Whitehood Mountains Castle Battle-Mage
Total: 75 points
Attributes (40 CP):
ST: 10 (0)
Advantages (25 CP):
Magical Aptitude level 2
Disadvantages (-40 CP):
Temp. Struggling Wealth (-5), Duty (*) (-10), Sense of Duty (Mages Academy) (-5), Sense of Duty (Friends) (-5), OPH (obsessed with time, nags everyone about being late) (-10), Mild Triskadekaphobia (-5)
Quirks (-5 CP):
Stands out in Storms (-1), Likes Thunder and other Percussive sounds, the Louder the better (-1), Wants to Create a Winged Knife variant that Hurls many small items (-1), Very interested in Current Events, sometimes seems to Know things before Everyone else (-1) and Spends most of his Free Time compiling a Book of some sort, allows Nobody to Read it (-1)
Skills (25 CP):
Staff (from Spear) 0-10
Spells (30 CP):
Itch 1-12, Spasm 1-12, Pain 1-12, Paralyze Limb 1-12, Wither Limb 1-12, Deathtouch 1-12, Resist Pain 1-12, Stun 1-12 (Body Control College Improv skill: 8)
Mini-Hystrix Familiar: ST: 3, DX: 10, IQ: 7, HT: 13/5, SPD/Dodge: 2 / 5, PD: 3, DR: 2, Dam: *, Reach: C, Size: <1, Wt: 25 lbs. Mooch acts like a normal Porcupine (Bestiary p 25) regarding his quills, but can also shoot them at another with a skill of 15 -1 / hex of range (thus someone only one hex away would drop his skill to 14). He has Alertness +5 and High Pain Threshold. He is a skilled Climber, Swimmer and Tracker, with all skills at 12. Unlike most Porcupines, Mooch is a bit of a Klepto and acts more like a Raccoon or an energetic Possum.
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 . . .