Author is a confident teenager: not quite six feet tall, lean muscular build, with long black hair.
ORIGIN:
Uthor was born as a prince of the Atlantean Kingdom of Venturia. When he was four years old, the King of Atlantis took him as a noble hostage to ensure peace with Venturia. From that day on, his childhood transitioned to Atlantis.
After royal tutoring and a positive assessment for magical potential, he was enrolled in the College of the Silent School where he developed his magical abilities to control water and weather in the atmosphere.
He feels conflicted about who he is. The royal family of Atlantis has treated him as true son of the family. He has met with his parents and represented of the royal family of Venturia once per year. They continue to attempt to ensure that he remains loyal to Venturia.
When Uthor turned sixteen, Aquaman decided to enroll Uthor in Zion High for three reasons. First, he wanted Uthor as far from an ocean as possible to limit the political influence of his natural family and those who would use him as a political pawn. Second, he wanted Uthor to spend an extended amount of time out of the water experiencing the culture of airbreathers. And lastly, he hoped the peer pressure of potential heroes would put Uthor on a path of good.
PERSONALITY:
Uthor knows and accepts that he is both a prince and a noble hostage. He attempts to fit in but knows that he is royal.
COMPLICATIONS:
• Motivation: Acceptance - Uthor feels different as an Atlantean prince and noble hostage
• Identity - Prince of Venturia
• Power Loss (Lightning Bolt, Weather Control, & Wind Control) - Needs atmosphere
• Prejudice - Among airbreathers, Atlanteans have attacked before.
• Prejudice - Among Atlanteans, Venturia has a history of conflict
• Relationship - Royal family of Venturia
• Relationship - Royal family of Atlantis
• Responsibility - to be a noble hostage to keep the peace between Atlantis and Venturia
• Weakness - Dehydrates when away from water for an extended time, becoming impaired, disabled, and finally incapacitated before his condition becomes dying. Immersion in water immediately removes all accumulated conditions. Showering once a day is fine.
POWER LEVEL & POINTS Power Level: 10
Power Points Built: 150
• Power Points Earned: 0
• Power Points Spent: 0
Power Points Total: 150
• Abilities: 82
• Defense: 15
• Powers: 47
• Advantages: 3
• Skills: 3
Water Vision Immunity 1 (Clouds, Fog, & Rain) & Senses 1 (Darkvision) (Flaws: only underwater) [2 pts]
Swimmer Swimming 8 (Move = 1,800 ft, 120 mph, or 104 knots) [8 pts]
• Wind Rider AE: Flight 4 (Move = 500 ft or 30 mph) [1 pt]
Weather Control Environment 5 (900 ft radius; 5 ranks of effect: Intense Cold, Impede Movement [reduce movement by 2 ranks, -5 Acrobatics/Athletics], Visibility [-5 modifier to Perception checks]); (Extras: Precise); (Flaws: Activation [Move]) [25 pt]
• Minor Weather Effects AE: Feature 2 (Create small gusts of wind, roughly equal to a –5 rank Move Object effect, able to scatter small, light objects, ruffle hair or clothing, blow off hats, etc.; and Create tiny “micro-storms” focused enough to water potted plants or to shower beneath) [1 pt]