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 |
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)
|