Lady Tormentous, “The True Flame”
“Fire is truth”
GURPS 3rd Edition Character
422 Character Points
Strength 10, Intelligence 16, Dexterity 12, Health 10 [100 points]
Filthy Rich , Status 4 (powerful Fire Witch) , Legal Enforcement Powers (only answers to a few in her Circle and the highest nobles – and the High Lord) , Security Clearance (trusted even by the High Lord) , Very Beautiful (+2 reaction, +4 to opposite sex) , Cool (+1 to fright checks) , Strong Will (+5)  Charisma +3 , Alertness +2 , 10 Contacts (Basic, Fairly often, Usually Reliable) , Patron (High Lord/Kingdom of the Black Bull) [40; small nation with access to equipment and magic], Magery 1 
Knife (DX+1), Thrown Weapon (Knife) (DX+1)
Language (IQ) Elvish, Dwarvish, Goblinoid, Language (IQ-
Area Knowledge, Local (IQ+1), Hidden Lore (Magic) (IQ), History (IQ-
Magic Breath (DX1), Magic Jet (DX+1), Spell Throwing (DX+1)
The Path of Empathy is one of the least seen and most feared, allowing the reading and of the mind and, at its most powerful, the possession of the body. What is more dangerous than someone that can know all of your darkest secrets?
Sense Life (IQ) : Area; detects life and what kind, and people the caster knows. BC: ½
Sense Foes (IQ) : Area; detects hostility (and degree), but not who. BS: 1
Sense Emotion (IQ) : Detects emotions and loyalty on one subject. Cost: 2
Truthsayer (IQ) : Resisted by Will; Detects lies from the subject. Cost: 2 per statement.
Persuasion (IQ) : Resisted by Will; Adds twice spent to reaction roll.
Compel Truth (IQ) : Resisted by Will: The subject must tell the truth (but is not compelled to speak). Duration: 5 minutes. Cost: 4 to cast, 2 to maintain.
Hide Thoughts (IQ) : Adds +10 to resist mind reading or control. Cost: 3
Ignite Fire (IQ) : Sets fire to a normal, readily flammable object. Requires a full second concentrated on the object. Cost: Tougher items might require more energy. A candle or pipe might require 1, while heavy wood would require 4, for example.
Create Fire (IQ) : As Ignite Fire but over an area and without fuel required. The fire burns for 1 minute. Area Spell; Base Cost: 2, half to maintain (none to maintain if the area was ready to burn, such as being covered in leaves or wood).
Shape Fire (IQ) : The caster can take existing flame and shape it, one second per shape change. Hexes can be divided, but the damage will also be. The shaped fire lasts 1 minute. Area Spell; Base Cost: 2, half to maintain.
Extinguish Fire (IQ) : Puts out fires, 3 Fatigue per hex extinguished.
Fireproof (IQ) : Prevents fire in an area. Will not extinguish fires brought into the area after casting, but they will not ignite anything else. Magical fires are possible, but are set at -
Heat (IQ) : Heats an item up to glowing hot for 1 minute. Cost: 1 for a small item, 2 for a larger item such as a sword or suit of armor, 3 for each full hex. Same to maintain. Time required: 1 minute; double the energy required to halve the time. Each passing of the time required raises the temperature of the object by 20 degrees, if this comes up in play.
Cold (IQ) : As Heat, but lowers the temperature of objects down to absolute zero (by 20 degrees per casting). Learned by fore mages as a process to control heat.
Resist Fire (IQ) : The subject becomes immune to heat and fire for 1 minute. Cost: 2 per person or hex; 1 per minute to maintain. Cost doubles for lava or the like, and triples for a nuclear blast or star!
Fireball (IQ) : 1-
Flame Jet (IQ) : Causes a flaming sword that causes 1-
Flameturning (IQ) : Blocking; The subject is immune to one heat-
Fire Cloud (IQ) : Area; Base Cost: 1-
Breathe Fire (VH) (IQ-
Explosive Fireball (IQ) : Spend 2, 4 or 6 energy for a 1-
Flaming Weapon (IQ) : Causes a melee weapon to become surrounded by fire that will not harm the subject user, but will allow the weapon +2 damage if the normal weapon penetrates DR. Flammable items, such as staves, are consumed when the duration is over. Cost: 4 to cast (1 to maintain), Duration: 1 minute.
Explosive Missiles (IQ) : As Flaming Weapon, but cast on a weapon that fires missiles. Each missile fired causes +2 damage if the missile penetrates DR. Cost: 4 to cast, 2 to maintain, x2 cost if the missiles are stone or metal. Time to Cast: 3 seconds.
Simple Illusion (IQ) : Creates an insubstantial image that has no actual effect on the real world. Affects vision only. An onlooker can take a turn and make an IQ roll to disbelieve the object or scene. If an object in the illusion is touched it is dispelled. The object or scene does not require concentration unless movement is involved. Area Effect; base Cost 1, half to maintain; Duration: 1 minute
Illusion Disguise (IQ) : Cost: 3, turns an illusion (Simple, Complex or Perfect) cast by the same caster into a disguise that surrounds the subject. Concentration is not required, spell lasts as long as the illusion spell would have.
Large Knife: Knife skill, cut SW+2, range C or 1, maximum damage 1d+2
Armor, Leather (PD 2, DR 2, 10 lbs.), Generic Helmet (8 lbs.)
Powerstone (in amulet form) (20 points of Fatigue)
Fire. I dream of fire and it is always there when I am awake, in my mind, in my soul.
I was only a young girl, and this kingdom young as well when the man that would become King Michael came into our village. The knights slaughtered the ones they called heretics and evil – that is to say most of us – and sent the others running, scattered throughout the kingdom. One of the ones slain by Michael’s sword was my mother, who I remember caring for deeply. It is a pity she was so weak. She failed me miserably.
I was placed in a prison, as the people of the Kingdom of Arember did not know what to do with me and my abilities. I waited and picked the right moment to escape, killing two of the guards as I left so that they would remember me. My illusions aided me, but I am no ranger and barely survived, making my way back to my homeland to die.
There I was found by The High Lord, master of the Kingdom of the Black Bull. He saved my life, and took me in as a daughter. He has allowed me to join the Circle, as my mother did, but I have surpassed her weak talents. I aid the High Lord with my magic as his personal wizard and cause as much pain as possible to the kingdom that destroyed my childhood and killed my people.
I have little pity for those I watch burn. I have risen from the ashes as a new creature. One that sees both truth and fire.
Written by J. Scott Pittman
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