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)