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Murk

Murk

F) Am50
A) Rm30
S) Mn75
E) Am50
R) Gd10
I) Gd10
P) Ex20

Health: 205 Karma: 40
Resources: Rm Pop: 30

Known Powers:
Atlantean Physiology: Murk's very body gives him the following abilities:
-Body Resistance: Ex resistance to Physical
-Resistance to Cold: Un
-Hyper Swimming: Rm
-Water Freedom: Murk doesn't suffer penalties in underwater battles and receives +1cs Fighting, Endurance and Strength.
-Water Breathing: Murk is amphibious and can breathe both air and water.
-Ultra Vision: Rm

Equipment:
Hook: Am material, Rm Edge

Weakness:
Dehydration: Murk 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: Martial Arts B, Leadership, Bi-Lingual (English, Atlantean), Underwater Combat, Military

Contacts: Men of War, Atlantean Army