Name: Kurokawa Shinji
Mug:
Sprite:
Birth Animal: Snake (+0.5 DMG, +2.5 Eva, +2.5 Crit, +2.5 Dodge)
Race: Cat Misaki
Class: Mortician->Attendant
Character Skill: Vengeance
Personal Fault:
Due to the Dead: If an ally is downed, suffer -10 Hit/Eva for 1 turn.
Personal Skills:
Ghost-like Presence: If Shinji's AS > opponent's AS, gain +15 Eva.
Black Cat's Swiftness: When under 50% HP, SPD +2.
\Put Them to Rest: After Shinji defeats an enemy, gain +5 Crit for 3 turns. Triggers once per turn, stackable up to 3x, each stack counted independently.
Preferred Stats: Skill, Magic
Weapon Profs: Lance (D), Anima (D)
Class Skill:
Guide to Afterlife: Allies within two spaces, including Shinji, under 50% HP gain +3 DR. Enemies within two spaces under 50% HP take 3 extra damage.
Total Level: 1
Level: 1
Base Stats: (345% growth rate)
HP: 20 (+2*2) (70%)
STR: 5 (50%)
MAG: 5 (+1) (45%)
SKL: 3 (50%)
LCK: 1 (+1) (40%)
DEF: 5 (15%)
RES: 0 (+1) (20%)
SPD: 2 (+3) (55%)
CON: 8
AID: 7
MOV: 5
Inventory:
Elthunder
Vulnerary
Bio:
"Always live your life to the fullest, my son, because you never know when it may end."
The words of Shinji's mother echoed in his mind from as long as he can remember. His parents, Satoru and Kurumi, ran a business conducting the affairs of the recently deceased on the outskirts of Seito's capital, Kamogawa. It was there that the boy learned to respect the value of death. He quickly learned the methods of facilitating funeral rites, and the ins and outs of preparing a body for burial. His father would also bring him on missions to calm spirits, employing techniques borrowed from neighboring Jin. Young Shinji also demonstrated remarkable proficiency with both the lance and elemental magic, used as a last resort for quieting particularly restless spirits. But through all of that, he felt there was something missing from his life.
It wasn't until Shinji turned 18 that the message finally sank in. While returning home one night, he spotted a group of bandits ransacking a grave for valuables. This caused the young man to be overcome with an unusually rare bout of anger, as he believed disrespecting the dead to be an absolutely unforgivable sin. Rather foolishly, he challenged the group. His skill with quieting restless spirits proved to be useful here. Unfortunately, the injuries he suffered in the fight were grievous, and the black cat collapsed, surrounded by bandit corpses.
Then, Shinji awoke to a large man with an eyepatch standing directly over him. The giant wall of a warrior introduced himself as Todoroki Guren, the leader of a mercenary company. Shinji learned from Todoroki that he had nearly died fighting the bandits and would have had he not been found, and that his mercenaries had been originally tasked with hunting down said group before the teenager got to them. The fighting prowess the Shinji demonstrated inspired the older man, and he offered him the chance to repurpose his skills as a mercenary. Kurokawa Shinji's life nearly ended that night. He could have gone and died without ever experiencing the sights to be seen in the rest of the Five Kingdoms. And so, the young man set off with his parents' approval, as a way to experience the Five Kingdoms for himself and as thanks towards the man who saved his life.
To a not-insignificant number of his fellow mercenaries in the Thousand Swords, the impression given off by Shinji could be described as "creepy" or "strange". For some, it's his long black hair, pale complexion, and piercing green eyes that make him resemble a spirit himself. For others, it could his tendency to go completely unnoticed until he announces his presence. It could even be his unusual interest toward the supernatural and his behavior, seen by many as eccentric and overly causal, especially regarding the subject of death. However, there is one thing that anyone who's ever seen him in action can agree on: he takes any duty thrust upon him with the utmost seriousness. Whether it be handling the last rites of a fallen comrade, or a bodyguard job for some big-shot, Kurokawa Shinji puts all of his effort into whatever is thrown his way, even if his demeanor may not always reflect that.