his claws are gone.

These scales also provide Shark with considerable protection; his base amount of DR is 13 points (DR 10 +3 from Body of Scales, with an extra +1 to the hands from Iron Hand). Any damage that bypasses that DR is applied to his 250 points of Ablative DR, which is reduced by 1 for every 5 points of damage it takes. All of his armour is enhanced with two levels of Hardened; see below for more on Ablative DR and Armour-Piercing/Hardening house rules. Shark's scales are so rough and sharp that unarmed attacks made against him risk inflicting injury back on their attacker; hitting Shark's scales does 1d-2 cutting damage to the appropriate hit location (DR protects normally). Shark's mind is nearly as well protected as his body; his bestial psyche and indomitable willpower protect as per Mind Shield.

Most impressive are Shark's hydrokinetic powers. He is able to control massive quantities of water: more than a quarter-million square hexes, equal to a volume of 12.2 million cubic feet, or 100 million gallons. (Shark is able to capsize a Nimitz-class aircraft carrier in seconds, simply by removing all of the water supporting the hull on one side.) He manipulates the weather on a regional scale, in an area nearly 900 miles across and with a duration of roughly twelve hours. (Although he can create any form of weather, Shark prefers hurricanes, thunderstorms and other brutal combinations of heavy winds and even heavier rains.) Shark's sensitivity to and control of water is so fine that he can use it like radar while it is raining; he is able to track objects as they move through the rain. To use water as an attack, Shark must have water available; he cannot create it. His Water Cannon can be used either as a fan-shaped 50d crushing spray (to a range of 63 hexes), or as a cluster of up to five individual 50d crushing missiles (to a range of 250 hexes). Either way, it results in one hex of knockback per 4 points of damage done. To use this attack, Shark must have at least one "hex" of water (roughly 42 cubic feet) nearby - though not necessarily under his active control - for each target attacked; it requires a turn of concentration to attack, but can be used instantaneously as a super-Parry. Shark may also attack with his Water Jet, which launches a ring-like wave of water at targets within 15 hexes. A hit deals 10d crushing damage, which is quadrupled for purposes of knockback. Optionally, Shark can spend 2 Fatigue to make this attack do knockback only, in which case it hits automatically. This attack takes one second to attack, and cannot be used as a defence. The only attack that doesn't require water on hand is Dehydrate, which violently rips water from the bodies of his targets; each hit does 15d-30 crushing damage.

In addition to its offencive uses, Shark is also adept at using controlled water as impenetrable armour; this is represented as Invulnerability, and is accomplished by interposing controlled volumes of water between incoming attacks and himself (or others). To do this, Shark must be aware of the incoming attack (requiring the appropriate Sense roll) and make a DX roll. Like many of his attacks, this power requires a volume of water to be on hand and under Shark's control.

Finally, Shark's means of locomotion is to fly by carrying himself with trace amounts of controlled water; in atmosphere, this can achieve speeds of 770 miles per hour, and in water he can reach speeds in excess of 3,000 miles per hour. In either medium, he can carry others with him (though underwater passengers won't be able to breathe without help).

SHARK'S MAGIC & TECHNOLOGY

Shark doesn't know anything about magic, but he and his teammates have the benefit of magical protection, courtesy of the Sextet. The specifics of the Sextet's gift have never been revealed, but at the very least, the magicks cover scry-proofing of all kinds, providing the Elementals with immunity to divinations, and other seeking and information spells. The Sanctorium's sorceries are the best on Earth, so the strength of these enchantments is top-notch, and possibly unequalled. Likewise, the Elementals have probably been granted thorough mental protection, to make them immune to the powers of hostile telepaths. The GM is free to expand this, but the principle purpose of the Sextet's magicks was to provide the Elementals with protection from threats beyond the scope of their own powers and abilities - mainly magic and telepathy.

Also largely unspecified are the capabilities of Atlantis, the alien space-craft the Elementals Elite use as a mobile base of operations. It has been rated as TL12, but doesn't necessarily confirm precisely to the GURPS Tech Level delineations. It moves (underwater) by reactionless thrusters; it can probably leave the ocean, but there is no evidence that it ever has (since Shark discovered it). If the craft possesses any offencive measures (energy weapons, missiles, torpedoes, etc.) they have never been seen. Its defences seem capable, evidenced by the fact that no one has found the craft in a decade of intense search. It is known that Atlantis has advanced sensors, and the ability to keep itself invisible from the world's most sophisticated TL7/8 technologies. The craft is also capable of manufacturing ultra-tech devices - including the S.C.U.B.A. robots, portable electronic gadgets, and demolitions accessories - but probably depends on outside raw materials, at least in part. Beyond that, it is up to the GM what Atlantis' capabilities are; it can either be quantified and detail, or kept vague and used as a plot device when needed.

THE ELEMENTALS ELITE

Flamethrower: It's quite rare that Shark has a kind thought about another person, but his bond with Flamethrower is oddly different. The night they met was Shark's first non-violent contact with another human being, and Flamethrower's immediate acceptance gave Shark companionship. In two decades since, both men have been through a lot, but continue to be devoted to their partnership. While not "friends" in the conventional sense, they share a strong mutual respect.

Stratos: Shark doesn't quite connect with Stratos, but has a deep trust in his teammate's dedication to their cause. What's more, he appreciates Stratos' shrewd (and somewhat bizarre) insights, and has learned to trust the man's instincts and opinions. Although they are not close, Shark trusts Stratos unconditionally.

Landslide: Shark has a hard time identifying with Landslide's dedication to his academic interests, and fails to see anything of value in spending so much time and money digging up the past. But he can find no fault with Landslide's commitment to the team, and he is especially appreciative of Landslide's unflinching belief in the superiority of Mutantkind.

CANONICALITY

Shark's character involves a handful of house-rules and minor rules "violations". He uses the "Will as fifth attribute" option, but with a twist: the WL attribute is bought from 10, and at same cost as all other attributes. He is meant to be used with the QuadST rules. For purposes of combat, his ST is 126; but for lifting and encumbrance, replace ST with ST^2/10. (Shark's maximum lift is about 20 tons.) Shark uses a house variant of the Stun rules from "GURPS Supers", available online (address at end of section). Shark's Ally Group advantage has a base cost of 50 points (for allies built on more than 100 points); the Elementals are built on well in excess of 100 points each, but it's probably not necessary to increase the price of the advantage. To simulate his sharp, scaly skin, Shark was given an invented Body of Scales advantage. At 5 points per level, every two levels of the advantage provide DR 1, and for every three levels the character deals 1 point of cutting damage to those who touch it in combat. In Shark's case, those 2 points were converted to 1d-2 cutting. Shark's Ablative DR and armour-piercing Strikers use variant rules as well; see URLs at bottom of section. Shark's High Technology models his possession of Atlantis. Normally, this advantage is limited to TL+3, but Shark was given TL+5 for an appropriately inflated cost. When in his Frenzy state, Shark gains an advantage called Immunity to Pain, which has a base cost of 5 points; this is simply the Macho Chip (p.CY39) with a new name. And finally, Shark's Demolition skills are at TL9 - even though the missiles he stole are TL7/8, and his ultra-tech is TL12 - because TL9 is the minimum level of technical proficiency needed to manufacture micro-nukes (see EQUIPMENT).

Variant Stun Rules

Variant Ablative DR Rules

Variant Armour-Piercing and Hardening Rules

WHAT IF?

Shark is, quite obviously, intended for a high-level supers setting; in the mytho-supers Chaos Continuum campaign in which he originated, he is a globally known (and globally feared) mutant, super-criminal and terrorist wanted by the civil and military authorities in dozens of countries. He has been evading the law for twenty years, has never seen capture, and there have been precious few super-heroes who have been able to survive his attacks, let alone pose a significant threat to him.

Unless the campaign is played at a very high level - in which Shark would be just one more super-villain to duke it out with the PCs - Shark is perhaps better used as a background NPC, useful more for his political value than as a monster to be defeated. Whether waging a war of nuclear terrorism, a conventional hands-on campaign of eco-terror, or even a political crusade to establish some part of the oceans as a sovereign entity under his control, Shark can create problems (and adventures) without getting involved in combat personally; his battles can be waged by lesser metahuman agents, humans sympathetic to his cause, robots, etc.. His status in the campaign would be that of criminal mastermind, or even evil foreign despot, battling the heroes through an endless stream of underlings, henchmen and mercenary soldiers.

Finally, Shark can be used for atmosphere, more of a terrifying plot device than an NPC. He might lurk in the campaign's background, pursuing his political goals and creating plenty of havoc - but not a part of the PCs' adventures directly. Shark's mere existence is capable of producing adventures for heroes of any standing and calibre, from world-saving demigods to the lowliest street vigilantes.

ADVENTURE SEEDS

Heavy Weather: The day begins like any other, but before morning is out the horizon has darkened, and by early afternoon New York City is under siege by a massive thunder-storm system. Torrential rain and near-constant lightning strikes keep the civil authorities busy so that Shark can come to town to deliver an impromptu speech (or, more accurately, ultimatum) to the general assembly at the United Nations. Shark's visit - which is fairly mundane, all things considered - generates a variety of crises perfect for super-heroes. The rains are flooding the subway tunnels, stopping trains between stations; strap-hangers are in need of rescue (especially if mutant Ratmen from the sewer tunnels take the opportunity to attack the surface dwellers). Lightning strikes have begun terrible fires, in high-rise office buildings, in hospitals, in apartment complexes. The heroes can do rescue duty, such as pulling citizens from danger while dousing the flames, or ride shotgun for emergency workers threatened by small-time super-villains taking advantage of the storm to perpetrate daring daylight crimes. Perhaps a power-outage results in a security failure at the city courthouse, where several super-criminals escape from their indictment hearings and go on a rampage, seeking revenge on the heroes (the PCs, naturally) responsible for their capture. Or maybe the PCs are the city's top protectors, and feel compelled to go directly to the United Nations... Will they go just to put in an appearance, more a symbolic gesture than anything else? Or do they want to be on hand to protect the assembly, just in case something happens? Or might they have a plan to take Shark, to finally end his reign of terror?

Terror, Exciting and New: The PCs are on a deep-sea scientific research vessel, a state of the art floating laboratory the size of an aircraft carrier. The heroes are there because the ultra-tech agency which sponsors the vessel (which could also sponsor the super-team's gadgeteer) wants extra protection for the scientists: the ship is on the ocean thousands of miles from land, attempting to retrieve an unidentified extraterrestrial object that hit the surface ocean days earlier. At site, the lab-ship finds debris, and then brings a small egg-sized crystal on board. Analysis of the crystal is underway when the water begins to get choppy, and by nightfall the weather is storming violently. Then all hell breaks loose in the lab, and frantic reports from technicians indicate that some kind of creature has attacked them, and has escaped. The heroes scramble from the bridge, intent on finding the monster loose on their ship. And they do, just not the one they expect. Out on the deck, the PCs find a silent spectre emerging from the rain and darkness - and come face to face with Shark. He calmly explains to them that the crystal they brought on board has attracted an alien being, currently somewhere on the ship. The alien can't be allowed to spread, so Shark gives the PCs six hours to find it and contain it - otherwise he sinks their ship, and they all go to the bottom. The heroes really have no choice but to accept his "offer", but it raises some unsettling questions... Why doesn't Shark just sink the ship anyway, rather than risk the alien's escape? And why doesn't he battle the alien himself? Maybe the answers to these questions are important, and the PCs are in for more than a routine bug-hunt...

- written and formatted by andi jones (andi@angelwerks.com)

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