ONA
Description
Finn Oldman is the central protagonist of High Card: The Flowers Bloom and a core member of the secret organization High Card. He is a young man of average height with pale skin, blonde hair, and green eyes. His typical attire initially consists of a baggy black jacket with yellow sleeves and a graphic on the back, but after joining High Card he wears a distinctive yellow and black suit with a white tie and matching yellow trousers, complemented by two silver earrings.

Finn grew up with a tragic past. Born into an old and wealthy family in the region of Trapla, his life was shattered on the night of his seventh birthday when a knight in black armor appeared, murdered his parents, and set his home on fire. It is believed the knight was after an X-Playing Card in the family's possession. Finn survived the attack and was found outside the burning home by a firefighter, but his older brother was lost, and all evidence of his family was destroyed. The traumatic event caused Finn to lose his memory of anything before the fire. He was subsequently brought to the Sun Fields Orphanage with nothing but his own X-Playing Card, where he was raised under the care of a man named Lindsay Betz, who became a father figure to him.

As an adult, Finn is characterized as mischievous, spirited, and reckless. Despite this seemingly carefree demeanor, he possesses nerves of steel, allowing him to maintain his cool in the most stressful situations. He is observant and has a tendency to act with his body before his words, displaying a courageous and sometimes impulsive nature. A talented pickpocket, his sharp focus is so advanced that he can perceive objects as if time has stopped, granting him incredible precision.

Finn's primary motivation throughout the story is financial. Discovering that his beloved orphanage is on the verge of closure, he initially tries to make a fortune at a casino. This endeavor fails and instead leads him into a violent confrontation involving an X-Playing card, which results in him being scouted by the organization High Card. He agrees to join and become a sales apprentice at their cover business, the luxury car manufacturer Pinochle, specifically to use his earnings to save Sun Fields Orphanage. This motivation puts him at odds with the rival car maker Who's Who and the infamous Klondike mafia family, who also seek the powerful cards.

Finn's role in the story begins as the newest recruit of High Card, a secret group operating under the direct order of the king of Fourland to collect the 52 scattered X-Playing Cards. These cards grant their wielders superhuman abilities. Viewed initially as a newcomer at the bottom of the pyramid, his journey is defined by his struggle to prove his worth and his unwavering desire to protect his found family at the orphanage. This extends to his new family within High Card, leading him to clash with the organization when he feels a comrade needs saving over completing a mission.

His most significant relationship is with Chris Redgrave, his partner and mentor in High Card. Finn is the first member to get Chris to open up about his personal life, including his sick sister, Michelle. This bond is tested and solidifies when Chris attempts to steal X-Playing Cards to save his sister via a self-sacrificial ritual. Finn vehemently opposes this, not for the sake of the mission, but because he refuses to lose a friend he considers family, ultimately intervening to save Chris's life. Their relationship evolves with Chris being reinstated as Finn's junior. Another crucial relationship is with Lindsay Betz, the orphanage director. Their bond becomes strained when Lindsay, having hidden the truth about Finn's family's murder, pushes him away to protect him. After a villain burns down the orphanage, Finn falls into despair, blaming himself. They eventually reconcile and work together to rebuild, thanks to Chris's intervention.

Finn undergoes substantial development from a seemingly simple street-wise youth to a young man forced to confront the darkness of his past. He suffers from recurring nightmares of the "Black Knight" who destroyed his family, and it is eventually revealed that his memory loss was not from an accident but from this trauma, with the truth being deliberately hidden from him. His initial goal of saving the orphanage is rendered hollow when it is destroyed, forcing him to find a new reason to fight beyond just money. He picks up the pieces and continues his work with High Card, driven by a sense of duty and family. Ultimately, his past catches up with him when he discovers the truth about his older brother, leading to the heartbreaking climax where he is forced to kill his own sibling to prevent a greater catastrophe.

Notable abilities include his possession of the X-Playing Card, the 2 of Spades, named Neo New Nambu. This ability allows Finn to manifest a revolver. While the card itself is considered weak and only supplies infinite bullets without any guidance function, Finn compensates with his own extraordinary and improbable aiming skills. When using his card, his natural precision is enhanced to a supernatural degree, allowing him to perform feats such as shooting a marble out of mid-air or hitting a target from a great distance while falling. Combined with his natural talents as a skilled pickpocket and his ability to focus as if time has stopped, Finn is a deceptively formidable opponent.