Steve Jackson Games GURPS – Generic Universal RolePlaying System

Shivaak Goblinfriend

Whitehood Mountains Castle Battle-Mage

Fire 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 (Fire 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), Impulsiveness (-10), Pyromania (-5), Sense of Duty (Friends) (-5) and Ugly (-10)

Quirks (-5 CP):

Raised (stolen?) by Goblin Gypsies (-1), Severely Burned as a Child and obsessed with Controlling Fire (-1), Waits impatiently for Annual Trade-Fairs so that he can be with Goblins (-1), Wants to get a Baton with the Staff Enchantment, thinks Quarterstaves are Unwieldy and Unsubtle (-1) and Collects Junk (polished rocks, animal parts, old metal debris, etc) (-1)

Skills (33 CP):

Read/Write: Anglish 1-10, Diplomacy 4-12, Tactics 1-10
Anglish 0-12, Goblin 1-11, Acting 1-11, Merchant 1/2-10
Savoir-Faire 1/2-11
Staff (from Spear) 0-12
Spear 8-14, Shortsword 1-11, Carousing 1-9
Fast-Draw: Sword 1-12, Magic Jet 4-14, Spell Throwing: Fireball 4-14, Magic Breath 4-15, Shield 1-12

Spells (13 CP):

Ignite Fire 1-15, Create Fire 1-15, Shape Fire 1-15, Flame Jet 1-15, Fireball 1-15, Explosive Fireball 1-15, Heat 1-15, Flaming Weapon 1-15, Extinguish Fire 1-15, Cold 1-15, Resist Fire 1-15, Breathe Fire* 2-15 (Fire College Improv skill: 12)

Spell Research

a Continuing Damage Fireball.

Shivaak's Familiar (Pyremius, a Firehawk)

Firehawk Familiar: ST: 3, DX: 15, IQ: 7, HT: 12 / 5, SPD/Dodge: 20 / 10 (1 / 7 on the ground), PD: 0, DR: 0, Dam: 1d-2 Cut +2 Hits Flame damage, Reach: C, Size: <1, Weight: 8 lbs. Pyremius is a Falcon that can burst into flames at will, attacking as if it were under the influence of a Flaming Weapon spell and being resistant to flames as the first level of the Resist Fire spell. She has Combat Reflexes, Infravision, Acute Vision +7 and Telescopic Vision x3. She knows Flight at 15 and Naturalist at 12. She may have Extra Lives . . . (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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