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Krang

Krang

F) In40
A) Ex20
S) In40
E) Rm30
R) Ex20
I) Gd10
P) Gd10

Health: 130 Karma: 40
Resources: Ex Pop: -5

Known Powers:
Atlantean Physiology: Krang is an Atlantean whose very body gives him the following power stunts:
-Body Armor: Gd protection vs. Physical
-Resistance to Cold: Ex
-Swimming: Gd waterspeed
-Water Breathing
-Water Freedom: Namor doesn't suffer penalties in underwater battles and is +1cs Fighting, Strength and Endurance

Equipment:
Body Armor: Rm resistance to Physical and Energy
Swords (x2): In material, Rm Edge
Air Shoes: Ty airspeed

Limitation:
Dehydration: Krang is in constant danger of dehydrating. If not immersed in water or kept in a damp environment, he suffers a -1CS to all FEAT rolls for each hour. If totally deprived of moisture, he loses 1 Health point per hour. Immersion in water restores any Health lost to Dehydration immediately.

Talents: Military Tactics, Underwater Warfare, Atlantean Equipment

Contacts: The Defenders