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
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.