Miranda

she/her

Total: 150 points

Background

Miranda was born into a wealthy family, but her parents hate mages, so when her magery was discovered, they disinherited her. Luckily, she was talented enough to earn an apprenticeship and eventual admission to the Academy, but she carries both resentment and doubt to this day.

She is in love with Antoni, but her negative attitude and fear of commitment have made their relationship very rocky. She worries that if they break up again, he’ll end up with Jensen, whom she hates.

Miranda also hates Kenlee, who reminds her of everything she’s lost. And she knows that Kenlee also has feelings for Antoni, so at times she’s used their relationship to torture the other girl.

Unlike Kenlee, while Miranda competed fiercely with Gillaine in class, she actually deeply respects the young halfling woman. She thinks they could be friends now that they’ve graduated, if Miranda could just get out of her own way.

Caleb has confided his desire to leave Arvey with Miranda, and she supports him. The two are trying to figure out how to tell Antoni.

Goals
  • Kick Jensen out of Antoni's life once and for all.
  • Convince Antoni to let Caleb goes his own way.
  • Make friends with Gillaine.
Attributes
ST 11
Strength
10 points

Basic Lift 24 lbs.; Damage 1d-1 thrust, 1d+1 swing

DX 10
Dexterity
0 points

Basic Speed 5.00; Basic Move 5

Dodge 8

IQ 13
Intelligence
60 points

HT 10
Health
0 points
HP 11
Hit Points
0 points

Reeling at 3 HP or less (half Move and Dodge)

Will 12
Will
-5 points
Per 13
Perception
0 points
FP 10
Fatigue Points
0 points

Very tired at 3 FP or less (half Move, Dodge, and ST)

Advantages
  • Appearance (Attractive)
    Appearance (Attractive)
    4 points

    You are generally good looking, giving a +1 reaction bonus from everyone. This also gives a +1 bonus included in your Sex Appeal skill.

  • Filter
    Filter
    1 point

    You can remove a limited quantity of crud from the air you inhale. This gives +1 to HT rolls to resist respiratory agents.

  • Magery 3
    Magery 3
    35 points

    You are a powerful mage. This gives a bonus included in your Thaumatology skill and all spells. You may sense magic items whenever you first see them or touch them.

  • Staff Bond
    Staff Bond
    1 point

    You have a magic bond with the staff listed in gear that aids in concentration. You ignore -1 point of penalties for spells currently "on."

Disadvantages
Skills
  • Area Knowledge (Arvey) 13
    Area Knowledge (Arvey)
    1 point
  • Armoury (Melee Weapons) 12
    Armoury (Melee Weapons)
    1 point
  • Alchemy 12
    Alchemy
    4 points
  • Jeweler 11
    Jeweler
    1 point
  • Research 12
    Research
    1 point
  • Scrounge 13
    Scrounge
    1 point
  • Staff 11
    Staff
    4 points
  • Streetwise 12
    Streetwise
    1 point
  • Thaumatology 14
    Thaumatology
    4 points

    Includes +3 from Magery.

Spells

Spells marked with ✔️ and underlined have total costs (to cast and maintain) reduced by 1.

  • Continual Light 14
    Continual Light
    Regular
    1 point
    Duration: 2d days
    Cost: see below

    Make an object glow with white light.

    Brightness Cost
    Candle 2
    Torch 4
    Daylight 6
  • Darkness 15
    Darkness
    Area
    2 points
    Duration: 1 min.
    Base cost: 2; 1 to maintain

    Cloaks the area of effect in pitch darkness.

  • Enchant 15
    Enchant
    Enchantment
    4 points
    Duration: Permanent
    Cost and Time: see Enchanting, p. 16 of GURPS Magic

    Creates a magic item.

  • Extinguish Fire 14
    Extinguish Fire
    Area
    1 point
    Duration: Permanent
    Base cost: 3

    Puts out all ordinary and magical fires in its area of effect.

  • Find Weakness 15
    Find Weakness
    Information
    2 points
    Time to cast: 2 sec.
    Duration: Instant
    Cost: 1*

    * Cost is 1/yard for a large object. Double cost if subject is alive.

    Sense the weakest part of the subject.

  • Ignite Fire 15
    Ignite Fire
    Regular
    2 points
    1 sec.
    Cost: see below

    Produces a single spot of heat, and is used to set fire to a readily flammable object.

    Heat Cost
    Match 1
    Torch 2
    Blowtorch 3
    Magnesium 4
  • Lend Energy 14
    Lend Energy
    Regular
    1 point
    Duration: Instant
    Cost: Any

    Restores the subject’s lost Fatigue Points, at an energy cost to the caster.

  • Light 14
    Light
    Regular
    1 point
    Duration: 1 min.
    Cost: 1 to cast, 1 to maintain

    Produces a small light like a candleflame.

  • Mature 15
    Mature
    Regular
    2 points
    Duration: 1 hr., or 1 min.
    Time to cast: 10 sec.
    Cost: 1/lb.

    Causes any foodstuff that must age and mature as part of its production to do so more quickly.

  • Measurement 15
    Measurement
    Area; Information
    2 points
    Base cost: 1

    Tells the caster any one of the following things about the subject: (a) its weight; (b) its measurements in all dimensions; (c) its area; (d) its volume.

  • Powerstone 15
    Powerstone
    Enchantment
    2 points
    Cost: 50

    Creates a 1-point powerstone, or adds 1 point to an existing powerstone.

  • Purify Air 15
    Purify Air
    Area
    2 points
    Duration: Instant; purification is permanent
    Base cost: 1; cannot be maintained

    Removes all impurities from the air in its area of effect.

  • Purify Water 15
    Purify Water
    Special
    2 points
    Duration: Water remains pure unless recontaminated
    Time to cast: 5–10 sec./gallon
    Cost: 1/gallon

    Remove all impurities from water by pouring it through any hoop or ring into a container.

  • Recover Energy 15
    Recover Energy
    Special
    4 points
    Cost: None

    A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes.

  • Scroll 15
    Scroll
    Enchantment
    4 points
    Time to cast: Days equal to cost of spell

    Write a magical scroll charged with a spell from one of the other colleges.

  • Season 14
    Season
    Regular
    1 point
    Time to cast: 10 sec.
    Duration: Permanent
    Cost: 2/meal

    Spices and seasons a single con￾tainer of food to the caster’s prefer￾ence.

  • Seek Earth 15
    Seek Earth
    Information
    2 points
    Time to cast: 10 sec.
    Cost: 3

    Tells the caster the direction and approximate distance of the nearest significant amount of any one type of earth, metal, or stone.

  • Seek Water 15
    Seek Water
    Information
    2 points
    Cost: 2

    Determines the direction, distance, and general nature of the nearest significant source of water.

  • Sense Life 15
    Sense Life
    Information; Area
    2 points
    Base cost: 1/2 (min. 1)

    Tells the caster if there is any life in the subject area, and gives a general impression (on a good roll) of what kind. The caster can also specify he is looking for a specific sort of life.

  • Shape Fire 14
    Shape Fire
    Area
    1 point
    Duration: 1 min.
    Base cost: 2; half to maintain

    Control the shape of any flame.

  • Smoke 15
    Smoke
    Area
    2 points
    Duration: 5 min.
    Base cost:1; half to maintain
  • Staff 15
    Staff
    Enchantment
    2 points
    Cost: 30

    Creates a wizard's staff (wand, etc.).

  • Test Food 14
    Test Food
    Information
    1 point
    Cost: 1 for a single meal or bottle of wine; 3 for everything within 1 yard

    Identifies whether a substance is good to eat.

Gear
  • Wizard’s staff (quarterstaff enchanted with the Staff spell) set with a 1-point powerstone