Guildsman
The Guildsman belongs to an organization of some sort wherein he gains the benefit of occasional advice and assistance, but in return is expected to perform certain duties in the interests of his Guild. With time the Guildsman will rise to power within the confines of his organization, and can wield great temporal power depending upon the nature of that organization. In the meantime, the Guildsman has a steady income and a motivation to gain power.
A Guildsman is fun to play because it allows for a Character "hooked in" to the setting, with in-character resources to call upon and interesting story elements providing the opportunity for interesting adventures.
NOTE: Check with your GM first to determine if there is an appropriate organization for your Character to belong to, and/or perhaps to help provide one if your GM is amenable.
Cost Ability
55 Graduate Package
19 Guildmember Package (upgrade KS: Guild Law to INT based, no extra cost (Scholar))
4 Scroll-Scribing Package
4 Alchemist-Wizard Package
5 +1 with All Int Based Rolls
5 Bright: +5 INT
1 Wealth: 1 rank of Money
93 Total Cost of Abilities
Value Disadvantages
-5 Social Limitation: Duty to Guild (Infrequently, Impairing)

+88

Total Cost of Package

Basic Package Deals
Graduate
The Wizardry Magic System is detailed here.
Graduate Wizards learned their profession in an institution dedictated to teaching the Arcane Art in a standardized fashion. The trade off in individualized instruction was theoretically compensated for by the rigorous course blocks and least common denominator instruction techniques employed in a formalized class environment.
Graduates tend to have a very solid textbook grasp on the basics of Wizardly Magic (or they dont graduate) but also tend towards the inflexible. They also usually have a complete lack of exposure to other types of Magic and their mindset is typically not capable of applying basic comprehension of theory to deviations from textbook examples they may encounter in a real world environment.
NOTE: Not all students at a University of Magic are necessarily Graduates; representatives of all five Basic Wizard Packages may be found on campus. For example, a Journeyman may be a student that is favored by an eccentric professor and receives more personalized instruction or "do their own thing"; a Gifted student is the naturally talented type that ignores their instruction, taking only what they want from it; a Bookworm student would be the geeky over-scholarly type that misses the bigger picture in favor of the details; a Maven is the type of student that is really good at certain aspects of the instruction but cannot seem to master certain others. However, Graduates would likely be the norm at most such schools, and the ones most likely to maintain their "alumni" status with the school.
NOTE: Similarly, the Graduate Package may be taken for a character that did not attend a University of Magic, but wants to use the Spell School model instead of Spellcraft; simply switch out the Membership Perk with a 1 point Basic 8- Contact Perk for the character's mentor.
Cost Ability
34 Wizard VPP (30 Pool)
3 Scholar
16 All Wizardly Spell Schools (KS: Abjuration, KS: Conjuration, KS: Divination, KS: Enchantment, KS: Evocation, KS: Illusion, KS: Necromancy, and KS: Transmutation)
1 Literacy w/ Native Language
1 Membership: Graduate of a University of Magic
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: Poor Student (Was a notoriously bad student, either thru thick headedness or poor attendance, etc -- 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
Guildmember
Some people belong to formalized Guilds or some other kind of formalized organization, such as Merchant Houses, Mercenary Companys, organized Religion, and Wizard's Guilds. Simply add this package to a character that is a member of such a group and define what kind of Guild it is.
NOTE: This Extention Package places some assumptions upon the GM and the setting; in order for your character to be a member of a Guild, an organization that may not otherwise exist must be added to the setting. Check with your GM first to ensure that they approve of the concept you have in mind and also to see what Guilds or other membership-oriented organizations exist that you may be a member of.
Cost Ability
3 Rank: Journeyman in a Guild
12 Membership has its priveleges: Contact (Contact has: very useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (12 Active Points) 8-
2 PS: Guild Profession (GEN)
2 KS: Guild Law (GEN)
19 Total Cost of Abilities
Value Disadvantages
-5 Social Limitation: Duty to Guild (Infrequently, Impairing)

+14

Total Cost of Package

Extention Package Deals
Scroll Scribing
Rules for Scroll Scribing may be found here.
Some characters receive training in their careers regarding the creation of Magic Scrolls.
NOTE: This Package assumes the Character does not have the Scholar Skill Enhancer; if they do simply decrease the cost of KS: Scroll Scribing and the Package by -1 point.
Cost Ability
3 KS: Scroll Scribing (INT)
2 +2 with KS: Scroll Scribing
Value Disadvantages
0 None

+5

Total Cost of Package

Extention Package Deals
Alchemist
Rules for Alchemy may be found here.
Some characters receive training early on in their careers regarding the creation of Magic Potions and the like.
NOTE: This Package assumes the Character does not have the Scholar Skill Enhancer; if they do simply decrease the cost of KS: Alchemy and the Package by -1 point.
Cost Ability
3 KS: Alchemy
2 +2 with KS: Alchemy
Value Disadvantages
0 None

+5

Total Cost of Package