Copyright 2003 by Brandon Cope
 

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Otto Marten, adventuring mage, 25 and 50 points versions

Background

Otto came from a wealthy merchant family and initially had a private tutor for magic. He enjoyed hunting trips into the nearby woods with his father and the family's manservant, Clancy. However, between his 13th and 14th birthdays, his family that lost all their money in a series of failed ventures.

His family was able to apprentice him to a local wizard who owed them a few favors, despite Otto being somewhat old for an apprentice. The apprenticeship was fairly short, as Otto's private instructor had been quite thorough.

By his 17th birthday, Otto had struck out on his own. A half year later, he has little to show for his adventuring career, but is still alive and in high spirits. He hopes to strike it rich from some lost treasure, so he can restore his familiy to it's previous power.

During his short career, he has developed a fear of cats (he won't say why) and plays with fire whenever he can.

Canonically

The 25 point version was created using only GURPS Lite. GMs using other books may want to replace Theology with Thaumotology and change his Vow to an Obsession.

What If?

Two versions of Otto are provided; a raw beginner and a modestly experienced adventurer. One option is to use the lower point Otto for a couple adventures, have him leave for 4-8 game months, and then have him reappear as the higher-point version.

ST: 9 [-10] Swing 1d-1, Thrust 1d-3
DX: 10 [0] Basic Speed 5, Move 5
IQ: 13 [30]
HT: 10 [0]

Advantages: Acute Vision +1 [2]; Literacy [10]; Magical Aptitude [15]

Disadvantages: Stubbornness [-5]; Pyromania [-5]; Pacifism (Self-Defense Only) [-15]; Vow (Return family to wealth) [-10]; Phobia (Cats) [-5]

Quirks: Calls all male servants "Clancy" [-1]; Has a tendancy to mix languages in a sentence when excited [-1]; Lazy [-1]

Skills: Archaeology-10 [1/2]; Crossbow-10 [1]; First Aid-12 [1/2]; History-11 [1]; Knife-10 [1]; Musical Instrument (Flute)-10 [1/2]; Naturalist-10 [1/2]; Occultism-12 [1]; Research-12 [1]; Savoir-Faire-12 [1/2]; Shortsword-8 [1/2]; Staff-9 [2]; Survival (Woodlands)-11 [1/2]; Theology-11 [1]; Tracking-11 [1/2]

Languages: Native-13 [0]; One Average Language @ 12 [1]; One Hard Language @ 11 [1]

Spells (all level 12 with 1 point in each): Create Fire; Daze; Foolishness; Haste; Ignite Fire; Light; Shape Fire


Next is a version of Marten some months later, at 50 points. He has improved his magical abilities (more spells and Magery 2) and reduced his compulsion to set fires. In campaigns where Magery cannot be improved, increase IQ to 14, raise all non-spell mental skills by +1 and increase total to 55 points. He now has enough useful spells that he can make some money on the side as a wizard, although his spells will fail a bit more than he would probably want.

ST: 9 [-10] Swing 1d-1, Thrust 1d-3
DX: 10 [0] Basic Speed 5, Move 5
IQ: 13 [30]
HT: 10 [0]

Advantages: Acute Vision +1 [2]; Literacy [10]; Magical Aptitude 2 [25]

Disadvantages: Stubbornness [-5]; Pacifism (Self-Defense Only) [-15]; Vow (Return family to wealth) [-10]; Phobia (Cats) [-5]

Quirks: Calls all male servants "Clancy" [-1]; Has a tendancy to mix languages in a sentence when excited [-1]; Lazy [-1]; Likes to start fires and play with them [-1]

Skills: Archaeology-10 [1/2]; Crossbow-11 [2]; First Aid-13 [1]; History-12 [2]; Knife-10 [1]; Musical Instrument (Flute)-10 [1/2]; Naturalist-10 [1/2]; Occultism-12 [1]; Research-12 [1]; Savoir-Faire-12 [1/2]; Shortsword-9 [1]; Staff-9 [2]; Spell Throwing (Fireball)-11 [2]; Survival (Woodlands)-11 [1/2]; Theology-11 [1]; Tracking-11 [1/2]

Languages: Native-13 [0]; One Average Language @ 12 [1]; One Hard Language @ 11 [1]

Spells (all level 13 with 1 point except as noted): Continual Light; Create Fire; Daze; Fireball; Foolishness; Haste; Ignite Fire; Light; Purify Water; Scroll; Seek Earth; Seek Water; Sense Emotion; Sense Foes; Shape Earth; Shape Fire