(created by Orion Ussner Kidder)


Full Name: Leonard Calvino

Appearance: Sharky appears to be a handsome, burly young man in his 20s. He favours suits of a cut and style that went out of fashion in the 1950s and overindulges in gaudy rings, but he makes it look good. When he activates his cyberwear, two long, curved blades extend from his wrists and out about a foot, which slices his sleeves (and he always complains when someone “makes” him do that), and a large steel “fin” pops out of the top of his head.

Personality/History: Leonard “Sharky” Calvino retired from a life of crime at the age of 70 and his nephew and namesake, Leonard Jr., took over. Leonard Sr. had been a loneshark in San Francisco for many years and learned to be not only a sneaky bastard, but also, eventually, a leader of men. When he stepped down as local boss for the Calivetti family, he thought he was done, but then superheroes started showing up in his town, and he wasn’t having it. He spent his remaining years using up family resources harrying and annoying any superhero he didn’t like. His nephew didn’t like giving up the money, he didn’t feel like he could say “no.” When Sharky died of a combination of physical injury and being way too old to get into a fight with a bunch of superheroes, a plan he had instigated years before went into action. His poor schmuck of a nephew was killed, and Sharky’s brain was put into his young body, along with a whole pile of cybernetic enhancements that made him a real shark. Sharky knows very little about how these cybernetics work and often is delighted to find he can do something or wreak havoc in a way he hadn’t previously anticipated. The doctor who installed it all and killed his nephew (who soon after became his lover), fixes him when he gets damaged.

Location: San Francisco, California, USA

Power Theme: Sharky’s cybernetics are loosely based on his nickname, specifically the wrist blades, which faintly resemble fins, and of course his functionless head fin. The energy blasters in his forearms and his ability to Fly are in no way shark-like, but he thinks they’re pretty cool anyway.

Combat/Tactics: If he’s alone, Sharky stays above fights and fires at his enemies, and will only physically enter a fight if he has no choice. If he’s in a group, which he prefers, he will have his underlings flank his opponents so that he can stab them from behind (i.e., sneak attack). He uses his ability to inspire his underlings immediately, and although he’s not much of a strategist, sheer guts and bravado can count for a lot.


Class Mastermind 5 / Sneak 5
Species Human
Ethnicity Italian
Nationality American
Character Level  8 (10 levels + 60cp)
Hit Dice 10d6 (75hp)
Mass. Damage 50hp
Initiative 0
Speed 30 ft.
Defence  26 +4* (Class +6, Amazing Deflection +5, Natural Armour +5, Bombastic Aura +4*)
Touch: 26 +4*; Flat-Footed: 26
Knockback  19
Base Attack +6/+1 (mêlée: +9/+4, ranged: +6/+1)
Natural Weapons (fins) +9/+4 (2d6 +3)
Energy Attack +6/+1 (5d6, conc., NL)
Unarmed Strike +9/+4 (1d6 +3, NL)
Special Attacks
Cause Fear 30 ft. (Will DC 19)
Sneak Attack +3d6
Ability Scores Str 16 +3, Dex 10, Con 14 +2, Int 12 +1, Wis 10, Cha 18 +4
Size/Reach Medium / 5 ft.
Allegiance The Calivetti Family
Saves  Fort +6, Ref +5, Will +5
Action Points 10
Reputation +4
Occupation Criminal
Skills 147
Appraise +6 (rnk 5), Bluff +17 (rnk 13), Diplomacy +13 (rnk 5), Disguise +8 (rnk 0), Drive +5 (rnk 5), Forgery +6 (rnk 5), Gamble +6 (rnk 6), Gather Info +18 (rnk 10), Intimidate +21 (rnk  13), Profession +7 (rnk 7), Sense Motive +10 (rnk 10), Sleight of Hand +4 (rnk 0), Stealth +10 (rnk 10),
Languages English, Italian
Feats Brawl, Co-operative Attack (Improved Co-Operative Attack), Dodge (Riposte), Stick-Up Artist, Quick Draw
Proficiencies Armour, Firearms, Weapons (mêlée, ranged)
Power Die 5d10 + 5d6 (75pp)
Origin Supertech
Powers 60cp
Ability Enhancement Constitution +4 8cp
Amazing Deflection (power) +5 7cp
Cause Fear 30ft, Will 6cp
Energy Attack Concussive, 50 ft. ranged 5d6, Non-Lethal 8cp
Fast Healing Regeneration, Cling to Life, Back From the Dead 12cp
Flight Speed 40 ft., Average Skill 6cp
Natural Armour +5 (power) 7cp
Natural Weapons Improved Damage rnk 2, Retractible 6cp
Special Abilities Sneak Attack +3d6, Uncanny Dodge, Evasion
Imposing Presence, Tactical Genius, Reassuring Presence, Bombastic Aura
Wealth +10
Equipment Pin-Stripe Suit, SUV (Black), at least three Grunts, Mobile Phone


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