SHADOWS ANGELUS III

MIRKO SONG

Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
17	DEX	21	12-	OCV:  6/DCV:  6
15	CON	10	12-
11	BODY	2	11-
13	INT	3	12-	PER Roll 12-
14	EGO	8	12-	ECV:  5
18	PRE	8	13-	PRE Attack:  3 1/2d6
18	COM	4	13-

3/23	PD	0		Total:  3/23 PD (0/20 rPD)
3/23	ED	0		Total:  3/23 ED (0/20 rED)
4	SPD	13		Phases:  3, 6, 9, 12
6	REC	0
30	END	0
27	STUN	0       Total Characteristic Cost:  74

Movement:  	Running:	9"/18"
		Flight:		1"/2"
		Leaping:	3"/6"
		Swimming:	2"/4

Cost    Powers & Skills
3	Fearless:  +7 PRE; Only To Defense Against Presence Attacks (-1)
	 
68	Thaumaturgy:  Variable Power Pool, 50 base + 18 control cost, Powers Can Be Changed As 
	A Half-Phase Action (+1/2); all slots Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
	Notes:  Sun/Mars - Fire, Light,Tiphereth: Moon - Water, Healing, Yesod: Mercury - Air, Travel, 
	Hod: Gaia/Venus - Earth, Love, Chesed
	1) Tipereth's Light:  EB 10d6 (50 Active Points); Spell (-1/2), Beam (-1/4), Gestures (-1/4),
	Incantations (-1/4), Real Cost: 22, END 5
	2) Sun's Kiss:  RKA 3d6+1 (50 Active Points); Spell (-1/2), Extra Time (Delayed Phase, -1/4), 
	Gestures (-1/4), Incantations (-1/4), Real Cost: 22, END 5
	3) Hod's Shearing:  RKA 2d6, Armor Piercing (+1/2) (45 Active Points); Extra Time (Full 
	Phase, -1/2), Spell (-1/2), Beam (-1/4), Gestures (-1/4), Incantations (-1/4), Real Cost: 16, END 4
	Notes:  A typical variation of a Ranged Killing Attack.
	4) Hand of Hod:  EB 5 1/2d6, Double Knockback (+3/4) (49 Active Points); Spell (-1/2), 
	Gestures (-1/4), Incantations (-1/4), Real Cost: 24, END 5
	5) The Searing Light:  EB 5d6, No Normal Defense ([Standard]; Sight Group Flash DEF; +1) 
	(50 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 25, END 5
	6) Tiphereth's Flare:  Sight Group Flash 6 1/2d6, Area Of Effect (One Hex; +1/2) (49 Active 
	Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 24, END 5
	7) Calling On The Void I:  Dispel Magic 13d6, any Magic power one at a time (+1/4) 
	(49 Active Points); OAF (User defined focus; -1), Spell (-1/2), Noisy (-1/4), Gestures (-1/4), 
	Incantations (-1/4), Real Cost: 15, END 5
	Notes:  This spell allows the magic user to undo and unmake spells by calling upon the 
	elemental forces of the Void to return the magical energy to whence it came. One drawback to this 
	spell is that the dispersing magical energies are fairly "loud" and easily detected by other 
	magicians and magical beings.
	8) Calling On The Void II:  Suppress 10d6 (50 Active Points); OAF (User defined focus; -1), 
	Spell (-1/2), Beam (-1/4), Gestures (-1/4), Incantations (-1/4), Real Cost: 15, END 5
	Notes:  Similar to Calling Upon The Void I, this spell "smothers" other spells with the 
	energy of the Void, preventing them from working at full power.
	9) Tipereth's Touch:  Healing BODY 3d6, any Characteristic one at a time (+1/4) (37 Active Points); 
	Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 18, END 4
	10) Walking On Air:  Usable As Flight (+1/4) for up to 14 Active Points of Running (3 Active Points);
	Limited Power Only along fairly horizontal surfaces (-1/2), Spell (-1/2), Gestures (-1/4), 
	Incantations (-1/4), Real Cost: 1, END 1
	Notes:  The Magic User calls upon various air spirits to lift him up, allowing him to "walk" 
	on a layer of swirling air. He can rise only about a foot into the air using this spell, but it 
	does let him cross water and the like. Whatever he's standing over will show the effects of the 
	spell, with swirls of dust, blowing paper scraps, leaves and grass being pushed around, and so on.
	11) Reflections of the Ragnar:  (Total: 38 Active Cost, 17 Real Cost) Missile Deflection 
	(Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); Spell (-1/2), Costs Endurance (Only 
	Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 13) plus 
	CSL: +4 OCV with Deflection (8 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
	(Real Cost: 4), Real Cost: 17, END 4
	12) Wizard's Movement:  (Total: 25 Active Cost, 12 Real Cost) Leaping 17" (17 Active Points); 
	Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 8) plus Flight 1" (2 Active Points);
	Only to Perch on Narrow Objects (-1), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 1)
	plus Running +3" (9" total) (6 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4) 
	(Real Cost: 3), Real Cost: 12, END 4
	13) Mage Armor:  Force Field (10 PD/10 ED/10 Mental Defense), Reduced Endurance (1/2 END; +1/4)
	(37 Active Points); OIF (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Real Cost: 15, END 1
	14) Mage Armor II:  Force Field (10 PD/10 ED), Usable Simultaneously (up to 2 people at once; +1/2),
	Ranged (+1/2) (40 Active Points); OAF (User defined focus; -1), Spell (-1/2), Gestures (-1/4), 
	Incantations (-1/4), Real Cost: 13, END 4
	Notes:  The magic user can protect themself and one other person as long as they remain 
	in Line of Sight.
	15) Spell Barrier:  Force Wall (10 PD/10 ED) (50 Active Points); No Range (-1/2), Spell (-1/2),
	Restricted Shape (Bubble; -1/4), Gestures (-1/4), Incantations (-1/4), Real Cost: 18, END 5
	16) Mage Sight:  Detect Magic 12- (no Sense Group), Discriminatory, Range, Sense (17 Active Points);
	Sense Affected As More Than One Sense Sight Group (-1/2), Spell (-1/2), Gestures (-1/4), 
	Incantations (-1/4), Real Cost: 7
	Notes:  This spell allows the magic user to "see" if magic is present. He can sense the 
	flow of magic in the area, as well as its nature, what it might have been used for, and how long 
	ago the magic was used.
	17) Guardian Spirit:  Danger Sense (self only, out of combat, Function as a Sense, Intuitional)
	(17 Active Points); OAF (User defined focus; -1), Spell (-1/2), Costs Endurance (Only Costs END 
	to Activate; -1/4), Gestures (-1/4), Incantations (-1/4) 12- Real Cost: 5, END 2
	Notes:  By calling upon the guardian spirit within his focus, the magic user can be alerted 
	of possible danger to his person when the focus either pulses, rattles, glows, etc.

   Martial Arts:  Pakua
	Maneuver    OCV DCV Damage
4	Palm Strike	+0	+2	5d6 Strike
5	Uproot	+0	+0	3d6 +v/5; Target Falls; FMove

   Perks
5	Fringe Benefit:  Concealed Weapon, XSWAT Powers

	Skills
5	Evasive:  +2 with DCV (10 Active Points); Requires Half Move (-1/2), Costs Endurance (-1/2)
	 
3	Acrobatics 12-
3	Breakfall 12-
1	Bureaucratics 8-
2	CK: Angelus 11-
	Climbing 8-
	Computer Programming 8-
	Concealment 8-
	Conversation 8-
1	Criminology 8-
1	Language:  Cantonese (basic conversation)
	Mimicry 8-
	Oratory 8-
	Paramedics 8-
	Persuasion 8-
11	Magic:  Power 16-
	PS: Monk 11-
2	PS: XSWAT Officer 11-
	Seduction 8-
	Shadowing 8-
3	Stealth 12-
3	Streetwise 13-
	Systems Operation 8-
2	TF:  Common Motorized Ground Vehicles, Grav Bikes, Spinners
2	WF:  Energy Weapons, Handguns, Police Baton
3	Scholar
1	1)  KS: Arcane and Occult Lore 11-
1	2)  KS: Criminal Law & Procedures 11-
1	3)  KS: Entities 8-
	4)  KS: Internal Martial Arts [Hi-Sing, Paukua, Tai chi] 11-
1	5)  KS: Occult World 11-
1	6)  KS: Thaumaturgy 11-

Total Powers & Skill Cost:  132
Total Cost:  206

100+	Disadvantages
15	Dependent NPC:  Red Flower Temple 8- (Normal; Useful Noncombat Position or Skills; Group DNPC:
	x4 DNPCs)
15	Distinctive Features:  Powerful Wizard (Not Concealable; Always Noticed and Causes Major Reaction; 
	Detectable By Uncommonly-Used Senses)
5	Distinctive Features:  XSWAT Uniform (Easily Concealed; Noticed and Recognizable; Detectable By C
	ommonly-Used Senses)
15	Hunted:  Shadow Entities 8- (Mo Pow, Harshly Punish)
10	Hunted:  XSWAT 8- (Mo Pow, NCI, Watching)
15	Psychological Limitation:  Puts Innocents Before Himself (Common, Strong)
5	Psychological Limitation:  Seeking the Truth/Enlightenment (Common, Strong, Custom Adder)
5	Reputation:  XSWAT Officer, 8-
15	Social Limitation:  Subject to Orders, On-Call 24/7 (Frequently, Major)
6	Experience Points

Total Disadvantage Points:  206

Background/History: Mirko was used to strangers. His mother had to earn money for food somehow. It isn't like he ever had a father to provide for him and his mom, so they lived off mom's charms. Angelus is full of women who have it worse. It is full of young children who have it much worse. Mirko never resented his life. Well, he didn't until Conrad started coming around. Conrad was a cruel man, cruel to Lily and cruel to Mirko. One night Lily fought back to protect her son and she paid the price.

Just before Conrad beat Lily to death he told her that she was never the interest. It had always been the boy. Lily screamed through broken teeth and blood for Mirko to hide. He had to run away and hide.

Even at seven Mirko could ghost the streets of Angelus like he owned them. He found food and shelter. He hid but he didn't hide well enough. Eventually he was taken to a boys shelter. The next few years were spent with dreams of escape.

It was the monks of the Red Flower Temple in Beta Sector who coaxed him out of hiding within himself. The temple was just a few blocks from the Boys Home and Mirko watched them in the courtyard instead of attending school. He was fascinated by the grace and the peace he could see in the monks. Brother Gyatsu had a smile that reminded him of his mother, it revealed an inner fire that radiated far more than a normal soul should. In return for the food and shelter at the temple Mirko was expected to work and study. He didn't get to study the cool stuff, instead the monks taught him to read a write. They taught him as well as any teachers and uncovered the bright young mind inside the dirty body. Mirko had missed many years of formal education but by his 18th birthday it would be very hard to tell.

Mirko planned to become a monk. He had started his study of Cantonese and Buddhism. His Sifu worked with him on several internal styles of martial arts and on meditation. Sifu Gyatsu knew that inside Mirko was the something both beautiful and ugly. The beauty and peace was to be kindled like a small flame while the scars were washed away with kindness and deeds. Mirko would have made a good monk. He would have been happy were it not for a "random" encounter with an entity.

No one knows what drew the Entity to the Red Flower Temple. They only know that it killed and was seemingly unkillable. Martial arts were no weapon against such an unholy creature. Tragen Kos, a wizard rumored to be among the most powerful in Angelus, sensed the demon and sought to stop it. The Temple was in chaos and flames. Mirko was trapped in the dormitory where the youngest discpels were quartered. The Entity inexorably advanced on his location. Mirko did what he could and saw to it that the children could jump from the window. They would not make it unless the beast was delayed so Mirko did the only thing that he could. He advanced on the creature intent on giving his life to buy time for the children to escape.

Tragen saw young Mirko make his stand against the Entity. Like Mirko, Tragen tried to save the young and the innocent—that is when things went horribly awry. Tragen told Mirko to run that he would destroy the creature but as he did he was caught unaware by another Entity. Tragen fought with power and skill but was critically wounded fighting the two creatures. He saved Mirko but it cost him his life. However, Tragen had one more magic to work before he crossed. He had no time to summon his students or his family. He had nothing but his magic - a tradition that stretched back longer than he cared to admit. The power could not die with him. He called Mirko closer.

"Will you grant a man's dying wish?" he asked the young monk.

Mirko felt the weight of the mans death fast approaching and knew that they had changed places, Mirko should be the one rattling as his body shut down. "Of course, Master. I will do whatever I can to ease your passage. What would you have of me?"

Tragen's eyes closed and he whispered, "Take my hand."

Mirko held the bloody hand of the wizard. It was limp and cool to the touch. Tragen began to chant in a whisper—a low sound that seemed to vibrate in Mirko's bones. The sound rose as it continued until it seemed that it was the only noise in the world.

I stand with the angels. Raphael commands all before me. Gabriel, the watcher, guards behind me . Michael, the flaming sword stands to my right. Uriel, the vengeance of the holy waits on my right. The cardinal directions are closed and sealed. The five flames of the otherworld surround me.

I call upon the spirits that light the earth and heavens. I call upon the angels to witness my deeds. In the name of the spirits of the heavenly bodies and the emanations of the world spirit I relinquish my powers to this worthy vessel. Let my tasks become his tasks. Let my fate become his fate. Let my powers become his.

Tragen faded. A sudden cough deep in his chest and he was gone from this world.

Mirko was left in the flaming hall. He was left with the power of an arch-wizard but with very little of the knowledge. He sensed instinctively that were he to remain, the Red Flower Temple would suffer for his presence. Once more he looked to the streets of Angelus to provide for him but his stay was brief. Alice Cadbury found him and offered Mirko a new place one where his new powers could help others.

Mirko is unsure of himself and of his powers. Despite all his tragedy his spirit is unbroken. He meditates and seeks to find focus but feels slightly adrift. He should be a monk—not a police officer who command vast arcane powers.

Personality/Motivation: Mirko is a monk trained to complete paintings, rock gardens, and calligraphy. He naturally seeks an inner balance which has been thrown out of whack by his sudden aqusition of arcane powers. Still, Mirko is brave beyond the ordinary and feels a deep responsibility to command his unasked for gift wisely. Mirko still struggles with the ugliness of life seeking to find a way past his own past and not to fall prey to anger or cruelty. The powers will surely test the young man who has always been at the mercy of others.

Powers/Tactics: Mirko commands powerful magic but unsteadily. He has not spent a lifetime mastering all the minutia that comes with being a wizard. He also still thinks like a monk and martial artist rather than someone who can incenerate city blocks. Mirko seeks to capture rather than kill and would be hard pressed to kill another human much less do so in cold blood.


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