Akiyama Reiko

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Name: Akiyama Reiko
Sex: Female
Age: 26
Occupation: Political organizer
Criminal Record: None
Blood Type: A
Bonus XP emotion: Offering you Comfort (with this XP token) XP
Basic Quest: Be torn between two worlds

Skills

Professional Campaigner +3
Spirit Hunting Ninja +5 (+3 from Perk, magical skill)
You know Reiko-chan you really are beautiful. +3

Bond
+3 I must fight for (social) justice

Arc, PreviousMagical Hero

Theme: Spirit Hunting Ninja

Arc Level: 3
Abilities

Enemy: Those Unseen Forces that Threaten Humankind
Wild Magic
Invoke Wild Magic to cast any spell (or, as appropriate, invoke some other magical ability) that’s roughly in theme for one of your supernatural Skills. The spell takes effect as a level 1 Intention.
0 MP—invoke a cantrip
1 MP—invoke a second or later cantrip in the space of a few minutes
Secrets
0 MP—learn about an antagonist’s plans, secrets, or actions, 1/book
1 MP—learn about a new antagonist’s plans, secrets, or actions
4 MP—spy on a given antagonist for the second or later time per book
Over the course of a few hours’ research, sleep, or meditation, you may invoke Secrets for a mystic glimpse of what an antagonist is doing—potentially even before they show up in play.
Shield (starting at Arc 1)
1 MP—defend yourself against the Enemy
2 MP—defend a small area against the Enemy
4 MP—defend a large area against the Enemy
Invoke Shield to protect yourself and others against the powers of your Enemy—walling it out both physically and spiritually.
If this power fails because of an Auctoritas or miraculous conflict, you can gain +1 Strike (up to a maximum of your Arc rating in bonus Strike) by listening to the HG or opponent’s description of your failure and then “staggering”—that is, describing how you’re literally or metaphorically pushed back but still hanging on.
Raw Magic (starting at Arc 1)
Invoke Raw Magic and flood your aura with 0+ MP to bleed off an impressive amount of raw power—you’ll choose the specific effects, but it’s typical to glow brilliantly, have magical sparks drifting upwards around you, fill the air with a heavy weight of raw magic, and inflict minor damage on objects around you. In addition, for as long as you sustain the effect, you gain 1 Edge on magical Skills with a supernatural theme for each MP spent. (You also gain this Edge on supernatural-themed Superior Skills, but it doesn’t stack with the normal Superior Skill Edge.)
Mobility (starting at Arc 2)
As of Arc 2, a “light foot” technique is now in theme for one of your supernatural abilities, or an existing ability of this sort becomes an order of magnitude stronger. This usually means that one of your magical Skills acquires an Obstacle 2 technique that lets you cut up to two thirds off of your apparent density and mass (for balancing on things, etc.) and take extremely long, precise jumps while sustained, but it can also mean that, e.g., the movement ability already associated with your Superior Wind-Spirit 1 is now equivalent to something one level higher.
At Arc 3, this upgrades to flight—usually allowing peerless mobility and 20-30 mph travel, but, again, it can instead improve anything you already had.
Blast (starting at Arc 2)
1 MP—fire a blast suited to handling typical opponents
2 MP—fire a blast suited to handling impressive opponents
4 MP—send out a blast suited to solving major problems
8 MP, 1 Deadly Wound—send out a blast suited to defeating epic enemies
Invoke Blast to send forth a beam that vanquishes your Enemy—healing those afflicted by its energies, purifying those possessed by its spirits, and destroying creatures whose life force draws upon its power. You may also use this blast to counter beam-like attacks, meeting the enemy beam with a beam of your own.
Prodigious Magic (starting at Arc 2)
+4 MP at Arc 2-3
+2 MP at Arc 4
+1 MP at Arc 5—upgrade a magical technique
Invoke Prodigious Magic to perform a magical technique or a specific supernatural Skill-backed Intention perfectly, allowing no room for mundane abilities to oppose it directly. This augments and can be combined with another mundane or miraculous action, typically one that in some fashion provides a base Intention rating of 2+.
Spirit Form (starting at Arc 3)
Cost 2 MP
While Spirit Form is invoked, you may be tangible or intangible, visible or invisible, as you choose—with invisibility imposing an Obstacle 2 to noticing you and intangibility imposing an Obstacle 3 on interacting with you.
Drain Energy (starting at Arc 3)
Cost: 0 MP, 1 Health Level
Over the course of about 15 minutes, you can consume the energy of your Enemy. This is a lot like a “blast”—it heals those afflicted by the Enemy’s energies, purifies those possessed by its spirits, and destroys creatures whose life force relies upon its power—but it costs you time and a wound instead of MP.
Metaphorical Magic (starting at Arc 3)
Cost: 1 MP
Invoke Metaphorical Magic and you may substitute a metaphor or allegory for one of the core concepts of a supernatural ability or reify one of its implicit metaphors and allegories. For instance, a Kichi magician could make a mirror or a bottle of water a metaphor for the Kichi pools. A Titov magician could turn their magic’s metaphorical “attraction” into a magnetic pull. This affects your magic whenever you desire it to for the remainder of the chapter.


Perks

+3 spirit hunting ninja
Bond 3, I must fight for (social) justice

Arc, Current Otherworldly (Spiritual)
Quest: Science! Page 344