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Identity: Namor
Group Affiliation: Member of the Invaders, All-Winners Squad
Base of Operations: Falsworth Manor (just outside London), England
First Appearance: MARVEL COMICS #1 (1939)
Side: Good (Atlantean)
Sex: Male
Age: 21+
Height: 6' 2"
Hair: Black
Eyes: Blue-grey
Level: 9th
Experience: 44,000
Training: +1 Damage with HTH Combat
1. Animal/Plant Powers (Homo mermanus): Namor's Homo mermanus ancestry provides him with the following abilities:
        a. Heightened Agility A +10
        b. Heightened Endurance A +18
        c. Heightened Strength A +20
        d. Special: He is well adapted to the intense pressure and cold of the ocean depths (6 Points of Invulnerability and free Adaptation Defense at 0 PR cost against Gravity Control and Ice Powers). This also allows him to use his FULL strength when determining Carrying Capacity/HTH Damage.
        e. Speed Bonus: +198" (+45 mph) to Swimming movement rate.
        f. Water Breathing (Type B): When out of water, Namor CAN heal and regain Hit or Power Points but only at half his normal rate. Namor is unique in this aspect due to his hybrid physiology. Normal Atlanteans cannot heal unless immersed in water.
2. Heightened Charisma A +10
3. Heightened Endurance B +16
4. Heightened Strength B +50
5. Mutant Power (Mutant Hybrid Physiology): Namor gains the following two abilities from his mutant hybrid physiology:
        a. Lightning Control: Namor has been known to occassionally discharge electrical energy from his body (much like an electrical eel). Range Ex2", 2d8 Damage, PR 4/attack. 2xE% Chance of Success to short out an electrical device.
        b. Wings (Ankle Wings): 176" (40 mph) air, PR 1/hour.
6. Natural Weaponry (Martial Training): +7 to hit (includes Training Bonuses), +10 damage (includes Training Bonuses).
7. Willpower (Type A)
8. Weakness (Prejudice): Some resentment lingers among those who remember Namor's various attacks on the surface world. This resentment is reflected in his Charisma Modifier below.
9. [OPTIONAL] Weakness (Special Requirement): Due to Namor's unique physiology, if he spends too much time either below or above sea level, the oxygen levels in his blood cause him to become irrational and prone to rages. After 92 days (E x2 days) in a single environment, Namor must make an Intelligence saving throw (on d100) or subcumb to his illness. As long as Namor subjects himself to his Blood Oxygenation Device within the time limit, he is immune to this weakness.
Weight: 310 lbs. Basic Hits: 7 Agility Mod: -2
Strength: 82 (includes Training Bonus) Endurance: 46 (includes Training Bonus)
Agility: 22 (includes Training Bonuses) Intelligence: 12
Charisma: 24 Reactions from:   Good: -4     Evil: -4
Hit Mod. (5.8) (5.8) (2.2) (1.1) = 81.4088 Hit Points: 570
Damage Mod.: +2 Healing Rate: 10.5
Accuracy: +4 Power: 162
Carrying Capacity: 172,350 lbs. Basic HTH Damage: 6d10
Movement Rates: 150" ground, 176" air, 236" Swim.
Det. Hidden: 10% Det. Danger: 14%
Inventing Points: 10.8 Inventing (36%):
Origin and Background: (Atlantean) You can click here to learn more about Namor.
Training Bonuses:
        1st Level: +1 Endurance
        2nd Level: +1 Strength
        3rd Level: +1 Accuracy with HTH Combat
        4th Level: +1 Damage with HTH Combat
        5th Level: +1 Agility
        6th Level: +1 Accuracy with HTH Combat
        7th Level: +1 Damage with HTH Combat
        8th Level: +1 Agility
        9th Level: +1 Accuracy with HTH Combat
Legal Status: Citizen of Atlantis with no criminal record. Namor is the Prince of Atlantis.