Whitehood Mountains Castle Battle-Mage
Total: 75 points
Attributes (40 CP):
ST: 10 (0)
Advantages (25 CP):
Magical Aptitude level 2 (25) (25 CP)
Disadvantages (-40 CP):
Temp. Struggling Wealth (-5), Duty (*) (-10), Bloodlust (-10), Sense of Duty (Mages Academy) (-5), Skinny (-5), Odious Personal Habit: Smells bad, often unkempt, dirty, clothes ragged, -2 reactions from locals (-5)
Quirks (-5 CP):
Sacrifices an Animal every Month (-1), Never just "Talks", has an incongruously Deep hollow Voice when Spell-Casting (-1), Interested in unwholesome Knowledge (like Mathematics) (-1), Is Teaching some of his Peers how to Brew Poisons (-1) and Wears Carved Bone Jewelry (-1)
Skills (25 CP):
Staff (from Spear) 0-12
Spells (30 CP):
Itch 1-12, Spasm 1-12, Pain 1-12, Paralyze Limb 1-12, Wither Limb 1-12, Deathtouch 6-15, Resist Pain 1-12, Clumsiness 1-12 (Body Control Improv skill: 8)
Pestilent Spirit Familiar: ST: 0/10, DX: 10, IQ: 7, HT: 15/5, SPD/Dodge: 5 / 5, PD: 0, DR: 0, Dam: *, Reach: C, Size: 1, Wt: 0 lbs. Plague has no skills, but is Insubstantial and mostly Invisible (IQ -5 (+Magery) to spot). Upon entering the hex of a living creature, that creature must make a HT roll / turn of contact. Each possession attempt costs Plague 1 fatigue. Once a HT roll is failed, the victim is possessed by Plague. Plague then causes the victim to make a contested roll, his HT versus Plagues' HT. On any turn that Plague wins, the victim is affected as by Steal Strength and Plague drains and gains 1 fatigue. The HT contests continue until the victim Critically succeeds or Plague Critically fails at which point Plague is expelled and loses 1 HT. If Plague Critically succeeds or the victim Critically fails, the victim suffers triple the normal effects and loses 3 fatigue, which are gained by Plague (up to his maximum). Once a victim is rendered unconscious by Plague, the HT contests continue, but Plague is now stealing HT! Plague can only replace lost fatigue or HT while possessing a mortal host. Note that while possessed any Healing magics go straight to Plague unless the Healer is aware of the possession and takes a -3 penalty to circumvent it. Unlike many of the familiars present, Plague does not have or need Magery to use its attacks. It does have Detect Lies and Diagnosis at 12.
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 . . .