Birthday: 18 June
Personality: Whistey likes the finer things in life, and would like nothing better than to collect them all for himself. He has a penchant for stopping whatever he's doing to admire something that catches his eye, and is something of a snob about it. Despite this, he doesn't look down on the ugly things of life, and is perfectly willing to help improve them.
Origin: Whistey Slurmkin was a young boy on the Yoton Continent, leading a life as a herder for the animals his parents raised for meat. In his free time, he enjoyed playing cards by himself, often playing all the different players in the game.
As he grew up, his interests expanded to reading about card games, though he still cared for the animals; and at some point he gained an interest in the high-stakes games taking place in the world elsewhere. He spent years dreaming of gaining that wealthy life and leaving behind the life he led; by comparison to the pictures in the books and magazines, his entire life was drab, dull, and disgusting.
He saved up his money for years, and when he had the chance, he left the village to enter the Hunter Exam. It was a difficult journey, but he made it out and gained his license.
Thread History:
Hatsu Name: M. N. Cards
Type: Supportive
Hatsu Category: Materialisation
Hatsu Rank: 5
Description: Whistey materialises large (7" by 5" each) white playing cards that appear in his hand and remain blank. The cards fill in depending on the things he or other people say or do. Depending on the combinations of the images on the filled-in cards, he can activate certain effects. There are five different cards in the game: the Lady, the Lord, the Sun, the Moon, and the World. They are, of course, waterproof. As each effect is activated, the cards used in it are consumed; otherwise, they remain out at all times until dismissed.
Conditions:
1. Whistey cannot play by himself; there must be at least one other conscious person around him for him to use his Hatsu.
2. The cards will not fill in if the other people do not say or do anything.
3. The cards must be held in Whistey's hand, fanned out; otherwise they vanish.
4. Whistey can only have a maximum of 4 cards summoned at a time, and will always summon the number of blank cards that reaches the maximum. He can at any time destroy unwanted cards while keeping wanted cards. Whether he loses cards by breaking the conditions, sacrifice, or intentional destruction, at least one post must go by before he can conjure new cards.
Range: Personal
Effect: Makes blank steel-edged cards appear in Whistey's hand, fanned out. Images will appear on them according to actions or speech, beginning with the first post after the cards appear. Whistey can get a maximum of two images per person per post.
1. If the person speaks, the image is a Lady.
2. If the person doesn't speak, the image is a Lord.
3. If there is a movement from the person towards Whistey, the image is a Sun.
4. If there is a movement from the person away from Whistey, the image is a Moon.
5. If the person moves, but remains the same distance from Whistey, the image is a World.
Cooldown: One post.
Hatsu Name: Hot Springs
Type: Supportive
Hatsu Category: Materialisation
Hatsu Rank: 3
Description: By sacrificing a Lord card, a Lady card, and a World card, Whistey conjures a long, bright green rubber mat (10 foot by 4 foot) that heals one person sitting or lying on it (if more than one person is on it, only the first of the wounded to sit or lie down will receive the effect). The mat draws on the aura of both Whistey and the target of the healing to work its effect, and will replicate the effects of any treatment that a general medical practitioner could be reasonably expected to perform, up to and including reattachment of limbs. The healing always begins by slowing and eventually stopping any bleeding.
| Severity of injury/ illness | Consecutive posts needed for healing |
| Minor and extremely minor (24-hour bugs, paper cuts, coughs, food poisoning, shallow cuts or stabs) | 2 posts |
| Moderate (dengue fever, paralytic poisons, deep but non-fatal wounds) | 6 posts |
| Major (ebola, deadly poisons, deep stabs in the arms or legs) | 8 posts |
Conditions:
1. Whistey must already have at least one each of the card types in hand to use this effect.
2. Both Whistey and the target of the healing must remain awake throughout the process.
3. Both Whistey and the target of the healing will experience all the pain of healing e.g. if they had an illness needing an operation, they will experience the pain of the operation; conversely if they just needed rest and good food, they will have a pleasurable sensation.
4. Both Whistey and the target of the healing must be sitting or lying down throughout the process, and make no fast movements.
5. While this technique is active, Whistey and the target have -4 Aura each. If the technique ends due to broken conditions, this -4 Aura penalty persists for an additional two posts.
6. Whistey is physically unable to move more than 20m away from the mat, as if he is bound to it by an invisible tether. If the mat is moved out of range, he is forcibly dragged back into range.
7. For treatments requiring transplants, the donor organ/s must be placed on the mat beside the target of the healing.
Range: Very short
Effect: Whistey provides rest and recuperation.
Cooldown: Ten posts.
Hatsu Name: Skedaddly-Boom
Type: Offensive
Hatsu Category: Materialisation
Hatsu Rank: 4
Description: Whistey sacrifices two Sun cards and up to two other cards to summon small round bombs (one per additional card sacrificed) with feet and wind-up keys sticking out of the tops. The bombs must be wound up to move (each bomb's wind-up key needs to be turned four times to be fully wound), and will run up to 50m in the direction that Whistey sets them running in. They have the same movement speed as Whistey. Each bomb explodes with the force of 5kg of C4 once the key fully unwinds or upon impact with a hard surface, harming everything within its radius.
Conditions:
1. Whistey must already have at least one each of the card types in hand to use this effect.
2. Whistey must wind it up, set it on the ground, and push it in his desired direction to activate it. If he doesn't activate the bomb, it will not move or explode.
3. The bomb cannot run over water or ice, and will simply explode upon encountering either. (It will not explode if Whistey has not activated it.)
4. The bomb will explode upon encountering fire. (It will not explode if Whistey has not activated it.)
5. The bomb will only explode if it has gone out of Whistey's arm's reach. (It can explode if it is picked up and put back within Whistey's arm's reach.)
6. The bomb movement speed slows or increases if it is running up or down slopes.
7. Whistey must give the wind-up key at least one full turn.
8. The bomb starts out black and turns red as it approaches explosion time, thus giving a visual indication of how soon it will explode.
Range: Dependent on winding (if fully wound, it will cover 50m)
Effect: Whistey summons a bomb that runs in a particular direction and explodes.
Cooldown: Four posts.