Anri Fuyunaito
Oct 19, 2023 7:04:50 GMT
Post by datmass on Oct 19, 2023 7:04:50 GMT
Name: Anri Fuyunaito (Gale Force, Punishing Strike, The Glare, Night Hunter)
Age: 22
Birthdate: 8/8
Nationality/Cultural Group: Japanese
Height: 5'8
Weight: Very lean and athletic
Gender: Female
Affiliations: Shinsengumi (Silent Operative), National Association of Paranormal Investigators (Loose Association), Yokai Hunters Guild (Loose Association), Shinto Shrine Network (Loose Association)
Appearance:
While Anri started life as fairly short, she went through a growth spurt that has left her about four inches below her brother, Max, with short black hair and eyes that are officially categorized as maroon. As siblings that spent their early years in training, fighting against one another, there are going to be alot of comparisons here between them. Anri is Japanese in her skin and general look about her. She is a lithe form, a smallish frame that - like a gazelle or a cheetah - moves quickly and nimbly, but like those beasts still may pack a punch because there is very little excess, just mainly muscle for quick performance. Where Anri is not super-durable like her brother, she is swift and darting, wiry and agile, instead. To this end, she doesn't take very many hits in life, but there have been the odd nick or scratch here and there. One who operates in her kind of precision also acts to minimize damage in the moment, should that be necessary, as much as her avoidance in general. She is geared towards some dangerous combat, in that regard.
She wears glasses, which have been reinforced to prevent breaking, for some near-sightedness. Anri's senses are all very peak, except the one, which is why there is a preference to lean on hearing more than sight for long distances. The eyewear corrects for this, of course, but training to fight even with them off has left her still capable, should they be launched from her face or otherwise destroyed. Her general appearance is to prefer semi-formal appearance, wearing a blue overshirt with white undershirt and a short skirt that does not inhibit movement. She will sometimes wear pants, a casual shirt, or a hoodie in more relaxed situations, but these are technically less combat-ready attires. And while Anri is considered decently attractive, she has never dressed for that, as if there is someone out there that seems interested in her, it will be someone that is at home with her natural demeanor. Because when the fighting starts, there will be a glare and a scowl that may dig deep into the sensibilities, as she tears apart the offender without mercy.
There is also something else. There is a Shinsengumi uniform...of a sort...apart from any normal attire they may have supplied her. It is a blue-black padded combat suit meant to blend in with the night, not heavy but affording some protection to her person. It has built-in bracers and shinguards, and comes with a helmet that has - by her request - an outer reflective layer that is the main visor, and then an inner secondary one made to emulate her lense prescription that can be pulled down in case her glasses are broken. All of this is her Night Hunter suit, which is outfitted to be light and useful, not heavy and confining, and also hold onto some gear. The Shinsengumi doesn't have any reason for a black ops division, but if they need someone to act in stealth, this is the kind of thing they'd give someone.
Personality:
Aye, here's the rub. Anri is a great physical speciman that trains and keeps in shape often, but inside...even after years of recovery...things are kind of a mess. At a young age, she was pleasant and engaging, a friendly sort with well-educated quips, because Anri believes in a sharp mind to match swift performance. She was a good kid, someone you'd like to be around with a promising future with her innate and built-upon skills. However, after an incident that destroyed their home, Anri...was broken. Details of this, we will get into more in her background, but to describe the effect... Imagine you have a very nice plate with an ornate picture that must've taken a skilled artisan to make, a beautiful piece of art almost. Now, smash it on the ground and stomp on it a few times, and you know Anri's mental state, after the event.
It was a betrayal of everything, a breach in the view of the world that Anri had grown up with. She believed that those closest to you would be there for you always, and that in their heart of hearts, if you were deserving of their love and trust - and vice versa - they would never turn on you, and you should never turn on them. Anri's hopeful and optimistic view on these basic principles - a kind of philosphy on the moral values of friends and family, and how fairly you treat the world - came crashing down, and she would not speak very much afterwards. Her mind was drawn inward with the shock, and not even with the action she had taken as a result of that betrayal. There was no guilt in destroying the one who hurt her so, but rather a crippling inability to interact in the world while this betrayal existed. Nothing made sense anymore, ergo she could not trust anymore, and so she withdrew into herself until she could figure it out.
It took time, pushing the fragments of what truths she could still live by, after so much pain and sorrow and yes, even rage, existed within her over this. Anri did not become twisted and jaded. She was trying to build herself up from nothing in order to try and rejoin the world, once more. Eventually she did, but her demeanor was much changed. She adopted a certain level of stoicism and a guarded temperment, always on the lookout for something to strike, something to try and take her unawares. She is not violent by nature or overly-confrontational, but she is judgemental of certain transgressions. In her mind, she is now constantly weighing things, justifying or condemning them. It is a new balance which has led her into a career that is...while not necessarily the choice others around her might be happy with...they still understand.
Character Strengths:
Anri is combat-ready on some level, nearly all of the time. Not as in 100% tensed to fight, but so thoroughly aware and prepared in some way that surprising her is a difficult task. She is VERY well-trained, described as a prodigy in combat situations that marks her as more skilled and adaptable than her brother, Max.
Somewhere between her early life and constant study has left Anri very knowledgeable in the academic sense and very well-read in general. Her mind is very analytical, often weighing the moral implications of matters and coming up with an answer to things very quickly. She's been dedicated to this for some time, so it's understandable that he's very good.
There is also great mental fortitude in someone who has been forced to essentially rebuild their own psyche from the ground up. Anri saw the tattered remains of a house in her mind, and - brick by brick - built herself a fortress. It's given her an astonishing amount of willpower in situations that would call for it, and while it isn't perfect, it IS strong where it needs to be.
Character Flaws:
Although she is considered very capable, Anri is not very durable. Average, at best. In a test of raw strength, Anri switches gears to find an angle or some leverage because she cannot compete, otherwise. In an arm-wrestle between her and Max, it's Max every time. So, as a result, although she can deliver physically, it's very difficult for her to endure. All that speed and dodging, minimizing damage to her person, is due to her needing to so her performance doesn't drop.
Anri's social development hit a major wall when she was a child, and while she is a functional adult, she is something of a social pariah. She doesn't trust easily. Every human being she comes across is subjected to a level of scrutiny to determine if they're trustworthy or not all the time. She won't chance a betrayal of trust anymore, and so you have to be careful around her. Because if you commit some sort of act around her that isn't accepted, her ability to forgive is very small, and you may end up hurt, at the very least. As much as that fortress is protection, it is also something of a prison for her that takes alot of effort to step out of. Her instincts are battle instincts, not that of a social creature.
Stoicism and that glare of judgement tend to put people off too. It's something she has little control of, in a sense. Her guarded speech, her watchful eyes, and her general temperment make Anri a bit scary to get near, more-so when she acts. Anri does not disguise her punishing nature. If you're around her, she expects you to understand that kicking the crap out of this offender is a natural course of actions in response to whatever terrible act they have performed. It helps that she's in the Shinsengumi, but while she doesn't abuse the privilege, she definitely does the whole 'judge, jury, and executioner' thing they're known for, and that doesn't sit well with people, sometimes.
Backstory:
It began as a pleasant life. Anri was the second born of a family that was one-part shadow fox, one part human, wwith the children born as gifted human beings. She was raised in a loving family with a protective and kind older brother, and both he and her were trained by their mother in martial arts and swordplay while they would hang out with their friend, Shiro Kunekawa, when they weren't busy. Anri was a prodigy at fighting and a decent academic who loved life, and enjoyed playing with friends. Shiro was an especially good friend, as he and Max were a great team and she liked that he hung around alot. He said that it was because he wanted to give his dad some space, but he was happy being around them, so it was fine.
And then, at the time of fire incident, everything was not fine.
The event had taken place without warning. A fire had been started at the lower level of their house with subtlety and care, as the perpatrator wished for it to go unnoticed for a while. Sensing the danger, Saiga - her mother - immediately acted to get Max out of the house and asked Hito - her father - to get her out. Unfortunately, Hito didn't find her, as Anri had gone to investigate and discover who was laughing... The truth of the matter was that her mother had to get Max out of the house immediately. He was weak against the flame, and thus it put him at the most risk. Her father couldn't find her, and when he did not, he came ot the conclusion that his daughter had wisely escaped the building instead of doing what she was doing. He'd forgotten that her power could push some of the heat and smoke away from her, allowing her to find out who was burning their house, a man who had attempted to trap them all inside with him.
It was Mr. Kunekawa, Shiro's father. Rikdo had - unbeknownst to Anri - contracted a curse that had driven him mad, and in his anger had declared that they were a family of demons who must die. It was...surprisingly close to the mark, but their families had been friends for years, and now this man was unilaterally calling for their deaths. He called Anri tainted demon spawn, and was glad to see her there to burn right along with him in this house. The shock of his betrayal, after all this time, made Anri freeze, unable to think or act as she couldn't accept what she was seeing before her. For him to suddenly turn on them made no sense, and so she was frozen in indecision...at least until Shiro came for her. He's wanted to stop his father, and in that instant, Anri knew what too do. Using the distraction, she pushed Rikdo into the nearby flames so he could burn while his son - a redeemable human being - could live.
That was her last truly conscious act for a while, because Anri effectively shut down for a while, unable to process how a man who'd been friends with the family could change without warning. Because...if HE could do it, then anyone could. And if anyone could, then anyone would. And with that in mind, Anri's mind withdrew into itself, as she could no longer trust the outside world or anyone in it. The implications of the situation broke her, leaving her basically on automatic, but not really seeing much of the world. She needed to...find some way to make sense of it, to deal with this, but...it plagued her for years. It was ironically the lynchpin that solved another problem. Her poor brother was the subject of a schism in the family, due to the notion that he might not be Hito's true son, or somehow not wholely so. It was a little strange, and definitely a yokai magic issue, but seeing her suffering inside brought them back together, at least.
The only problem was what emerged, several years down the line.
Somewhere in her teen years, Anri began to function again. She was not very social, and suspected possible attacks around every corner. Not one iota of her casual self really existed anymore. It stopped working because it was what left her vulnerable, back then, so she stopped it, and instead adopted this stoic rationalism that required all to justify themselves to her before she really gave an inch. Anyone causing harm, she would harm in turn, as well. They deserved it, and needed to be punished. This went on, and as she verged on the adult, sighted a profession which she seemed to be suited towards, to some extent. It would allow own actions a little more leeway, so there'd be less argument over whether it was fair that someone got punched in the gut for stalking others.
Anri joined the Shinsengumi, and perhaps never a more natural fighter for their group was there. She was dedicated, though not severing familial ties. Didn't need to, with her kind of philosophy crossed with her judging personality. Although, she has never exposed the nature of her family to anyone. They did not deserve that sort of thing. There were far more deserving targets than her family and closest friends, few though they may be.
Family, Friends, Etc.:
Hito Fuyunaito (Father) - An honest man who lives an honest life to support his family, very moral and understandably displeased with some of the events in their family. In her heart of hearts, Anri feels that her father should never have condemned Max's existence because of their mother's potential infidelity, although the anger towards their mother was reasonable. In the end, this became water under the bridge. It was just a shame that it required her to burn before all was quenched.
Saiga Munashii-Fuyunaito (Mother) - The nine-tailed fox of the shadow, wise and skilled, and also very caring...but unfortunately attached to some long history of dangerous yokai-related stuff in the past. Saiga is over nine hundred years old, and therefore has done things that outlast generations of humans. Anri has forgiven this, because she cannot find any evidence of having used her power to make human life miserable. She loves her family, and does not engage in terrible acts at this time. That is enough.
Max Fuyunnaito (Brother) - Not just brother, but her big brother, and perhaps the closest family member to her, apart from Saiga. Anri cares alot about Max, and honestly worries about him because there is an unknown piece of his life to even himself where The Wolf resides, and some part of him she can't even see, as he seems guarded or silent about things. There is little that Anri wouldn't do for her brother, but at the same time...she watches even him, sometimes, sensing that something is wrong.
Shiro Kunekawa - His father's laughter as he burned to death still echoes deep within her mind, sometimes. Shiro is a friend, and was perhaps the key to Anri ever trusting the world again, as he sought to help, where his father betrayed. It justifies their friendship and makes for a bond that is difficult to break, especially since Shiro spent time living with them as family. It's hard to categorize what their relationship actually is now, friend or family or more. Shiro lives on a fine line as he struggles with his curse, the reason for Rikdo Kunekawa's madness, still taking the name of 'Shokune the Samurai', as she named him, back in their childhood.
Belongings:
The Basics - Wallet, keys, apartment for living in, cellphone, etc.
Musashi Black Katana - One of the finest brands of katana blades, a black-handled single-edge curved slicing blade of high quality, produced using modern forging methods to create a balanced sturdy implement made for swift slicing and quick stabs. Anri's sword has one customization added to it. Below the hilt guard, there is a small loop meant for the index finger which allows the sword to be flipped up or down by one finger alone in a quick flourish, as needed, to switch grips or fighting style.
Other Swords - In case a situation calls for it, Anri could have different or more blades, assuming she's prepared thus. There could be reasons to carry a tanto, a ninjato, a chokuto, or a nagamaki, say. Other possibilities exist, but basically, Anri has a small arsenal like Max, only this isn't meant for a dojo. They are meant for the combat you think they are.
Night Hunter Suit - The padded, braced, and guarded combat suit with custom helmet, made for quiet night work, where stealth and subtlety are preferred. The suit also includes the detachable sheath for her sword, which can be placed on the back or the belt, and the belt has pouches for various Shinsengumi-supplied anti-Yokai implements, or other small devices in general. This could include purified salt, caltropes, miniature flares, or other small items effective in situations. (Basically, if she goes in knowing what she's going to confront, Anri could have something a yokai is allergic to or something to deter or disorient it. If not, then she's on her own, probably.)
Kawasaki Ninja ZX-6R - An exceptional piece of equipment from the Kawasaki Motorcycle Company. It has a high performance 4-cylinder engine, LED Lighting, full instrumentation and control capable of pairing with any cellphone, and it's balanced and light for maneuvering. Anri's in particular has a few dents in it, from time to time, if any form of combat was involved, since she'd be leaping from said bike during it.
Powers:
Power Theme: When Anri awakened to unusual powers from being the fey human offspring of a kitsune, they centered around the element of wind in answer to her speed and precision style of fighting. Alot of what she does has essentially forged her into being a living, breathing sword, of sorts. Being a well-honed fighter is easy. Dealing with life and people and unexpected, disadvantageous change is hard. So, all of this is in effort to carry her to victory while leaving others gasping. Speaking of gasping, a minor ability Anri has is that her breathing and ability to hold her breath is a mark above other people's, as she seems to absorb and hold it in more efficiently. Of course, there has to be sufficiently-decent air there to begin with, so if there isn't, she's out of luck.
Rank C Ability: Vacuum Strike - You've heard of these. They're the ability to slash so quickly and precisely that they produce a temporary vacuum wave that can lead to harmfful applications when applied to objects and living targets. In effect, it has sliced air to create a temporary gap in the shape of the attack that either projects from the blade or lingers for a short time (a few seconds) after the cut has been already made. Anything struck by the vacuum wave alone has been hit by essentially a shaped charge that is in the form of the blade attack, thus dealing a swift cut as though done by the blade. If the target is struck by the actual blade PLUS the wave, the imploding force of the vaccuum causes deeper and more severe damage to the affected area. If the target is not exceptionally sturdy, it could be cut right off, and this is added to the fact that katanas are REALLY sharp. It has a downside of being fairly limited in range and duration. The lingering duration is, as stated, only a few seconds. This means that the projection of a vacuum wave can only travel a number of feet before fading. Additionally, while this is a very good attack, there is only so much that it can penetrate, per hit. For instance, flesh and soft armor (like padding) or weaker metals, but as it finds itself against harder steel and other tough materials, it is merely damaging at best. It isn't meant to harm areas that you would need a repair crew to fix. That is what the Gale Force ability is meant for.
Rank B Ability: Gale Force - The ability that earned her the nickname among peers. This is a wind projection power that starts by forming around her, fed by her passive power. She creates whirlwinds of force that start around her, and then must be projected in a direction of her choosing, a wave of air-based force that can send anyone or anything not nailed down or firmly gripping something that IS flying. Anri can project these in any suitable direction to blast something away or move herself around with control bursts to avoid danger. Damage as just a repelling force is based on if a target is hit BY something or thrown INTO something that hurts. She can also make larger Vacuum Strikes this way, which will damage larger and sturdier targets and can travel farther than a short distance before spreading out like a shotgun blast. This causes greater armor penetration of the heavier materials, and thus more collateral, and it is further possible to just sustain a force of wind in one direction or expand the whirlwind in ALL directions, though these feats are longer-lived, and therefore require a great deal of concentration to keep stable. The real problem is, though, that because this is wind, Anri can't actually SEE the fullness of the effect, just shimmers of force, and then the evidence of the damage. Her keen senses DO help, but trying to track it visually for ANYONE is very difficult, and can therefore make it hazardous to others and unintended targets. And of course, because it is devilishly hard to breathe while the wind is just whipping everywhere, Anri's concentration on using this power really only lasts as long as she can hold her breath. She needs to catch said breath for a bit afterwards, if done too long or two much.
Rank C Passive: Torrent Field - This field is an enhancer of senses and reactions. You know the swoosh, that displacement of air, that occurs when anything moves? That's a change in air pressure and density from all material things moving through it. This field extends a few feet from Anri's body and makes that swoosh more obvious to her, and more avoidable, using a dense force of air around her. It also pushes harmful gas and aromas away, as long as it was spread with little or no force. Anything that is purposed or sprayed still has a decent shot at reaching her, though. The problem with this power, while useful, is that it does practically nothing for her day-to-day life, and could actively inhibit it, as things will get blown around unintentionally, say. In order for it NOT to get in the way of things, she has to actively hold it down, which could get taxing after a while. Additionally, if for some reason her passive ability is stopped, Anri's Gale Force ability requires additional stamina to start up, as it is fed by this ability.