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COTW's second character is an up-and-coming mage, bright but
inexperienced, but eager for adventure.
Cassandra "Cassy" De Lancey; apprentice fire-mage
(c) copyright 2000 Brandon Cope
Total Points: 50 Points
Age 15; 5'3"; 115 pounds; a young woman with pale skin, grey
eyes and close-cropped sandy blonde hair, and wearing a
simple, crimson robe.
ST 9 [-10] - thrust 1d-3, swing 1d-1
DX 10 [-] - basic speed 5, move 5, dodge
5
parry
(shortsword) 4
IQ 13 [30] - taste/smell 15
HT 10 [-]
WL 13 [-]
ADVANTAGES: Acute Taste/Smell +2 [4]; Literacy
[10]; Magery 3 (One College Only, Fire)
[22]; Status 1 [5].
DISADVANTAGES: Delusion (Father is a great warrior)
[-10]; Impulsiveness [-10]; Overconfident
[-10]; Youth -3 [-6].
QUIRKS: Giggles when she creates fire magically; Distrusts
non-guild wizards; Likes to wear her hair unusually short;
Prefers to be around other people; Short-tempered.
[-5]
SKILLS: Alchemy/TL3-10 [1]; Area Knowledge (Home
kingdom)-13 [1]; Astrology-10 [.5];
Brawling-10 [1]; Fast-Talk-13 [1]; Magic Jet
(Flame)-11 [2]; Occultism-11 [.5];
Research-12 [1]; Spell Throwing (Fireball)-11
[2]; Savoir-Faire-13 [1]; Shortsword-9
[1]; Tactics-11 [1]; Thaumatology-12
[1]; Writing-11 [1].
LANGUAGES: English (native)-13 [0].
GRIMOIRE: Cold-14 [1]; Create Fire-14 [1];
Essential Flame-14 [1]; Explosive Fireball-14
[1]; Extinguish Fire-14 [1]; Fireball-14
[1]; Fireproof-14 [1]; Flame Jet-14
[1]; Flaming Weapon-14 [1]; Heat-14
[1]; Ignite Fire-15 [2]; Phantom Flame-14
[1]; Resist Fire-14 [1]; Shape Fire-14
[1].
EQUIPMENT
Cassy carries a small knife (1d-4 cut or imp), two 2-point
powerstones, upper-class clothing, and other (mostly
mundane) equipment as needed.
BIOGRAPHY
Cassy is the oldest daughter of the Sir Phillip De Lancey, a
knight better known for his shrewd business sense than his
martial prowess. Like the children of most nobility, Cassy
was tested for aptitude in magic at an early age. Somewhat
unfortunately for Sir Phillip, her abilities were both
powerful and limited to fire magic, which has more
applications in combat than out of it.
Of course, Cassy - believing her father to be a great
military hero - accepted the news eagerly and could hardly
wait to begin her training. Sir Phillip delayed sending
Cassy to the Mages Guild, instead hiring a retired and
rather pacifistic old wizard named Darius to instruct her in
the basics of magic. This proved not to work, as she would
frequently sneak out to the stables to visit with Old Jack -
the stablemaster who had served for many years in the king's
army - and listen for hours on end to tales of his time as a
soldier.
Eventually, after her twelfth birthday, Cassy's father
decided it was time to send her away for guild training. She
resisted at first, but eventually gave in, since she would
be allowed to come home for a few days each month. There
were some difficulties at the Guild initially, as several
other students resented the fact that Cassy was placed in
classes based on her age. However, the small amount of
martial training she had received from Old Jack was better
than that of most 12-13 year old apprentices and settled the
matter with most of them.
She has now been in training at the Guild for just under
four years, but is not behind in her studies due mainly to
Darius' tutoring. Since she has spent so much time studying
magic, she has not yet discovered the concept of 'boys'.
(She has heard, however, enough of Old Jack's ribald tales
to not be naïve about the subject.) The fact that she
looks rather boyish - the short hair being rather practical
for a beginning fire mage, as is a plain and formless robe -
has also kept them, largely, from discovering her. However,
one student of illusions, named Ari, has taken an interest
in her, or so her friends keep telling her.
ENCOUNTERED
Cassy is usually found on the grounds of the Mages Guild,
though she often visits her upper-class friends in the city
and her father's home in the countryside.
CANONICALITY
Cassy is designed using standard GURPS rules. Some GMs may
require her to buy her father as a Patron (base 10 points,
appearing on 9 or less); however, note that she already has
paid for some of this indirectly, with increased Status and
Average Wealth (most apprentices have Struggling
Wealth).
WHAT IF?
Cassy works in most traditional fantasy campaigns. In
settings in which guilds do not perform training (or do not
exist), assume Cassy was trained by Darius and Old Jack,
with her more offensive spells being self-taught from old
books. In Technomancer, perhaps she is the daughter of a
military officer (Major or Colonel). She may or may not fit
in Discworld; at the end of Equal Rites it was suggested
that girls would be allowed to train at the Unseen
University, but none have yet appeared (of course, UU isn't
the only school for mages on the planet).
ADVENTURE SEEDS
The Children's Crusade: Cassandra receives word that her
father has vanished (or perhaps been captured) in a foreign
land (or by bandits) about a week's ride away. She decides
that she must rescue her father - after all, what good is it
being a combat wizard if you can't help family? She recruits
several classmates and non-Guild friends (i.e., the PCs) to
help her; Old Jack also decides to come, partly to help his
master, and partly to protect Cassandra.
Where Art Thou, Fair Ari?: If Cassandra is run as a PC, the
GM can do a great deal with Ari. He could be shy, but
well-intentioned. He may be a scoundrel, out
"trophy-hunting". Perhaps his parents are on
less-than-friendly terms with Sir Phillip - whether this is
humorous or tragic depends on the campaign. Finally, Ari
could be a plant by an enemy of Sir Phillip who is
attempting to get some kind of revenge by going through his
daughter.
- written by Brandon Cope (copeab@hotmail.com)
- editted and formatted by andi jones
(andi@angelwerks.com)
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