Name: Boss.
Age: He isn't sure, but recent events in his life have assured him that he is much, much older than he looks; at least 500.
Clothing: A plain shirt, vest, slacks and boots, all beaten colorless during his adventures.
Appearance: Very plain looking, with the exception of his crimson eyes.
Weapons: Boss has a profound aversion to violence, and doesn't carry weapons.
Powers:
Telkinesis
Boss isn't entirely sure how powerful his Telekinesis is, but he does know that he's done insane things like parting oceans, crushing aircraft carriers, throwing skyscrapers, and (on one occasion) vaporizing an entire planet (abet, one the size of mercury).
That being said, Boss is terrible at utilizing his power in meaningful ways. Part of it is him having almost no desire to control it beyond a fundamental, "I can fly and punch stuff with my brain) mentality, but a much deeper part is an outright terror of what he knows he could do if he really wanted to. In practice, this makes Boss extremely ineffectual, especially in combat. He can protect himself, certainly, and he's very nearly impossible to harm, but he is very poor at protecting other people.
Boss tends to use his telekinesis in the simplest ways possible; boxes and spheres. A psychic blast, for example, would be like hurling a psychic ball at a person.
Boss also has, at all times, a mental barrier around himself that protects him from harm.It surrounds both him and anything he touches, including his clothes, and, at base level, is nearly inpenitrable. This barrier also gets weaker the more energy he has to expend.
Teleportation
Boss's teleportation is an extension of his telekinesis; he acheves it by forcing molecules to move from one place to another (think like a Tessaract). However, the more complex the thing he has to move, the more difficult it becomes, and teleporting three things to three different places that aren't immediately visible from where he is is nearly impossible. Size, also, affects his ability; while he may be able to teleport...say, a trailer with a dozen people in it, he couldn't teleport an actual house with plumbing and wires and what have you. Teleporting more than 100 tons is out of the question.
Boss is also very intelligent and gifted in strategy, has indomitable willpower, and has a keen awareness of the supernatural.
Weakness: As said before, Boss is not aware of the upper limits of his powers, and has no desire to explore them. Also, while clever, he is gullible, and very easy to dupe.
Backstory: Boss woke up with no memory of who he was or where he came from; his first memory, in fact, was being carried on Edge's back. He has been involved with the Avatar Adventure team off and on before, when not pursuing his own adventures.
Age: He isn't sure, but recent events in his life have assured him that he is much, much older than he looks; at least 500.
Clothing: A plain shirt, vest, slacks and boots, all beaten colorless during his adventures.
Appearance: Very plain looking, with the exception of his crimson eyes.
Weapons: Boss has a profound aversion to violence, and doesn't carry weapons.
Powers:
Telkinesis
Boss isn't entirely sure how powerful his Telekinesis is, but he does know that he's done insane things like parting oceans, crushing aircraft carriers, throwing skyscrapers, and (on one occasion) vaporizing an entire planet (abet, one the size of mercury).
That being said, Boss is terrible at utilizing his power in meaningful ways. Part of it is him having almost no desire to control it beyond a fundamental, "I can fly and punch stuff with my brain) mentality, but a much deeper part is an outright terror of what he knows he could do if he really wanted to. In practice, this makes Boss extremely ineffectual, especially in combat. He can protect himself, certainly, and he's very nearly impossible to harm, but he is very poor at protecting other people.
Boss tends to use his telekinesis in the simplest ways possible; boxes and spheres. A psychic blast, for example, would be like hurling a psychic ball at a person.
Boss also has, at all times, a mental barrier around himself that protects him from harm.It surrounds both him and anything he touches, including his clothes, and, at base level, is nearly inpenitrable. This barrier also gets weaker the more energy he has to expend.
Teleportation
Boss's teleportation is an extension of his telekinesis; he acheves it by forcing molecules to move from one place to another (think like a Tessaract). However, the more complex the thing he has to move, the more difficult it becomes, and teleporting three things to three different places that aren't immediately visible from where he is is nearly impossible. Size, also, affects his ability; while he may be able to teleport...say, a trailer with a dozen people in it, he couldn't teleport an actual house with plumbing and wires and what have you. Teleporting more than 100 tons is out of the question.
Boss is also very intelligent and gifted in strategy, has indomitable willpower, and has a keen awareness of the supernatural.
Weakness: As said before, Boss is not aware of the upper limits of his powers, and has no desire to explore them. Also, while clever, he is gullible, and very easy to dupe.
Backstory: Boss woke up with no memory of who he was or where he came from; his first memory, in fact, was being carried on Edge's back. He has been involved with the Avatar Adventure team off and on before, when not pursuing his own adventures.
Name: Edge
Age: Like Boss, much older than he looks, but not nearly as much so. Maybe 80.
Clothing: He still has the space outfit. He really likes it.
Appearance: His outfit covers him head to toe. You can see his eyes, though; they're brown. He also appears (from what you see) to have very fair skin.
Weapons: Two swords, a number of throwing knives, and a small dagger.
Powers:
Second, any object thrown by him flies towards it's inteded target straight and true; this is, in fact, a supernatural power, and not simply a skill he possesses, and the objects themselves gain no unusual qualities upon being thrown. He also has a great amount of skill using all of his weapons. Third, he has decades of training in gurrela warfare and assassination tactics. Last, he is functionally immune to telepathic invasion.
Weakness: Without his ninja arts, he is only as strong, fast and intelligent as a normal (abet physically powerful) man. He can be injured, as well, and (again, without his ninja arts) he heals the same as a normal man.
Backstory: Has been with Boss since the beginning. Knows more than he lets on.
Age: Like Boss, much older than he looks, but not nearly as much so. Maybe 80.
Clothing: He still has the space outfit. He really likes it.
Appearance: His outfit covers him head to toe. You can see his eyes, though; they're brown. He also appears (from what you see) to have very fair skin.
Weapons: Two swords, a number of throwing knives, and a small dagger.
Powers:
Fire Art: Shimmer - Level 1 Art said:The simplest of the Fire Arts. A simple mirror effect, the same as a mirage in the desert. Useful for hiding one's self, or as a distraction.
Fire Art: Ignite - Level 2 Art said:Set flamable materials, such as matches or torches, alight instantly.
Fire Art: Spark - Level 3 Art said:A loud, disorienting flash of light. Can temporarily blind enemies. Useful for quick retreats.
Fire Art: Extinguish - Level 4 Art said:Squelches any flame immediately and in its entirety.
Fire Art: Light - Level 5 Art said:A small flame suspended in air to chase away the darkness and the cold.
Fire Art: Burn - Level 6 Art said:Set an opponet's clothes or armor on fire, but only for a few moments. The purpose is to weaken and disorient, not destroy.
Fire Art: Smoke - Level 7 Art said:Burn the air itself, creating a cloud of choking smoke. Useful for retreats, or to cacth an enemy off guard.
Fire Art: Fire Breath - Level 9 Art said:A powerful, destructive technique. At high enough levels, can burn through solid concrete.
Fire Art: Fury - Level 10 Art said:Ignite your body in flames, along with any weapons you use. Disorienting, destructive, terrifying. Not to mention that no one can catch a ninja if he's on fire.
Fire Art: Hellfire - Level 11 Art said:A dark blue fire from the pits of hell, powerful enough to incinerate almost anything, including a human being, in seconds. Takes a heavy toll on the user.
Fire Art: Explode - Level 12 Art said:Transform your body into a bomb and detonate with the power of a ballistic missile. There is a very, very, very tiny chance of survival, but it is so small as to be discounted out of hand.
Wind Art: Swiftness - Level 1 Art said:Increase the speed of your movements; at high enough levels, you will be little more than a blur of flesh and steel.
Wind Art: Quiet - Level 2 Art said:Mute the sounds you and others make as you move or fight.
Wind Art: Shout - Level 3 Art said:Make a noise to distract an enemy. Can be used at a great distance.
Wind Art: Stillness - Level 4 Art said:Slows (or even stops) the movements of an object. Less effective on larger objects, and works very poorly on anything with its own propulsion, including people.
Wind Art: Propulse - Level 5 Art said:Increase the speed at which other objects travel. Requires physical contact to work. Does not work on animate objects.
Wind Art: Blast - Level 6 Art said:Push an object away from you with the force of the wind. At high enough levels, can throw a truck a city block.
Wind Art: Knock - Level 7 Art said:A disorienting screech. Not loud enough to deafen, but loud enough to disorient and cause pain.
Wind Art: Teleportation - Level 8 Art said:Move instantly from one place to another, up to fifty feet. Useful for evading attacks and getting to hard-to-reach places.
Wind Art: Whip - Level 9 Art said:Use the power of the wind itself to strike a blow against an enemy at a great distance.
Wind Art: Doppelganger - Level 10 Art said:Move so fast that even light cannot catch you; An image of you is held in place for a moment, thoroughly distracting your enemy.
Wind Art: Truesight - Level 11 Art said:See through the physical to the world underneath; allows you to see through walls, floors, and lets you see the true nature of things, allowing you to see past illusions.
Wind Art: Intangiblility - Level 12 Art said:Change your body into something...transparent and intangible to pass through solid objects.
Art: Stitch - Level 1 Art said:Use the power of water to bind together wounds. Does not heal internal damage, only stops blood loss.
Rain Art: Heal - Level 5 Art said:Precisely what it sounds like. Rejuvenating water, when used properly, has the power to heal all wounds.
Requires cool, clear water to preform.
Rain Art: Vaporize - Level 6 Art said:Dissipates small sources of water instantly. Only works on clear water; one cannot vaporize the water from objects or living things.
Rain Art: Purge - Level 7 Art said:Force any imperfections out of a water source, making it fit for healing. Pertains to any liquid; at high enough levels, can purge water from thin air.
Rain Art: Exorcise - Level 11 Art said:Water, with enough power, has the power to remove curses and exorcise those possessed. Requires cool, clear water.
Rain Art: Puppeteer - Level 12 Art said:Control the blood in another person's body. Will never be very precise, but can be used to stop a person in their tracks with relative ease.
Metal Art: Bind - Level 1 Art said:Binds two pieces of metal together; useful for repairing broken weapons or armor.
Must be physically touching the metal for it to work.
Metal Art: Sharpen - Level 2 Art said:Increase the lethality of any weapon you hold by keening its edge. Must be physically touching the weapon for it to work. Can comprimise the strength of the weapon
Metal Art: Polarize - Level 3 Art said:Magnetizes any magnetic object (copper, iron, steel, nickel). Must be touching the metal for it to work.
Metal Art: Mold - Level 5 Art said:Change the shape of metal with your mind; the shape it takes is limited only to the mass of the metal at hand.
Must be physically touching the metal for it to work.
Metal Art: Dismiss - Level 7 Art said:Instantly vaporize any solid metal. Must be physically touching the metal for it to work. Only effective against magnetic metals.
Metal Art: Summon - Level 8 Art said:Bring forth solid metal from the ether. Can be shaped with Mold during summoning. Dissipates after several hours.
Metal Art: Harden - Level 10 Art said:Coats your skin and muscles in metal; makes you both more physically strong and more resistant to damage, making you nearly invulnerable. Nothing short of a round from a tank will even phase you in this form.
Metal Art: Transmute - Level 12 Art said:Change the physical makeup of something, turning it into any metal, from lead to gold. Will not work on living things.
Second, any object thrown by him flies towards it's inteded target straight and true; this is, in fact, a supernatural power, and not simply a skill he possesses, and the objects themselves gain no unusual qualities upon being thrown. He also has a great amount of skill using all of his weapons. Third, he has decades of training in gurrela warfare and assassination tactics. Last, he is functionally immune to telepathic invasion.
Weakness: Without his ninja arts, he is only as strong, fast and intelligent as a normal (abet physically powerful) man. He can be injured, as well, and (again, without his ninja arts) he heals the same as a normal man.
Backstory: Has been with Boss since the beginning. Knows more than he lets on.
"-'m satisfied with that, I think. Shame abut the old man, though."
"Yeah, but it was his time. He was alive for almost 1400 years."
Boss shrugged. "The tree's still alive. That's what matters. I think. Not a hundred percent sure, but...yeah, that was odd."
Edge shrugged too, and stopped. "Well I'll be damned."
Boss looked forward. He and Edge were holding a dozen six-packs of beer. "Oh. Hey guys." Boss said. "Anyone want some Beer?"