Name: Christiano Herrera (aliases: Chris; The Cardmaster)
Age: 30
Gender: Male
Height: 1,78m
Weight: 60 kg
Hair Colour: brown
Eye Colour: gray-brown
Appearance: Common latin physical characteristics, with no beard, a tanned skin and a fairly muscular body. Usually in discrete clothes, or as required for the current job (usually suit for bodyguard, and the apropriate vestment for the treasure hunt).
Personality: Overconfident bastard, but introspective. On the other hand, he is serious about his work, and will stay out of unecessary trouble if it means to fail in a job. He's honest though, which is a rarity in his choosen field.
Background/History: The only son of a middle-class family in a certain country on the Yorubian continent, Chris had an almost pretty normal childhood, if not for his parents to take him to a kung fu shingen dojo when he was only 6, hoping for he to learn valuable lessons of dedication and discipline. His training led for a early development of his nen-powers, by the age of 10. Though he acquired quite the feat for someone his age, Chris was still facinated by histories of great treasures and adventures, fighting big monsters and finding strange things, dreaming for someday to travel the world and discover great treasures. Slacking off and daydreaming were his bad habits, and in order to help him concentrate both at school and during his trainings, his master introduced him to a certain game of cards, where you could control mystical creatures of great power and wielded powerful magic in duels with other players. He could only play after finishing his daily obligations though, and given that only his master had the cards to play (the game was already very old and no more available), his idea hit right in the spot, for Chris got in love with the game at first sight and then showed greater dedication to his obligations, but it also made him a little more distant from people his age, a development which later turned him more difficult to approach. As his teenage years passed, and he started to sort of his desires, he dedicated himself even more in order to, at the age of 18, pass the hunter exam and start grasping his dreams. But failure came two times, even with obivious advantages over other competitors, and only on his 20's he came to have his license. Realizing he needed to work even more, and tasting a great crush on his pride and confidence, he almost completely gave himself to training in order to finalize his hatsu, something he rightly believed would improve his overall performance and survivability. Leaving home, and only taking jobs which could give him time to train while being dangerous enough for him to experience the battlefield, it took him a decade to finally make it. Right now, he is working towards his hunts more, having already had success with two so far.
Type of Hunter: Treasure Hunter and bodyguard.
Licensed Hunter: Yes, and for 10 years already.
Primary Nen Type: Reinforcement/Enhancement
Secondary Nen Type: a mix of the rest (see nen power, below)
Strongest Advanced Nen Technique: Ryu
Weakest Advanced Nen Technique: In
Weapons: His fists, sharply developed under his kung-fu shingen school training, and under certain circunstances, his cards (also, see nen power, below).
Other Equipment and Personal Belongings: sunglasses, lighter, hunter license, clothing, climb equipment, dive equipment (the last two acquired for his former 2 hunts).
Hatsu
Name: The Gathering
Type(s): All, excluding Speciallization.
Details: At the start of each battle, materialize the deck (with all the cards avaiable) and draw 1 card from the deck, at random (there are no indications of which card it is until you draw the card in question). Each card has one of three themes: a hero theme, representing a legendary being, which gives me one of two options of "equipment", with possible different effects; a monster theme, which brings a nen-creature to life to help me in battle, but suppresses one of my hatsus for the time it remains in action; and a magic, that I can only use once and has a random effect, but with great consequences. To use a card is simply to wish for his effect to work, and this decision cannot be manipulated in any way, nor can someone make use of the cards or it's powers by means of manipulation hatsu. Each card has a duration time of sorts, and his own set of conditions. Only one card can be drawn at each battle (with only one exception). The cards are as follows:
- Mordekainen, the Knight: the noble knight brings two weapons: the powerful Mordekainen Sword, which only affects nen and non-living beings, automatically suppress a nen effect or ability upon the target (if there's more than one effect or ability working on the time the hit lands, one is suppressed at random); or the Black Sword of Disaster, which only affects nen and living things, and automatically destroys a nen-based attack or creature upon touch. Any suppressed/destroyed nen-effect generates a expenditure of nen equal to the one being suppressed/destroyed. If the effect destroyed/suppressed has greater nen than I could pay, the sword dissipates harmlessly. Duration is until dissipated or dismissed, and any suppression in effect ceases when this happens.
- Acererak, the Deathbringer: the powerful necromancer brings two artifacts: the Sphere of Annihilation, an globe 2 feet in diameter of absolute nothingness that is placed under my range of view. Any nen that comes upon contact with the sphere is sucked into the void, gone, and utterly destroyed. The sphere cannot be moved by anything and remains in place until dismissed or used, when it then dissipates with whatever nen it destroyed. Destroyed nen is persistent, but subject to nen-removal as all other persisted effects (which works here by "removing " the sphere so the nen could go back normally to its source); or the Phylactery of Lichdom, an amulet that, as long as it exists, will reform my body instantly after I die, in a place around it where I could occupy. The amulet is a mundane item, and is easily destroyed, but also can be affected by nen. Has a duration of only 10 minutes though.
- Urza, the Artificer: the legendary maker brings two equipments: Urza's Battle Armor, which envelops the user and works as a persistent ken-effect, tied to my Reinforcer level (much in the way of Palm's Black Widow nen ability), for the duration of the battle; or the Urza's Metallic Wings, who give me the ability to fly, for the duration of the battle as well.
- Mishra, the Wizard: the mystical sage brings two staffs: the Bastion of Broken Souls, which can break the willpower of anyone on line of sight whose name and nen-type I know, and that the staff had touched at least once in the last 10 minutes. The effect persists for 1 hour after, and the staff dissipates after use, being dismissed, or after 10 minutes; or the Staff of the Archmagi, which increases my nen by 25% of my total capacity for 10 minutes or until dismissed.
- The Rising Phoenix: The legendary bird of fire comes to life, burning my enemies in flame. The phoenix is an independent flying aura-shaped entity (in other words, it has not a form of it's own, alike to Zeno's dragon head nen ability), directed by my will, that can burn things it touches. It's flames are harmless to the user, though not the flames generated by flammable things upon which it made contact. While the phoenix is active, when I receive a death blow or die, we switch places and it dissipates in my place. My condition is then completely healed. The phoenix remains for 1 hour, and it supresses my transformation hatsu.
- The Raging Quimera: the dangerous creature who incarnates destruction comes to life, attacking everything on sight. The quimera is an independent flying nen-creature (akin to Goreinu's Black and White Goreinus), which only accepts orders to not target a creature or a thing (it never attack me though). It attacks with either one of it's three heads (classical goat's gore, lion's bite or dragon's fire breath; all of them harmless to me) or with it's scorpion tail (that have a paralysing poison that persists for an hour; also harmless to me). The chimera remains for 1 hour, and it supresses my reinforcement hatsu.
- The Noble Coult: the mystical flying serpent which is said to have great wisdom comes to life, helping me during the battle. The coult is an independent flying nen-creature (like the chimera), with a will of his own. As long as it can sense his target with it's en, the coult will give me information about my enemies tactic's (by reading his superficial thoughts on the fight) and his nen properties (randomly, as it finds them out). It's en range is double mine, and the coult remains for 1 hour, suppressing my emission hatsu.
- Allure of the Twin Goddess': Brings down to me the blessing of the moon goddess, or the curse of the dark goddess upon my enemies. When the card is activated, this power either fully heal physical damage taken by me and any ally or allies in range (tied to my en*2), or it will curse all of my enemies in range by blinding them with a persisten effect. This power is instantaneous.
- Elemental Evocation: Brings down the power of the elements to destroy my enemies. When the card is activated, this power either calls down a fireball (affecting an area in range), a lightning bolt (affecting a line in a direction) or a cone of cold (affecting an area around me), any of which damages anything in the area of effect. I'm immune to the effects of my own elemental evocations. This power is instantaneous.
- Nimb's dice: Brings down the blessings of the god of luck and chaos. When the card is activated, it creates 2 dices (six-sided or d6). When desired, roll the dices. If the number is greater or equal than the level of threat of the current combat (in a scale of 1 to 12 compared to my current situation and the difference between my aura and aura of my enemy; the greater the threat, the greater is this number), choose two cards at will (excluding this one). The power of those cards will only have a durantion of 1 minute though (overriding the original duration, but not of it's effects; magic cards are still instantaneous). If it's lower, suppresses The Gathering for 24 hours. This power is instantaneous, and the dice's remain until dismissed.
Commentary: Well, what to say, there are quite a high number of sources that inspired me on this one. Have fun figuring them all out ^^'