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Celban


This week's second character is a mage, ideal as a supporting character, hireling or Contact for a PC wizard.


Celban; solitary research mage

(c) copyright 2000 Brandon Cope

Total Points: 55 Points

Age mid 20s; 5'6"; 135 pounds; a slight, young man with black hair in a "bowl cut", no facial hair, brown eyes, and wearing a dark robe with a cowl - usually left unused - and sandals.

ST 10  [-] - thrust 1d-2, swing 1d
DX 10  [-] - basic speed 5, move 5, dodge 5
IQ 14 [45]
HT 10  [-] - hit points 9
WL 14  [-]

ADVANTAGES: Literacy [10]; Magery 2 (Solitary) [16].

DISADVANTAGES: Easy to Read [-10]; Loner [-5]; Reduced Hit Points -1 [-5]; Shy (Mild) [-5]; Unfit [-5]; Wealth (Struggling) [-10].

QUIRKS: Dislikes people who talk loudly; Always carries a book with him; Pipe smoker; Wants to learn more information-gathering spells; Unhesitatingly defends his father's name. [-5]

SKILLS: Alchemy-11 [1]; Area Knowledge (City)-13 [.5]; History-12 [1]; Knife-9 [.5]; Literature-12 [1]; Naturalist-11 [.5]; Occultism-12 [.5]; Professional Skill: Librarian-14 [2]; Psychology-13 [2]; Research-15 [4]; Sociology-13 [2]; Thaumatology-13 [1].

LANGUAGES: Common Tongue (native)-14 [0].

GRIMOIRE: Apportation-14 [1]; Alarm-14 [1]; Analyze Magic-14 [1]; Aura-14 [1]; Detect Magic-14 [1]; Identify Plant-14 [1]; Identify Spell-14 [1]; Light-14 [1]; Measurement-14 [1]; Seek Plant-14 [1]; Simple Illusion-14 [1]; Tell Time-14 [1]; Wallwalker-14 [1].

EQUIPMENT

Celban is not wealthy, and has few items of significant worth. He usually carries a small knife (1d-3 imp, 1d-3 sw), a book (on any of a variety of topics) and writing instruments. In his home, there won't be much besides more books, some simple furniture and utensils and a couple sets of well-worn clothes.

BIOGRAPHY

Celban's father was a wizard of some small reputation, and was also a fringe Guild member; it came as some surprise when he deposited his eight-year old son on the guild steps for training (although technically, he had the right to do so). For nearly a decade, Celban was ribbed by other students for his father's refusal to train him, which obviously - to their thinking, at least - meant something was wrong with him. Eventually the teasing (which occasionally went further) ended, but it only reinforced Celban's introverted tendencies.

Ironically, it was not until three years ago - after his father's death - that he learned the truth from his mother: his father had always wanted to train him, but knew he was not a good enough wizard to work around Celban's particular limitation to his magical ability, so had taken him to the Guild. His father had always considered this his greatest failure and had felt deeply ashamed for being unable to train his own son. After years of hating his father, Celban felt great sympathy for him, and now rushes to defend his name in overheard conversations, since it is now all he can do.

Celban's years as a student were fairly unremarkable. He was an average student whom no one seemed to notice, unless they were picking on him about his father. He ended up spending more and more time in the library, eventually becoming an assistant to the ageing (and slightly eccentric) librarian. In the past few years, he has come to realise how limited his grimoire is, and is trying to acquire any new Information spells that he can.

ENCOUNTERED

Celban is a research mage who works as an assistant librarian in the Mage's Guild. He is technically no longer an apprentice, but still receives occasional instruction in the magical arts in exchange for his continued work in the library. He has sometimes been "loaned out" to other departments, which has resulted in some unusual skills and spells learned. (He selected only the minimum number of spells to learn - for the most part, they aren't especially useful for his job - preferring to spend his extra time in the library, so he is not really a very good mage.) Celban is normally found in some secluded corner of the Guild's library, either researching information for another mage or looking through old books for himself.

He normally keeps to himself, for various reasons, the most important being that having other people nearby interferes with his magical ability. Curiously - even before he learned of his magical ability - Celban has never really felt that comfortable being around others. Despite this, he has gone out of his way to study the way society operates, perhaps to compensate for his difficulty in interacting with it. Over the years, he has shown a slight improvement in dealing with others. Various guild mages have offered theories, the most common of which is that the "solitary" nature of Celban's magical aptitude began influencing his personality even before birth. It has also been suggested that if he can overcome his introverted tendencies, he may also overcome the restriction on his magical ability - or lose his ability altogether; they aren't quite sure.

CANONICALITY

Celban uses standard GURPS rules. Note, however, that his Area Knowledge and Language skills have been left intentionally generic, so that he can be inserted into an existing setting.

WHAT IF?

Celban was designed for a generic fantasy campaign, though his background assumes that a reasonably well-organised Mages Guild exists. If the Guild is weak, or doesn't exist, only minor changes would be needed to his background, and his advantages, skills and spells could remain more or less unchanged.

Discworld: Celban could fit into a "GURPS Discworld" campaign with a few minor changes. He might want to invest a point or two in L-Space Theory and Language (Orangutan). Also, the bit about his father being a wizard would have to be changed -- an uncle may be sufficient.

Technomancer: With a bit of revision, Celban could be added to a modern magic setting. He might have attended one of the universities in Trinity's Shadow, getting a degree in thaumaturgy and/or library sciences. Rather than working with a Guild, he could be a graduate or doctoral student, doing research on behalf of the university.

ADVENTURE SEEDS

Information, Please: A Senior Mage in the guild needs some information from a library in another city. After selecting Celban to dig out the information, he hires the party (or assigns them, if they are also guild wizards) to escort Celban there and back. The problem, of course, it that since Celban doesn't get out very often, he will start getting into trouble with people along the way. Hopefully some members of the party have good Intimidation, Fast-Talk or Diplomacy skills...

Field Trip: Celban is loaned to a more martial school of the guild which needs someone with skills and spells actually useful in the real world to aid some students on a minor quest, to test what they have learned so far (of course, these other students are the PCs, who should be of roughly the same point total as Celban). The truth is, that while Celban does have some skills and spells that the students sorely lack, he was sent in order to "solve his problems" by forcing him to act as part of a social group; the results will probably not be what the sponsoring mage was expecting. The exact nature and difficulty of the quest is up to the GM, based on the PCs' abilities and the nature of the campaign (it should involve at least a week's travel and the retrieval of some minor but unique object).

- written by Brandon Cope (copeab@hotmail.com)
- editted and formatted by andi jones (andi@angelwerks.com)

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