Aqualad
Kaldur'ahm
F) In40
A) Rm30
S) Am50
E) In40
R) Ex20
I) Ex20
P) Rm30
Health: 160 Karma: 70
Resources: Ty Pop: 0
Known Powers:
Atlantean Physiology: Aqualad's very body gives him the following abilities:
-Body Resistance: Ex resistance to Physical
-Resistance to Cold: Un
-Resistance to Toxins: Ex
-Hyper Swimming: Gd
-Water Freedom: Aqualad doesn't suffer penalties in underwater battles and receives +1cs Fighting, Endurance and Strength.
-Water Breathing: Aqualad is amphibious and can breathe both air and water.
-Ultra Vision: Rm
Atlantean Sorcery: Before becoming Aquaman's sidekick, Aqualad was trained in the mystical arts by Queen Mera. However, because he left his studies to be a hero, his skills are apparently lacks. He can perform the following:
-Hydrokinesis: In ability to manipulate water that already exists into offensive and defensive forms. Aqualad needs his Waterbearers in order to control water.
-Electrical Generation: In ability to generate electricity from the eel tattoos on his arms, which he can channel through water or use as a direct offense against opponents.
Equipment:
Atlantean Armor: Aqualad's costume gives him the following:
-Communicator: Am ability to communicate with others
-Stealth Mode: +1cs to Stealth at night
-Polar Stealth: +1cs to stealth in whiteout or snowy conditions
Waterbearers (x2): Twin hilts that can hold onto water which Aqualad then uses to create his hard-water weapons. He has formed the following weapons:
-Sword: In Edge
-Mace: In Blunt
-Whip: In Grappling or Rm Blunt
-Shield: Block up to 75 points of damage, still subject to Stuns and Slams
-Stun Bullets: Ex Force
-Water Blast: Aqualad focuses the water into a large stream that can do up to Mn Force damage
-Water Spouts: Aqualad can create transport spouts with Fe airspeed. Up to total weight of 10 tons carried
Talents: Martial Arts A, B, E, Underwater Combat, Leadership, Bi-Lingual: (English, Atlantean)
Contacts: The Team, Aquaman, Justice League, Mera, Lagoon Boy, Garth, Topo