Marcus Caelodar, Wizardly Botanist
 

From his earliest childhood, Marcus had a great interest in plants and religion. He would spend all his free hours with the local herbalist and priest, listening and learning. The accident that injured his leg proved to be a blessing of sorts, as he was asked to do less work on his family's small farm, leaving more time for his two interests. Shortly after reaching adulthood, Marcus became a monk, as it allowed him to spend more time with plants than he could as a priest, and left his family behind.

Several years passed before it was accidentally discovered that he had a talent for magic. Since his order forbade membership to mages, Marcus reluctantly left the monastery rather than protesting the decision and forcing a messy expulsion.

When he returned home, he discovered both his parents had died in a flash flood while traveling to town and the farm was now being run by his younger brother. His siblings, however, were far from compassionate and still angry by what they had seen as him turning his back on his family by becoming a monk. Since by becoming a monk he had given up all rights of inheritance, he was left without a place to live.

Fortunately, the old village priest remembered him and offered him shelter until something permanent could be arranged. After Marcus told the old priest why he had left the brotherhood, the priest talked to a hedge wizard who was new in the area and looking for an apprentice. Though Marcus was a bit old to be an apprentice by this time, the hedge wizard was willing to teach him the fundamentals of magic as well as several spells related to plants, as a favor to the priest. Later, Marcus added some assorted spells on his own through research at various libraries as he moved from city to city, working with various scholars in the fields of herbs and plants. Eventually he settled outside a small village, where he felt he could put his knowledge to use and conduct a study of plants undisturbed.

Marcus lives in a small cottage atop a wooded hill a few miles from the village, along with an unusual raven named Septimus. He is treated with some fear and suspicion by the villagers; after all, he is frequently seen roaming the hills at night looking for rare plants and talking to his raven. Some brave peasants even claim he is a necromancer. At first Marcus tried vigorously to shed this image, but eventually began playing up to it, since the fear kept others away from his cottage and allowed him to work in peace. He rarely comes into town, raising his own food and eating the odd rabbit or squirrel he can hit with his bow, though he averages about one visitor a week, either a fellow scholar coming to compare notes or a group of adventurers looking to buy or sell plants and herbs.

Appearance
5'8", 165 lbs, black hair with "bowl cut", dark eyes, early forties

Quotes
 "It is easy to confuse the violet and lavender death orchids -- at least until you touch them ..."
 "Ah, yes, Septimus, his skull is nicely shaped."

Game Stats:
ST: 10 [0]      IQ: 14 [45]   Speed: 5.25
DX: 11 [10]  HT: 10 [0]     Move: 2
Damage         Swing: 1d      Thrust: 1d-2
Dodge: 2        Block: n/a     Parry: 3
no armor; no encumbrance

Point Total: 120

Advantages: Literacy [10], Raven Familiar (can see through familiar's eyes, IQ 8, familiar can speak, powers work only at night) [15], Magery +2 (Star Aspected) [15], Reputation +1 (from botanists and scholars) [3]

Disadvantages: Combat Paralysis [-15], Reputation -1 (from villagers) [-5], Lame (crippled leg) [-5], Pacifism (self-defense only) [-15]
 
Quirks: Plays up necromancer image with locals, Hums monastic chants while working, Talks to Septimus even during the day

Skills: Agronomy-15 [4], Area Knowledge (country-side)-14 [1], Botany-20 [16], Bow-10 [2], Calligraphy-14 [2], Cooking-14 [1], Fishing-14 [1], Herbalist-15 [6], Herbary-12 [2]*, Naturalist-15 [6], Theology-14 [4], Singing-12 [2], Staff-6 [default], Writing-9 [default]
* - Mental/Very Hard version

Grimoire: Bless Plants-14 [1], Conceal-15 [2], Find Direction-15 [2], Forest Warning-15 [2], Heal Plant-15 [2], Identify Plant-14 [1], Ignite Fire-15 [2], Lend Strength-14 [1], Light-15 [2], Plant Form-14 [1], Plant Growth-15 [2], Purify Water-14 [1], Recover Strength-15 [2], Rejuvenate Plant-15 [2], Seek Plant-14 [1], Seek Water-14 [1], Simple Illusion-14 [1], Tangle Growth-15 [2]

Weapons: Staff (1d+2 cr), Short Bow (1d-2 imp)

Other Possessions
Although Marcus is a botanist, not an alchemist, his skill with herbs can be used to good effect. Assume he knows how to prepare all of the herbs listed in GURPS Compendium II (p.168-171) except mandrake, plus any seven others relevant to the campaign.

He has also written several (non-magical) scrolls on identifying and using plants, which he would be willing to sell for $50-200 each, depending on the topic. However, as he knows the Writing skill only at default, such texts, while accurate and informative, tend to be dry and rambling.

Marcus may also have some of the magical plants from GURPS Magic Items 1 & 2 and GURPS Fantasy Bestiary, if the GM wishes (listed below are the most appropriate items  from each book).

Magic Items 1: Healing Grass, Hitobana
Magic Items 2: Magical Grapevine, Ghostbane, Nightbloom
Fantasy Bestiary: Calabash, Healing Grass, Hitobana, Mandrake, Moly

Conversions
Contemporary: Change Naturalist to Ecology. If Marcus keeps his Magical Aptitude, make no other changes. If he isn't a wizard, drop Magery, the Familiar advantage (though he still has a pet raven) and all his spells. He fits in perfectly with most Horror campaigns (Magery or not) and could also be used as an eccentric professor in an Atomic Horror campaign.

Near Future: As contemporary.

Adventure Seeds
 * The town's fear of Marcus finally reaches the point where they hire an outside party (the adventurers) to drive him out of the area. The PCs should become suspicious when the villagers are unable to give them any details of Marcus' evil deeds (every complaint is incredibly vague or utterly fantastic). Assuming the party isn't bloodthirsty, they should find out the truth about Marcus before they can end up killing him. Convincing the village of the truth is another matter ...
 * As a variant on the seed above, the party is sent by a powerful employer (a Patron, king, sage or other wizard) to deliver some plants to Marcus for identification. When they arrive, they discover that the locals have hired a group of thugs to get rid of Marcus. Since the odd wizard is important to their employer, the PCs will be forced to defend him or explain why they let him be run off or killed.