Copyright(c) 1995 by Stacia Below is my favorite character. She is, quite possibly, a munchkin, but only because she adventured so much and got a ton of points; she is at least a good example of why GURPS dislikes magic users so much :> I love this character, though, she has a lot of personality and I make sure the magic only comes into play when it needs to, not as an easy out. (Btw, skipping to the footnotes makes this a lot more interesting) ;) ------------------------------------------------------------------------- Stacia 321 points elven mage, created 4/29/91 (71 pts. from adventuring) High point in career -- successfully casting quirkless 100 pt. powerstone Occupation -- predicts the weather, does odd crystal gazing and astrology readings, mainly enchants armor and weapons for fellow adventurers (all our main TL3 adventurers live in a fictitious town called Dugal) Yes, I named her after me. Deal with it :) ** footnotes indicated by numbers in parentheses ** ST 10 Basic damage: thrust 1-2 DX 12 swing 1 PD: 2 IQ 17 Basic speed: 6.25 DR: 4/3 HT 13 Move: 5.25 Dodge: 6 +1 Status, mages only Reaction +2 Parry: N/A +1 Reputation, mages & elves Block: N/A +1 Reputation, Old Town, Megalos (1) +2 Reputation, Sanzo, saving the town (1) +1 Reputation, Avignor, saving Sanzo (1) Advantages: +40 Elf +10 Toughness +20 Magery +3 +20 Wealth x5 (2) +10 Literacy +25 Familiar, Mamushka the cat (3) -- Combat Reflexes -- Musical Ability +2 -- Unaging Disadvantages: -10 Overconfident -5 Stubborn -10 Jealousy -15 Impulsiveness (4) -10 Delusion: thinks she's human -10 Intolerance: Necromancers -24 Dependent: Cicero Tenax (5) -- Sense of Duty: Nature -- Code of Honor: Elegance Quirks: -1 pissy about food -1 thinks others are lowly -1 likes quirks Skills: all spells, 61 points total (see grimoire below) spell throwing: lightning -- 18 spell throwing: stone -- 16 body sense -- 19 acting 16 poisons 17 bard (+1) 17 survival (woods) 16 savior-faire (+1) 18 jewelry 18 first aid (+2) 20 astrology 16 sex appeal 13 detect lies 15 singing (+2) 14 leadership 18 alchemy 16 swimming 13 chemistry 16 dancing 13 Equipment: staff (non-weapon) leather helm (PD 2, DR 2) robe enchanted light leather (PD 2, DR 3) leather boots food bag (10 meals) basics burn ointment (8 doses) crash kit Equipment at home (for job, study, etc.): astrology reference library recharging bag 4" crystal ball 20 pt. powerstone 100 pt. powerstone (see note **1** below) magic bag (contains forked stick, black wand, gold and platynum rings, purple amythyst, black onyx, gold, platinum, ivory hoop) ** approx. monetary value of equipment: $45,000 (not including powerstone) Grimoire: SPELL LEVEL SPELL LEVEL blink 21 hawk flight 17 teleport 17 crystal ball 20 stone missile 21 major healing 17 powerstone ench. 21 mystic myst 18 (6) divination: astrology 18 divination: crystal gazing 18 Remaining spells at level 18 each: apportation, create air, earth to stone, shape air, create earth, shape earth, seek earth, itch, sense life, test food, seek water, tell time, light, haste, no-smell, windstorm, whirlwind, history, ancient history, trace, seeker, purify air, air jet, minor healing, lend health, lend strength, enchant, remove enchant, simple illusion, beast soothing, shield, deflect, fortify, lighten, missile shield, name, limit, password, bane, levitate, lightning, predict weather, body of air, staff, flight NOTES: **1** high point in career: successfully cast a quirkless 100 pt. mana stone (I had her for 2 years before I played her, she was an experiment to see if I could make a 100 pt. stone without blowing up) - the stone was made according to Magic rules; I understand that Magic Items 1 has more detailed rules but I don't have access to the book - all rolls (hundreds of them) were made in front of someone else - if I remember right, it took about a year of rolling the dice daily to create this stone; it was probably the main cause of my ulcer ;) (1) Rep. in Megalos gained during "Sahudese Fire Drill", Fantasy Adventures The rep. modifier for Sanzo, etc. is from an adventure I don't remember. :( (2) Inherited mana basin, estate, and money from a former magic teacher (3) Mamushka the familiar: +35 for IQ 10, +5 for mental communication (telepathy), -15 for suffers familiars wounds. (4) Impulsiveness given the same amount as On The Edge because what Stacia has is definitely as dangerous as On The Edge, but is more accurately defined as Impulsive. Stacia will gleefully jump off a cliff for no adequately explained reason, but doesn't necessarily like to do things she knows will be dangerous; as I said, impulsive, not on the edge :) (5) Dependent, gained during "Sahudese Fire Drill"; Cicero is the helpless, hapless, and hopeless assistant to Marcus Aurifactus. He's become a great joy to have show up in any given adventure. The buff Cicero is 100 pts, the accurate Cicero is 15 pts. I came up with his voice several years ago, but the ghost in a "Ren and Stimpy" Halloween special sounds just like him... it's the ghost who tries to scare R&S but can't, for those who care. :) Cicero endeared himself when our local fighter and chef, Teflon Silverman, cooked him a critical success; he stated to Teflon in a whiny, unimpressed, banal voice, "Thank you. It was very good." The look on Teflon's face was priceless. (6) Mystic myst was the source of a most spectacular critical failure. Words cannot describe how beautiful it is to see mystic myst develop inside a large, dusty, unkempt mansion. Stacia was not pleased.