Gunther Hachenlufter (Warhammer)
Human-> Apprentice Wizard -> Journeyman Wizard
Gunther is a somewhat experienced character with 1800 XP spent. Having mastered his starting Career as an Apprentice Wizard, he has moved into Journeyman Wizard and concentrated on the new Talents available to him, with a few profile raises and a skill thrown in for good measure. He has opted for Bright Magic, and has also taken two useful Lesser Magic Spells.
He needs seven more profile raises, an Academic Knowledge and a Common Knowledge, and Charm or Intimidate to complete the Journeyman Wizard Career, though he could of course remain in the Career for a while and buy up redundant Skills for Skill Mastery purposes, and the optional Skills and Talents he does not already have. If he plays his cards right and doesn't get himself killed, he will soon be a full fledged Master Wizard. Still, 1100 XP doesn't grow on trees; it wont happen overnight.
Warhammer Profile
WS BS S T Ag Int WP Fel
31 33 27 34 30 37 32 28
5 5* -- 5 10** 20** 25*** 10*
31 38 27 34 40 47 47 33
1 13 2 3 4 0 0 0
-- 3** -- -- -- 2** -- --
1 15 2 3 4 2 0 0

Each * = one raise taken

Race (Human)
Common Knowledge (the Empire)
Speak Language (Reikspiel)
Acute Hearing
Super Numerate
Apprentice Wizard Skills
Academic Knowledge (Magic)
Magic Sense
Speak Arcane Language (Magick)
Speak Language (Classical)
Apprentice Wizard Talents
Aethyric Attunement
Petty Magic (Arcane)
Journeyman Wizard Skills
Journeyman Wizard Talents
Fast Hands
Lesser Magic (Dispel)
Lesser Magic (Aethyric Armour)
Mighty Missile
Arcane Lore (Bright)

Gunther Hachenlufter (HERO)
Human-> Apprentice Wizard -> Journeyman Wizard
HERO System Characteristics
STR 9 10 -1
DEX 13 10 9
CON 11 10 2
BODY 15 10 10
INT 23* 10 6
EGO 16 10 12
PRE 11 10 1
COM 10 10 0
PD 2 2 0
ED 2 2 0
SPD 2 2.3 0
REC 4 4 0
END 22 22 0
STUN 25 25 0
Running 6 6 0

Total Cost

Gunther is a somewhat experienced character with around 175 character points, give or take a few. He has learned the basics of Magic as an Apprentice Wizard, and progressed his abilities into Journeyman Wizard status, choosing Bright Magic.
Gunther's primary advantage is a blistering intellect and sharp senses; with a 15- PER check for most senses and an 18- for Hearing he's difficult to get much over on. With Search 16- he's also able to spot that which is hidden.
He's also better than average at Channelling with a 13- roll, modifiable to 14- with his +1 Skill Level with Magic from Aethyric Attunement.
Finally he's fairly accurate with overt offensive magics thanks to the +2 OCV he gets for either touch or missile Magic, with an OCV of 6 for either sort of attack.
Cost Ability
39 Total Characteristics Cost
5 Human: Human Package
  Common Knowledge (the Empire): AK: the Empire
  Speak Language (Classical): Language Classical
  Gossip: Conversation
  *Super Numerate: Lightning Calculator and +3 INT
  Acute Hearing: +3 PER Hearing
  Ride: Riding
  NCM: Normal Characteristic Maxima
  Race (Human): DF: Human (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
3 Speak Language (Reikspiel): Language Reikspiel
3 Perception: +1 All PER
3 Read/Write: Literacy with up to 3 Languages
3 Search: Concealment +2, Only To Detect (-1 1/2)
6 *Savvy: +6 INT
3 Academic Knowledge (Magick): KS: Magick
3 Speak Language (Magick): Language Magick
5 Channelling: Channelling Power Skill (EGO) + 1
5 Magic Sense: Detect Magic
6 *Aethyric Attunement: +1 Skill Level with Magic and +1 INT
6 Fast Hands: +2 OCV with Touch Magic
6 Mighty Missile: +2 OCV with Magic Missile Spells
5 Petty Magic (Arcane): Access to Petty Magic Arcane Custom Talent
5 Arcane Lore (Bright): Access to Arcane Magic Bright Custom Talent
5 Lesser Magic (Dispel): Access to Lesser Magic Spell Dispel
5 Lesser Magic (Aethyric Armour): Access to Lesser Magic Spell Aethyric Armour
45 Magic User: Variable Power Pool 30 Pool; No Skill Roll Required to Change Powers (+1), 0 Phase Change (+1); Incantations (-1/4), RSR: Requires "Luck" Roll (Dice Total vs. AP/3 Target Number;-3/4), SE: Suffer SE equal to -1/4 per Matching Die Of Luck Roll (-3/4), Must Have Appropriate Lore Talents (-1/4)
7 Winds of Magic: 2d6 "Magic" Luck; Partially Limited (Suffers -1 per 2 DEF of Armor Currently Worn, (- 1/2))
3 Channelling Boost: 1d6 "Magic" Luck; RSR: Channelling (- 1/2)
2 Component Boost: 1d6 "Magic" Luck; OIF Expendable Spell Component (- 3/4)
  * Included in Characteristics Val; adjusted as necessary for NCM
Total Cost Of Abilities
Value Disadvantage
-10 Feared and Disliked: Social Limitation: Magic User (Occasionally 8-, Major)
Total Cost of Package
Cost Options and Miscellaneous Information
var Trapping: Quarterstaff
var Trapping: Backpack
var Trapping: Book
var Trapping: Grimoire
var Trapping: Writing Kit