Theodore Bigfin B.F., B.M.: The Forensic Wizard

Recently recruited from the graduating classes at U.U., Theodore needs something to keep at bay the collecting agents ("thugs") of the people he unwisely went to in order to finance his time at the University, He did not get good enough grades to get tenure at U.U. Nor did he have the contacts to get work at some court. Nor (obviously) the money to struggle through getting his own private practice set up. So the idea of joining the Watch and surrounding himself with lots of heavily muscled and armoured companions to keep the debt collectors at bay seemed a good one.

Now, after two months of Basic Training and being shouted at by Sergeants (who can Shout even better than the Archchancellor) he is not so sure. He thought he was going to be stuck in a nice warm lab at the Yard, but Captain Carrot seems to like even his back-room boys to have some experience with street police-work. If he can survive the probationary period he may never leave the Yard ever, ever again. Especially in winter.

A third rank wizard with a good grasp of basic theory and practice and a long hard slog to make it to fourth. (Wears pointy hat and robes, carries staff.) He's better at the theoretical stuff and paperwork than any sort of violence.

He knows a lot of general Stuff about anything that was written in books. The other recruits call him "Professor" because he can tell you the exact dates of the Ankh-Morpork Civil War or when Pseudopolis was founded and by whom. (Says things like: "Actually, it Morg the Lesser who murdered King Buffy. People often make that mistake.")

In GURPS terms:

ST 10 (0 points)
DX 12 (20 points)
IQ 13 (30 points)
HT 10 (0 points)
Base Speed 5.0 Move 5
Basic Damage Thrust: 1d-2      Swing: 1d

Skills:
Broadsword 11 Research 12
History 11Thaumatology 14
Literature 11 Spellthrowing: Fireball 12

Character points: Broadsword (1pt), Spellthrowing: Fireball (1pt), History (1pt), Literature (1pt), Research (1pt), Thaumatology (1pt)

Spells: (all are 1 point except: Recover Strength 2pts)

Those that might help against Foes:
Sense Emotion 14 Counterspell14Fireball14
Sense Foes 14Scryguard14Dispel Magic14
Truthsayer 14Mystic Mist14Enchant 13
Daze14Sleep14Mass Sleep14
Foolishness14

Those that might help you and your allies:
Lend Health 14Minor Healing14Recover Strength15
Lend Strength14Major Healing13Shield14
Detect Magic 14Magic Resistance14Haste 14
Seek Food14Seek Water 14Slow Fall 14
Create/Shape Fire14

Generic other spells:
Light14(continual, flash, ball o' light, etc)
Illusions 14 (complex, disguise, perfect, simple)
Darkness 14Create Sound14
Trace 14Seek Plant 14
Staff 14Aura 14
Apportation 14 Seeker 14

Also see: So, You're a Discworld Wizard and Want to Cast a Spell...

Advantages: Legal Enforcement Powers: Local (5 points), Literacy (10 points), Magery 3 (35 points).

Disadvantages: Absent Mindedness (-15 points), Enemy: Crysophase's Thugs on 6-. (-10 points), Odious Personal Habits (Various Wizardly bits of selfishness and slobbishness worth -3 reaction) (-15 points), Secret: Serious Embarrassment: His Debt (-5 points).

Quirks: Reads scholarly journals while walking, Eats fruit noisily, Curious about sex while not wanting to get involved himself, Doesn't plan ahead too well, Proud of having made his own Staff.

Equipment: (No encumbrance) Broadsword (1+1 cutting), Wizard's Staff (16 points of energy), wizard's robes, dufflecoat, bag full of books.


In Over the Edge terms: Wizard: 3 dice.
Watchman: 2 dice.
Educated: 3 dice.
Hit Points: 10
(A weed.)

Secret: Owes money to Crysophase the Troll.

Flaw: Has the social graces of . . . well, of a wizard.

Important Person: Himself.

Magic Pool: 3 (and 3 more uses of magic stored in his staff).