Apex class
Toby Ukairo
The Dealer
Manipulator
People forget what they said. They forget what they did. But everything leaves something behind. And I remember.
Profile
- Age
- 34
- Height
- 188 cm
- Affiliation
- None. Takes cold cases the Association has closed, by referral only.
Appearance
Tall, broad-shouldered, composed. Short neat haircut, clean-shaven. A tailored suit in black, charcoal or dark navy over a white or burgundy shirt, polished black shoes, a silver wristwatch. Never a hat. Keeps his deck in a leather case and walks one card across his knuckles while he listens.
Personality
Grounded, analytical, hard to deceive. Holds firm opinions and says them plainly. Trusts what people do over what they say. His calm can read as coldness, because he treats a crisis like a hand of cards. He plans with care, then lets the draw surprise him. Adapting, he says, beats controlling.
- Likes
- Pepper soup, old highlife records, opponents who bluff well
- Dislikes
- Liars who think they are good at it. Marked decks. Hats.
- Pastime
- Solitaire with a deck he has never once looked through
- Goal
- To find a Nen user who can give his uncle's memories back
- Quirk
- Taps the table twice before answering, like a dealer closing a round.
Backstory
Toby Ukairo grew up above his uncle's card house on Lagos Island, sweeping floors and watching hands. By twelve he could spot a bluff in the way a player held his breath. By sixteen he was dealing, and the house had stopped losing.
One night a stranger with hidden aura cheated the table and walked out with the week's takings. Behind him, Toby's uncle sat staring at the cards, unable to remember his own name. Doctors found nothing. A retired Hunter who drank at the back table taught Toby Nen, and four years later Toby followed the stranger's traces to a dock warehouse in Accra. The man could not give the memories back. They were already gone. Toby passed the Hunter Exam at twenty-three. His uncle still does not know him. He carries the house's last deck. It remembers for both of them.
Stats
Body
- Power
- A
- Speed
- S
- Toughness
- A
- Stamina
- S+
- Technique
- S+
- Mind
- S+
Aura
- Reserve
- S
- OutputSoft spot
- B
- Control
- S+
- Presence
- S
Gyo. No living user reads a body this closely. He sees the attack before it is chosen.
Output. He cannot force his way through a heavy guard. He needs a gap.
Nen
Fundamentals
- Ten S
- Zetsu S
- Ren S
- Hatsu S+
- Gyo Star
- In S+
- En 40 m A
- Shu S
- Ko A
- Ken S
- Ryu S+
Signature fundamental
Gyo, “Reading the Dealer”
His Gyo reads the whole body. Breath, posture, the weight shift before a punch, the flicker of aura toward a fist. Opponents find their attacks answered before they have finished deciding to throw them. Every tell he reads can be recorded into a card.
Affinity
Manipulators work at full strength in their own type and lose efficiency the further around the chart they go. How the chart works
Hatsu
Tap an ability to open its file.
The House Always Remembers
【Fifty-Two Witnesses】
Manipulation, Enhancement
Each card in his 52-card deck holds one impression: a punch, a guard, a pulse, a route. Spades seize a body and move it, from a stumble to a combat command. Clubs harden him and turn blows aside. Hearts slow his heartbeat, dull pain and hold wounds closed. Diamonds replay footwork. The higher the card, the finer the work. A fighter who throws the same hook twice feels their elbow lock on the third.
Conditions
- A card holds one impression, taken by touch, by Gyo or from aura traces. Spades can only move a motion he has recorded.
- The Jack, Queen, King and Ace of Spades work only on a target carrying Marked for Recall.
The price
Recording is slow: a clean impression needs the same motion read at least twice. Hearts close wounds but cannot regrow a limb or undo a fatal blow.
The Dealer's Choice
【Face Down】
Manipulation, Emission
He never chooses a card. He shuffles, draws from the top and lets the deck decide. He may play what he draws or hold it, up to five in hand, and a thrown card fires where it lands. Because he gave up the choice, every card runs stronger. Opponents who read tells for a living find nothing to read. He does not know his next card either.
Conditions
- He may never look through the deck or choose a card. A card he sees before drawing is dead for the fight.
- Every card he plays leaves the deck until the fight ends. Nothing is reshuffled, and a discarded card is lost too.
The price
A bad draw is still his draw: offense when he needs a guard, healing while unhurt. When the deck runs dry, he has only his hands and fundamentals.
Trump card
The Final Hand
【Four of a Kind】
Manipulation, Emission
He lays out four cards, each holding an impression of one opponent: their punch, their guard, their footwork, their recovery. Together they form a chain of commands. Each fires only when the opponent makes the move they always make. The punch stalls halfway. The guard rises a beat late. The back foot slides. The usual recovery never comes, and his finishing strike lands. Every step of their defeat is a habit they taught him.
Conditions
- All four cards must reach his hand through the draw, hold impressions of the same target, and be laid in firing order.
- The target must carry Marked for Recall, and he must explain the whole technique to them aloud before it starts.
The price
It runs once. If any of the four cards is destroyed or taken before the last command lands, the hand fails and his whole deck goes blank until dawn.
Techniques
Shuffle Step 【Wild Shuffle】
Manipulation + Ryu
He switches between recorded Diamond routes mid-stride. Chained fast, the steps look random and land exactly. Opponents keep swinging at the place he just left.
The Open Hand 【Dead Man's Hand】
Gyo + Ryu + Ko
Gyo finds where the opponent's aura runs thin. Ryu moves his own aura into one fist as it lands there. One gap is enough.
False Tell 【The Honest Liar】
Ryu + In
He shifts his aura and stance to show an attack he will never throw. Opponents who trust their reads guard the wrong side and pay for it.
Card Guillotine 【Paper Cut】
Shu + Emission
Ordinary cards wrapped in Shu and thrown at speed. They cut through a car door. At range, a target comes away bleeding from a dozen thin lines.
Marked for Recall 【Dog-Ear】
Shu + Manipulation
One touch of an infused card leaves a mark only Gyo can see. Marked targets fall within reach of his highest Spades and The Final Hand.
Five in Hand 【Royal Flush】
Hatsu + Ryu
He draws five and fires them in one chain, whatever they are: strike, guard, step, recover, bind. Five abilities in two seconds, and five cards gone.
Field assessment
- Fighting style
- Boxing, judo and close hand fighting, with cards played between the punches. He gives away the opening exchanges to study the opponent, offers a gap on purpose, and counters whoever takes it.
- How they win
- Every move an opponent repeats is recorded into the deck. The longer the fight runs, the more of the deck is them, and the likelier The Final Hand becomes.
- How they lose
- Opponents who never repeat themselves give him nothing to record. A guard too heavy for his output can outlast him. A run of bad draws, or one destroyed card, can cost him the hand.
Bonds
UnreadKaien MuroiThe one person whose tells he cannot place. No breath he trusts, no pulse that fits. He keeps one card blank for him.
RespectedDez MarrowCalls Dez the most honest man in the Association. Took his money at cards and declined the rematch, twice, to keep the fuse lit.