Difference between revisions of "Aqualad"
(4 intermediate revisions by the same user not shown) | |||
Line 4: | Line 4: | ||
|TextColor=#c1c1c1 | |TextColor=#c1c1c1 | ||
|Char_id=1164 | |Char_id=1164 | ||
|Img=https:// | |Img=https://i.pinimg.com/736x/b6/39/a2/b639a2cbc80c7214d89b68eea75beccc--phil-cho-dc-comics.jpg | ||
|FullName=Kaldur'Ahm | |FullName=Kaldur'Ahm | ||
|Gender=Male | |Gender=Male | ||
Line 10: | Line 10: | ||
|Theme=DC | |Theme=DC | ||
|Chartype=FC | |Chartype=FC | ||
|Active= | |Active=Dropped | ||
|Occupation=Warrior | |Occupation=Warrior | ||
|Citizenship=Atlantis | |Citizenship=Atlantis | ||
Line 17: | Line 17: | ||
|Groups=[[Titans]] | |Groups=[[Titans]] | ||
|Quote=. | |Quote=. | ||
|PAge= | |PAge=20 | ||
|AAge= | |AAge=20 | ||
|DOB=12 October 2006 | |DOB=12 October 2006 | ||
|Height=6'1" | |Height=185 cm (6'1") | ||
|Weight=280 lbs | |Weight=127 kg (280 lbs.) | ||
|Hair=Bleached Blond | |Hair=Bleached Blond | ||
|Eyes=Aquamarine | |Eyes=Aquamarine | ||
|Profile=Every generation of Atlantean youth is permitted to enter Trials to determine their placement amont the elite of the schools of war and magic. The victors who endure their Trials with honor, strength, and courage are invited to attend the most prestigious positions among the Royal Court. Kaldur'ahm elected to leave his studies at the College of Magic behind and serve the King of Atlantis directly, first as a bodyguard, then later as his envoy to the surface world. He does so with conviction and courage, always seeking to honor his people. | |Profile=Every generation of Atlantean youth is permitted to enter Trials to determine their placement amont the elite of the schools of war and magic. The victors who endure their Trials with honor, strength, and courage are invited to attend the most prestigious positions among the Royal Court. Kaldur'ahm elected to leave his studies at the College of Magic behind and serve the King of Atlantis directly, first as a bodyguard, then later as his envoy to the surface world. He does so with conviction and courage, always seeking to honor his people. | ||
|Description=An inch over six feet, Kaldur'ahm stands tall and proud, with the ramrod posture of a soldier and the physique of a powerful swimmer. His hair is a pale yellow in color, likely bleached of tone by the caress of the ocean; his features are lean and sharp, with high, narrow cheekbones that sit flat under intensely aquamarine eyes. His jaw is strong and narrow, drawing to a sharp, well defined chin, and a straight, Roman nose balances his features. <br><br>His skin is precisely the color of cocoa powder, without any blemishes or marks from sun to mar its consistency. <br><br>He wears red and black, a sleevless vest and tight fitting leggings that leave his feet bare. Two strange, twisted objects of a bone-white and silver tone are strapped to his back, and black tattoos in angular tribal patterns wrap from his chest down to his wrists. | ===Current Player Approved: Not Applicable=== | ||
|History=Kaldur'ahm was born to Atlantean parents, in the heart of Atlantis itself. Raised among the aristocracy, he was groomed from birth to become part of the Elite of Atlantean society; etiquette and history lessons went hand in hand with a high education in the arts and military. <br><br>He was a young cadet in the military in his teens, and swiftly ascended the ranks with his dutiful, steadfast personality and self-discipline. He excelled in many studies, to the point of being permitted to finish The Trials-- tests of extreme perseverance and wits. Along with several others his age, Kaldur was permitted to choose his future. His best friend elected to attend the school of the Magi and study the mystical traditions of Atlantis. Kaldur, however, so impressed the King of Atlantis that he was invited to become a member of the royal bodyguard. After completing additional training, he was sent to the surface world to represent Atlantis among the young cadre of metahumans who were set next to make their mark on the world. | |Description=An inch over six feet, Kaldur'ahm stands tall and proud, with the ramrod posture of a soldier and the physique of a powerful swimmer. His hair is a pale yellow in color, likely bleached of tone by the caress of the ocean; his features are lean and sharp, with high, narrow cheekbones that sit flat under intensely aquamarine eyes. His jaw is strong and narrow, drawing to a sharp, well defined chin, and a straight, Roman nose balances his features. | ||
<br><br> | |||
His skin is precisely the color of cocoa powder, without any blemishes or marks from sun to mar its consistency. | |||
<br><br> | |||
He wears red and black, a sleevless vest and tight fitting leggings that leave his feet bare. Two strange, twisted objects of a bone-white and silver tone are strapped to his back, and black tattoos in angular tribal patterns wrap from his chest down to his wrists. | |||
|History=Kaldur'ahm was born to Atlantean parents, in the heart of Atlantis itself. Raised among the aristocracy, he was groomed from birth to become part of the Elite of Atlantean society; etiquette and history lessons went hand in hand with a high education in the arts and military. | |||
<br><br> | |||
He was a young cadet in the military in his teens, and swiftly ascended the ranks with his dutiful, steadfast personality and self-discipline. He excelled in many studies, to the point of being permitted to finish The Trials-- tests of extreme perseverance and wits. Along with several others his age, Kaldur was permitted to choose his future. His best friend elected to attend the school of the Magi and study the mystical traditions of Atlantis. Kaldur, however, so impressed the King of Atlantis that he was invited to become a member of the royal bodyguard. After completing additional training, he was sent to the surface world to represent Atlantis among the young cadre of metahumans who were set next to make their mark on the world. | |||
|Personality=Kaldur'ahm is a Warrior-Philosopher, more akin to a samurai than a berserker. Cool and steadfast, he thinks deeply before committing himself to violence. He spends much of his time in reflection and contemplation, is slow to anger but swift with his fists. Kaldur's insights come rarely, but when they are offered, they are almost always worth heeding. | |Personality=Kaldur'ahm is a Warrior-Philosopher, more akin to a samurai than a berserker. Cool and steadfast, he thinks deeply before committing himself to violence. He spends much of his time in reflection and contemplation, is slow to anger but swift with his fists. Kaldur's insights come rarely, but when they are offered, they are almost always worth heeding. | ||
|Abilities=<span style="color:#00CED1">'''ATLANTEAN PHYSIOLOGY'''</span><br>A life accustomed to great underwater depths makes Kaldur a physical phenomenon. He can easily lift seven to fifteen tons on dry land, and can swim as fast as a speedboat (neatly 70mph). Kaldur can respirate underwater or on dry land without issue, and his muscle tissue is so dense that he's extremely difficult to harm or injure. Kaldur is immune to almost all biological toxins and poisons. His hearing is incredibly acute, particularly when underwater. Like most Atlanteans, he heals from injuries very quickly and can even regenerate injuries that would leave humans crippled.<br><br><span style="color:#00CED1">'''HYDROKINESIS'''</span><br>Kaldur'ahm can shape water with his thoughts and focus, allowing him to adjust its specific density and maneuver large amounts of water at once. His control is not precise; he can empty a thirty-thousand gallon pool of water with a single effort, or raise a tide long enough to attack a low bridge or cause a river to violently flash flood. He can increase the specific density of water temporarily, allowing him to form 'hard water' objects that strike with immense force beyond what water's surface tension normally allows | |Abilities=<span style="color:#00CED1">'''ATLANTEAN PHYSIOLOGY'''</span> | ||
|Skills=<span style="color:#00CED1">'''HYDROMANCY'''</span><br>Kaldur can use the weapons and magics of the Atlantean court to use water itself as a weapon of formidable power. Manipulating the surface tension of water, he can effetively change its specific gravity and use water itself to form harpoons, hammers, swords, and all other manner of weapons. In concert with the weapons of Atlantis, his skill as a hydrokinetic is brought to its ultimate potential.<br><br><span style="color:#00CED1">'''WATER WARRIOR'''</span><br>Kaldur studied the mystical arts in Atlantis quite diligently, but his real talents and skills were in the physical martial arts. He is a skilled combatant both on land and sea. In Atlantis, few are his physical match in an empty field, even among a society that exemplifies the warrior arts. | <br> | ||
|Resources=<span style="color:#00CED1">'''ROYAL GUARD'''</span><br>Kaldur is technically a member of the Royal Guard of the Atlantean throne. He can request and expect to receive any support from the Throne he might need, including resources and armor. In extreme situations, he may invoke the King's authority to command local Atlantean warriors, but the circumstances would have to be dire indeed.<br><br><span style="color:#00CED1">'''WATER BEARERS'''</span><br>Kaldur has been given a rare and powerful set of magical focii called 'Water Bearers'. These twisted, silver-steel bone wands are immensely tough and durable, refined by Atlantean magic and technology. They amplify his natural hydrokinesis and magical talents tenfold. Besides commanding the waters of the sea, the Water Bearers can create weapons of water in any configuration Kaldur can conceive. | A life accustomed to great underwater depths makes Kaldur a physical phenomenon. He can easily lift seven to fifteen tons on dry land, and can swim as fast as a speedboat (neatly 70mph). Kaldur can respirate underwater or on dry land without issue, and his muscle tissue is so dense that he's extremely difficult to harm or injure. Kaldur is immune to almost all biological toxins and poisons. His hearing is incredibly acute, particularly when underwater. Like most Atlanteans, he heals from injuries very quickly and can even regenerate injuries that would leave humans crippled. | ||
|Weaknesses=<span style="color:#00CED1">'''BODY OF WATER'''</span><br>Kaldur cannot manipulate fine quantities of water or mist. It must be condensed in droplets and exposed to the open air, or his hydrokinesis cannot create the surface tension necessary to congeal it meaningfully. Mist and fog are of little use to him, though comfortable.<br><br><span style="color:#00CED1">'''DEHYDRATION'''</span><br>Kaldur can survive for long periods of time on the surface, but dehydration is a serious issue for him. Arid environments vastly sap his energy and leave him exhausted and weakened, as he cannot sweat in the same fashion as a human.<br><br><span style="color:#00CED1">'''FIRE'''</span><br>Atlanteans do not combust more quickly than humans, but fire dehydrates them much more quickly. Exposure to fire is painful and uncomfortable for Kaldur in even short intervals, and prolonged exposure can cause injuries much like a sunburn in short order and lead to rapid, severe dehydration.<br><br><span style="color:#00CED1">'''WOLRD UNDERWATER'''</span><br>Kaldur'ahm has barely a passing familiarity with the surface world. He's a polite and civil enough person, but his manners are stiff and archaic compared to many surface customs. He understands little of the traditions or niceties of the surfacers and finds most of the food disgusting. | <br><br> | ||
<span style="color:#00CED1">'''ELECTROKINESIS'''</span> | |||
<BR> | |||
Aqualad is capable of emitting a tremendous amount of electrical energy at will and discharging it through his skin, touch, or via his water channels. This discharge is substantially more than an electric eel can produce and is more similar to actual lightning, enough to do significant damage to electronics or easily kill a human (or multiple humans. Depends on the output). Kaldur can adjust the potency of this electric discharge at will. | |||
<BR><BR> | |||
Usually, his max range is about 50 meters and can either be precise as a needle or a wider inaccurate burst. | |||
<br><br> | |||
<span style="color:#00CED1">'''HYDROKINESIS'''</span> | |||
<br> | |||
Kaldur'ahm can shape water with his thoughts and focus, allowing him to adjust its specific density and maneuver large amounts of water at once. His control is not precise; he can empty a thirty-thousand gallon pool of water with a single effort, or raise a tide long enough to attack a low bridge or cause a river to violently flash flood. He can increase the specific density of water temporarily, allowing him to form 'hard water' objects that strike with immense force beyond what water's surface tension normally allows. | |||
|Skills=<span style="color:#00CED1">'''HYDROMANCY'''</span> | |||
<br> | |||
Kaldur can use the weapons and magics of the Atlantean court to use water itself as a weapon of formidable power. Manipulating the surface tension of water, he can effetively change its specific gravity and use water itself to form harpoons, hammers, swords, and all other manner of weapons. In concert with the weapons of Atlantis, his skill as a hydrokinetic is brought to its ultimate potential. | |||
<br><br> | |||
<span style="color:#00CED1">'''WATER WARRIOR'''</span> | |||
<br> | |||
Kaldur studied the mystical arts in Atlantis quite diligently, but his real talents and skills were in the physical martial arts. He is a skilled combatant both on land and sea. In Atlantis, few are his physical match in an empty field, even among a society that exemplifies the warrior arts. | |||
|Resources=<span style="color:#00CED1">'''ROYAL GUARD'''</span> | |||
<br> | |||
Kaldur is technically a member of the Royal Guard of the Atlantean throne. He can request and expect to receive any support from the Throne he might need, including resources and armor. In extreme situations, he may invoke the King's authority to command local Atlantean warriors, but the circumstances would have to be dire indeed. | |||
<br><br> | |||
<span style="color:#00CED1">'''WATER BEARERS'''</span> | |||
<br> | |||
Kaldur has been given a rare and powerful set of magical focii called 'Water Bearers'. These twisted, silver-steel bone wands are immensely tough and durable, refined by Atlantean magic and technology. They amplify his natural hydrokinesis and magical talents tenfold. Besides commanding the waters of the sea, the Water Bearers can create weapons of water in any configuration Kaldur can conceive. | |||
|Weaknesses=<span style="color:#00CED1">'''BODY OF WATER'''</span> | |||
<br> | |||
Kaldur cannot manipulate fine quantities of water or mist. It must be condensed in droplets and exposed to the open air, or his hydrokinesis cannot create the surface tension necessary to congeal it meaningfully. Mist and fog are of little use to him, though comfortable. | |||
<br><br> | |||
<span style="color:#00CED1">'''DEHYDRATION'''</span> | |||
<br> | |||
Kaldur can survive for long periods of time on the surface, but dehydration is a serious issue for him. Arid environments vastly sap his energy and leave him exhausted and weakened, as he cannot sweat in the same fashion as a human. | |||
<br><br> | |||
<span style="color:#00CED1">'''FIRE'''</span> | |||
<br> | |||
Atlanteans do not combust more quickly than humans, but fire dehydrates them much more quickly. Exposure to fire is painful and uncomfortable for Kaldur in even short intervals, and prolonged exposure can cause injuries much like a sunburn in short order and lead to rapid, severe dehydration. | |||
<br><br> | |||
<span style="color:#00CED1">'''WOLRD UNDERWATER'''</span> | |||
<br> | |||
Kaldur'ahm has barely a passing familiarity with the surface world. He's a polite and civil enough person, but his manners are stiff and archaic compared to many surface customs. He understands little of the traditions or niceties of the surfacers and finds most of the food disgusting. | |||
}} | }} | ||
[[Category:Titans]] | [[Category:Titans]] |
Latest revision as of 15:10, 2 March 2019
Kaldur (Scenesys ID: 1164) | |||
---|---|---|---|
Quote | |||
. | |||
Profile | |||
Full Name: | Kaldur'Ahm | ||
Gender: | Male | ||
Species: | Atlantean | ||
Theme: | DC (FC) | ||
Occupation: | Warrior | ||
Citizenship: | Atlantis | ||
Residence: | Atlantis | ||
Education: | School of War and Magic | ||
Status: | Dropped | ||
Groups: | Titans | ||
Other Information | |||
Apparent Age: | 20 | Actual Age: | 20 |
Date of Birth | 12 October 2006 | Actor: | |
Height: | 185 cm (6'1") | Weight: | 127 kg (280 lbs.) |
Hair Color: | Bleached Blond | Eye Color: | Aquamarine |
Theme Song: | {{{Song}}} |
Profile
Every generation of Atlantean youth is permitted to enter Trials to determine their placement amont the elite of the schools of war and magic. The victors who endure their Trials with honor, strength, and courage are invited to attend the most prestigious positions among the Royal Court. Kaldur'ahm elected to leave his studies at the College of Magic behind and serve the King of Atlantis directly, first as a bodyguard, then later as his envoy to the surface world. He does so with conviction and courage, always seeking to honor his people.
Current Player Approved: Not Applicable
Sheet
Description
An inch over six feet, Kaldur'ahm stands tall and proud, with the ramrod posture of a soldier and the physique of a powerful swimmer. His hair is a pale yellow in color, likely bleached of tone by the caress of the ocean; his features are lean and sharp, with high, narrow cheekbones that sit flat under intensely aquamarine eyes. His jaw is strong and narrow, drawing to a sharp, well defined chin, and a straight, Roman nose balances his features.
His skin is precisely the color of cocoa powder, without any blemishes or marks from sun to mar its consistency.
History
Kaldur'ahm was born to Atlantean parents, in the heart of Atlantis itself. Raised among the aristocracy, he was groomed from birth to become part of the Elite of Atlantean society; etiquette and history lessons went hand in hand with a high education in the arts and military.
Personality
Abilities
ATLANTEAN PHYSIOLOGY
A life accustomed to great underwater depths makes Kaldur a physical phenomenon. He can easily lift seven to fifteen tons on dry land, and can swim as fast as a speedboat (neatly 70mph). Kaldur can respirate underwater or on dry land without issue, and his muscle tissue is so dense that he's extremely difficult to harm or injure. Kaldur is immune to almost all biological toxins and poisons. His hearing is incredibly acute, particularly when underwater. Like most Atlanteans, he heals from injuries very quickly and can even regenerate injuries that would leave humans crippled.
ELECTROKINESIS
Aqualad is capable of emitting a tremendous amount of electrical energy at will and discharging it through his skin, touch, or via his water channels. This discharge is substantially more than an electric eel can produce and is more similar to actual lightning, enough to do significant damage to electronics or easily kill a human (or multiple humans. Depends on the output). Kaldur can adjust the potency of this electric discharge at will.
Usually, his max range is about 50 meters and can either be precise as a needle or a wider inaccurate burst.
HYDROKINESIS
Skills
HYDROMANCY
Kaldur can use the weapons and magics of the Atlantean court to use water itself as a weapon of formidable power. Manipulating the surface tension of water, he can effetively change its specific gravity and use water itself to form harpoons, hammers, swords, and all other manner of weapons. In concert with the weapons of Atlantis, his skill as a hydrokinetic is brought to its ultimate potential.
WATER WARRIOR
Resources
ROYAL GUARD
Kaldur is technically a member of the Royal Guard of the Atlantean throne. He can request and expect to receive any support from the Throne he might need, including resources and armor. In extreme situations, he may invoke the King's authority to command local Atlantean warriors, but the circumstances would have to be dire indeed.
WATER BEARERS
Weaknesses
BODY OF WATER
Kaldur cannot manipulate fine quantities of water or mist. It must be condensed in droplets and exposed to the open air, or his hydrokinesis cannot create the surface tension necessary to congeal it meaningfully. Mist and fog are of little use to him, though comfortable.
DEHYDRATION
Kaldur can survive for long periods of time on the surface, but dehydration is a serious issue for him. Arid environments vastly sap his energy and leave him exhausted and weakened, as he cannot sweat in the same fashion as a human.
FIRE
Atlanteans do not combust more quickly than humans, but fire dehydrates them much more quickly. Exposure to fire is painful and uncomfortable for Kaldur in even short intervals, and prolonged exposure can cause injuries much like a sunburn in short order and lead to rapid, severe dehydration.
WOLRD UNDERWATER
Logs
To Refresh Character's Log List Click Here. Then hit the resulting button to dump the old cached list.
Title | Date | Scene Summary |
---|---|---|
A Man From The Sea Pt2 | February 16th, 2019 | Continuation of 6527/A_Man_From_The_Sea... |
A Man From The Sea... | February 15th, 2019 | Kitty visits Kaldur on his boat |
I Rolled a Yacht-Sea | February 13th, 2019 | Kitty's sailboat was smashed by a yacht, with Aqualad pulling her from the water |
Fight Fight Fight! Training Session. | January 25th, 2019 | Aqualad and Wonder Girl do some training in the Danger Room. Their relationship takes one step further. |
Can Gym Tech meet Danger Tech | January 19th, 2019 | Summary needed |
Surf 'n Turf | January 19th, 2019 | Summary needed |
Down to the Beach! | December 24th, 2018 | Summary needed |
Letting off Steam | December 3rd, 2018 | Cassie and Kaldur talk in the Danger Room |
The Hunted: Collateral Damage | December 8th, 2017 | Summary needed |
At the Museum | December 1st, 2017 | Lara Croft meets Kaldur'ahm of Atlantis and a plan is hatched to visit that fabled realm. |
Log 3200 | November 20th, 2017 | Kaldur, Kara, and Cindy meet informally in the Titan Tower. |
Log 3184 | November 18th, 2017 | Summary needed |
=Courier Van with a Plan | November 16th, 2017 | Circe attempts to determine if her new training regimen has resulted in better henchmen. Not so much. Heroes prevent the capture of a macguffin. |
Titans in the Morning | November 7th, 2017 | Summary needed |
New Spider in Town | November 5th, 2017 | Summary needed |
Just checking in. | October 14th, 2017 | Breath and Kaldur are delivered a hostile 'message' at Titan Tower. |
The Scene That Goes Like This | September 30th, 2017 | A brief RP that got interrupted and never finished. Brick vs. Apokalips Fish-men |
Thar She Blows | September 29th, 2017 | Kaldur and Colette go whale watching and discuss philosophy, what makes Titans tick, and the nature of cetacean humor. |
Hello Is Robin Home | September 17th, 2017 | Summary needed |
Raven's Dark Secret | September 17th, 2017 | Summary needed |
A Good Chat | September 16th, 2017 | Summary needed |
Kaldur Loves Surfacer Food | September 16th, 2017 | Summary needed |
Another Day with the Titans | September 14th, 2017 | Summary needed |
Oh Agent, Where Art Thou | September 13th, 2017 | Summary needed |
Invasion, part zero | September 11th, 2017 | Summary needed |
Titans Tower Television | September 11th, 2017 | The Titans get together and watch a horror movie, and bond a little. |
Hello Place | September 10th, 2017 | Summary needed |
Donation For A Good Cause | September 9th, 2017 | Carol Danvers meets with a member of Atlantis Embassy to provide the US support for the Enchantment Under The Sea charity benefit for oceanic preservation. |
Peer Pressure is a Serious Problem affecting America's Youth | September 7th, 2017 | Summary needed |
Gnome Cometh, Redux | September 7th, 2017 | Summary needed |
A wild Arthur appears. | September 6th, 2017 | Summary needed |
Enchantment Under the Sea | September 5th, 2017 | Summary needed |
TITANS: Crouching Cheshire, Hidden Robin | August 20th, 2017 | As it turns out, Magpies aren't the only nosy birds. |
City of Starros | August 12th, 2017 | Summary needed |
Log 1825 | August 4th, 2017 | Summary needed |
Don't Take Them for Granite | July 21st, 2017 | Summary needed |
The Demands of the Oceans | July 20th, 2017 | Aspen Matthews meets Kaldur'Ahm of Atlantis; they agree to represent the nations of the Sea to the surface, as partners. |
Birds of a Feather | July 15th, 2017 | Summary needed |
Gnome Cometh | July 15th, 2017 | Priscilla and Sarah meet up for lunch and invite Sadie to join them. This goes all wrong when their lunch date is interrupted by the machinations of the Gnome and the Cabal. Kaldur and Sussa arrive as things go badly. |
Cutscenes
To Refresh Character's Log List Click Here. Then hit the resulting button to dump the old cached list.
Title | Date | Scene Summary |
---|---|---|
No logs submitted yet. |