Shizune is a main character from Izuna 2: The Unemployed Ninja Returns, the sequel of Izuna: Legend of the Unemployed Ninja, and Shino's younger sister. Shizune has a very special power that makes her a portable shrine, capable of letting gods travel away from their stationary place as long as they are close to her. Since Izuna has the same power, by fear of the possibility they would meet and end up butting heads, dragging gods in their quarrel (which would lead to unprecedented destruction), Takushiki, the leader of the japanese gods, sent her overseas when she was still very young. She was raised by the Foreign Gods and became close to them, until the age of 14 when she decided to cross the ocean to meet her sister. Without realizing it, the Foreign Gods followed her and their monsters started invading Japan, which led to the events of the sequel game. After the two sisters finally reunite, she becomes very good friends with Izuna.
Powers and Stats
Classification: Human, Maid, Portable Shrine
Powers and Abilities: Superhuman Physical Characteristics, Weapon mastery in bows, dolls and ranged weaponry, Proficiency in shuriken, kunai, caltrops and bombs, Doll Manipulation, Martial Arts and Proficiency in Hand-to-Hand combat, Crystal Manipulation, Healing, Status Effect Inducement (confusion), Enhanced Senses, Energy Projection, Explosion Manipulation, Regeneration (Mid-Low), Very resistant to BFR (unaffected by Yami-Uchi), 4th Wall Awareness, Fictional world acknowledgment, Can harm intangible and divine beings | Damage Boost (on demons and dragons), Very resistant to (status effects, Mind Control and Corruption) from various weapons, Durability Negation, Fire Manipulation, Resurrection, Statistics Amplification, Probability Manipulation, Her stamina can't be depleted, Shapeshifting, Curse Manipulation, Power Mimicry (via Doppelganger on Shizune herself), Can steal items | Fire Manipulation, Wind Manipulation, Status Effect Inducement (paralysis, confusion, anchoring, binding, sleep, blindness), Statistics Reduction, Resuscitation, Item Repairing, BFR, One Hit Kill, Teleportation, Sleep Manipulation, Soul Manipulation, Damage Boost (critical hit guarantee), Statistics Amplification, Sealing, Invisibility, Healing | Statistics Amplification, Healing, Sleep Manipulation, Weight Manipulation, Flight, Poison Manipulation, Body Control, Status Effect Inducement (confusion, blindness, poison), Corruption, Teleportation
Speed: Likely Superhuman running speed, Subsonic+ combat/reaction speed (She can dodge arrows shot from right in front of her by jumping a few meters aside), up to Supersonic with some talismans and weapons (which increase her combat speed by x2 and x3), Faster casting speed/attack speed
Lifting Strength: Peak Human
Durability: At least Town level, Higher with weapons and defensive talismans (Scales to Izuna)
Stamina: Vastly Superhuman (She can keep fighting even after getting severely beat up or having her stamina drained.)
Range: Extended Melee range with dolls; Tens of meters with ranged weapons and energy manipulation; Hundreds of meters with some talismans and bows
Standard Equipment: Talismans, several weapons (dolls, bows & arrows, ranged weaponry, shuriken, kunai, caltrops, bombs), staves, healing items and pills
Intelligence: Shizune is rather smart, level-headed and mature for her age, and has good intuition, as well as very capable and adaptable when in action.
Weaknesses: None notable, outside of game mechanics. Talismans cost Spirit Points to use (SP) that Shizune has a limit of. Everytime she gets hit, she loses 1 SP. The lower her SP gauge is, the weaker her attacks will be (Those aspects are likely exaggerated for gameplay balance purposes).
Gouka: Unleashes a devastating blast of fire in a wide area around the user. If stuck on a weapon, attacks may obtain the fire property bonus.
Jinrai: Paralyses all enemies in the user’s line of sight for some time. If stuck on a weapon, attacks may paralyse the enemy.
Reppu: Unleashes fierce winds that damage all enemies around the user and push them back several meters or until they hit an object. If stuck on a weapon, attacks may push the enemy back.
Mikiri: Severely decreases all enemies' vision in the user’s line of sight for some time. If stuck on a weapon, increases evasion rate.
Ashikase: Anchors and binds all enemies in the user’s line of sight for some time. If stuck on a weapon, attacks may anchor the enemy.
Suimin: Puts to sleep all enemies in the user’s line of sight for some time. If stuck on a weapon, attacks may put the enemy to sleep.
Kaishin: Grants a guaranteed critical hit on the next hit. If stuck on a weapon, increases the critical hit rate and proficiency with it.
Yami-Uchi: Kills an enemy instantly by sending him to the void. If stuck on a weapon, attacks may instantly kill the enemy.
Metsubou: Instantly annihilates all enemies in the user’s line of sight
Ten’i: Teleports the user. If stuck on a weapon, attacks may cause the user and enemy to switch places.
Fukugen: Repairs a damaged or broken weapon
Fukusei: Duplicates a chosen talisman
Fuuma: The user throws the talisman at an enemy to seal and trap him in it
Kou’un: The user throws the talisman at an enemy to turn him into a random item
Suitai: The user throws the talisman at an enemy. If the talisman hits the enemy, his overall stats decrease. If it hits a weapon, its stats will decrease.
Seikan: Revives the user once upon death or KO. The talisman must be activated beforehand.
Seijyaku: The user becomes invisible for a short time
Kikan: Teleports the user away to a specific predetermined location. When thrown at an enemy, he is forcefully teleported away.
Zoufuku: Increases the SP capacity of a weapon
Shippu/Hayate: The user spins to strike all adjacent enemies twice consecutively. If several of these are stuck on a weapon, each attack will have two strikes.
Yuukon: The user is completely healed and is cured of all status effects
Tsukumo: Releases a weapon’s spirit that can be sticked onto another weapon. The second weapon will inherit all the first weapons abilities and properties. This technique can be used indefinitely, so much that a single weapon can end up having the abilities of every weapon in the game.
Talismans can be stuck on Staves to obtain the same effect as normal, but with more uses.
Pills: While the primary use of pills is consumption, if they are thrown at an opponent, he will get affected by whatever effect the pill gives.
Key: Base | With weapons | With talismans | With Orbs & Pills
Note: It is possible for a single weapon to have every talisman and weapon ability in the game through repeated use of the Tsukumo talisman.