Intrepid Journeyman
The Intrepid Journeyman is an adventuring Wizard, seeking enough experience and hard-won wisdom to ascend to Master status as a Wizard. The Intrepid Journeyman has a well grounded approach to Wizardry, focusing on increasing his Magic VPP, but shoring his weak areas up with useful abilities.
An Intrepid Journeyman is fun to play because they are well suited to the adventuring life of most campaigns, with clearcut motivations and a useful ability set.
Cost Ability
55 Journeyman Package
17 Self Defense Techniques Package
34 Adept Caster: +2 Spell Levels (+30 Pool in VPP)
2 +1 with Spellcraft
2 WF: Wizard Group (Dagger, Darts, Staff)
110 Total Cost of Abilities
Value Disadvantages
0 None

+110

Total Cost of Package

Basic Package Deals
Journeyman
The Wizardry Magic System is detailed here.
Journeymen are former Apprentices typically taught in the traditional Master and Apprentice fashion, occasionally even having actual field experience from assisting their Master on some mission or another. Apprenticeships commonly start around age 9 and last until age 19, but older Apprentices and late starts are not unheard of.
Unlike Wizards that learned their trade at a Univerity or similar establishment, he Journeyman benefited from one-on-one instruction and typically have better practical experience than school-taught Wizards, but due to the lack of a formal environment with multiple accredited instructors, their education tends towards a spotty coverage of formal theories and factual information.
Journeymen tend to be more flexible and less hidebound than university-trained Wizards and sometimes know some quirky off-brand Magic learned from their master. Their willingness to try whatever works can sometimes cause friction with more rigid Wizards, some of whom may go so far as to label a Journeymen a Hedge Wizard (a deadly insult amongst Wizards).
This package represents a Journeymen that has recently earned their Journeyman's Mark or otherwise ended their Apprenticeship and are free to set out in the world to make their own way with the Arts their Master taught them. Traditionally, they are discouraged from calling on their Master's aid until they are established as Master Wizards themselves; the intent is for the Journeymen to make it on their own. However, Master Wizards have been known to lend aid to their wayward Journeymen on occasion, particularly information if it regards something they did not already cover during the Journeyman's Apprenticeship -- fair is fair afterall.
NOTE: What constitutes a Master Wizard will vary from setting to setting and even from region to region, but a good rule of thumb is a Magic VPP with 90 Pool or greater is a solid indicator of Master level ability. In some cases a 4 point perk "Master Wizard" might be necessary in addition for formal recognition of a Wizards rank, and invovle some sort of a formalized testing process. Check with your GM to determine what is appropriate for your character in their setting.
Cost Ability
34 Wizard VPP (30 Pool)
15 Spellcraft 11-
1 Literacy w/ Native Language
5 Mentor: Contact (Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Contact limited by identity (Social Resistrictions), Very Good relationship with Contact) 8-
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*17 Higher Spell Level Pool: +15 Pool
5 Bright: +5 INT
10 Brilliant: +10 INT
5 +1 with All Int Based Rolls
2 WF: Wizard Group (Dagger, Darts, Staff)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Wizards (More Powerful, Group, Professional, Unaware, Outdo)

Extention Package Deals
Self Defense Techniques
Some characters are taught basic techniques to help defend themselves versus physical assailiants, while others are just naturally intent on saving their own hide as much unfortunate impact as possible.
Cost Ability
5 Dodgy: +1DCV
12 Martial Dodge, Martial Block, Martial Escape
Value Disadvantages
0 None

+17

Total Cost of Package