Namor, the Sub-Mariner F A S E R I P Res Pop In 40 Rm 30 Un 100 In 40 Gd 10 Rm 30 In 40 Am 50 Am +50 Health: 210 Karma: 80 Origin: Namor is a human-Atlantean hybrid, having gained considerable physical powers as a result of his lineage. Of course he's also a mutant, possessing strange physical characteristics that neither of his parents possess (his winged ankles that allow him to fly). Known Powers: Abnormal Sensitivity / Vision: Namor does not have a super-human sense of vision so much as an altered one. He sees normally over the waves, but below them he can make better use of the blue and green portions of the electromagnetic spectrum, enhancing his visual range underwater. Amphibious Respiration: thanks to his heritage, Namor can breathe in either the air or water. Though he can be dehydrated after extended periods out of the water, he need not wear special breathing apparatus like his fellow Atlanteans must while above the waves. Animal Sympathy: one ability Namor possesses that he does not use often, this power showcases his ability to communicate mentally with marine life forms. He may do so at Remarkable (30) rank to non-sentient life forms, but only at Good (10) rank with intelligent undersea life. Body Resistance: the very flesh of the Sub-Mariner is much more resilient to injury than that of either Atlanteans or normal humans. Namor thus possesses this power at Good (10) rank, making him highly resistant to mundane attacks; his protection breaks down as follows: Gd 10 / Pr 4 / Shift 0 / Shift 0 / Shift 0 Energy Absorption / Electricity: though he demonstrates this power only rarely, Namor can absorb electrical energy and release it again at his leisure. Functioning at Remarkable (30) rank, this power will affect everyone within his area if the absorbed energy is discharged underwater. Longevity: as do all Atlanteans, Namor is possessed of an extended lifespan, one that allows him to scoff at 'short lived' human beings. He possesses this power at Feeble (2) rank, giving him an eventual lifespan of 560 years (normal human lifespan times the power rank cubed). Radar Sense: Namor has demonstrated that he possesses the advanced 'radar' sense of deep ocean fish, using it to spot invisible people on occasion. He wields this power at Remarkable (30) rank, giving him a 3-D sense of everything around his person. Resistance to Pressure Variance: Namor's body is equipped to deal with the extreme water pressures of the ocean depths, and he can survive indefinitely on the ocean floor without injury upon resurfacing above the ocean depths. He is resistant to such forces at Amazing (50) rank. Resistance to Cold Attacks: due to his hybrid genetic makeup Namor is more resistance to cold then humans are. He can withstand cold of up to Excellent (20) intensity (which can be found on the ocean floor) without harm to himself, and has like resistance to attacks using cold 'energy'. Super Swimming: Namor's super-powerful legs allow him to move with astounding speed underwater. While under the waves, he can swim at Good (10) speeds, or approximately 60 miles per hour, giving him the ability to intercept most submarines and torpedoes he encounters. Water Freedom: Namor is completely at ease in the water, receiving no penalties for operating within it. This can be a tremendous disadvantage to people that Namor drags into the deeps with him, as they aren't as fluent in underwater activity as he is - unless they, too, have this power. Winged Flight: Namor's ankle wings (a mutation that only occurs in human / Atleantean hybrids) allow him to fly at Poor (4) speeds (60 miles an hour), and enables him to lift 2 tons while in flight (treat the effective Strength in flight as Incredible 40 rank). Limitations: Dehydration: while he is incredibly powerful, Namor's abilities wane the longer he is separated from water. For every hour he is away from it, Namor's Strength will dip by -1 CS, down to a minimum of Remarkable (30). Exposure to water will bring him to full strength in one turn. Equipment: Atlantean Jet Craft: a vehicle not unlike the Avengers Quinjet (and since the designs were so similar, it is safe to assume that the engineers of the Quinjet patterned the look after Namor's Vehicle). It had Vertical Take-Off and Landing (v.t.o.l.) capability, and rarely seemed to need refueling. The Jet needed a crew of 2 and could comfortably hold up to 8 people. The Jet Craft had the following vehicular capabilities: C S B P Rm 30 Mn 75 Ex 20 Gd 10 Quirks: Arrogance: Namor is arrogant and doesn't take well to those he doesn't know are merely giving him grief. Like Tolkein's dwarfs, Namor never forgets a friend nor forgives an enemy, and must pass a Psyche FEAT roll at -1 CS in order to put his attitude aside for any length of time. Talents: Atleantean Sciences: Namor is well-versed in the use and application of Atlantean technology, and as such he make all applicable FEAT rolls concerning the use or knowledge of devices of this variety at a +1 CS. Ichthyology: Namor knows all about the marine life in the seas, and can identify any undersea life form on sight. This applies to all common and fantastic undersea life forms, and Namor need not make a FEAT roll identify such creatures. Languages / Atlantean, English, and German: Namor can speak these three languages fluently, though natives can tell that these languages aren't his native tongue (if the pointy ears and winged ankles weren't enough). Oceanography: Namor knows more about the oceans then any surface dweller ever thought of trying to learn. He knows every major landmark belonging to the sea floor, and can identify them on sight, without a FEAT roll. Pilot: Namor knows how to pilot his own Jet Craft and presumably knows how to repair it in the event something should happen to it. He makes aerial maneuvers at a +1 CS to the applicable FEAT roll. Politics: Namor was born into the royal courts of Atlantis, and as such, knows about Politics and how to deal with politicians. He makes Popularity FEAT rolls at a +1 CS, whether or not the person he is dealing with is a politician as well. Underwater Combat: more adept at undersea fighting than one would imagine possible, Namor can make all combat rolls at a +1 CS while submerged in a liquid medium - whether fighting bare-handed or wielding some (usually ceremonial) weapon or another. Contacts: As a member of the Invaders, Namor can easily rely upon his teammates for assistance, should he only find himself able to ask. Furthermore, as a prince of Atlantis, Namor can usually rely upon his people for aid when necessary, unless they are traitors like Meranno. Costume: While he fights the forces of evil, both at home and on the surface, Namor tends to wear a very... minimal outfit. It consists entirely of a pair of green trunks with a scaled texture of Atlantean design, coupled with a golden belt with a shell buckle. Personality: Namor is a firm believer in honor and is a fierce Atlantean patriot. He is capable of rampages of terror and dislikes anyone who might call his honor into question. He has a nasty temper and probably shouldn't be provoked (though most folks manage it, intentionally or not). Real Name: Namor McKenzie Occupation: adventurer, Prince of Atlantis Legal Status: Atlantean citizen with a criminal record in the United States Marital Status: single Alias(es), if any: none Group Affiliation: the Invaders Height: 6' 2" Hair: black Eyes: blue-green Weight: 290 lbs Other Distinguishing Characteristics: Namor is possessed of highly arched eyebrows, pointy ears, almost invisible gills, and of course his winged ankles. Story: Namor grew up in Antarctic Atlantis as the hybrid son of an Atlantean princess and a human ship captain. Though he was royalty, Namor constantly had to prove himself time and time again, as many of his people felt him an outsider or inferior due to his hybrid status. This was not helped much when, during his adolescence, Namor developed strange, winged ankles that gave him the power of flight. After discovering two seeming robots invading Atlantis, Namor attacked them - only to find they were actually men in diving suits. Thinking the humans may be up to no good, Namor's mother sent him to the surface world to learn more. He arrived in New York City without incident, though shortly after he caused all kinds of public distress by simply being himself - arrogant and haughty. As the people of New York began to treat him with hostility, Namor returned the feeling in kind, and began a campaign of terror throughout the city. He even allowed the police of the city to arrest him in order to show how impotent they were before him, and when they threw him in the electric chair, an enraged Namor caused even more havoc than before! This eventually led to an encounter with the Human Torch, an artificial man who burned with a searing flame that could match Namor's own power. The two would fight repeatedly over time, at least until the United States' official entry into World War II. When this happened, Namor was eventually convinced to help the Allies against the Axis powers, though Namor had to see the Nazis at their worst before he relented. Teamed up with Captain America (and his side kick Bucky), not to mention former enemy the Human Torch (and his own side kick, Toro), Namor was one of the founding members of the mighty Invaders, a team of Allied super-humans against whom few fascists could stand. Namor would encounter all manner of villains during his time with the Invaders, from the Red Skull to Baron Blood - and even a rogue Atlantean, Meranno! Undaunted by these foes, Namor pressed on, fighting the forces of fascism either alone or alongside the Invaders for the duration of World War II! The Namor, the Sub-Mariner entry originally written with Keith Kilburn!