Errakki the Uncanny
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), Low Pain Threshold (-10), Impulsiveness (-10)
Quirks (-5 CP):
Compulsive Storytelling (Note: NO Bard skill . . . ) (-1), Makes No Sense, has no concept of causality (Pooh Bear Logic) (-1), Wants to Research a spell that duplicates some of the results of a Crit Failure! (-1), Agrees with almost Anything said While the Speaker is present (-1) and Casts Runes before doing nearly anything, especially likes Blank rune ("Unknowable") results (-1)
Skills (25 CP):
Staff (from Spear) 0-11
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, Strike Dumb 1-12 (Body Control College Improv skill: 8)
'Weak Force' Familiar: ST: 0/10, DX: 13, IQ: 7, HT: 10, SPD/Dodge: 5 / 5, PD: 0, DR: 0, Dam: *, Reach: C, Size: 1, Wt: 0 lbs. Much like Plague, above, Dust is mostly Invisible (IQ -5 (+Magery) to spot him during an attack) and Insubstantial and has few other advantages or skills. It has Armoury (specialized in Hand Weapons and Armor) at 14. Dust tends to move into a solid object of some sort (it must make a DX roll to do so) and once "in" it can affect that item with either Shatterproof for the duration of its possession or with 1 or 2 die Shatter(VH) spells at 15. The Shatterproof affect costs only 2 fatigue and lasts only as long as Dust is inhabiting the item and takes only 1 turn to cast, but the Shatter(VH) spell is cast normally. Dust recovers fatigue and HT at normal rates and has Magery 2.
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 . . .