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) |
Skills:
Broadsword | 11 | Research | 12 |
History | 11 | Thaumatology | 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 Counterspell 14 Fireball 14 Sense Foes 14 Scryguard 14 Dispel Magic 14 Truthsayer 14 Mystic Mist 14 Enchant 13 Daze 14 Sleep 14 Mass Sleep 14 Foolishness 14 Those that might help you and your allies:
Lend Health 14 Minor Healing 14 Recover Strength 15 Lend Strength 14 Major Healing 13 Shield 14 Detect Magic 14 Magic Resistance 14 Haste 14 Seek Food 14 Seek Water 14 Slow Fall 14 Create/Shape Fire 14 Generic other spells:
Light 14 (continual, flash, ball o' light, etc) Illusions 14 (complex, disguise, perfect, simple) Darkness 14 Create Sound 14 Trace 14 Seek Plant 14 Staff 14 Aura 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.
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).