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Killian the Mad


Killian the Mad; renegade wizard

(c) copyright 2000 Brandon Cope

Total Points: 280 Points

Age mid-40s; 5'6"; 145 pounds; a man with hazel eyes and light brown hair, slightly balding.

ST 12 [20] - thrust 1d+1, swing 1d+2
DX 13 [30] - basic speed 6.25, move 6, dodge 6
IQ 15 [60]
HT 12 [20]
WL 15  [-]

ADVANTAGES: Literacy [10]; Magery 3 [35]; Unusual Background (Special Magical Training) [20].

DISADVANTAGES: Bad Temper [-10]; Enemy (any local mage, 6-) [-10]; Intolerance (Most mages) [-5]; Manic-Depressive (Controlled, see below) [-10]; Reputation -4 (insane wizard, 10-) [-10].

QUIRKS: Dislikes using magic; Sometimes talks to himself in different languages. [-2]

SKILLS: Alchemy-15 [4]; Area Knowledge (Local City)-16 [2]; Body Sense-13 [4]; Crossbow-15 [4]; First Aid-15 [1]; History-14 [2]; Knife-14 [2]; Knife Throwing-14 [2]; Literature-14 [2]; Polearms-15 [8]; Riding (Horse)-13 [2]; Research-16 [4]; Shortsword-13 [2]; Spear-12 [1]; Spear Throwing-14 [2]; Staff-12 [2]; Stealth-12 [1]; Thaumatology-16 [1]; Spell Jet (Air)-14 [2]; Spell Throwing (Curse Missile)-14 [2]; Spell Throwing (Lightning)-14 [2].

LANGUAGES: Arabic-14 [2]; English-15 [0]; Latin-14 [2].

GRIMOIRE: Air Jet-16 [1]; Alarm-16 [1]; Apportation-17 [2]; Aura-17 [2]; Blink-17 [2]; Body of Air-16 [1]; Clumsiness-16 [1]; Colors-16 [1]; Complex Illusion-16 [1]; Control Limb-16 [1]; Counterspell-17 [2]; Create Air-16 [1]; Curse Missile-16 [1]; Death Vision-16 [1]; Deflect Missile-16 [1]; Detect Magic-16 [1]; Foolishness-16 [1]; Forgetfulness-16 [1]; Garble-17 [2]; Grease-16 [1]; Haste-16 [1]; Heal Plant-16 [1]; Identify Plant-16 [1]; Identify Spell-16 [1]; Ignite Fire-16 [1]; Illusion Disguise-16 [1]; Illusion Shell-16 [1]; Imitate Voices-16 [1]; Itch-16 [1]; Lend Health-16 [1]; Lend Strength-16 [1]; Light-16 [1]; Lightning-18 [4]; Mage Sense-16 [1]; Magic Resistance-17 [2]; Missile Shield-16 [1]; Poltergeist-17 [2]; Preserve Food-16 [1]; Purify Air-16 [1]; Recover Strength-16 [1]; Retch-16 [1]; Scryguard-16 [1]; Scrywall-18 [4]; Seek Plant-16 [1]; Sense Emotions-16 [1]; Sense Foes-16 [1]; Sense Life-16 [1]; Shape Air-16 [1]; Shield-16 [1]; Simple Illusion-16 [1]; Sound-16 [1]; Spasm-16 [1]; Strike Dumb-16 [1]; Summon Minor Demons-17 [2]; Teleport-17* [4]; Tell Time-16 [1]; Test Food-16 [1]; Truthsayer-16 [1]; Voices-16 [1]; Walk on Air-16 [1]; Zombie-16 [1].
  *M/VH spell

EQUIPMENT

Killian wears heavy leather armour (enchanted with +2 Fortify, +2 Deflect and Lighten [50%], for a total of PD 4, DR 4), and is armed with both a glaive and a crossbow with 20 bolts. He also carries three four-point Powerstones, and a single six-point Powerstone.

BIOGRAPHY

Killian is a living contradiction: a mage who hates mages. He originally wanted to be a regular soldier in the Megalan army, but didn't make it through basic training before his formidable natural talent for magic - which he had carefully kept hidden - was discovered. Indeed, during testing by several Court Wizards, it was discovered that he was manophobic.

Rather than accept this and let him go back the career he wanted, the wizards pooled their abilities together and cured him of this 'unnatural affliction'. But this came at a heavy price - Killian slowly started mentally unravelling, becoming more and more unstable. While the wizards were aware of this, they estimated that it would take several years for the extent of Killian's insanity to run its full course, and that they could still get ample use out of him before then.

He was put through intense magical training; he was made to learn more spells - and at a far faster rate - than any normal apprentice. Finally, when they were satisfied, the Court Wizards presented Killian to the Grand General as their new "secret weapon". The General was impressed with their work and immediately sent the young warrior-mage out on a raid against al-Wazif; unfortunately, Killian snapped.

All he could think about was having his revenge on the wizards who had turned him into what he was. He deserted the troops he was with, and made his way back into Megalos. Using the spells they had trained him to use, Killian stalked, ambushed and killed each of his wizard tutors, one by one. After his murderous rage ended, he fled back to al-Wazif.

Over the years, he continued to grow more mentally unstable, ultimately becoming fully manic-depressive. He located an alchemist who knew the formula for an elixir that was able to temporarily suppress his manic-depressive tendencies; Killian spent all his money on as much of the stuff as he could carry.

For several years he didn't cast a single spell, wanting to forget that part of his past. However, one incident changed that. While journeying with a caravan from Donlis to Gebel Thamad as a foot soldier, he entered a village in which several travelling mages were pushing the local townsfolk around, like cats playing with mice. Angered, Killian unleashed his full arsenal of spells and martial skills, killing all the mages in a very bloody fight. He stripped all items of value from the bodies and gave them to the villagers.

Killian left the caravan with a new purpose in life - to eliminate mages who abuse their power (which, in Killian's eyes, is virtually all of them). He has, from time to time, taken on an apprentice, his goal to teach young mages that they have a gift that should be used rarely - for the benefit of all - rather than greedily, or for self-advancement. For the most part, he has supported himself as an enchanter and alchemist.

Many mages, naturally, see Killian as a threat to their way of life and several attempts have been made on his life over the years. None has come close to succeeding, and on a few occasions the assassin's mangled corpse was left on the front steps of the local mage's guild with a note pinned to the body reading:

"You can surely do better, can't you?"

ENCOUNTERED

Killian wanders a great deal, and appears in all normal regards to be a mercenary warrior (unless the party has mages that know the Aura spell and routinely use it). Few people know what Killian the Mad looks like, and he typically travels under an assumed name, so unless he takes someone into his confidence or unleashes his full magical talents, no one is likely to know who he is.

Spell Strategy

In general, the more points Killian has invested in a spell, the more likely he is to use it in any appropriate situation. (The vast majority of his spells were learned as part of his special training, and he has rarely - if ever - cast most of them). He dislikes using spells in combat, and will normally cast them (if appropriate) before-hand.

Also note that Killian likes to combine his "mundane" combat skills with his magical ones; he has been known to Teleport next to an unsuspecting foe, then attack with his glaive. However, he prefers not to use his magic unless needed.

CANONICALITY

Killian varies a bit from the normal GURPS rules. His Unusual Background is intended to justify his high point total in spells (thus exceeding the normal suggested age x2 limit on skill points). He also has 45 points in disadvantages, a minor rules violation.

Also, Killian uses a medication (of sorts) to control his Manic-Depressive tendencies; the usual price of -20 points (p.CI92) is reduced to -10 points. The disadvantage may be better represented as a Dependency or Addiction, depending on the GM's campaign. A combination of the two ideas would be to modify the Manic-Depressive disadvantage with the "mitigator" limitation (p.BIO137) to model Killian's alchemical medicine; a -50% mitigator would be an expensive ($1000+ per dose) or experimental treatment taken on a daily basis.

Finally, while he certainly has Secret at -40 points, it was not given to him to keep his total closer to the -40 point limit; other GMs may wish to include it.

WHAT IF?

Fantasy: Although his present background is set on Yrth, Killian the Mad could be moved to most fantasy settings without too much modification. As an insane and powerful wizard, he fits right into GURPS Discworld (as long as he stays away from Anhk-Mopork; as powerful as he is, GMs should resist the temptation to have him tangle with the wizards of the Unseen University - he simply wouldn't live very long against them).

Contemporary: Perhaps Killian was an unwilling recruit of the Cabal or other Secret Masters (or even a Black Ops project gone bad).

ADVENTURE SEEDS

A Hired Hand: Killian could easy be hired by a party who is unaware of his true nature. As time passes, the PCs should notice that he's a bit odd. Of course, once a major fight breaks out, Killian may let go with his full powers; it is then very likely that at least one PC will realize who he is. So what do they do?

Hello, Master: A PC mage without disadvantages such as Greed, Megalomania or Bully could start the game as an apprentice of Killian. While the mage would not interfere often in the PC's activities (a likely appearance roll of 6 or less), the character would have to be careful to keep his master's identity secret. Also, the apprentice might end up being the target of attacks aimed at Killian, or even captured and used as bait. Because of these potential problems, Killian is worth only a base 20 points as a Patron (and in most cases, 10 points).

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

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