FIVE YEARS
+10 Bargain, +25 Craft:
Type A, +15 Craft: Type B, +15 Organization Lore: Guild, +10 Folk Ken
THREE YEARS: +10 Bargain, +15 Craft: Type A, +10 Craft: Type B, +5 Organization Lore: Guild, +5 Folk Ken
CULTIST (ARCANE)
A cultist has spent years worshiping an evil force in secret. If the character has the Ceremony Virtue, he can apply some of his experience points in Infernal Lore to that Ability instead. This package might also represent a pagan (in which case substitute Faerie Lore for Infernal Lore), or a devotee of a mystery cult (substitute Organization Lore: Cult and Magic Lore for Infernal Lore).
FIVE YEARS: +15 Guile, +50 Infernal Lore, +10 Stealth
THREE YEARS: +15 Guile, +30 Infernal Lore
CUNNING MAN (ARCANE)
Knows the local legends and the ways of the fae.
THREE YEARS: +10 (Area) Lore, +5 Bargain, +30 Faerie Lore
CUTTER
A cutter is trained in patching up the wounded and administering first aid; alternatively, he could be an empiricus, a traveling surgeon.
THREE YEARS: +40 Chirurgy, +5 Folk Ken
FAILED APPRENTICE
The character must have the Failed Apprentice Virtue to take this package, which permits her to take Arcane and Academic Abilities. She probably has several years of Student to account for her Academic Abilities. It is assumed that she has no Art scores; either she has not been Opened to the Arts, or else her ability to work Hermetic magic has been destroyed.
FIVE YEARS: +5 Artes Liberales, +5 Code of Hermes, +5 Concentration, +5 Finesse, +10 Latin, +25 Magic Theory, +15 Organization Lore: Order of Hermes, +5 Penetration
THREE YEARS: +5 Concentration, +10 Latin, +20 Magic Theory, +5 Organization Lore: Order of Hermes, +5 Penetration
FARMER
FIVE YEARS: +15 Animal Handling, +15 Area Lore, +5 Folk Ken, +40 Profession: Farmer
THREE YEARS: +10 Animal Handling, +5 Folk Ken, +30 Profession: Farmer
FISHERMAN
FIVE YEARS: +15 Area Lore, +30 Profession: Fisherman, +15 Survival, +15 Swim
THREE YEARS: +5 Area Lore, +20 Profession: Fisherman, +5 Survival, +15 Swim
FOOTPAD
FIVE YEARS: +15 Athletics, +15 Guile, +15 Legerdemain, +30 Stealth THREE YEARS: +5 Athletics, +5 Guile, +15 Legerdemain, +20 Stealth
HARLOT
Carouse is most appropriate for an alehouse strumpet or street-corner


working girl, whereas Etiquette is more suited to a courtesan or mistress. They typically gain an Organization Lore appropriate to their clientele. The Trader package (taking Profession: Prostitute) is also appropriate.
FIVE YEARS: +30 Charm, +30 Carouse or Etiquette, +15 Organization Lore THREE YEARS: +20 Charm, +20 Carouse or Etiquette, +5 Organization Lore
HERBWIFE
FIVE YEARS: +10 (Area) Lore, +30 Chirurgy, +5 Folk Ken, +30 Profession: Apothecary
THREEYEARS: +5 (Area) Lore, +30 Chirurgy, +10 Profession: Apothecary
JAVELINER (MARTIAL)
This package can also be used for troops trained in the sling.
FIVE YEARS: +20 Athletics, +15 Awareness, +40 Thrown Weapon THREE YEARS: +10 Athletics, +5 Awareness, +30 Thrown Weapon
LABORER
FIVE YEARS: +20 Athletics, +15 Brawl, +40 Profession: Laborer THREE YEARS: +10 Athletics, +5 Brawl, +30 Profession: Laborer
LAY BROTHER
A lay brother works at a monastery, but has not taken Holy Orders. This package is also suitable for novices preparing for ordination. In the latter case, some years of Student are appropriate. The Profession Ability could be Scribe, Gardener, Brewer, or any other suitable trade.
FIVE YEARS: +50 Organization Lore: Church, +10 Folk Ken, +15 Profession (see earlier)
THREE YEARS: +30 Organization Lore: Church, +15 Profession (see earlier)
MAGICIAN (ARCANE)
Suitable for characters with Supernatural Abilities, although the scores in these Abilities are purchased with extra years, as detailed earlier. The wizard can also buy Enriched Objects of Virtue by sacrificing 5 experience points per object (see Realms of Power: Magic, page 124).
FIVE YEARS: +15 Concentration, +30 Magic Lore, +30 Penetration THREE YEARS: +15 Concentration, +15 Magic Lore, +15 Penetration
MINSTREL
FIVE YEARS: +15 Carouse, +5 Charm, +5 Folk Ken, +50 Music THREE YEARS: +15 Carouse, +30 Music
MYSTIC (ARCANE)
This hermit spends his days in contemplation of the Divine, but the same package could be used for a different Realm of Power.
FIVE YEARS: +20 Concentration, +5 Organization Lore: Church, +30 Dominion Lore, +20 Survival THREE YEARS: +10 Concentration, +20 Dominion Lore, +15 Survival
NATURAL PHILOSOPHER (ACADEMIC)
A natural philosopher seeks to uncover the wonders of the natural world through his studies. The focus of a natural philosopher could equally be Artes Liberales or Medicine. For rules on formulae, see Art & Academe, Chapter 5.
FIVE YEARS: +40 Philosophiae, 7 formulae THREE YEARS: +30 Philosophiae, 3 formulae
PIKEMAN (MARTIAL)
FIVE YEARS: +20 Athletics, +15 Awareness, +40 Great Weapon THREE YEARS: +10 Athletics, +5 Awareness, +30 Great Weapon
PHYSICIAN (ACADEMIC)
A physician is assumed to have attended school or university to study Medicine, and so such a character should take at least five years of Student and have a Virtue that grants extra experience in Academic Abilities. Many physicians never learn Chirurgy; for those who do, take the Cutter package.
FIVE YEARS: +15 Folk Ken, +40 Medicine, +20 Profession: Apothecary THREE YEARS: +5 Folk Ken, +30 Medicine, +10 Profession: Apothecary
PUBLIC OFFICIAL
Suitable for reeves, mayors, and so forth, but also priests who take an active role in local politics, and members of a craft guild.
FIVE YEARS: +15 (Area) Lore, +15 Intrigue, +15 Leadership, +30 (Organization) Lore
THREE YEARS: +10 (Area) Lore, +10 Intrigue, +10 Leadership, +15 (Organization) Lore

Grogs

FIVE YEARS: +15 Area Lore: Area A, +10 Area Lore: Area B, +30 Profession: Sailor, +5 Survival, +15 Swim THREE YEARS: +5 Area Lore, +20 Profession: Sailor, +5 Survival, +15 Swim
SCOUT
FIVE YEARS: +15 Area Lore, +30 Awareness, +30 Stealth THREE YEARS: +15 Area Lore, +15 Awareness, +15 Stealth
SCRIBE (ACADEMIC)
You may replace Latin with any Living or Dead Language that the scribe might be using.
FIVE YEARS: +20 Artes Liberales, +15 Latin, +40 Profession: Scribe THREE YEARS: +10 Artes Liberales, +10 Latin, +25 Profession: Scribe
SENTRY (MARTIAL)
FIVE YEARS: +30 Awareness, +15 Concentration, +30 Single Weapon THREE YEARS: +20 Awareness, +5 Concentration, +20 Single Weapon
SERVANT
FIVE YEARS: +15 Folk Ken, +20 (Organization) Lore, +40 Profession: Servant
THREE YEARS: +10 Folk Ken, +5 (Organization) Lore, +30 Profession: Servant
SOLDIER (MARTIAL)
FIVE YEARS: +15 Athletics, +20 Brawl, +40 Single Weapon
THREE YEARS: +5 Athletics, +10 Brawl, +30 Single Weapon
STORYTELLER
FIVE YEARS: +15 Guile, +5 Carouse, +5 Folk Ken, +50 Profession: Storyteller THREE YEARS: +15 Guile, +30 Profession: Storyteller
STUDENT (ACADEMIC)
This package assumes that the character has received academic teaching at a parish school, cathedral school, or monastic school, or from a private tutor. Characters who have attended a university receive additional experience points from their Social Status Virtues (see Art & Academe, pages 90–92). Characters attending a parish school can only take the threeyear package, since these schools only teach Artes Liberales and Latin.
FIVE YEARS (CATHEDRAL SCHOOL): +15 Artes Liberales, +30 Latin, +15 Theology, +15 Civil and Canon Law OR Philosophiae
FIVE YEARS (MONASTIC SCHOOL): +15 Artes Liberales, +30 Latin, +15 Theology, +15 Medicine OR Philosophiae
FIVE YEARS (PRIVATE TUTOR OR UNIVER-SITY): +15 Artes Liberales, +30 Latin, +30 any Academic Ability
THREE YEARS (PARISH SCHOOL): +15 Artes Liberales, +30 Latin
TEACHER (ACADEMIC)
The Teacher package covers the academic life. The character receives experience points in whatever language he is speaking when he teaches, which is usually Latin.
FIVE YEARS: +15 Artes Liberales, +5 Folk Ken, +15 Language, +40 Teaching
TINKER
FIVE YEARS: +15 Area Lore: Area A, +15 Area Lore: Area B, +15 Bargain, +15 Craft, +15 Survival THREE YEARS: +15 Area Lore, +15 Craft, +15 Survival
THEOLOGIAN (ACADEMIC)
Not necessarily a priest, a theologian is assumed to have attended school or university to study Theology, and so should take at least five years of

Grogs
Student or have a Virtue which grants extra experience in Academic Abilities.
FIVE YEARS: +15 Civil & Canon Law, +15 Organization Lore: Church, +5 Latin, +40 Theology
THREE YEARS: +5 Civil & Canon Law, +5 Organization Lore: Church, +5 Latin, +30 Theology
TRADER
This package can be used for any individual who makes a living from a profession rather than a craft, by changing the Profession Ability to something more appropriate.
FIVE YEARS: +30 Bargain, +15 Folk Ken, +30 Profession: Merchant THREE YEARS: +20 Bargain, +5 Folk Ken, +20 Profession: Merchant
TUMBLER
FIVE YEARS: +50 Athletics, +10 Carouse, +15 Legerdemain THREE YEARS: +30 Athletics, +5 Carouse, +10 Legerdemain
WOODSMAN
FIVE YEARS: +15 Area Lore, +30 Hunt, +15 Stealth, +15 Survival

Non-Career Training Packages
These packages represent suites of background skills acquired throughout a person's life rather than specifically learned for a trade. Characters usually take these packages only once or twice.
ATHLETE
THREE YEARS: +30 Athletics, +5 Brawl, +5 Ride, +5 Swim
BRAWLER
This package is also good for a character taught the basics of self-defense.
THREE YEARS: +15 Athletics, +30 Brawl
CHARMER
THREE YEARS: +30 Charm, +5 Folk Ken, +5 Guile, +5 Intrigue
COVENFOLK
Characters who have not had exposure to Latin must redistribute the experience points in that language to the other Abilities of this package.
THREE YEARS: +5 Area Lore, +20 Area Lore: Covenant, +15 Latin, +5 Organization Lore: Order of Hermes
FORAGER
Someone used to relying on the land to supplement his diet would employ this package.
Combat Statistics
It is often tedious to calculate combat statistics for a grog. The following table has pre-calculated combat statistics for common weapons, with the following assumptions: the character has a 5 in the appropriate Ability with a specialty in the weapon indicated; the character has a Dexterity and Quickness of 0, a Strength of 0 or equal to the minimum Strength required for the weapon (whichever is greater); and the character has zero encumbrance. It is a quick job to apply the appropriate Characteristics to the combat totals and subtract encumbrance from Initiative.
| WEAPON | ABILITY | INITIATIVE | ATTACK | DEFENSE | DAMAGE | LOAD |
|---|---|---|---|---|---|---|
| Dagger | Brawl | 0 | +8 | +6 | +3 | 0 |
| Bludgeon | Brawl | 0 | +8 | +6 | +2 | 1 |
| Axe & Buckler Shield |
Single | +1 | +10 | +6 | +6 | 2 |
| Short Spear & Buckler Shield |
Single | +2 | +8 | +7 | +5 | 2 |
| Short Sword & Round Shield |
Single | +1 | +9 | +9 | +5 | 3 |
| Long Sword & Heater Shield |
Single | +2 | +10 | +10 | +6 | 3 |
| Mace & Heater Shield |
Single | +1 | +9 | +9 | +8 | 4 |
| Great Sword | Great | +2 | +11 | +8 | +10 | 2 |
| Staff | Great | +2 | +9 | +9 | +2 | 2 |
| Warhammer | Great | 0 | +12 | +6 | +14 | 3 |
| Pole Arm | Great | +3 | +10 | +7 | +8 | 2 |
| Sling & Buckler Shield |
Thrown | –3 | +7 | +7 | +4 | 1 |
| Javelin & Round Shield |
Thrown | 0 | +8 | +8 | +5 | 3 |
| Short Bow | Bow | –1 | +9 | +6 | +6 | 2 |


The System in Action
Elaine wants to play a grog who is the younger son of a noble family that has fallen on hard times. Sir Edwin has nevertheless trained for knighthood. He has the Warrior Virtue, allowing Martial Abilities. Sir Edwin had a Social Childhood, and Elaine assumes that he has been a Courtier for three years, a Rider for six years, and a Soldier for eight years. Elaine ends up with a 22 year old character with the following experience points: +30 Animal Handling, +20 Athletics, +30 Brawl, +20 Charm, +30 Etiquette, +20 Folk Ken, +15 Guile, +5 Intrigue, +75 Native Language, +60 Ride, +70 Single Weapon. Since Sir Edwin will be principally using a lance, Elaine decides to change the score in Single Weapon to Great Weapon
instead. This leaves the character with the following Abilities: Animal Handling 3, Athletics 2(5), Brawl 3, Charm 2(5), Etiquette 3, Folk Ken 2(5), Great Weapon 4(20), Guile 2, Intrigue 1, Native Language 5, Ride 4(10).
Since Sir Edwin has taken the Poor Flaw, he is actually 31 years old. She applies 35 of the experience points from the Warrior Virtue to the Great Weapon Ability, taking it to 6 (since Sir Edwin is older than 30), and puts the remaining 15 experience points into Single Weapon 2. She could make this a score of 3 with the left-over experience points in some of the other Abilities (5 from Folk Ken and 10 from Ride, for example) if she wanted.
Further examples include:
BANDIT: Athletic childhood; Fisherman, Woodsman, Scout, Soldier BEGGAR: Exploring childhood; Tinker, Conman, Local
BURGLAR: Mischievous childhood; Local, Footpad, Tumbler
DRILL SERGEANT: Athletic childhood; Soldier, Trainer, Leader
MERCENARY: Exploring childhood; Soldier, Leader, Brawler, Forager
TOWNSMAN: Social childhood; Local, Trader, Public Official
SKIRMISHER: Athletic childhood; Rider, Soldier, Javeliner
WANDERING FRIAR: Exploring childhood; Lay Brother, Student, Churchman, Tinker
VILLAGER: Athletic childhood; Laborer, Farmer, Local, Forager
THREE YEARS: +15 Area Lore, +15 Hunt, +15 Survival
LEADER
This is suitable for anyone in a position of authority.
THREE YEARS: +10 Folk Ken, +5 Charm, +30 Leadership
LOCAL
A villager or townsman who has good local knowledge of the area and its institutions can claim this package.
THREE YEARS: +15 Area Lore, +15 Folk Ken, +15 Organization Lore
RIDER
THREE YEARS: +15 Animal Handling, +30 Ride
TRAINER
This package is suitable for drill sergeants, master craftsmen, and so forth.
THREE YEARS: +5 Folk Ken, +5 Language, +5 Leadership, +30 Teaching
WASTREL
Someone who has wasted years of his life in taverns gambling and drinking would acquire these skills.
THREE YEARS: +5 Brawl, +30 Carouse, +5 Folk Ken, +5 Guile
