Like, that's why he needs mental laboratory: he's gonna travel extensively.
You do realize that you can't bond a familiar in a mental lab, or extract vis. Highly mobile might be a better choice. Also realize that the character you are creating is increasingly contrary to the point of this game, and correspondingly less likely to be accepted by the covenant. I get that there is something of a feeling that because you are a player whatever you make should be accepted by the group, but at minimum you need to run this (the habitual travel and mental laboratory, not the familiar) by the group and see if it meshes.
With age he will settle down, that's the point.
I just wanna have a character with a lot of experience all over the world so that he will be able to run his trade. And what's better way for it if not extensive travel all over the world?
Very well, but I still think you are going to be better served by a mobile lab than a mental one. It means you will be putting a lot of seasons into either travel or adventure, which generally means a lot of seasons not using a lab regardless of whether it is mobile or not.
True, but i also want for Wifait to have some incentive to return to more civilized areas to do some activities that requires a real lab (binding familiar, for example), as for that Wifait does not need super-powerful lab as he is gonna have familiar that falls into his magical focus, so additional equipment is not required.
Also mental lab is cooler.
I mean, if it looks bad to you, mobile lab could do as well.
Honestly what it looks like to me is a headache- the only reference to a mental lab is a single vague reference in covenants- no established virtues, mysteries or even a supporting cosmology- it is something that should be achievable perhaps with a lot of in game activity directed towards that goal, not something casually throw in to a character concept. It is roughly the equivalent in the modern day of wanting a house on the moon. Sure it is technically possible, but...
Ok, mobile lab, then.
What about seeking out familiar in Egypt?
That can be done but it will take a while, partly to learn the area and where to look. Each season you spend searching for a familiar will add Int+magic lore+area lore, with a target that I will determine. A success will result in finding an appropriate familiar over a season of adventure. The more narrowly the animal is defined the harder it is to find.
I believe, 10 is not good enough to find a magical hooded cobra?
no
It has been a while so I am looking for what numbers I have used before, but nobody has had this precise a request before either...
I will roll until i hit 15 as, i guess, it would be decent enough to ask you again.
I mean, i fully trust you on those numbers, so rules are welcome, but not required.
keep in mind that you are using 2 skills and an attribute here- a typical requirement is 15, but this will be higher due to specificity. I'll give it an 18 target number
Why would you not spend at least a season studying magic lore before heading off to Egypt?
What better way to study if not on practice?
So, familiar is finally found.
Time to decide on it's Qualities, stats and skills?
Before we go there, I still have questions about how you gained +7 in looking for the familiar in 13 seasons without using a lab, book, or instructor. Because honestly there are a lot of better ways to learn things in ars magica than by doing. Doing is pretty much the worst way to learn. The only thing worse than practice is exposure.
I suppose, you saw my experience page, so i don't fully understand what questions you have...
I mean, Wifait had 3 Int, 0 Area Lore, 0 Magic Lore. He spend 15 experience on Area Lore with final specialization "Creatures" and 50 experience on Magic Lore with final specialization "Creatures".
Apparently you missed the fact that you don't get 10xp on a journey or even a flat 10 xp per season and ignored the rules that were referred to regarding character advancement- your whole journal of advancement is complete rubish in terms of the rules that were laid out.
Character creation: after gauntlet characters should be created by season rather than by year- reading texts will provide a source quality for the season of 7+simple die in the chosen topic up to an level of 20 for arts or a level of 8 for abilities. Labs assume an aura of 3 before the game begins. Seasons spent outside (adventuring or exploring) have a source quality of 7 which may be spent either as if it were adventure experience (max of 5 in a single ability) or on area lore or living languages. Longevity rituals should be crafted by the magus themselves. Above the limits for reading levels tractatus are available with a level of 6+ simple die/2.
If there's some other rules about character advancement, i can't find them/
7+3(Independent Study)=10.
So, to be completely clear, i didn't assume that each season equals 10 exp. I did assume that as all of Wifait's seasons (except for the last one when he was setting up his lab) was adventure/exploring seasons. And i did it, because i decided that he was adventuring/exploring in those seasons.