Whitehood Mountains Castle Battle-Mage
Total: 75 points
Attributes (40 CP):
ST: 10 (0)
Advantages (25 CP):
Magical Aptitude level 2 (25), Familiar (0)
Disadvantages (-40 CP):
Temp. Struggling Wealth (-5), Duty (*) (-10), Sense of Duty (Mages Academy) (-5), Overconfidence (-10), OPH (nauseatingly polite) (-5), Truthfulness (-5)
Quirks (-5 CP):
Wants to become a Legendary Enchanter of Swords (-1), Otherwise Very Practical, plans minutely (-1), Plans to learn Weather magic, Lightning especially (-1), Also plans on learning Craft skills from the local Dwarves (-1) and Acts very Responsibly, helps the locals to improve the Mages reputation, drafts his peers to help him (-1)
Skills (30 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 College Improv skill: 8)
Swordwraith Familiar: ST: 10, DX: 14, IQ: 7, HT: 10, SPD/Dodge: 6 / 6, PD: 0, DR: 0, Dam: 1d+2 Cut or 1d+1 Imp, Reach: 1, Size: <1, Wt: 3 lbs. Weyland is a Fine Thrusting Broadsword that wields itself with skill-14, flying about as if it were in the grip of an invisible warrior with move 6. It usually all-out attacks until the foe realizes that there is no invisible warrior wielding it! Unfortunately for Welkin, the sword must spend 2 fatigue per turn of "dancing" and always draws one of those two points from him (it cannot choose otherwise). Welkin must choose when he can afford to let it play. Being a living spirit of some sort, Weyland is immune to Making and Breaking spells! It has Combat Reflexes, High Pain Threshold and Alertness +5, but no skills other than Broadsword-14 and Tactics-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 . . .