Name: Kimiko Hikaru
Gender/Sex: Female
Age: 16
Appearance: Kimiko is just a hair above average height, with averagely blond locks and less averagely reddish eyes. She wears simple clothes far below her social class, usually red and white, save her school clothes. Kimiko's tennis outfit is a similar red and white color scheme. She also wears kneesocks always at all times. A sigh. And she is... acceptably endowed.
Magical Appearance: In this form, Kimiko's hair becomes a pure white, her eyes bright crimson, and her height a towering six-and-a-half feet. Her clothing is a white tunic (with half of it, diagonally from her left shoulder to her right hip and above, being a deep red), also featuring a scarlet half-cape on her left that reaches the calves. Her boots and gloves are similarly red leather.
And she still has kneesocks on, and she is... Another sigh. ...more than acceptably endowed.
Description: Kimiko is generally soft-spoken and staggeringly polite, considering she could literally pay anyone she wanted to do anything she wanted, whenever she wanted. Two subjects she never wavers on, however, are respect for one's superiors, and the traditional (old and outdated) belief of animism. Don't even think of being mean to an animal around her or you will experience her tranquil, disturbing fury.
Background: Kimiko is reasonably well-known around the school, as the Hikaru mansion is a scant few minutes' drive from it, and it's styled much more like traditional (old and outdated, as everyone says) architecture than the modern apartments and such around it. And they have a shitload of money, so.
She doesn't seem to have many... friends, per say, but sits with one or two of the same people at lunch, so she must have them at least. Kimiko is very modest about her wealth and everything she wears is just as affordable as the next person's, even though she could easily buy the store it was sold from and then some.
Everyone thinks, or at least knows that everyone else thinks, Kimiko is weird. She talks kinda quietly all the time and way too formally, like some sort of old person. And respect is crazy important to her too. If looks could kill, anyone who ever badmouthed a teacher in her vicinity would be six feet under after a dumbfounding lecture. And it's no secret she's really into those old Koshinto beliefs, if the amount of time she spends fondly talking to stray animals is any indication. also she plays hella tennis
What kind of person she's like under the surface is a mystery. She would definitely leap at the chance to remind everyone of the country's traditional beliefs; that everything, no matter how small, has a spirit, and they should treat nature accordingly. Or perhaps she would like to restore the Shinto pantheon to its former glory...
Magical Power: Miracles of the gods, Christian, Shinto, or otherwise. Breaking a piece of bread in half but never seeming to make it any smaller, for example.
Magical Element: Faith.
Magical Weapon: A quite enormous, ornate longbow about six feet tall, the wood stained a dark red. The handle and tips are ringed in ivory and it comes with a matching red/ivory armguard. The quiver and arrows are, expectedly, also made of the same wood and ivory combination, with the arrows having been fletched with silver heads and raven's feathers.
Changes: None.
Resolve: 18
Normal Attributes
Values between 2 and 7, 14 points.
Charm: 2
Insight: 5
Tenacity: 7
Magical Attributes
Stat Name - Combat Stat - Number (Overcharge). 18 points, values between 3 and 9.
Heart: 3
Fury: 6
Magic: 9
Magical Specialization: Priestess
Magical Talents: All characters have Boost and Recover. They also get the starting Talents of their specialization. Then, they can choose 1 talent from the Common list, one from their Specialization list, and a third from either list.
Type of action, uses (per scene or per episode, if limited use), Overcharge (if any). Description.
Boost
Free Action, 3/Scene, 1 Overcharge
When making a magical challenge, you can take 1 Overcharge on the magical attribute you’re using for the challenge to roll an additional die and add it to your result. This die will give you another die and another point of Overcharge if it rolls a 6 as usual, and if you use it for an attack it gives +2 to the attack’s damage as usual.
Recover
2/Episode
While out of combat, you can use this to regain 1d6+2 Resolve
Link
Minor Action
Create a link between two enemies or two allies within a range of 0-2, which can include yourself. You must designate a primary and secondary target for the link when you create it. Any time any effect (damage, status effects, healing, talent effects, etc.) affects the primary target, you may choose to give the secondary target a copy of the same effect as a free action. A link will end at the end of the scene, or when you create a different link.
Power Dampening
Free Action, 1/Scene
If once of the dice on a magical action comes up a 1, you can remove 1 point of Overcharge from an ally.
Teleport
Minor Action, 1/Scene, 1 Overcharge (Support)
You instantly move from one position to any other position on the battlefield map, regardless of whether there are enemies present in your current position. This teleport may not pass through magical barriers. This action is not considered movement for rules purposes.
Guided Strike
Major Action, 1 Overcharge (Support), 2/Scene
An ally of your choice makes a basic attack.