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Cssandra de Lancey


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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