Steve Jackson Games GURPS – Generic Universal RolePlaying System

Shaltus Spellstone

Whitehood Mountains Castle Battle-Mage

Earth 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 (Earth 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), Dependent (50 CP Dwarven Gal, Beloved, 9 or less) (-24), Duty (to Dwarven daddy who is always sending him on Fool's errands to dampen his Ardour, 9 or less) (-5) and Minor Delusion (Yrth is a BIG Powerstone) (-1)

Quirks (-5 CP):

Was once Trapped in a Powerstone on a Crit Failure! (-1), Terrified of Necromancy, especially Soul Jar . . . (-1), Thinks that some Powerstones can Influence or Possess their Users (-1), Considers No Mana Zones "Safe Houses" for non-Mages and Relaxing for Mages (-1) and Working furiously on Growing a Beard (-1)

Skills (28 CP):

Read/Write: Anglish 1-10, Read/Write: Dwarvish 1/2-9, Geology 1-10, Metallurgy 1-10, Jeweler 1-10, Tactics 1-10
Anglish 0-12, Dwarvish 1/2-10, Armoury 1/2-10, Architecture 1-11, Gambling 1/2-10, Prospecting 1/2-10, Tracking 1-11, Traps 1-11
Area Knowledge: Whitehood area 1/2-11
Staff (from Spear) 0-10, Sling 1-10
Sculpting 1-11, Spear 2-12, Axe/Mace 4-13
Magic Jet 4-14, Spell Throwing: Stone Missile 4-14, Singing 1-10

Spells (18 CP):

Seek Earth 1-15, Shape Earth 1-15, Earth to Stone 1-15, Stone to Earth 1-15, Create Earth 1-15, Earth Vision 1-15, Sand Jet 1-15, Stone Missile 1-15, Flesh to Stone 1-15, Entombment 1-15, Stone to Flesh 1-15, Earthquake 1-15, Summon Earth Elemental 1-15, Control Earth Elemental 1-15, Create Earth Elemental 1-15, Shape Stone 1-15, Body of Stone* 1-14, Shape Metal 1-15 (Earth College Improv skill: 18)
* = Very Hard spell

Spell Research

a spell to give Stone the strength of Steel permanently.

Shaltus' Familiar (Bede, a Basilisk)

Basilisk Familiar: ST: 6 / 12, DX: 13, IQ: 7, HT: 13, SPD/Dodge: 7 / 6, PD: 1, DR: 2, Dam: 1d-3 Cut, Reach: C, Size: 2, Weight: 50 lbs. Bede is a Monitor Lizard with High Pain Threshold, Acute Taste & Smell +5, Night Vision & Longevity as well as Flesh to Stone* at 15, Stealth at 13 & an infectious bite. (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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