Although the content of a typical Redcap “apprenticeship” may vary considerably, the standard length of training is 15 years, the same as for Gifted Hermetic magi. The Redcap Major Virtue or Lone Redcap Minor Virtue (see HoH:S, page 106) provide 300 XP to be spent on Abilities plus the effects of the Well-Traveled Virtue, which provides an additional 50 XP that can be spent on a selection of appropriate abilities (see above). As the gain per year equals an averages of 23 XP, this does not mesh well with the existing Training Package system presented in Grogs which assumes 15XP per year or the expanded system presented for magi in Sub Rosa #11, which factors in XP spent on Arts and learning formulaic spells.
The simplest way to account for this is to choose four 5-year packages from Grogs or a single 5-year package and five 3-year packages and then spend the additional 50 XP from the Well-Traveled Virtue on the appropriate Abilities. Several modified packages are provided below to aid in spending the additional XP gained from this Virtue.
Alternatively, consider that this period provides an equivalent of 23 years of experience, allocating 15 XP to each year similar to a mundane character such as a grog and then choosing packages accordingly.
The various options are reflected by the following table:
Packages 5-year 3-year Notes
Option 1 4 0 Add 50 XP as per Well-Traveled Virtue
Option 2 4 1 Add 5 XP
Option 4 3 2 Add 35 XP
Option 4 2 4 Add 20 XP
Option 5 1 5 Add 50 XP as per Well-Traveled Virtue
Option 6 1 6 Add 5 XP
Option 7 0 6 Add 30 XP and 50 XP as per Well-Traveled Virtue
Although some extra unassigned XP is inevitable using this method and you must still be careful to assign at least 50 XP towards the Abilities indicated in the Well-Traveled Virtue, this technique is generally faster and more flexible. It also allows the Redcap to choose from the range of new and existing 3-year and 5-year training packages.
New Training Packages
The following packages may be appropriate for Redcaps with unusual backgrounds, but may require appropriate Virtues or Flaws to access the included Abilities. The Artist and Hermetic Politician Packages were first presented in Sub Rosa #11, “Training Packages for Magi” by Mark Shirley but have been reproduced here for convenience.
This package includes a small amount of experience in an Ability that permits the artist to source materials or find patrons. An Artistic Reputation increases like an Ability (see Art & Academe, Chapter 8), principally from the creation of works of art: one experience point is gained when the Aesthetic Quality of a piece of artwork is at least three times greater than the character’s current Reputation.
Three years: +30 Craft: (any) or Profession: (Performer); +5 Bargain or Charm; +10 experience points in Artistic Reputation
Hedge Wizard (Supernatural and Arcane)
This package is appropriate for Redcaps with at least one Supernatural Ability associated with a separate Ability score such as Animal Ken, Dowsing, Enchanting (Ability), Magic Sensitivity, Premonitions, Second Sight, Sense Holiness and Unholiness, Wilderness Sense or another Supernatural Ability from later ArM5 supplements provided they have the appropriate Supernatural Virtue. This package combines well with the Magician or modified Cultist packages from Grogs to represent a character with supernatural links to the Faerie Realm.
Three years: +30 Hedge Ability, +15 Concentration or Penetration
Five years: +50 Hedge Ability A, +15 Concentration or Penetration, +10 Magic Lore or Hedge Ability B
Together with the Cultist package from Grogs, this package may be useful when creating Infernalist Goliards of the Ordo Vagorum (see Realms of Power: the Infernal, page 139 for details of Infernalist Goliards and Houses of Hermes: True Lineages, pages 93-94 for details of the Goliard Societas).
Although clearly useful to magi, this package may be applicable to Redcaps.
Three years: +15 Organization Lore: Order of Hermes; +5 Folk Ken or Leadership; +15 Intrigue; +10 Area Lore: Tribunal or Code of Hermes
This package simulates the acquisition of Esoteric Mysteries through Initiation as for Hermetic magi, a process which is usually best handled during play. If the Initiation Script imposes an Ordeal Flaw as well as a Mystery Virtue, then this package is usually sufficient but the character may be required to spend more time meeting the specific requirements. This may work well combined with a modified form of the standard Cultist package from Grogs.
Three years: +20 Cultic Ability, +15 Organization Lore: Mystery Cult, initiation into a mystery (1 season).
For most Redcaps, the Mystery Cult is the Cult of Heroes detailed in Houses of Hermes: Societates, page 96, although some may belong to other Esoteric Mystery Cults that accept unGifted members as detailed in The Mysteries: Revised Edition such as the Knights of the Green Stone. The Cultic Ability varies by Mystery Cult – for the Cult of Heroes the Cultic Ability is usually Leadership.
This package is useful for characters with knowledge of the supernatural Realms.
Three Years: +15 (Realm) Lore A, +15 (Realm) Lore B, +15 (Realm) Lore C
Five Years: +30 (Realm) Lore A, +30 (Realm) Lore B, +15 (Realm) Lore C
Messenger (Academic or None)
This package reflects experience undertaking the basic duties of an unGifted Redcap, providing further knowledge of the Order of Hermes and their local tribunal region.
Three Years: +20 (Area) Lore: Tribunal, +15 Latin or (Living) Language, +5 Code of Hermes, +5 Organization Lore: Order of Hermes +5.
Five Years: +30 (Area) Lore: Tribunal, +15 Latin or (Living) Language, +15 Code of Hermes, +15 Organization Lore: Order of Hermes.
Specialist (Any or None)
This package allows the creation of characters with a single specialty in one chosen Ability. Note that a starting character may not have a score of greater than 5 (75 XP) unless they have an Affinity in that Ability or begin with an age of at least 30 years old.
Three Years: +45 Specialty Ability
Five Years: +75 Specialty Ability
Training Packages for the Well-Traveled Virtue
As noted above, all standard Redcaps and Lone Redcaps possess the benefits of the Well-Traveled Virtue and gain 50 XP to spend on Living Languages, (Area) Lores, and Bargain, Carouse, Charm, Etiquette, Folk Ken, or Guile. Instead of distributing these points as indicated above, a player may choose to take one of the modified three year packages detailed below. Each package focuses on one of the above Abilities and provides a useful shorthand means to spend the additional 50 XP and fulfill the requirements of this Virtue.
Each of these packages may also be used by non-Redcap characters with the Well-Traveled Virtue. The extra 5 XP remains has been assigned as the standard 3-year package spends only 45 XP, but these packages can be readily adjusted for use a standard 3-year package where noted for use later in Redcap creation or used while creating standard characters.
This package is the same non-career package as the one presented in Grogs, except that the 5 XP in Intrigue and the extra 5 XP from the Well-Traveled Virtue are shifted to Folk Ken and Guile.
50 XP package: +30 Charm, +10 Folk Ken, +10 Guile.
This package is the same career package as the one presented in Grogs, except that the 15 XP in Intrigue has been added to Guile and the extra 5 XP from the Well-Traveled Virtue added to Charm.
50 XP package: +20 Charm, +30 Guile
This package is the same career package as the one presented in Grogs, except that the 15 XP in Intrigue and the extra 5 XP from the Well-Traveled Virtue are split equally between Charm and Folk Ken.
50 XP package: +10 Charm, +30 Etiquette, +10 Folk Ken
Three years: Charm +15, Folk Ken +30
50 XP package: Charm +20, Folk Ken +30
Five years: Carouse +5, Charm +15, Folk Ken +50, Intrigue +5
Three years: Bargain +30, Charm +15
50 XP package: Bargain +30, Charm +20
Five years: Bargain +50, Charm +15, Folk Ken +5, Guile +5
This package is the same career package as the one presented in Grogs, except that the 5 XP in (Organization) Lore and the extra 5 XP from the Well-Traveled Virtue are concentrated on Carouse or Etiquette.
50 XP package: +20 Charm, +30 Carouse or Etiquette
This package focusing on Living Languages is useful for characters who must act as translators or merchants who deal with multiple customers that each speak different unrelated languages.
Three years: +15 (Living) Language A, +15 (Living) Language B, +15 (Living) Language C
50 XP package: +20 (Living) Language A, +15 (Living) Language B, +15 (Living) Language C
Five years: +30 (Living) Language A, +30 (Living) Language B, +15 (Living) Language C
Three years: +30 (Area) Lore A , +15 (Area) Lore B
50 XP package: +30 (Area) Lore A , +20 (Area) Lore B
Five years: +30 (Area) Lore A , +30 (Area) Lore B, +15 (Area) Lore C
Three years: +15 (Area) Lore, +15 Folk Ken, +15 (Living) Language
50 XP package: +20 (Area) Lore, +15 Folk Ken, +15 (Living) Language
Five years: +30 (Area) Lore , +30 Folk Ken , +15 (Living) Language
This package is the same career package as the one presented in Grogs, except that the 5 XP in Brawl and the extra 5 XP from the Well-Traveled Virtue have been added to Guile.
50 XP package: +30 Carouse, +5 Folk Ken, +15 Guile
Five years: +5 Brawl, +50 Carouse, +5 Folk Ken, +15 Guile
Virtues that Provide Additional XP
Similar modified packages can readily be created for use with other Minor Virtues that grant additional XP such as Arcane Lore, Educated, Educated (Islamic), Privileged Upbringing, Vernacular Education and Warrior but are beyond the scope of this article.
Optional Rule: Very Well-Traveled Redcaps
Although the standard Redcap Virtues include the benefits of the Well-Traveled Virtue, choosing the Well-Traveled Virtue in addition may be appropriate for some character concepts. If approved by the Troupe, this option this combination then provides an additional 50 XP to spend on the listed Abilities. Effectively the Redcap can then choose 2 of the modified Training Packages detailed above.