Campaign Start

Val	CHA	Cost	Roll	Notes
8	STR	-2	11-	Lift 75.8 kg; 1 ½d6 HTH Damage [2]
16	DEX	12	12-
15	CON	5	12-
18	INT	8	13-	PER Roll 13-
18	EGO	8	13-
13	PRE	3	12-	PRE Attack:  2 ½d6

5	OCV	10	
5	DCV	10	
6	OMCV	9	
6	DMCV	9	
3	SPD	10		Phases:  4, 8, 12

4	PD	2		Total:  4 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
5	REC	1
30	END	2
8	BODY	-2
20	STUN	0		Total Characteristics Cost:  87

Movement:	Running:	14m/28m 
		Leaping:	2m/4m
		Swimming:	6m/12m

Cost	Powers & Skills
68	Animistic/Elemental Sorcery:  Variable Power Pool, 50 base + 50 control cost, Powers Can 
	Be Changed As A Half-Phase Action (+½); Limited Special Effect (magic spells; -½); all slots 
	Gestures (-¼), Incantations (-¼)

	Martial Arts:  Bhakti Negara Pentjack Silat
	Maneuver	OCV	DCV	Damage
4	Dodge		--	+5	Dodge, Affects All Attacks, Abort
4	Escape		+0	+0	23 STR vs. Grabs
5	Kick		-2	+1	5 ½d6 Strike
4	Punch/Elbow Strike
			+0	+2	3 ½d6 Strike
1	Weapon Element:  Blades

-1	Poor Leaper:  Leaping -2m (2m total)
2	Fast On Her Feet:  Running +2m (14m total), END 1
1	Loves The Water:  Swimming +2m (6m total)	1

2	Fringe Benefit:  Concealed Weapon Permit (where appropriate)
3	Fringe Benefit:  Federal/National Police Powers

6	+2/+2d6 Striking Appearance (vs. all characters)

15	Magical Skill:  +3 with Animistic/Elemental Sorcery

3	Acrobatics 12-
0	AK: Indonesia 8-
3	Breakfall 12-
1	Bureaucratics 8-
2	CK: Angelus 11-
0	Climbing 8-
0	Concealment 8-
0	Conversation 8-
3	Criminology 13-
0	Deduction 8-
0	Language:  Bahasa Indonesian (idiomatic; literate)
3	Language:  English (completely fluent; literate)
0	Paramedics 8-
15	Power:  Elemental Sorcery 19-
0	PS: Dance 11-
0	Shadowing 8-
0	Stealth 8-
4	TF:  SCUBA, Small Motorized Boats, Surfing, Two-Wheeled Motorized Ground Vehicles, XSWAT Spinner
3	WF:  Blades, Handguns, Tonfa/Nightstick/Stunstick
3	Scholar
1	1)  KS: Criminal Law And Procedure 11-
1	2)  KS: Entities 11-
1	3)  KS: Folklore And Superstition 11-
2	4)  KS: The Magical/Occult/Supernatural World 13-
2	5)  KS: World Religions 13-

Total Powers & Skill Cost:  162
Total Cost:  248

225+	Matching Complications (50)
10	Distinctive Features:  Magical Aura (Not Concealable; Always Noticed 
	and Causes Major Reaction; Detectable By Commonly-Used Senses)
5	Distinctive Features:  Mystic Sygil On Forehead (Easily Concealed; 
	Noticed and Recognizable; Detectable By Commonly-Used Senses)
5	Distinctive Features:  XSWAT Uniform (Easily Concealed; Noticed and 
	Recognizable; Detectable By Commonly-Used Senses)
5	Hunted:  Other Magicians/Magical Groups Around The World 
	Infrequently (Mo Pow; Watching)
15	Hunted:  Entities Infrequently (Mo Pow; Harshly Punish)
15	Psychological Complication:  Overconfident With Regard To Her 
	Magical Skills (Common; Strong)
10	Psychological Limitation:  Likes To Have Fun/Party/Enjoy Herself 
	(Common; Moderate)
15	Psychological Limitation:  Tries To Uphold The Common Good 
	(Common; Strong)
10	Psychological Complication:  Unrepentant Magical Showoff (Common; 
5	Negative Reputation:  XSWAT Officer (a.k.a. not normal, heavily 
	involved with bizarre cases and monsters, Infrequently
20	Social Limitation:  Subject To Orders (Very Frequently; Major)
5	Unluck: 1d6

Total Complications Points:  50
Experience Points:  23

	Kris:  HKA 1d6, Reduced Endurance (0 END; +½); OAF (-1), STR Minimum 7 (-¼), Real Weapon (-¼), 
	Required Hands (one; -0)
Jamadigni Renuka

Background/History: Jamadagni Renuka (Jama to her friends) comes from a long line of Balinese sorcerers. She was trained in the traditions of magic by her grandfather, who was quick to recognize her potential as a sorceress. His teachings paid of quite handsomely and Jama is one of the most powerful and skilled magicians her family has ever produced. Her magical skills brought her to the attention of Alice Cadbury and in 2111 she let Indonesia to become part of the newly reestablished 9th Squad.

Initially, Jama was unsure of becoming an XSWAT officer, but eventually agreed after several consultations with her grandfather over the nature of XSWAT and its purpose (not to mention casting certain divination rituals). Now a fresh graduate of the XSWAT Academy (albeit an accelerated "crash course"), Jama looks forward to what promises to be an exciting adventure (as well as an place where she can practice her magic freely). Little does she know that she about to realize the true potential of that mythical Chinese curse: "may you live in interesting times."

Personality/Motivation: Jama is an interesting contradiction. On one hand, she is still retains her young, 22 year-old college student mentality; on the other, she's deeply committed to her position as family sorceress, and to the aims of XSWAT (as she understands them). She is an unrepentant showoff and often tries to use her most visually impressive spells whenever possible. She also tends to use magic to resolve even minor problems, having spells for straightening her desk, cleaning her apartment, and doing the dishes (for example). Jama also tends to rattle off far more than anyone really needs to know concerning a specific magical problem or spell, going to into very technical descriptions of even simple sorceries.

As the present clan sorceress, Jama tires her best to live up to the expectations of her family and ancestors. She feels her service with XSWAT is the perfect way for her to learn how to use her magical talents to the fullest, as well as experiencing different forms of sorcery. Jama practices her spell-casting constantly (which is why she has some many spells cooked up to handle trivial matters) and will gladly examine any sort of unknown magical artifact XSWAT comes across.

Quote: "It's simple really, all you need is sheer force of will and reality is yours to command. Here, let me show you with this trick my grandfather taught me."

Powers/Tactics: Jama's powers make her one of 9th Squad's powerhouses. Her primary magical talents are centered on animist sorcery, or the calling of various spirits to do her bidding. She knows hundreds of such spells, many of which involve manipulating the classical five elements of Taoism and Hinduism (Air, Earth, Metal, Water, and Wood or Aether, Air/Wind, Earth, Fire, Water), producing direct representations of the elements at will, such as balls of light, flame blasts, or fountains of water. Other versions of these spells let her fly, breathe water, crumble metal, and so on.

Jama can also call upon the collected beliefs of people to power her spells. She considers this another form of spirit magic, with the spirit not being one of nature but instead being one of the collective imagination of a people. For example, she has cast spells based on the classic "rock-paper-scissors" game, with "paper" forming a highly effective Force Wall, since everyone knows, paper stops rock (i.e. bullets, punches, and energy blasts). She also cast a spell that tapped into the collective mythology of the movies and Hollywood, with the result she was granted certain attributes of cinematic action heroes, such as increased strength, speed, and toughness.

Other spells involve her kris, and the protective hantu within it. These spells tend to be defensive in nature and are used to protect her from harm. The kris itself is supernaturally sharp and can be used to "cut" spells and ghosts.

Appearance: Jama is of below-average height, with a slim and trim figure, warm brown skin, and bright green eyes. Her hair is a dark reddish brown and falls to her waist. On duty she keeps it tied up, knotted into ponytail on the back of her head, although numerous free strands tend to hang across her forehead and into her eyes. On Jama's forehead is a mystic sygil, which has the disturbing tendency to morph into a different symbol when you aren't paying attention. In addition, long black lines are painted under her eyes, across each cheek. Those who are attuned to such things can easily detect Jama's rather impressive mystical aura.

While on duty, Jama will wear the standard AMP uniform (which she rather likes, as she thinks it looks rather cool and impressive). Off duty, however, she will wear nearly anything, and has a tendency to dress as if she was still living in the somewhat warmer climate of Bali, Indonesia.

(Character sheet created by Michael Surbrook)

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