Steve Jackson Games GURPS – Generic Universal RolePlaying System

Carlsen the Wraith

Whitehood Mountains Castle Battle-Mage

Air College expert

Total: 75 points
[Created by Ian Turner.]

Attributes (40 CP):

ST: 10 (0)
DX: 12 (20)
IQ: 12 (20)
HT: 10 (0)

Advantages (34 CP):

Magical Aptitude level 5 (Air College Only) (34), Familiar (0)

[House Rule: Mages can purchase standard Magery up to 1/3 of their IQ (round down) and One-College or Limited Magery up to 1/2 of their IQ (ditto). If these rules are out-of-line for your game, simply reduce any Magery levels above 3 and use points thus saved to beef up the character's main spells.]

Disadvantages (-40 CP):

Duty (*) (-10), Sense of Duty (Friends) (-5), Mild Fear of Dirt (-10), Laziness (-10 CP) & Flashbacks (Vivid Day-dreams Actually, activate the second he is bored) (-5 CP)

Quirks (-5 CP):

Creates Elementals to do "Scut-work" (-1), Loves to Sail (-1), Secretly Belongs to a Megalan family of Back-stabbing Mages (-1), Sees Portents in the Weather (-1) and Extremely Thin but not Skinny (-1)

Skills (35 CP):

Breath Control 2-10
Astrology 1-10, Navigation 1-10, Animal Handling: Raptors/Others (+3/-1) 1-13 / 9, Tactics 1-10, Intelligence Analysis 1-10, Ventriloquism 1-10, Musical Instrument: Flute 1-10
Weather Sense 1-11, Falconry 1-11, Seamanship 1-11, Survival: Mountains 1-11, Survival: Plains 1-11, Tracking 1-11, Lip-reading 1-11
First Aid 1/2-11, Area Knowledge: Continent of Geo 1/2-11
Acrobatics 1-10, Throwing 1-10, Escape 1-10, Staff (from Spear) 0-10
Climbing 1/2-10, Stealth 1-11, Boating 1/2-10, Spear 2-12
Magic Jet 4-14, Spell Throwing: Lightning 4-14, Shield 1-12

Spells (13 CP):

Purify Air 1-15, Create Air 1-15, Shape Air 1-15, Air Jet 1-15, Body of Air 1-15, Stench 1-15, Lightning 1-15, Windstorm 1-15, Whirlwind 1-15, Predict Weather 1-15, Summon Air Elemental 1-15, Control Air Elemental 1-15, Create Air Elemental 1-15 (Air College Improv skill: 13)

Spell Research

A Body of Air Blocking spell followed by a Lightning Jet.

Carlsen's Familiar (Mael, a sentient Windstorm)

Thundercloud Familiar: ST: 5, DX: 13, IQ: 7, HT: 13 / 6, SPD/Dodge: 12 / 6 (3 / 6 on the ground), PD: 0, DR: 0, Dam: 2 hits Lightning, Reach: C, Size: 1, Weight: <1 lb. Mael is a sentient Windstorm of 1 hex size, affecting all it envelops as the spell. It also inflicts 2 hits of automatic Lightning damage to all enveloped. When not attacking it manifests as a swirling in the air which can intensify to full power in a second. In either form it supports solid items in its center. Mael has Combat Reflexes, High Pain Threshold, Flight, Chameleon x2, Silence & Air Awareness (treat as Thranx Faz sense). His only skills are Flight at 13 & Weather Sense at 14. Note that while attacking, Mael's Chameleon & Silence abilities do not function. Mael can only be hit & harmed by magic or enchanted weapons. (0 CP)


Finally got around to adding Familiars and Disads to the 25 "Generic Mages" our PC's hired in a fairly long-running GURPS campaign. All are 75 CP and any could be used alone. They were made before Grimoire, so none of them have any spells from it. I will probably make a few based on Grimoire spells later.

* All have a -10 CP Duty (Whitehood Castle, 12 or less).

All are 75 CP characters.

As an army contingent, they are outfitted with Heavy Leather Armor of +1 PD, +2 DR and 25% Lighten, 1 Chiron unguent, a Ring of Bless 1 and a Fine Staff with a Spearhead and Staff spell. The exceptions are Wild Jasmine, who has enchanted Dog-Barding and non-magical Heavy Leather and a large necklace of Bless 1 and Carlsen the Wraith, who has upper class clothes of +1 PD and +2 DR and who has a 25% Lighten on his Staff in lieu of a spearhead.

All Familiars have IQ: 7 (5), Rider Within (5), Telepathy (5) & Mage Suffers Wounds (-15) for a net cost of 0 CP. The exceptions are Balthazar's Owl, Asura's Kekeko, Breas' Serpent, Wild Jasmine's Changeling and Darmon's Faerie, all of which have IQ: 7 (5), Speech (10) & Mage Suffers Wounds (-15) for a net cost of 0 CP.

The last 10 Mages are from a Mages Academy and are "on practicum," having spent 1/2 of their starting wealth on their training & are the best of the best. The others were recruited in various other venues, but are working well with the students. Notable friends include; Akron & Calthnum, Carlsen & Emmorath, Shivaak & Y'ghrul-Neh and Mymerah & Samilthea. Asura has become rather tight with the contingent of 10 Healing Mages that are separately retained elsewhere in the castle. Mokharitos & Norskaal spend too much time around the Sworn Executioner, who is "known" by all to be a sadistic Necromancer. Chorozon & Carlsen are secretly brothers. Their overseer is the doddering old duck, Seron, a partially senile, half-blind, mostly deaf and overwhelmingly powerful sorcerer who rose from humble beginnings (knowing only Earth Magics and a few Healing spells to clear mastery of a dozen colleges!) to become the Court Wizard to Castle Whitehood. Anyone who says "Whitebread Castle" in front of its Lord, Sir Senistar, will probably get an unforgettable private meeting with the aforementioned Executioner . . .

--Ian Turner.


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