Character name: Yukki Kazuto
Character source: Original
Character history: Yukki was abandoned by his parents and forced to grow up on the street. In order to survive, he became a common street thug. When he tried to pickpocket the wrong girl and she caught him, she recognized his skill and decided to take him in. Her name is Mey and she became Yukki's first mentor. She trained him to be the thief he is today. Her partner, Reuben, became Yukki's second mentor, only because Mey persisted. Reuben taught him to kill without mercy, and together they molded him into what he is today. Yukki was taken by Omni right after successfully completing a particularly difficult assassination. He had just returned to his home when he found himself in a black void.
Physical Description: Yukki is 6' even and has a slender build. He has a very high metabolism, and could eat for days without gaining a pound. He has short black hair, has light skin, almost ghostly pale. He has brown eyes. At the time he was transported to the omniverse, he wears a black hoodie, blood reed t-shirt, black cargo pants and black combat boots, the last of which were once Mey's.
Stats:
ATK: 2
DEF: 2
SPD: 2
TEC: 4
Proficiencies:
Ranged Proficiency - 1000 OM
Area Shield Proficiency - 400 OM
Ranged Materialize Proficiency - 600 OM
Powers:
Stealth - 1200 OM
Basic Enhanced Senses - 1400 OM
Moves:
Semiautomatic Handgun - 300 OM
Yukki uses his handgun with one hand, which changes based on the situation, and can be easily fired while moving, though this decreases accuracy. Is not very accurate over long ranges, though will not lose damage based on range. Has fifteen shots before being needing to be reloaded. Fires a bullet at the speed of a bullet. The gun is a small, black firearm, small enough to be hidden in a jacket pocket, but not so small as to be hidden in the hand. It can be fired roughly once per second. The bullets travel for 150 feet in a straight line before dropping, though this will be less if firing at an angle. It takes 15 seconds to reload the pistol.
Dome Shield- 300 OM
Yukki places both hands on the ground he is standing on, and after 3 seconds, a small domed shield materializes around him. The shield is 7 feet in diameter at the bottom, and it’s center point is where Yukki originated. It is 7 feet tall at it’s highest point. While being made of energy, and fairly costly to use, it shatters after too many hits, and the higher someone’s attack is, the fewer hits they have to use. When shattered, it harmlessly fades away. Yukki can move while inside of the dome, and can use this time to reload his handguns, charge up another move, or fiddle with items in another way. The shield will stay up as long as Yukki needs it when not broken, but is constantly draining energy from him, as if leeching off of his life force. Neither Yukki nor any other person in the shield can use an attack that passes through the shield before it has faded or been shattered.
Throwing Knives - 600 OM
Requires Ranged Yukki carries a set of six throwing knives inside his jacket, three on each side. If not wearing his jacket, he moves them to his belt. It times of need, they can be thrown at enemies or objects up to 30 feet away. They always land with the blade side in the target. Yukki has to be standing still, or at least not moving, when he throws these knives. They can be hit out of the air by a ranged move, assuming the person using it has a high enough tec to pull it off. They move at a fairly fast speed, being made of a light steel.
Throwing Knives (Charged)
If Yukki charges a blade he is about to throw with his energy, taking about five seconds to charge, the knife is thrown at a speed equivalent to a bullet, and the blade tears is lodged deep in the opponent's body, and very difficult to remove by oneself, especially during combat. The blade has a dark purple glow to it when charged, and a purple streak follows it through the air when thrown. The knife is 20 centimeters long, ten blade and ten handle. Yukki can not use another move while charging the knives, but may move if needed. Using the charged variant is more draining than summoning your basic item, but is far less draining than using the dome shield for an extended time. It takes a normal amount of energy, but adds up quickly in rapid succession.
M4A1 Carbine - 300 OM
The M4A1 Carbine rifle is a personal favorite of Yukki's for missions where stealth just isn't going to cut it. The carbine is magazine fed, and this version only fires in single mode, meaning that one trigger pull equals one bullet shot. Uses standard NATO rounds. Can be fired slightly slower than Yukki's pistol, at one bullet every three seconds at it's fastest fire rate. Yukki can carry up to six magazines of thirty rounds each if he wears a chest rig, and if he doesn't, he can only carry two, not counting one already in the weapon. When not being used, is rested on Yukki's back with a sling for easy access. Has an ACOG sight for increased accuracy, and a foregrip for increased stability. Maximum effective range of 250 Meters. Takes five seconds to reload.
Emerald Knife - Requires Physical - 300 OM
Despite it's name, the knife is made of a light yet reliable steel, not actual emeralds. The knife gets it's name from the color of the blade. The blade is seven inches long, the handle is 5 inches long, so the knife is a foot in total length. The knife can be stored in many places on Yukki's person. The knife can be used in either hand, while the user is moving/flipping/falling, and can be used with relative ease and with a small stamina drain, about the same as his pistol. The knife can be used for both slashes and stabs. Can not be summoned on the fly if lost in a fight. Is not very effective at blocking attacks.
Black Cocoon - 600 OM
Tier One Defensive Super Move
When activated, the user's body turns solid black for a second, before a cocoon as black as space itself surrounds the user completely. cocoon is maintained for fifteen seconds, during which the user can do nothing. Will fade after fifteen seconds, and can be broken by a tier to or higher super move. This move can be very draining to the user, and drains more energy the more damage the cocoon takes. If used late in a fight and to block a super move, it is possible to faint using this move, at which time the cocoon fades.