[Denaray]
[Narth 2000 Available Player Characters]
[Narth 2000, the (former) eWorld Online GURPS Campaign]
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Denaray

Human, rogue mage

(As of 4/28/1999)

Age 18, height 5'5", weight 90 lbs., jet black hair, green eyes.

Worships Fermus and Carme.

ST 10 (0 pts)
DX 11 (10 pts)
IQ 14 (45 pts)
HT 10 (0 pts)

Speed: 5.25
Move: 6

Active Defenses:
Dodge:
7
Parry: 9 (brawling), 2 (melee weapons)
Block: 4

Passive Defense: 1
Damage Resistance: 1

Advantages:

Magery 3 (35 pts)

Disadvantages:

Honesty (-10 pts)
Impulsiveness (-10 pts)
Poverty: Struggling (-10 pts)
Skinny (-5 pts)
Social Stigma: Rogue Mage, -1 Reaction (-5 pts)

Quirks:

Incompetent with melee weapons (-1)
Jumpy and nervous (-1)
Thinks she is more savvy about things than she really is (-1)
Frugal with her money (-1)
Consumed with a passion for magic (-1)

Skills:

Acting-13 (1 pt)
Alchemy-14 (1 pt)
Area Knowledge (Low Town, Krane)-14 (1 pt)
Bard-12 (1/2 pt)
Black Powder Weapons (Pistol)-12 (1/2 pt)
Brawling-14 (8 pts)
Fast-Talk-14 (2 pts)
Holdout-14 (2 pts)
Languages:
  Old Common-12 (1/2 pt)
  Kironese Common-14 (0 pts, native tongue)
  Tekla-12 (1/2 pt)
Magic Jet-12 (2 pts)
Research-14 (2 pts)
Running-11 (8 pts)
Scrounging-15 (2 pts)
Spell Throwing (Fireball)-13 (4 pts)
Streetwise-13 (1 pt)
Stealth-12 (4 pts)
Survival (Urban)-14 (2 pts)
Swimming-10 (1 pt)
Thaumatology-15 (2 pts)

Grimoire:

Communication and Empathy College
  Sense Foes-15 (1 pt)
  Sense Life-15 (1 pt)
  Sense Emotion-15 (1 pt)
  Persuasion-15 (1 pt)
  Truthsayer-15 (1 pt)
  Mind Reading-15 (1 pt)
  Mind Sending-15 (1 pt)
  Telepathy-15 (2 pts)
  Soul Rider-15 (1 pt)
  Compel Truth-16 (2 pts)
  Exorcism-15 (1 pt)
  Control Person-15 (1 pt)

Air College
  Seek Air-15 (1 pt)
  Purify Air-15 (1 pt)
  Create Air-15 (1 pt)
  Shape Air-15 (1 pt)
  Breathe Water-15 (1 pt)
  Windstorm-15 (1 pt)
  Sandstorm-15 (1 pt)
  Body of Air-15 (1 pt)
  Whirlwind-15 (1 pt)
  Air Vortex-15 (1 pt)

Earth College
  Seek Earth-15 (1 pt)
  Shape Earth-16 (2 pts)
  Earth Vision-15 (1 pt)
  Earth to Air-15 (1 pt)
  Shape Stone-15 (1 pt)
  Earth to Stone-16 (2 pts)
  Create Earth-16 (2 pts)
  Sandjet-15 (1 pt)
  Flesh to Stone-15 (1 pt)

Fire College
  Ignite Fire-15 (1 pt)
  Seek Fire-15 (1 pt)
  Extinguish Fire-15 (1 pt)
  Shape Fire-15 (1 pt)
  Create Fire-15 (1 pt)
  Fireball-15 (1 pt)
  Explosive Fireball-15 (1 pt)
  Heat-15 (1 pt)
  Flaming Weapon-15 (1 pt)

Water College
  Seek Water-15 (1 pt)
  Purify Water-15 (1 pt)
  Create Water-15 (1 pt)
  Shape Water-15 (1 pt)
  Destroy Water-15 (1 pt)
  Dehydrate-16 (2 pts)

Knowledge College
  Pathfinder-15 (1 pt)
  Seeker-15 (1 pt)
  Trace-15 (1 pt)
  History-16 (2 pts)
  Divination: Libanomancy-15 (1 pt)
  Ancient History-16 (2 pts)
  Detect Magic-15 (1 pt)
  Aura-15 (1 pt)

Meta College
  Ward-15 (1 pt)
  Delay-15 (1 pt)

Equipment:

Personal basics (negl. weight)
Matches (negl. weight)
10 sticks of incense for Divination (negl. weight)
Grimoires (15 lbs., but not carried on her; stashed in a safe place in Low Town, Krane) Lower class clothing, 3 sets (1 lb each, 2 sets at any time are at home)
Leather jacket (PD 1, DR 1, 4 lbs.)
3/8" Rope, 10 yds (1.5 lbs)
Pick (8 lbs.)
Shovel (6 lbs.)
Lantern, with oil (3 lbs.)
Small backpack (3 lbs.)
Small pouch (negl. weight)
Walking stick (1 yard long), enchanted with Staff spell.
Powerstone, 10 pts. Quirked: Can't be used if the mage wears a hat.
Nest Egg: $1182

Story:

Denaray was orphaned at age 9, and spent almost a year as a street urchin, scrounging and begging to survive. Then luck shone upon her and she fell in amongst a band of goblin traders, who adopted her and raised her. During their travels and trades, the goblins came upon a collection of grimoires being sold by the ignorant relatives of a recently-deceased mage. Although none of the goblins could make use of the books, they were delighted to discover that the girl had a talent for magic, and encouraged her studies.

Eventually, Denaray decided to leave her adopted family, and make her way in the world. She travelled to Krane, bartering her magical skills for food, transport and the occasional bit of cash. However, upon arriving in Krane, she discovered that she had too much magical knowledge and not enough cash to be taken as a student by any order of magic. Rejected by all the aboveground orders, and repulsed by the feelers put out by the banned underground orders, Denaray chose to remain "independent"; however, as a so-called rogue mage, she is not trusted by many, and as a result, she has not found her fortune quick in coming.

Still, she is young, enthusiastic and hopeful, and has a respectable command of magic. She is building up a nest egg, and still hopes to join an order once she can afford their initiation fee. However, it still costs money to live, and her resources are only slowly growing. In the hopes of dramatically boosting her cash supply, Denaray has taken to following up on rumors of buried treasure and hidden caches of gold. She knows most are fiction, but it's something fun to do when she can't get a job using her magic, and who knows? She might actually find something!

She rents a room in a boarding house in Low Town. It costs very little, but is not terribly secure, so she leaves her grimoires and a few other things of value in a well-protected cache she discovered during one of her treasure hunts. Her money, though, she keeps in the Bank of Krane.

In play, Denaray joined the party when they rescued her from a group of Yadhai who had captured her on one of her treasure-hunting runs. She has since proven very useful, if a bit overenthusiastic (she once knocked herself out twice in a single night by overtaxing her spellcasting ability), especially where information is concerned, although she has also proven her worth in combat situations!

This web page is
Copyright © 1994-
1999, by Robert
M. Schroeck.
Denaray, Narth
and Narth 2000
are trademarks
of Robert M.
Schroeck.

You are visitor number N (where N is any arbitrarily large number) to this page since October 17, 1997.