So... The non-negotiable point to all of this is that power upfront at the expense of progression is not actually balance. If you don't at least mostly agree with that sentiment there is really nothing for you here.
Under the current rules I can make a Mythic Companion type character with magic Might that can crush an entire troupe of recently gauntleted Magi (barring a specifically magic creature hunting magus and maybe even then depending on some things). While in 10 to 20 years any one of those magic can turn that character upside down and spank them. I think this is fair and fun to no one. I propose the following house rules as a replacement for the entire playable magic creatures rules.
[strike]Actually Balanced Magical Creatures
- Mightiness is an Ability.
- There is no Affinity or Puissant Virtue for Mightiness
- Each Point in Mightiness give you 5(?) points of canon Magic Might and Might Pool
- The Magic Might gives you Magic Resistance and Penetration as Canon
- Each point of this magic Might give you one Quality, as canon.
- Your XP gains for all other abilities are reduced by your magic Might Ability rank.
- Only Exposure, Adventure XP may contribute to Magic Might.
- You may also consume Vis per the rules for Transformation in RoP:M
- Transformation XP may contribute directly to your Mightiness or you may spend it as normal.
- You may not take Improved Abilities or the Gift as a Quality.
Something needs to go here about restoring permanent Might loss from spells. For now I'll pitch this:
- You are essentially Mighty and can only be taken to 0 Might, a status that does not kill you but renders you unable to use your powers. Might can be restored by spending XP on Mightiness, restoring it as an accelerated ability until all of your might is restored
Needs some wording.
[/strike]
[strike]I think that covers mostly everything. Probably need some tweaks. As Mythic Companions you would probably have Affinity in Mightiness as part of your Free Mythic Companion Virtue and you would get the normal 2 to 1 trade on flaws.[/strike]
So this officially changes this from a Quick Fix to a whole module you can add to your Saga but I think I like where I ended up. Acclimation is at least generally transferable. I could probably have done another proof read but I wanted to get this posted before I went on vacation. I can't take credit for everything here. Some of the ideas were inspired by posts in this thread the Acclimation section (the first half) was a hack one of my troupe mates devised to allow Acclimation to be more sensible.
Universal Changes
Might is an essential part of a creature and can only be temporarily destroyed by spells.
Add a Guideline to Perdo Vim to give a penalty to Acclimation Rolls equal to the spell’s Base Magnitude of the spell.
General Magic Creatures
Mostly as written. To be used for Magical Companions and Grogs at the 10 and 3 Base Might levels respectively. Grogs built this way will develop much as their mundane contemporaries do and will likely only grow their might if stationed permanently in an Aura dangerous to mundane Grogs or if frequently used as guinea pigs by the covenant magi.
Acclimation is changed to work as described below. Creatures aligned with the Magic Realm is explicitly defined as creatures without Might that do not take receive Warping Points from strong Auras. Narrowing the list to Magi and high warping creatures.
Permanent Might and Current Might need to be tracked separately. Permanent Might is your base might based on your narrative importance and saga power level, plus Improved Might Qualities, plus your permanent Might increases from Might Growth, minus your permanent losses from acclimation, minus permanent Might spent on powers (such as Ritual Powers). Your Current Might is whatever it happens to be. But is typically your Permanent Might minus temporary losses from Acclimation, minus losses from Perdo Vim effects.
Permanent Might = Base+Improved Might Qualities+Qualities and Might gained from Magical Growth-permanent Might losses and Inferiorites from Acclimation-permanently spent Might.
Current Might = Permanent Might-temporary losses of Might
[size=150]New Mythic Companion Virtue[/size]
Prosus Familiaris (Free Virtue)
Familiars are held in high regard by many magi and nearly as tragic as the death of a Magus is the slow decline and eventual death of his familiar after their passing. The Magi of House Tremere, already known for their retention of their fallen members Talismans for the betterment of the house, found this waste of powerful guardian creatures and skilled lab assistants to be unacceptable. An inter-house taskforce was assembled to save such familiars. The Prosus Familiaris is the result of their work.
To create an Prosus Familiaris character create a Magical Animal with Might 15 and 360 XP gained in their previous career one Language at 5 and Latin (or Classical Greek) at 4, they also gain the Three Chains with no Links. The familiar also maintains his Loyalty (partner) Personality Trait, in practicality this means the familiar has an attitude towards the Order and their partner’s House and Covenant that was very similar to their partner’s. This is not supernatural loyalty to the Order of Hermes. The player of an Prosus Familiaris character may choose Virtues and Flaws as Companions do, the list of appropriate Social Status Virtues is Limited to those of a typical Magical Creature. Characters the Magical Monster social status are considered to be on probation with the order for their general gross and inhuman misconduct they are at risk of having their Chain broken and left to die. While those possessing Magical Friend are generally poorly regarded by the Order but have close connections to the holder of their Chains and (usually) that maga’s Covenant.
The Three Chords are unfortunately not maintained in the Ritual used to save familiars from supernatural death. The Chords collapse into magical anchors on the familiar’s magical essence. On these anchors the familiar may build three Chains. The Chains is essentially Chords that maybe passed between two magi with the consent of the familiar and the receiving magus (any Gifted individual that can bind a Familiar will do). The Chain does grant the Magic Resistance inherent to the Familiar Bond and allows the magus to use them as a lab assistant but does not give any other Chord Bonuses. The lab assistant bonus is treated like another magus for Leadership purposes. The bond grants a window into the holding magus’ Gift no the full immersion of a true familiar bond and so is not free. The Chains are very similar to the familiar bond for the familiar in that it prevents Acclimation, allows the familiar to learn abilities as humans do (unpenalized by their Might), and restricts their ability to transform. As with Chords the Chains are visible to Second Sight and the Links may be visually counted.
Rather than standard Magical Growth and Acclimation that magical creatures must tend to the members of the Prosus Familiaris may attempt to forge a Link to one of their Chains each Year. In effect the Might score that is being tended by a traditional magical creature is supplanted by the three Chains.
The Chains function as follows.
The Golden Chain of Magic represents the creatures connection to the fundamental forces of Magic. Links in the Golden Chain increase the creatures Might (Magic Resistance, Penetration, Might Pool), but may be traded off for Magical Power Qualities (or improving those Power with Qualities or Virtues). This is the Chain that is targeted by default if a spell would normally target a Creture’s Might. The Silver and Bronze Chains may be targeted by spells especially designed for that purpose.
The Silver Chain of the Mind represents the power of the creature’s mind and the power of the mental link it once shared with its partner. Each Link in the Silver Chain may increase a Mental Characteristics on a one to one basis, but they may be traded off for Mental Qualities (Improved Abilities, Appropriate Virtues, Magical Meditation, Vis Mastery).
The Bronze Chain of the Body represents the power of the creature’s corporeal body and that or its lost partner. Each Link in the Bronze Chain may increase a Physical Characteristics on a one to one basis, but they may be traded off for Physical Qualities (No Fatigue, Gigantic, Virtues that alter the physical body, any of the modifiers to soak, fatigue, or attacks).
Similar to the Might of a typical creature each Chain has a Permanent and Current Value.
Permanent Chain Rating = 15+Improved Might Qualities+Qualities and other boons gained from Magical Growth-permanently spent Links.
Current Chain Rating = Permanent Chain Rating-temporary loss of Links
In order to forge a Link the familiar must accumulate Acclimation points over the year. As the initial bond protects them from Acclimation the familiar is always considered to have exactly their Current Might in Acclimation Points and any they have accrued through their actions or living in Auras are extra points that may be spent. All extra points must be spent each year and none carry over to the next year. The number of points required to gain a bonus is based on the current Chain Rank for each chain. So a relatively new familiar who has accrued 55 Acclimation points must forge a Link or lose the points he has a Gold 0, Silver 1, Bronze 5 so his Permanent Ratings are 15,16, and 20 he can forge a Link to any chain no matter what but he could gain a +4 bonus to his roll for Gold or Silver (55/16 = 3+) but only a +3 bonus to Bronze (55/20 = 2+). On a 6-10 result the bonus would apply to forging a Link in the same Chain the following year.
Many of the more militant members of the Prosus Familiaris take the Second Sight Virtue so that they may see each others Chain and Links. Those who do typically accord more respect to members with longer Chains.
Acclimation
In order to prevent your Might from decaying a Magical Creature must accrue Acclimation Points each year equal to your Might score.
Each season in an Aura grants Points equal to it's Aura level. (spending half time gives half, and frequent visits gives a quarter.) (Aura Interaction chart applies, it is very hard for a magical creature to remain in a Divine Aura)
Being affected by or Affecting a creature aligned with the magic realm with a power constantly for a season grants Points equal to the power's magnitude. (Using it frequently grants half that, and occasionally grants a quarter of that.)
Each Pawn of Vis consumed contributes 2 Points
Transformation XP now only contributes Acclimation Points these are effectively just ways to abstract the other methods. Practice and Adventure being affecting creatures with your Powers. While Training is often litteral training and meditation on the topic.
Now a 100 Might creature living in an Aura 8 (8 points/season) and using a level 20 blessing on four thralls constantly (each would be 4/season) would still need to make up the last 4 points each year with 2 pawns of Vis, if he couldn't obtain a fifth thrall. He would not generally be rolling Acclimation if he maintained these habits and could readily access Vis.
Acclimation is done in a similar way to Aura Strengthening/Weakening. Current Might is the number that is involved in the Acclimation calculations . On any season that you Accrue few points than your Might during the year you roll on the Acclimation Chart. Any year you accrue points equal to but less than double your Might in Acclimation points you do not need to roll for the year. On any year you accrue more than double your Might in Acclimation points you must roll on the Magical Growth chart. You may gain up to a +9 bonus to the Acclimation/Magical Growth roll.
[tableborder][tr][th]Bonuses to Acclimation (-) and Magical Growth (+)[/th][/tr]
[tr][td]Current Might Lower than Permanent Might (The bracketed text replaces the relevant lines in this case.)[/td]
[td]+6[/td][/tr]
[tr][td]Acclimation points in excess of your Might Score (Extra points / Might Score, rounded up)[/td]
[td]+1 per Might Score Extra points[/td][/tr]
[tr][td]Fewer Acclimation points than your Might Score[/td]
[td]-1/point[/td][/tr]
[tr][td]Might Higher than Permanent Might (The bracketed text replaces the relevant lines in this case.)[/td]
[td]-6[/td][/tr][/tableborder]
Bonuses apply once the requirement of a roll is determined. So you do not make an Acclimation roll unless you accrue few Acclimation points than your Might, for example regardless of what your penalty would be.
[tableborder][tr][th]Roll[/th]
[th]Magical Growth[/th]
[th]Acclimation[/th][/tr]
[tr][td]Botch[/td]
[td]Take a -1 penalty per Botch to your next Magical Growth (not Acclimation) roll next year[/td]
[td]Gain a Minor Inferiority per botch or a Major for every full 3 botches.[/td][/tr]
[tr][td]0-5[/td]
[td]Nothing[/td]
[td]Nothing[/td][/tr]
[tr][td]6-10[/td]
[td]Gain a +3 to your Magical Growth roll (if required) next year.[/td]
[td]Gain a +3 to your Acclimation roll (if required) next year.[/td][/tr]
[tr][td]11-15[/td]
[td]Gain Vis equal to half your bonus to this roll.
[Restore 1 Current Might][/td]
[td]Temporarily lose 1 Might
[Lose 1 Current Might][/td][/tr]
[tr][td]16-20[/td]
[td]Gain a permanent +1 Might
[Restore 2 Current Might][/td]
[td]Permanently lose 1 Might
[Lose 1 Current Might][/td][/tr]
[tr][td]21+[/td]
[td]Roll twice on this chart using Simple Dice[/td]
[td]Roll twice on this chart using Simple Dice[/td][/tr][/tableborder]
Any Might gain may be instead spent to acquire a Quality and any Might loss may be substituted for an Inferiority. Exactly one 0 point Transformation may be performed during any Magical Growth or Acclimation roll either to trade off Might for a Major or Minor quality, cancel an inferiority with a quality or might, or lose qualities to gain Might. This is done after the roll is made but before the results resolve.