Aquaman
Arthur Joseph Curry
F) In40
A) Rm30
S) Am50
E) Am50
R) Gd10
I) Ex20
P) Rm30
Health: 170 Karma: 60
Resources: Ty Pop: 35
Known Powers:
Atlantean Physiology: Aquaman's very body gives him the following abilities:
-Body Armor: Gd protection vs. Physical
-Water-Breathing: Able to breathe underwater as well as on land
-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
Telepathy: Am ability to affect anything that evolved from marine life including humans and Martians. He mainly uses this to communicate with sealife.
Equipment:
Sword: Am 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 two (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 immediately restore all lost ranks and health.
Talents: Ocean Life, Oceanography, Martial Arts B, Swordsman, Leadership, Bi-Lingual (English, Atlantean), Resist Domination, Marine Biology
Contacts: King Shark, Vulko, Mera