"Come, sit, let's talk."«««IDENTITY»»» Codename: Zero
Nickname(s): Kris
Age: 28
Race: Meta
Alignment: Neutral
Is this a canon?: OC
«««PHYSICAL DESCRIPTION»»»
Hair Color: Black
Eye Color: Amber
Gender: Male
Height: 6'
Weight: 200 lbs
Other Traits: Scars around his body.
«««SKILL SET»»»
Main Power Origins: Mutation
PowersEnergy Manipulation: He can manipulate the energy around him.
A)Energy Absorption: Kristoff has the ability to absorb most types of energy as long as they consist in some sort of wave, current, or beam.
B)Healing Factor: Using his Energy Absorption power, he can heal himself from certain injuries as long at they aren't extremely grave, such as minor gunshot wounds, broken bones. The amount of energy needed to heal changes depending on the size of the wound. Also, he heals at a moderately fast rate, small cuts healing in 30 seconds while gashes and other large wounds heal in 15 minutes, if he chose to heal completely.
C)Red Lightning: Kris is able to manipulate the Energy in his body into a weapon, he is able to create an aura of Red Lightning around himself that gives him a power boost, increasing his speed and strength, while adding an electric side effect to any of his hand to hand attacks. He can also project lightning bolts for a ranged attack. The Red Lightning Aura only lasts about thirty minutes before Kris has to recharge, which can vary from 5 minutes to an hour, depending on what type of energy he's absorbing to recharge.
1)Power Boost: Kris gets the ability to do quick dashes, almost seeming to teleport, within a 10 foot radius, he also gains massive strength boosts to the point where he can throw punches with 1 ton of force.
2)Lightning Bolt: Kris gets the ability to throw lightning bolts 50,000 Volts.
Skills-Lock Picking
-Natural Leader
-Motorcycle Driver
-Proficient Hacker
-Expert Marksman
-Fluent in all popular spoken languages
AbilitiesAssassin Training: Being trained by an assassin has it's perks! Not to mention Kris was built to kill. Kris has 3 abilities that were gained from this.
A)Martial Arts: Kris was trained from a young age in hand to hand combat, and he has become a master at various forms of martial arts. Combine that with his street fight mentality and you have a very formidable opponent.
B)Agility: Kris is very agile, he can run and jump to the level of an Olympic athlete, He's also a master at parkour, he's even gotten to the point where he can do all this in Skinny jeans. Not that he's worn them since his merc days.
C)Stealth: An assassin's best friend, Kris is able to blend into shadows and blend into crowds with extreme ease. Even a second without sight on him and you could lose him for good.
Physical Weaknesses-The Cold: He will spend all his energy keeping himself warm, he will be unable to use his lightning attacks and will eventually pass out due to lack of energy.
-Dark Energy: Attacks based in dark or negative energy strike him as any other physical attack, with the added bonus of draining his energy.
Mental Weaknesses-Easily angered
-Stubborn
-PTSD
Equipment-Flash bangs, smoke grenades
-M16
-Red and Blue Plasma Katanas, capable of slicing through Titanium
-Body Armor
-Lockpicks
-M24SWS with silencer
-2 Beretta M9s
-Smoke bombs
-Combat Knives
-Laptop
«««CEREBRAL PROFILE»»»
PersonalityKristoff Makarov, the merc turned underworld boss. In his personal relationships, he's been rumored to be kind, loyal, and fair in his dealings. In truth, not too much is known about him personally. As a mob boss, he is ruthless, known to kill someone just to send a message, and put out hits for slights small. He is quick to anger and a very dangerous enemy to have.
«««PERSONAL BACKGROUND»»»
Family Members: None
Place of Origin: Unknown
HistoryZero, the legend. His stories have been elaborated and expanded in the underground, they had to have been. No one could have gone toe to toe with the Titans and made off with barely a scratch. No one could've solo'd an entire mob boss's warehouse in Gotham and left with the head of the Don. Still, would you risk it? He set up shop in Jump about a year ago with a nightclub called The Edge. Located on the docks, it's known for attracting new artists to the Neon lit stage and the heavy handed bartenders. Oh, and the place for the best merc work. A job from Zero could set you up as a Jump/Steel legend, or buy you an early grave. And if you have an inclination for more permanent work, you could always try for a spot with The Edge Runners, his own group of degenerates, tasked with keeping order in the bar, and putting down any... undesirable elements in the cities.