Mera
F) Ex20
A) Ex20
S) In40
E) Am50
R) Ex20
I) Ex20
P) Am50
Health: 90 Karma: 90
Resources: Ex Pop: 10
Known Powers:
Atlantean Physiology: Mera's very body gives her the following abilities:
-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
-Telepathy: Ty
Sorcery: Mera is trained in Altantean magics, which allow her to perform the following:
-Hydrokinesis: Mn ability to manipulate water to serve any number of uses i.e. water blasts, whips, waves, shields, or water spouts to lift her into the air.
-Hard-Water Constructs: Mn ability to solidify water into a myriad of different weapons for physical attacks and protectiveness as well. For example, she created a manta-shaped shield as well as a giant octopus whose tentacles were used for defensive and offensive purposes.
-Electricity Generation: Mn ability to generate electricity, which she can channel through water or use as a direct offense against opponents.
Equipment:
None
Weakness:
Dehydration: Mera needs to immerse herself in water for at least an hour every 24 hrs to keep her powers and stats at peak levels. For every 2 hours past that point, reduce all her physical stats and powers 1 rank. This affects her Health too. 1 hour's immersion in water will immediately restore all lost ranks and health.
Talents: Royalty, Martial Arts B
Contacts: Aquaman