Justice League: Beyond

Started by Norsegod1839, July 25, 2019, 01:32:03 AM

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Foxy DeVille

Quote from: Mathim on July 26, 2019, 10:09:03 PM
I am just absolute rubbish when it comes to finding good face claims. Does anyone have a good recommendation for a Zack Zatara?

Matt Bomer maybe? He looks good in a tux, especially in The Last Tycoon. And he wore a jaunty hat in White Collar. That really doesn't have anything to do with Zatara, I'm just pro-jaunty hat.

Mathim

#26
How old is he now? I don't want to go too old but also not too young.

I think Logan Lerman has the right age look, plus he's got a bit of a dorky side which I kind of want for my Zack Zatara. Bomer is a bit too old/mature looking for the kind of looser, less professional personality I see him having.
Considering a permanent retirement from Elliquiy, but you can find me on Blue Moon (under the same username).

Norsegod1839

Quote from: Foxy Oni on July 26, 2019, 10:34:10 PM
Matt Bomer maybe? He looks good in a tux, especially in The Last Tycoon. And he wore a jaunty hat in White Collar. That really doesn't have anything to do with Zatara, I'm just pro-jaunty hat.

Funny enough Matt Bomer is my go to for Dick Grayson! The Dapper Grayson I enjoy playing.

Juggtacular

There's also Dave Franco...but only because he was in Now You See Me and has gifs and stuff.

Foxy DeVille

Quote from: Juggtacular on July 26, 2019, 11:10:18 PM
There's also Dave Franco...but only because he was in Now You See Me and has gifs and stuff.

I was thinking maybe him or Radcliffe, the latter is particularly dorky. There are some nifty posters from the ill-named Now You See Me 2.

Norsegod1839

Radcliffe! One of my favorite brits!

Mathim

#31
I am not a fan of any of the Franco family and I haven't seen Radcliffe in anything I've enjoyed in a long time. Woman in Black, Horns, and Swiss Army Man, all very disappointing to me.

Here's Zacky:
Spoiler: Click to Show/Hide
Zachary 'Zack' Zatara



The Basics

Legal Name: Zachary Zatara
Alias: None (other than unofficial nicknames)
Age: 25
Mentor: Zatanna Zatara






Mentor Information

Mentor Name: Zatanna Zatara
Mentor Superhero Identity: Zatanna
Face Claim For Mentor (If playing him/her): Alexandra Daddario (when casting an illusion to appear her youthful age)/Anjelica Houston (her actual appearance at her current age) (I didn't really need the former, I just found it and thought it was awesome; also maybe to give Zack a slight complex about being attracted to his own much older cousin, LOL)
Spoiler: Click to Show/Hide
Are You Playing Your Mentor: If I have to, sure, I guess







Physical Description

Zach is skinny, not very athletic and doesn't much care to keep his hair groomed perfectly even as a showman. He is primarily Caucasian and has dark brown or black hair, depending on the light, with green eyes.

Face Claim:Logan Lerman






Personality and History

Personality

As ecstatic as his audiences appear, he is even happier when performing for them, eating up the attention and adoration. He's got a great sense of humor an intentionally makes mistakes or other goofs happen just to get laughs out of people so he can have an excuse to laugh too. He does tend to get a bit full of himself if he's not cut off during a bragging session, but won't take offense if someone points out he's doing it, as he's easygoing when he's with people he feels comfortable around. He'll try to lighten the mood in bad situations and is optimistic even when the chips are down. If, however, things are spooky and creepy, with too many unknowns and great uncertainty, he can get a bit anxious and fearful, needing reassurance himself to stay calm and get his game face back. For this, he depends on those close to him and will cling to them with fierce loyalty.

Biography

Zack's family have all been in the business of performing stage magic, despite their actual ability to wield real magic. They've always stressed that the truth should be hidden due to the historical persecution of witches, partly why their people, the species Homo Magi, have dwindled to so few in number over the centuries. Zack grew up finding this to be hard to believe because when showing people his sleight of hand magic or other stage magic, almost nobody could tell the difference between that and when he was performing real magic, though he let himself believe it was because he was just that good at the fake stuff that nobody could catch him out when he was doing the real thing.

This made it easier for him to keep the family's secrets and continue the tradition of dazzling the crowds as a performer. His parents kept him out of the sight of the League, leaving Zatanna to be the one member of the family to aid the superhero community with magic. He did look up to her knowing what she did but hearing about all the danger she was in made him apprehensive about ever putting his top hat into the line of fire. Nevertheless, he did learn how to wield magic in combat situations and how to fight hand-to-hand, even becoming adept at knife-throwing as part of his act without needing the aid of magic to hit his targets accurately.

Now that he's an adult and his parents are retired, the kind of work for stage magicians in a technologically advanced world has dwindled and other jobs just don't feel right to him, so he's become interested in picking up a new line of work, and the fact that his cousin Zatanna has hung up her fishnets means the League is down one magic user, making it the perfect place for him to fit in. His lack of experience with true danger and not having himself tested in situations of extremely high emotions like fear and anger make him a vulnerable liability, so Zatanna has agreed to mentor him until he can show that he is able to stand on his own.




Superpowers & Equipment

Powers:

Belonging to the human subspecies Homo Magi, Zack has the (albeit limited in scope) ability to manifest things into reality from nothing, to transmogrify things from one form to another, and affect changes upon things such as giving them characteristics they did not previously possess. Most of this sorcery requires reciting spells which are the equivalent of speaking the English command backwards, which the Homo Magi maintain is their first language and in which Zack, like the others, is completely fluent.

Primarily using his hat as a gateway, or a conduit for channeling his magic, Zack can produce a wide variety of objects provided that they A) do not exceed the size of his hat, and B) they are not complex in design such as electronics or similarly technical items; however, if he meets condition A, he can bypass condition B if he knows of the location of such an object and can simply use the hat to transport it from its current location to his own since it then does not need to be created out of thin air. But it is useful for producing things like throwing knives or cards that he can use to turn into other things.

Usually relying on playing cards (which he can produce from his sleeves in seemingly infinite amounts, or from his hat, or from thin air in a pinch), Zack can transform things the size of what would fit in his hands into similar sized objects, provided they are not too complex in design or structure. A handful of cards can be quickly replaced with a handful of throwing knives. Depending on the cards, Zack can also conjure up short-lived projections summoned from them, like a golem that imitates the King of Spades if that is the card he uses. They are no stronger physically than Zack himself but they can absorb damage in his place so are good for distractions or just a bit more added muscle, especially if an trio of royal suits is conjured.

Zack can also cast limited illusions, though this is the power he is least skilled in, unlike his cousin who can masquerade as her own 25-year-old self even in her golden years. He has a difficult time changing his face to look like someone else but can more or less easily change how his clothing appears, and if necessary, obscure his face with a mask or hood.

Finally, Zack can affect the properties of non-living objects, giving them certain features that they do not normally possess, like making something that is light as a feather into something heavy enough to fall through the concrete beneath his feet, or make the edges of his playing cards as hard and sharp as steel blades. He can't affect anything living the way his cousin can and so cannot heal anyone's injuries, not even his own, at least not yet. But he can usually help supply his allies with any kind of medical implements are necessary for just about any situation at a moment's notice, even if he doesn't know how to use them, having no experience with medicine.




Equipment:

No actual special or enchanted equipment, though he tends to use his performing top hat as a prop (which is replaceable), and an endless supply of playing cards and whatever he happens to morph them into such as his preferred throwing knives.

Skills

Skills:

Being a stage magician, he's gifted in sleight-of-hand magic and many other stage tricks outside of his natural magic powers. Use of smoke bombs, mirrors, and other props, he can misdirect or deceive opponents even without his real spells.

Knife-throwing is a talent he's developed over the years, and is good even at hitting moving targets.

He's quick-witted and good at thinking on his feet if he's not feeling overwhelmed.

He's still learning teamwork, at least in the field (on-stage, he's good at it) and may be a little showboat-y and overconfident if he hasn't been given a reason to feel like he's out of his depth.
Considering a permanent retirement from Elliquiy, but you can find me on Blue Moon (under the same username).

Norsegod1839

Quote from: Mathim on July 27, 2019, 12:12:55 AM
I am not a fan of any of the Franco family and I haven't seen Radcliffe in anything I've enjoyed in a long time. Woman in Black, Horns, and Swiss Army Man, all very disappointing to me.

Here's Zacky:
Spoiler: Click to Show/Hide
Zachary 'Zack' Zatara



The Basics

Legal Name: Zachary Zatara
Alias: None (other than unofficial nicknames)
Age: 25
Mentor: Zatanna Zatara






Mentor Information

Mentor Name: Zatanna Zatara
Mentor Superhero Identity: Zatanna
Face Claim For Mentor (If playing him/her): Alexandra Daddario (when casting an illusion to appear her youthful age)/Anjelica Houston (her actual appearance at her current age) (I didn't really need the former, I just found it and thought it was awesome; also maybe to give Zack a slight complex about being attracted to his own much older cousin, LOL)
Spoiler: Click to Show/Hide
Are You Playing Your Mentor: If I have to, sure, I guess







Physical Description

Zach is skinny, not very athletic and doesn't much care to keep his hair groomed perfectly even as a showman. He is primarily Caucasian and has dark brown or black hair, depending on the light, with green eyes.

Face Claim:Logan Lerman






Personality and History

Personality

As ecstatic as his audiences appear, he is even happier when performing for them, eating up the attention and adoration. He's got a great sense of humor an intentionally makes mistakes or other goofs happen just to get laughs out of people so he can have an excuse to laugh too. He does tend to get a bit full of himself if he's not cut off during a bragging session, but won't take offense if someone points out he's doing it, as he's easygoing when he's with people he feels comfortable around. He'll try to lighten the mood in bad situations and is optimistic even when the chips are down. If, however, things are spooky and creepy, with too many unknowns and great uncertainty, he can get a bit anxious and fearful, needing reassurance himself to stay calm and get his game face back. For this, he depends on those close to him and will cling to them with fierce loyalty.

Biography

Zack's family have all been in the business of performing stage magic, despite their actual ability to wield real magic. They've always stressed that the truth should be hidden due to the historical persecution of witches, partly why their people, the species Homo Magi, have dwindled to so few in number over the centuries. Zack grew up finding this to be hard to believe because when showing people his sleight of hand magic or other stage magic, almost nobody could tell the difference between that and when he was performing real magic, though he let himself believe it was because he was just that good at the fake stuff that nobody could catch him out when he was doing the real thing.

This made it easier for him to keep the family's secrets and continue the tradition of dazzling the crowds as a performer. His parents kept him out of the sight of the League, leaving Zatanna to be the one member of the family to aid the superhero community with magic. He did look up to her knowing what she did but hearing about all the danger she was in made him apprehensive about ever putting his top hat into the line of fire. Nevertheless, he did learn how to wield magic in combat situations and how to fight hand-to-hand, even becoming adept at knife-throwing as part of his act without needing the aid of magic to hit his targets accurately.

Now that he's an adult and his parents are retired, the kind of work for stage magicians in a technologically advanced world has dwindled and other jobs just don't feel right to him, so he's become interested in picking up a new line of work, and the fact that his cousin Zatanna has hung up her fishnets means the League is down one magic user, making it the perfect place for him to fit in. His lack of experience with true danger and not having himself tested in situations of extremely high emotions like fear and anger make him a vulnerable liability, so Zatanna has agreed to mentor him until he can show that he is able to stand on his own.




Superpowers & Equipment

Powers:

Belonging to the human subspecies Homo Magi, Zack has the (albeit limited in scope) ability to manifest things into reality from nothing, to transmogrify things from one form to another, and affect changes upon things such as giving them characteristics they did not previously possess. Most of this sorcery requires reciting spells which are the equivalent of speaking the English command backwards, which the Homo Magi maintain is their first language and in which Zack, like the others, is completely fluent.

Primarily using his hat as a gateway, or a conduit for channeling his magic, Zack can produce a wide variety of objects provided that they A) do not exceed the size of his hat, and B) they are not complex in design such as electronics or similarly technical items; however, if he meets condition A, he can bypass condition B if he knows of the location of such an object and can simply use the hat to transport it from its current location to his own since it then does not need to be created out of thin air. But it is useful for producing things like throwing knives or cards that he can use to turn into other things.

Usually relying on playing cards (which he can produce from his sleeves in seemingly infinite amounts, or from his hat, or from thin air in a pinch), Zack can transform things the size of what would fit in his hands into similar sized objects, provided they are not too complex in design or structure. A handful of cards can be quickly replaced with a handful of throwing knives. Depending on the cards, Zack can also conjure up short-lived projections summoned from them, like a golem that imitates the King of Spades if that is the card he uses. They are no stronger physically than Zack himself but they can absorb damage in his place so are good for distractions or just a bit more added muscle, especially if an trio of royal suits is conjured.

Zack can also cast limited illusions, though this is the power he is least skilled in, unlike his cousin who can masquerade as her own 25-year-old self even in her golden years. He has a difficult time changing his face to look like someone else but can more or less easily change how his clothing appears, and if necessary, obscure his face with a mask or hood.

Finally, Zack can affect the properties of non-living objects, giving them certain features that they do not normally possess, like making something that is light as a feather into something heavy enough to fall through the concrete beneath his feet, or make the edges of his playing cards as hard and sharp as steel blades. He can't affect anything living the way his cousin can and so cannot heal anyone's injuries, not even his own, at least not yet. But he can usually help supply his allies with any kind of medical implements are necessary for just about any situation at a moment's notice, even if he doesn't know how to use them, having no experience with medicine.




Equipment:

No actual special or enchanted equipment, though he tends to use his performing top hat as a prop (which is replaceable), and an endless supply of playing cards and whatever he happens to morph them into such as his preferred throwing knives.

Skills

Skills:

Being a stage magician, he's gifted in sleight-of-hand magic and many other stage tricks outside of his natural magic powers. Use of smoke bombs, mirrors, and other props, he can misdirect or deceive opponents even without his real spells.

Knife-throwing is a talent he's developed over the years, and is good even at hitting moving targets.

He's quick-witted and good at thinking on his feet if he's not feeling overwhelmed.

He's still learning teamwork, at least in the field (on-stage, he's good at it) and may be a little showboat-y and overconfident if he hasn't been given a reason to feel like he's out of his depth.

Approved Mathim! If you want I can NPC play Zatarra or if you feel comfortable giving her, her voice for the game that's fine to. =

Norsegod1839

Small update to Terry as well

I had him listed as in high school because that was when his batman story happened. For the purposes of the game however and to fit him being older the batman powers stuff happened in his senior year of high school and now he is a freshmen in college

Also I'm going with Kit Harrington as his FC

Mathim

I almost wouldn't have thought of Anjelica Houston as an older Zatanna if I hadn't seen John Wick 3 in the theater.
Considering a permanent retirement from Elliquiy, but you can find me on Blue Moon (under the same username).

Norsegod1839

She was very, VERY good in that movie.

Gannameade

I do have a character in mind!!!

Mathim

Considering a permanent retirement from Elliquiy, but you can find me on Blue Moon (under the same username).

indarkestknight

Aquaman
Aquaman





The Basics

Legal Name: Kαλδυρ'αμ (Kaldur'ahm)
Alias: Aquaman
Age: 23
Mentor: King Orin of Atlantis (Arthur Curry)






Mentor Information

Mentor Name: King Orin of Atlantis (Arthur Curry)
Mentor Superhero Identity: Aquaman
Face Claim For Mentor (If playing him): Jason Momoa
Are You Playing Your Mentor: Sure.







Physical Description




Face Claim: Dudley O'Shaughnessy






Personality and History



Personality

Still waters run deep. Kaldur is a stoic soul, and it is for his composure, loyalty, dedication, and responsibility that he was chosen to succeed Orin as Aquaman. Even during the period when he served as the right hand man to his supervillain father, Black Manta, Kaldur's sense of honor and humility earned the respect of those around him. His instincts are to look after others before himself, sometimes shouldering heavy burdens for the sake of ensuring those burdens do not weigh heavily on others.  However, these same traits of his are double-edged swords. Because Kaldur can so effectively bury his feelings, and because he takes on such heavy burdens for the sake of others, he makes it exceedingly difficult for others to realize when he has taken on too much, to realize that Kaldur might in fact be silently drowning under the pressure he's taken upon himself. Starting mandatory military service at the age of 12 has given him the mindset of a soldier, and having served alongside his King for so long, he views himself as expendable in a way that he does not view his King, and still must reconcile the fact that he is more than a soldier now, but a hero and a symbol both to Atlantis and to the world.

To Kaldur, justice is thicker than blood – while he can see the nobility in his father and other villains he may have worked with and has the compassion to offer them a chance to repent, while he loves his father and understands his father loves him in return, Kaldur understands that is not enough to allow someone as dangerous as the Black Manta to roam the seas of the Earth freely.

Biography

Kaldur came from the Atlantean city of Shayeris, where he was raised by Sha'lain'a, a native of that city, and Calvin Durham, a henchman of Black Manta who was genetically altered to infiltrate Atlantis. However, his actual father was Black Manta himself. He completed his education and began mandatory military service at age 12. At 14, he was transferred to the Conservatory of Sorcery in Poseidonis.

Less than a year later, the villain Ocean-Master attacked Atlantis, causing Aquaman to battle with him. During the fight, Aquaman was defeated but was suddenly helped by the combined forces of Kaldur'ahm and Garth. Using a combination of Garth's magic and Kaldur's fighting abilities, the two attacked Ocean-Master. Though they were easily defeated, this allowed Aquaman precious time to recover and defeat Ocean-Master. After the victory, Aquaman offered the boys the opportunity to become his protégés. Although Garth declined the offer and returned to his studies, Kaldur jumped at the chance to serve his king as his sidekick and assumed the mantle of Aqualad.

For several years, Kaldur and Aquaman fought side by side, eventually joined by La'gaan (assuming the codename Lagoon Boy), a mutant Atlantean, Garth (assuming the codename Tempest), and Garth's girlfriend Tula (assuming the codename Aquagirl), an Atlantean sorceress whom both Kaldur and Garth carried a torch for in their days at the Conservatory of Sorcery.

However, eventually things took a turn for the worse. Aquaman faced increasing pressure from both Atlantis and the UN to cease his adventuring and dedicate his full attention to the rulership of Atlantis, something he refused to do as long as Black Manta was on the loose. Then, in the span of two days, Kaldur learned his King had kept his true heritage from him, discovering Black Manta was his true father before Tula sacrificed her life to stop an alien superweapon from being unleashed.

Despite their now badly-strained relationship, Kaldur drowned his anger and grief, burying it deep, and hatched a plan with Aquaman to stop Black Manta once and for all. Aquaman and Kaldur staged Kaldur's "defection" to Black Manta, channeling into Kaldur's very real grief and rage. Kaldur proved himself exceptional at subterfuge, gaining Black Manta's trust and respect, even earning the notice of Black Manta's benefactors. In the process of infiltrating Black Manta's organization, Kaldur gathered a great deal of information about the criminal underworld. However, just as he began to uncover evidence suggesting there was a cabal of supervillains acting as benefactors for Black Manta and many others, a crisis arose that demanded Kaldur break cover. While Kaldur and Aquaman were successful in apprehending Black Manta, Kaldur and his father may now find themselves in the crosshairs of that Illuminaughty shadowy cabal, if they intend to tie up loose ends...

With Kaldur's nine years of experience, first as his king's protege Aqualad, then as his father's right hand Manta, Orin felt Kaldur was more than ready to assume a new mantle: Aquaman.





Superpowers & Equipment



Powers:

Atlantean sorcery: Before becoming Aquaman's sidekick, Kaldur was trained in the mystical arts by Queen Mera. While he was in the top class along with Tula, his skills fell somewhat behind those of Tula and Garth due to focusing his studies as a hero, but his water-bearers compensate somewhat. He would be able to practice other magic if taught to him or if studied by him, but the following are the primary combat manifestations of this ability.

  • Electricity generation: Kaldur has the power to generate electricity from the eel tattoos on his arms, which he can channel through water or use as a direct offense against opponents.
  • Hard-water constructs: Kaldur has the unique ability to solidify water into a myriad of different weapons for physical attacks. Examples include swords, maces, sledgehammers, a small shield, and a large eel. This ability is powered by his eel tattoos.
  • Hydrokinesis: Kaldur is able to manipulate water to serve any number of uses, e.g. water blasts, whips, waves, shields, or waterspouts to lift him into the air. He can manipulate water from a nearby source, like fire hydrants, lakes, etc. or his water pack. His water blasts are capable of slicing through metal and other materials.

Atlantean attributes: Atlanteans have through scientific and sorcerous means developed several abilities which allow them to live comfortably under the sea.

  • Dehyrdation: Not a power or advantage but a weakness. As a result of his Atlantean physiology, prolonged periods without rehydration are debilitating for Kaldur, and high temperature or especially dry environments exacerbate this condition, leaving him weakened and more liable to wear out quickly.
  • Durability: Dense flesh, although not invulnerable.
  • Strength
  • Temperature resilience: Resistant to low temperatures  and the effects of freezing, although notably hindered by high temperatures.
  • Toxin resistance: Partial immunity to poisons of sea creatures, such as jellyfish toxin.
  • Underwater breathing




Equipment:

Water Pack: A black metallic backpack that holds an unspecified amount of water that Kaldur can use. It also holds his Water-Bearers.

Water-Bearers: Twin hilts that can hold onto water which Kaldur then uses to create his hard-water weapons. They are also used as a type of water gun to shoot water from his water pack and can be used to help manipulate sources of water.



Skills



Skills:

Expert hand-to-hand combatant: Kaldur is extremely skilled in combat, having demonstrated the ability to hold his own against professional assassins and martial artists and to take down superhumans of greater strength than himself.

Multilingualism: Kaldur speaks English and Atlantean, and can get by in Ancient Greek and Modern Greek.

Subterfuge: Kaldur has demonstrated significant talent for subterfuge, successfully infiltrating a criminal organization undetected and bringing it down from the inside.

Swimming: Better than you.

Mathim

Wow! That face claim is a damn dead ringer for Kal! Good find, man.
Considering a permanent retirement from Elliquiy, but you can find me on Blue Moon (under the same username).

Norsegod1839

Quote from: indarkestknight on July 28, 2019, 01:56:21 AM
Aquaman
Aquaman





The Basics

Legal Name: Kαλδυρ'αμ (Kaldur'ahm)
Alias: Aquaman
Age: 23
Mentor: King Orin of Atlantis (Arthur Curry)






Mentor Information

Mentor Name: King Orin of Atlantis (Arthur Curry)
Mentor Superhero Identity: Aquaman
Face Claim For Mentor (If playing him): Jason Momoa
Are You Playing Your Mentor: Sure.







Physical Description




Face Claim: Dudley O'Shaughnessy






Personality and History



Personality

Still waters run deep. Kaldur is a stoic soul, and it is for his composure, loyalty, dedication, and responsibility that he was chosen to succeed Orin as Aquaman. Even during the period when he served as the right hand man to his supervillain father, Black Manta, Kaldur's sense of honor and humility earned the respect of those around him. His instincts are to look after others before himself, sometimes shouldering heavy burdens for the sake of ensuring those burdens do not weigh heavily on others.  However, these same traits of his are double-edged swords. Because Kaldur can so effectively bury his feelings, and because he takes on such heavy burdens for the sake of others, he makes it exceedingly difficult for others to realize when he has taken on too much, to realize that Kaldur might in fact be silently drowning under the pressure he's taken upon himself. Starting mandatory military service at the age of 12 has given him the mindset of a soldier, and having served alongside his King for so long, he views himself as expendable in a way that he does not view his King, and still must reconcile the fact that he is more than a soldier now, but a hero and a symbol both to Atlantis and to the world.

To Kaldur, justice is thicker than blood – while he can see the nobility in his father and other villains he may have worked with and has the compassion to offer them a chance to repent, while he loves his father and understands his father loves him in return, Kaldur understands that is not enough to allow someone as dangerous as the Black Manta to roam the seas of the Earth freely.

Biography

Kaldur came from the Atlantean city of Shayeris, where he was raised by Sha'lain'a, a native of that city, and Calvin Durham, a henchman of Black Manta who was genetically altered to infiltrate Atlantis. However, his actual father was Black Manta himself. He completed his education and began mandatory military service at age 12. At 14, he was transferred to the Conservatory of Sorcery in Poseidonis.

Less than a year later, the villain Ocean-Master attacked Atlantis, causing Aquaman to battle with him. During the fight, Aquaman was defeated but was suddenly helped by the combined forces of Kaldur'ahm and Garth. Using a combination of Garth's magic and Kaldur's fighting abilities, the two attacked Ocean-Master. Though they were easily defeated, this allowed Aquaman precious time to recover and defeat Ocean-Master. After the victory, Aquaman offered the boys the opportunity to become his protégés. Although Garth declined the offer and returned to his studies, Kaldur jumped at the chance to serve his king as his sidekick and assumed the mantle of Aqualad.

For several years, Kaldur and Aquaman fought side by side, eventually joined by La'gaan (assuming the codename Lagoon Boy), a mutant Atlantean, Garth (assuming the codename Tempest), and Garth's girlfriend Tula (assuming the codename Aquagirl), an Atlantean sorceress whom both Kaldur and Garth carried a torch for in their days at the Conservatory of Sorcery.

However, eventually things took a turn for the worse. Aquaman faced increasing pressure from both Atlantis and the UN to cease his adventuring and dedicate his full attention to the rulership of Atlantis, something he refused to do as long as Black Manta was on the loose. Then, in the span of two days, Kaldur learned his King had kept his true heritage from him, discovering Black Manta was his true father before Tula sacrificed her life to stop an alien superweapon from being unleashed.

Despite their now badly-strained relationship, Kaldur drowned his anger and grief, burying it deep, and hatched a plan with Aquaman to stop Black Manta once and for all. Aquaman and Kaldur staged Kaldur's "defection" to Black Manta, channeling into Kaldur's very real grief and rage. Kaldur proved himself exceptional at subterfuge, gaining Black Manta's trust and respect, even earning the notice of Black Manta's benefactors. In the process of infiltrating Black Manta's organization, Kaldur gathered a great deal of information about the criminal underworld. However, just as he began to uncover evidence suggesting there was a cabal of supervillains acting as benefactors for Black Manta and many others, a crisis arose that demanded Kaldur break cover. While Kaldur and Aquaman were successful in apprehending Black Manta, Kaldur and his father may now find themselves in the crosshairs of that Illuminaughty shadowy cabal, if they intend to tie up loose ends...

With Kaldur's nine years of experience, first as his king's protege Aqualad, then as his father's right hand Manta, Orin felt Kaldur was more than ready to assume a new mantle: Aquaman.





Superpowers & Equipment



Powers:

Atlantean sorcery: Before becoming Aquaman's sidekick, Kaldur was trained in the mystical arts by Queen Mera. While he was in the top class along with Tula, his skills fell somewhat behind those of Tula and Garth due to focusing his studies as a hero, but his water-bearers compensate somewhat. He would be able to practice other magic if taught to him or if studied by him, but the following are the primary combat manifestations of this ability.

  • Electricity generation: Kaldur has the power to generate electricity from the eel tattoos on his arms, which he can channel through water or use as a direct offense against opponents.
  • Hard-water constructs: Kaldur has the unique ability to solidify water into a myriad of different weapons for physical attacks. Examples include swords, maces, sledgehammers, a small shield, and a large eel. This ability is powered by his eel tattoos.
  • Hydrokinesis: Kaldur is able to manipulate water to serve any number of uses, e.g. water blasts, whips, waves, shields, or waterspouts to lift him into the air. He can manipulate water from a nearby source, like fire hydrants, lakes, etc. or his water pack. His water blasts are capable of slicing through metal and other materials.

Atlantean attributes: Atlanteans have through scientific and sorcerous means developed several abilities which allow them to live comfortably under the sea.

  • Dehyrdation: Not a power or advantage but a weakness. As a result of his Atlantean physiology, prolonged periods without rehydration are debilitating for Kaldur, and high temperature or especially dry environments exacerbate this condition, leaving him weakened and more liable to wear out quickly.
  • Durability: Dense flesh, although not invulnerable.
  • Strength
  • Temperature resilience: Resistant to low temperatures  and the effects of freezing, although notably hindered by high temperatures.
  • Toxin resistance: Partial immunity to poisons of sea creatures, such as jellyfish toxin.
  • Underwater breathing




Equipment:

Water Pack: A black metallic backpack that holds an unspecified amount of water that Kaldur can use. It also holds his Water-Bearers.

Water-Bearers: Twin hilts that can hold onto water which Kaldur then uses to create his hard-water weapons. They are also used as a type of water gun to shoot water from his water pack and can be used to help manipulate sources of water.



Skills



Skills:

Expert hand-to-hand combatant: Kaldur is extremely skilled in combat, having demonstrated the ability to hold his own against professional assassins and martial artists and to take down superhumans of greater strength than himself.

Multilingualism: Kaldur speaks English and Atlantean, and can get by in Ancient Greek and Modern Greek.

Subterfuge: Kaldur has demonstrated significant talent for subterfuge, successfully infiltrating a criminal organization undetected and bringing it down from the inside.

Swimming: Better than you.

You're approved my friend!

Good group so far! Just looking to get a couple more people in here!

Juggtacular

I'm gonna post up...whatever Neo Shazam name I come up with for hom later today.

Norsegod1839


Juggtacular

Oooo. Another idea hit me that lets me have a Legacy character, and also an original related to a mentor(and not just by inheriting the mantle). Instead of being the new Shazam, he could be Black Adam's grandson and in these many years, he's mellowed out and more or less become a good guy with a shitty attitude. And now he's taking over the Mantle in the same way as Osiris would have if he didn't get killed.

I think it'd be cool to have an anti-hero's/borderline bad guy's perspective on things as well as a more gritty Leaguer.

Norsegod1839

If you want to make him the son of Black Adam I'm fine with that.

Mathim

Well like with the new Batman, I'd have suggested just going with Captain Marvel, but if they're Black Adam's progeny...Dark Marvel, maybe?
Considering a permanent retirement from Elliquiy, but you can find me on Blue Moon (under the same username).

Juggtacular

I went with Pharoah. His name is Amun and he's the prince of an Egyptian nation. Made sense lol.

Norsegod1839

Can't wait to see him Jugg!

Foxy DeVille

Quote from: Juggtacular on July 28, 2019, 08:26:25 PM
I went with Pharoah. His name is Amun and he's the prince of an Egyptian nation. Made sense lol.

You could always expand it to Golden Pharaoh...



Or maybe not...  :D

Norsegod1839

Ha I vote for Golden Pharoah