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Sol Pope

Fú Shǎizi

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.:User Data-

Timezone: GMT

Posting: Weekly+

Character Slot: 4

 

.:Character Data

Name: Fú Shǎizi

Clan: The Fú Family

Gender: Female

Date of Birth: August 14th, 2090

Age: 26

Birthplace: Amegakure No Sato

Village: Kirigakure No Sato

   

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.:Appearance

Hair: Shǎizi’s hair is the rusted color of the reddest autumn leaves. Long and wild, it hangs down just past her shoulder blades. She usually keeps her bangs pulled back into a high, chaotic ponytail.

Eyes: Shǎizi has eyes of a deep crimson red. Her left pupil is distinctly shaped like a four point star, betraying her heritage to those she would hide it from.

Height: 5’8”

Weight: 145

Blood Type: O+

IQ: 95

Voice Actor: Wendee Lee

Theme: It Gets Easier - Jason Isbell

 

.:Physical Description: Shǎizi stands taller than many of those who would call her a clansmen, with a muscular build that belies her heritage. She sports a tattoo sleeve of a dragon enveloped in waves crashing amongst a dark moon that goes from just below her elbow all the way up her right shoulder to her collarbone, and down her chest below the line of her shirt. Astute scholars of the history of Dragon Country, few they are in the shinobi world, would immediately recognize this imagery as a depiction of one of the dragon brother’s warring against his siblings before creation. 

 

.:Clothing: A vagrant most of the latter half of her life, Shǎizi has unique views on the importance of a diverse wardrobe. In almost every setting she wears the same torso wrap under a black cloth traditional ruqun top. In most formal and day to day settings, she wears this piece traditionally, covering both shoulders and arms. In battle though, or when cavorting in some of the seedier places in the world, she leaves her right arm and shoulder uncovered for ease of movement, ease of drawing her blade. In a rough clash of cultures, Shǎizi has forgone the traditional sash and skirt of the rest of her ruqun in favor of hakama pants and leg wraps favored by the samurai of the Land of Iron. A thick belt and sash, hung with belts and pockets and spirit wards, adorns her midsection.

On a mission or when she expects violence, she occasionally dons her personal armor, a set of iron plates that hang from her right hip for turning blades into, and a fully armored gauntlet worn on her left arm that extends from the mid-section of her forearm up to her shoulder. This shoulder armor is also layered with thick plates of steel. No matter what, she can always be seen with her beaded necklace, dripping with tomoe shaped ivory jewelry. If she believes herself to be in a place that would harshly judge her by her blood, she hides her four-star pupil behind an eyepatch.

   

.:Persona

.:Ideals: Shǎizi does her duty primarily for the money, she believes that the world is inherently dark and unforgiving. She values luck and fate above more grounded ideals such as logic and duty, which often puts her at odds with the job of being a shinobi. Her goals amount to little more than earning enough to keep her adopted father in an easy retirement and to fuel her gambling addiction.

 

.:Bonds: Shǎizi’s sole connection to the village (and to a lesser extent her sole connection to sobriety) is Hei Saido, her adopted father. Her bloodline calls her in a whisper that she hasn’t heard in years, far across the sea, to a land of dragons and turmoil. Shǎizi looks to the future, to a hope that her fortunes will turn and her luck will find her again, that she’ll have a community that accepts her and all her flaws.

 

.:Flaws: Shǎizi is a lifelong addict and she isn’t picky about her vice of choice day to day. The boisterous shinobi often finds herself off the wagon, much to the dislike of her good friends. Nicotine and alcohol are only paltry addictions though, compared to Shǎizi’s addiction to gambling. Along with these vices, she is a notorious liar and tends to look at every situation as something about to go horribly wrong; likely because it often does when she is involved.

 

.:Personality: Shǎizi is blunt. This, above all other things, defines the way she lives her life. This attitude doesn’t bring her into the good graces of many around the village. In fact, she finds herself in trouble more often than not, but her skill and determination to make sure her father can comfortably retire make her an invaluable asset to any mission. She has a brusque attitude about war and bloodshed, dulled from her years as a sellsword and from taking the lives of her lover and benefactor many years ago. If Shǎizi can make a serious situation into a farce she will, preferring to sink back into the coping mechanisms that helped her survive when she was alone in the world than to face real turmoil head on.

 

.:Current Allegiance: Kirigakure No Sato

.:Relationships:

-Parent(s): Names Forgotten (deceased)

-Sibling(s):

-Extended Family: Hei Saido (adopted)

-Significant Other(s): Hei Kojo (deceased) 

-Pet(s):

-Teacher(s): 

-Friend(s): 

Edited by Sol Pope
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.:History

Shǎizi was born in Ame no Kuni to a mother and father remembered only in passing now. She was born with the sign of a great diviner, a single pupil in the shape of a four point star. This sign led to her early life to show her great fortune and luck, treated as a treasure among her peers. This fate for her, that of a great diviner or philosopher, was not to be. Tragedy befell Shǎizi and her family, the senseless kind that happens with no rhyme or reason. In one happenstance of needless violence over a purse of coin, Shǎizi was left orphaned on the streets of the Rain Country capitol at 8 years of age. 

 

Life as a street rat was hard, something no young child should become accustomed to. Nevertheless, Shǎizi endured. When she was 9, great luck once again seemed to embrace the girl for her short years surviving as riffraff in the dark alleys. A businessman named Ijiwaru took pity on the wretch, taking her off the streets and giving her a roof to sleep under once more. It wasn’t long before the true reason he had saved her was revealed however, a desire for the divination skill of those with the starry eyes. She was forced to train with many different fortune tellers and diviners to hone this skill. Ijiwaru believed that this frail young girl was the secret to his new fortune. 

 

Though Shǎizi knew she was being used by her new ‘father’ she knew that this life was easier than living on the streets. Five years later, Ijiwaru employed a young man named Kojo, who took to the precocious young girl with a warmth that she was unaccustomed to since the death of her parents. In secret, Shǎizi and Kojo spent time getting to know each other. Kojo was a swordsman with a sharp wit, a warm personality, and great skill in gambling. The young man taught Shǎizi how to play all the most common games and as they got to know each other, began to tutor the young girl in the way of the blade. Kojo was a master of the katana, hailing from the Country of Iron and their culture of samurai. The weapon that Shǎizi took to much faster, however, was the butterfly sword. She took to the art of swordplay much quicker than she did to the divination arts that everyone else seemed to think she was destined for. Shǎizi and Kojo continued to become closer and closer as the days passed, a forbidden love began to blossom. For three years she lived this way. These three years would prove to be the happiest and most peaceful of Shǎizi’s life. She was 17.

 

Ijiwaru discovered the trist between Shǎizi, who he saw as his ticket to fortune, and Kojo. Enraged, the businessman exiled the swordsman from Amegakure, doing everything in his power to make sure no one would do business with the mercenary again. Shǎizi was devastated. She refused to do her work, refused to eat, refused to do anything Ijiwaru demanded of her. In his rage, the old man beat her until she acquiesced. Late in the night a week later Shǎizi disappeared from the estate, desperate to find Kojo. Luck seemed to be with the Fú girl then and she was reunited with her love just outside the city gates. He had been concocting a plan to spirit her from the estate since the day he was exiled. The two disappeared from Amegakure with the wind. They lived on the road for a time, happy but wary. Shǎizi knew that Ijiwaru would do all he could to hunt her down. Their time on the road together proved to be short. Ijiwaru’s men cornered the lovers at a tavern in a run down village just three weeks later, just off the border of Tetsu no Kuni. 

 

The ensuing battle was bloody and quick. Kojo cut three of the five men down before half the patrons managed to clear the tavern doors. The fourth, however, pierced the mercenary with a deep, vicious cut in the chest. Shǎizi, in a fury so potent it seemed her crimson locks were ablaze, wode into the fray with her large sword, ruthlessly cutting the remaining two men down where they stood. It was the first time she had taken a life. She was at her lover’s side before the last man had fallen dead on the ground. It was obvious to Shǎizi that he was in great pain and would suffer for days before succumbing to his wounds. Kojo pleaded with her to end his suffering, to take his necklace and a jeweled bangle he held and escape to Mizu no Kuni to his old home and be rid of Ijiwaru forever. It was with a heavy heart that Shǎizi took the blade of the man she loved and mercifully ended his life. Sitting in the middle of the tavern, covered in blood, Shǎizi only felt a cold rage within her. 

 

She returned to Ame no Kuni and the manor of the man who had raised her with only revenge in her heart. She climbed the trellis on the mansion’s back in the dark of night, shrouded by the dark rainclouds of a coming storm. She appeared to Ijiwaru in his bedchamber, her blade at the ready. As he moved to call his guard, she cut him clean through with her butterfly sword. As Ijiwaru took his final breath, his broken body falling to the floor in two pieces, something else broke. As it passed easily through the old man’s frail body, Shǎizi’s butterfly sword met a hard edge along the floor, the blade shattering into 5 large pieces.  Later in life Shǎizi might say that this was when her luck abandoned her, when the intrinsic power of the universe came together and shattered the last vestments of her honor and fortune. Whether it was the black stain of killing one who had provided for her most her life, or the dishonor of killing a defenseless man, Shǎizi didn’t know. All she knew was that emptiness was the only thing she could feel, the hollow aching of a life that had just been destroyed. As quickly as she could, she gingerly collected the pieces of her sword and wrapped them away, anything to keep the memory of Kojo alive. She disappeared from Amegakure that night and never returned.

 

Once she was safely in Tetsu no Kuni, Shǎizi stumbled into the nearest bar. She found her solace at the bottom of a bottle, in the dregs of a hand rolled cigarette. Easier to numb the pain than to face what she had done, what she had lost. Shǎizi spent three nights on her bender, too drunk to remember her name half the time. After her money had run out, she was forced to see the sun again and face the uncertain future. Two weeks later, she turned 18.

 

Shǎizi spent the next 5 years like a ghost. The bottle was her escape, the gambling tables a source of sad fondness. She worked when she could, to afford the week long benders and pay off her gambling debts as they continued to rise. Her luck never blessed her when she gambled, but more than once it seemed to be the only thing that kept her alive as she began to take on more dangerous jobs. Through it all, the Fú girl gained a reputation as a dangerous swords-woman with a brash attitude and a short fuse. 

 

Fate would find her on the sixth anniversary of Kojo’s death. Shǎizi found herself across the dice table from a man with a familiar face though she knew she’d never met the man before in her life, at least when she was sober enough to remember. He eyed the ivory necklace Kojo had given her all those years earlier with an anger she rarely saw. Tables flipped and game pieces scattered across the bar as the man advanced on her and drew his sword. She drew hers as well, the pristine blade that Kojo had wielded so many years ago. The man accused her of murder, of so brazenly wearing his son’s necklace, killing with his sword.

 

Shǎizi bristled at the accusations, half drunk. She roared as their steel clashed, spitting her vitriol at the man who accosted her. That her necklace and sword were the only things she had left of the man she once loved. As they parted, circling one another, she saw the same hollow sadness in the old man’s eyes as she held in her heart. With her emotions boiling up for the first time in a long while, she sheathed Kojo’s sword and thrust her hand into her belt pouch before thrusting it at the man. In the palm of her hand was the sapphire jeweled bangle that Koji had given her as he died. Tears fell down her face as she related his death to the old man. Kojo’s father. The man, Saido, gingerly took the bangle from her outstretched hand. He put his weapon away and the two of them cried in the middle of the tavern they had almost destroyed. Saido told her that he had been searching for years, trying to discover what fate had fallen his son. Shǎizi, ashamed of the years she had spent avoiding the place Kojo had asked her to run to, fell to her knees in front of the old man and asked for his forgiveness. With a soft smile, Saido pulled her to her feet and embraced her. In each other, the two hollow, broken people found the first note of solace either had felt in a long time.

 

Shǎizi accompanied Saido to Ame no Kuni, bringing him to the nameless grave where she had buried Kojo. Saido, now reunited with his son, sent for a team to bring his son’s remains back to their home, where he could be interred in the family estate. Saido invited Shǎizi to join him, to come and live with him in Mizu no Kuni. She accepted his invitation and the two of them who once had lost everyone had now found each other.

Shǎizi lived with Saido for three years, mostly working at the grounds of his estate, until the old man became too frail to continue his work. Knowing that money would soon become a burden for them both, Shǎizi offered her skills to Kirigakure as a mercenary. With Saido’s backing, the village accepted her into the ranks of their genin, maybe the oldest they had ever taken on. With these new prospects, Shǎizi knew she could turn her luck around and provide for her new family as a shinobi of the Hidden Mist.

Edited by Sol Pope
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.:Characters Statistics

.:Game Statistics

Level: 2

Rank: Gennin 

Total Experience: 1000

Total Stats: 700

    Health: 100

    Chakra: 100

    Stamina: 100

    Luck: 30

    Ninjutsu: 20

    Genjutsu: 0

    Taijutsu: 60

    Concentration: 0

    Defence: 100

    Speed: 100

    Accuracy: 60

    Evasion: 60

 

.:Stat Benefits

 

>Taijutsu Bonuses

+15 Taijutsu damage (+5 for every 20)

+15 Melee Weapon damage (+5 for every 20)

+10 Basic Attack damage (+5 for every 30)

 

>Ninjutsu Bonuses

+5 Ninjutsu damage (+5 for every 20)

 

>Defense Bonuses

-25 damage (-5 for every 20)

 

>Concentration Bonuses

+0% to hit with genjutsu (+1% for every 20)

+0% to dodge genjutsu (+1% for every 20)

+0% crit chance on taijutsu (1% for every 100)

0% cost reduction on ninjutsu (2% reduction for every 100)

 

>Accuracy Bonuses

+6% to hit (1% every 10)

 

>Evasion Bonuses

-6% to opponent Chance to Hit (-1% every 10)

              

.:Role Play Traits

31 | 31 Total

18- base

12- starting/level 10

1- village skill

     

.:Physical Traits

• Agility — 2

• Athletics — 1

• Ninja Tools — 2

• Perception — 2

• Stealth — 1

• Survival — 1

     

.:Mental Traits

• Academics — 1

• History — 1

• Instinct — 3

• Investigation — 1

• Ninja Arts — 1

• Politics — 1

     

.:Social Traits

• Culture — 1

• Insight — 3

• Intimidation — 1

• Charisma — 3

• Streetwise — 3

• Subterfuge — 3

       

Edited by Sol Pope
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.:Skills

.:Skill Point Tally: 6 used | 4 available | 10 total

+4 - level 2

+3 - Addiction 3

+1 - Always The Path Less Traveled

+1 - Uninterested Combatant

+1 - Unmotivated

--

-0 - Subtle Elements: Water

-1 - Subtle Elements; Fire

-1 - A Fu’s Luck

-1 - Lucky Eight

-2 - Super Luck

-1 - Path of the Warrior

-1 - Steadfast Durability (Rank 2)

 

.:Clan Skills:

A Fú's Luck|福家福

Effect: Character gains an additional tank stat called 'Luck.' Luck is gained at a rate of 10 luck per character level. If the character's Luck reaches 0, set the character's Chakra and Stamina to 0 until Luck regenerates. Luck does not regenerate until between threads, or per GM discretion. For every thread the character spends their luck, at the end of the thread (or at any other point in the thread per GM discretion), the character makes a Bad Luck Roll: Roll a 1d20 and add their remaining luck percentage (100(remaining luck/total luck)). This skill cannot be taken if the character has hindering skills that grant roll penalties or increase fail chance.

     Requirements: Fú Family [Hereditary]

     Cost: -1

 

         Bad Luck Roll [1d20 + (100(remaining luck/total luck))]:

         01-10: Lose 100% of any rewards from this thread

         10-30: Lose 50% of any rewards from this thread, rounded down

         30-110: No effects

         110-120: Gain an additional 50% of any rewards from this thread rounded down

   

Super Luck | 強運 (Rank 1)

Effect: As a free action in the phase the roll is made, the user may spend 10(100/x) Luck to increase or decrease the result of that dice roll by 1. x is equal to the number of sides the dice has. A dice roll can only be manipulated by up to 5/(100/x) integers, rounded down with a minimum of 1. The final die value cannot be below 1, or above the die’s maximum value. The skill effect must be announced in the dice roll ‘reason’ before the roll is made. This ability can be used once per rank in this skill. This skill cannot be combined with other roll-augmenting effects.

     Requirements: A Fú 's Luck

     Cost: -2 for rank 1; -1 for additional ranks   

  

Lucky Eight | 囍

Effect: Regenerate choice of 8x chakra or 8x stamina any time an 8 shows up in the character's final rolls. At 25% health or lower, the character may choose to regenerate 8x health instead of the above chakra or stamina. x= ninja rank.

     Requirements: Fú Family

     Cost: -1

 

.:General Skills:

 

Subtle Elements; Water

Effect: May use Water element techniques. All Water Techniques cost 10% less. All 5 'Subtle Element' skills share ranks.

     Cost: Free Village Skill

 

Subtle Elements; Fire

Effect: May use Fire element techniques. All Fire techniques deal an additional 5% of their total damage in 'Burning' damage on the following turn, rounded up. All 5 'Subtle Element' skills share ranks.

 

Path of the Warrior
Effect: Gain 1 extra Jutsu Point every other level.

     Warrior's Way:
     - Brutal Warrior: May take 2 Ranks of 'Martial Artist' for 1 skill point.
     - Elegant Warrior: May gain 2 ranks of 'Steadfast Durability' for 1 skill point.
     Cost: -1

 

Steadfast Durability (Rank 2 | -10 stamina per rank)

Effect: Stamina-Based Techniques cost 5 less Stamina per ninja rank of the technique. This shares ranks with the skill 'Inner Calm'. Ranks in this skill may be purchased once every five (5) levels.

     Cost: -1 (Rank 2)

 

.:Hindering Skills:

 

-Always The Path Less Traveled

Effect: Any travel post this character makes has its minimum word requirement increased by 5-posts, regardless of any skill or ability that would mitigate or negate said requirement.

     Cost: +1

 

-Uninterested Combatant

Effect: When fighting an opponent 5 levels lower than yourself, skip your turn(s) until the opponent has a turn.

     Restrictions: Cannot be taken with "Self-Defense".

     Cost: +1

 

-Unmotivated

Effect: Characters with this skill must train for an additional 2 posts, when training for techniques, jutsu points, or skills

     Cost: +1

 

-Addiction 3                      

Effect: This character must consume an item with the effect "Addictive; x" in their first turn of battle, where x is equal to or greater than their rank in this skill. If they don't, all of their stats are reduced by 50% of their Total until the item is consumed. "Addictive; x" may be added to a consumable item for $20x. 

     Cost: +3

Edited by Sol Pope
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.:Techniques

     Jutsu Points: 3 Used : 3 Available : 6 Total

     --Gains

     6 - Level 2

     --Expenditures

     3 - Great Fireball Technique

.:Academy Jutsu

 

Body Replacement Technique | Kawarimi no Jutsu

Type: Ninjutsu 

Rank: Academy Student 

Cost: x Chakra 

Effect: This technique may be performed as a Free Action in the Response Phase following a failed dodge roll. When determining the cost of this technique "x" is equivalent to the cost of 1 basic attack or small weapon attack that the user failed to dodge. The damage and effects of that basic attack or small weapon attack are negated. The user may take no action in the Setup Phase or Main Phase on the turn this technique is used. This technique has a 5% chance to fail. This technique may be performed 1 time per battle.

Points: Free Upon Creation

   

Clone Technique | Bunshin no Jutsu

Type: Ninjutsu 

Rank: Academy Student 

Cost: 5x Chakra 

Effect: This technique may be used in the Setup Phase or Main Phase. When determining the cost of this technique "x" is considered to be the number of "Clones" created by the user and may never be greater than 2. "Clones" have 1 Health and 1% of the user's other statistics. "Clones" are not physical, and may not use items, techniques or attack during their turn. The user of this technique gains +20 Evasion or +20 Accuracy for every "Clone" on the battlefield. The effects of 'Clones' may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc). This technique may be used in the Setup Phase 1 time per battle.

Points: Free Upon Creation

   

Transformation Technique | Henge no Jutsu

Type: Ninjutsu 

Rank: Academy Student 

Cost: 10 Chakra 

Effect: During any situation in which a character with this technique would need to calculate their "Visibility Score", they may use this technique to reduce their "Visibility Score" by -10%. "Visibility Score" reduction caused by this technique may be ignored by any character with heightened senses (i.e; Byakugan, Path of the Sensor, Inuzuka Smell Tracker, etc).

Points: Free Upon Creation

 

.:Genin Jutsu

 

Fire Release: Great Fireball Technique | Katon; Gōkakyū no Jutsu
Type: Ninjutsu [ Fire ]
Rank: Gennin
Cost: 20 + 8x Chakra
Damage: 20
Effect: The value of X is a number between 0 and 3, chosen when this technique is utilized. This technique afflicts one (1) turn of 'Burning: 10x'.
Description: Originally crafted as a signature technique of the Uchiha clan of Konohagakure, Gōkakyū no Jutsu has found its way into the hands of both common Konoha shinobi and further into the world at large. Though most powerful when handled by a member of its origin clan, Gōkakyū no Jutsu is a formidable and relatively easy to use technique wherein the user kneads chakra inside their body, converts it to fire, then expels flames rapidly from their mouth. Though the technique gains its namesake from a large orb shape, it is easily used as a continuous flame-thrower whose volume can be controlled through raw chakra output. The impact of this technique is not the most potent, but it easily burns away its targets and often leaves a scorched crater in its wake.
Points: 3

 

.:Chunin Jutsu

-

.:Jonin Jutsu

-

Edited by Sol Pope
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.:Equipment

   

.:Inventory

-Armour-

    Hitai-ate

    Head:

    Neck:

    Body:

    Waist:

    Forearm(s):

    Hand(s):

    Thigh(s):

    Calve(s):

    Feet:

     

-Weapons-

    Main Weapon:

    Sub Weapon:

   

-Item Listing-

Regular Slots: 15

Slots Used: 4/15

Items on Hand:

    4 Shuriken (0.5)

    4 Kunai (0.5)

 

3 Milk Chocolate Shuriken
     Effect: Gain 1 JP when this candy is eaten.
     Value: $25
 
2 Pumpkin Juice
     Effect: This candy may be eaten when your character receives experience. When you eat this candy, you gain +100 EXP. Only one "Pumpkin Juice" may be eaten per thread.

     Value: $50
 

2 Black Licorice Bats
     Effect: When this candy is eaten, you may increase the word-count of the post that this candy was consumed in by +200 Words. Eating multiple 'Black Licorice Bats' may stack this effect to a maximum   of +400 words.
     Value: $50

 

2 Addictive Item | Fire Mist Cigarette - Rank 3

 

Items in Vault: None

Money on Hand: $165

Money in Vault: 0

           

Edited by Sol Pope
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.:Character Logs

   

-Experience Log-

Experience Gained:

-1000EXP - C Rank

-Transaction Log-   

Ryo Earned:

    +125 - Character Creation

    +160 - C Rank

     -120 - Shopping

 

Items Gained:

    +4 Shuriken - Character Creation

    +4 Kunai - Character Creation

    +3 Milk Chocolate Shuriken, 2 Pumpkin Juice, 2 BLBats - Holiday 2020

    Holiday Gift: Small Scroll [Iwa Bunshin no Jutsu]; Screaming Pumpkin Mask [+80 Defense]

    +2 Addictive Item Rank 3

 

-Mission Log-

    D Rank Missions:

    C Rank Missions: 1

    B Rank Missions:

    A Rank Missions:

    S Rank Missions:

Edited by Sol Pope
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