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Tiger Shark (Underwater, early during this era)
| Dex: 06 | Str: 18 | Bod: 14 | Motivation: Mercenary |
| Int: 04 | Wil: 03 | Min: 03 | Occupation: Mercenary |
| Inf: 04 | Aur: 04 | Spi: 03 | Resources {or Wealth}: 002 |
| Init: 014 | HP: 030 |
Powers: Analytical smell/Tracking scent: 06, Claws: 19, Density increase: 01, Detect (Blood): 08, Jumping: 02, Suspension: 01, Swimming: 07, Ultra-vision: 05, Water freedom: 07. Possibly Systemic Antidote: 05.
Bonuses and Limitations:
- Analytical smell/Tracking scent only works underwater
- Analytical smell/Tracking scent might sense some sorts of magic, much like some animals can, but this entirely the GM’s call
- Claws is Contingent upon STR - its EV can never be more than 1 AP above Tiger Shark’s STR APs
- Density Increase is Always On and Already Factored In
- Detect is Contingent on Analytical smell/tracking scent, and like it it only works underwater
- Detect can Discern individual differences in blood composition, usually to track or recognise the blood of a specific person
- Jumping can be used to leap out of the water whilst Swimming fast
- Suspension is only possible whilst immersed in water
- Ultra-vision cannot spot Invisible beings and items
Skills: Vehicles (Air, Sea): 03, Weaponry (Firearms): 04, Weaponry (Thrown objects)*: 06
Advantages: Area Knowledge (Atlantic Ocean), Conditional Recovery (Being immersed in sea water after an extended time spent on the surface), Familiarity (High-tech equipment and weapons)
Connections: Underworld (Low), Tamara Rahn (Low)
Drawbacks: Partial Attack Vulnerability (-2 CS RV vs. flame/heat attacks ; - 1CS RV vs. other energy attacks), Catastrophic Rage, Distinct Appearance, Misc.: See the “Left out to dry” section
Equipment: COSTUME [BODY 06 (Hardened), Partial attack vulnerability (- 1CS RV vs. slashing/raking attacks), Note: this costume includes and recycles enough water for Tiger Shark to operate on dry land without dying].
Fluctuations
Early during this era, Tiger Shark is still very dangerous — he still has a DEX of 07 and the 35 HPs he had in the previous writeup. However, somewhere during his service with the Justine Hammer version of the Masters of Evil, he starts being consistently treated as a loser villain rather than a serious threat. The reduced DEX and — especially — HPs in the stats block above reflect this first step toward ’villain decay‘.
Subsequent Tiger Shark appearances depicted him as being even weaker and more passive - a possible stats block for that state is below (the rest doesn’t change, though the Claws still follow STR variations).
Tiger Shark (2007+, underwater)
| Dex: 05 | Str: 15 | Bod: 12 | Motivation: Mercenary |
| Int: 03 | Wil: 02 | Min: 03 | Occupation: Mercenary |
| Inf: 02 | Aur: 02 | Spi: 03 | Resources {or Wealth}: 003 |
| Init: 010 | HP: 012 |
At this stage, when on land with an undamaged costume, Tiger Shark has STR 12 and BODY 09 rather than the values noted in the “Left out to dry” section below. His durability is so lowered that he develops a Partial Attack Vulnerability (-1CS RV) against cutting and impaling attacks (including bullets). He also starts experiencing panic attacks (a Serious Psychological Instability) but these can greatly moderated by breathing water (and thus do not apply underwater).
At times — particularly while working for Justine Hammer and after being tortured by Skrulls — he was more heavily mutated and had a grey skin, a large fin, shark-like features, spikes on his forearms, etc. At these points he had a Strange Appearance rather than a Distinct one.
Left out to dry
Tiger Shark is an aquatic creature, and cannot breathe air for too long ; being outside of water greatly weakens him and will soon kill him. This problem is moderated by his suit, which holds several litres of water, keeping it clean and oxygenated - but that costume can be ripped or slashed apart by a knowledgeable opponent. In game terms, Tiger Shark has the following Drawbacks and Limitations:
- A Fatal Vulnerability to lack of water, triggering after 06 APs of time and making him suffocate. Note that he’s not particular hampered by lack of water before that threshold - it’s quite sudden.
- The damage from this Fatal Vulnerability is accelerated, and accompanied, by a Gradual Power Loss. He loses 1 AP of DEX, STR and BODY per Phase once his Fatal Vulnerability kicks in. An exceptionally humid environment will slow down this loss, whilst a very hot and unusually dry one will accelerate it (GM’s call in either case)
- The damage from the Fatal Vulnerability cannot be LDDed at the normal rate, though Tiger Shark can burn 10 HPs to avoid losing STR and BODY for one Phase.
- On the other hand, as soon as Tiger Shark can immerse himself in water, he will recover at a startling pace - 2 APs of STR and BODY per Phase of immersion, though he cannot heal BODY damage not caused by dehydration (keep a separate tally). Partial immersion (such as being splashed by a bucketful of water, taking a shower, etc.) may just stop the damage or allow him to recover at a much slower rate, depending on how much water touches his skin.
- Power Loss - even when wearing his costume, while on dry land, Tiger Shark’s STR is capped at 15 and his BODY at 13. These caps disappear as soon as he fully immerses himself.
This description of Tiger Shark’s vulnerability is a sort of Platonic average, not exactly matching any specific scene - since it’s quite incoherent in the material. A common variant is for him to immediately experience a Power Loss when his costume is destroyed, instantly reducing his STR and BODY to 06 but not following up with any sort of Fatal Vulnerability and taking the normal amount of time to be Recovered, water or no water. Sometimes he starts losing STR at a rapid pace (2 or even 3 APs per Phase and his RV is lowered to about 08), but he has the normal 06 APs of time before he starts suffocating
Note that beating him by damaging the costume occurs exactly once during this area, and it’s not even a deliberate manoeuvre.
Main offender
Tiger Shark was briefly enhanced by the Collector to engage Namor in combat during a game against the Grandmaster. There’s too little material to hazard solid numbers, but general enhancements seem to have brought him circa DEX 09 STR 20 BODY 15, with 075 HPs and none of the problems listed in the “Left out to dry” section. He also sported Adamantium-reinforced fangs — Claws: 21, Sharpness (Claws): 01 — and had the Conditional Soaking (Blunt attacks) Advantage.
