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Orm

Orm

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

Health: 120 Karma: 60
Resources: Am Pop: 30

Known Powers:
Body Armor: Gd protection vs. Physical
Water-Breathing
Water Freedom: Doesn't suffer penalties from any underwater battles
Enhanced Senses: Ex Sight
Hyper Swimming: Gd waterspeed
Resistance to Cold: Ex
Night Vision: Doesn't suffer any penalties against darkness

Equipment:
Body Armor: Gd protection vs. Physical, Ty protection vs. Energy
Trident: Am material, In Edge or Blunt, has the following abilities:
-Energy Blast: In Energy, 10 areas
Dagger: In material, Rm Edge

Weakness:
Dehydration: Aquaman needs to immerse himself in water for at least an hour every 24 hrs to keep his powers and stats at peak levels. For every 2 hours past that point, reduce all his physical stats and powers 1 rank. This affects his Health too. One (1) hour's immersion in water will immediatley restore all lost ranks and health.

Talents: Ocean Life, Oceanography, Hand-to-Hand Combat, Pilot, Bi-Lingual (English, Atlantean), Diplomacy, Resist Domination, Marine Biology

Contacts: Rogue Atlanteans

Bio-History:

Orm, Aquaman’s manipulative and spiteful sibling, uses his brother’s absence to his own advantage. When Aquaman ventures to the surface to appeal to the World Assembly, Orm takes the opportunity to attempt a takeover of Atlantis.