Hi,
Variant rules for Affinities, broken out from the rest:
Do you hate division? Do you play with people who are concerned about the horrible, terrible game-breaking exploits that arise from Affinity xp being rounded up?
These rules might be for you. They can drop into canon, substituting for Affinities and for other virtues, which I (re-)implement based on this variant.
Affinity with Art or Ability: Minor Virtue (Hermetic, Supernatural or General)
During character creation, add 50xp to an Art or Ability to which you are permitted to devote xp. You may also add other xp from character creation, with no limit. After character creation, gain 1xp per season in the chosen Art or Ability. This increase occurs independent of any activity you do that season, and in addition to any other xp gained from all other sources. However, you do not gain this xp during a season in which you are totally incapacitated or time is meaningless, such as being in a coma or Twilight, turned into a statue, or immediately aging 1000 years as you emerge from Arcadia. You can take this Virtue more than once, but no more than twice for the same Art or Ability.
Secondary Insight: Major Virtue (Hermetic)
During character creation, gain 15xp in each Hermetic Art. Every year, at the beginning of the winter season, gain 1xp in each Hermetic Art. This increase occurs independent of any activity you do that year, and in addition to any other xp gained from all other sources. However, you do not gain this xp during a year in which you are totally incapacitated or time is meaningless, such as being in a coma or Twilight, turned into a statue, or immediately aging 1000 years as you emerge from Arcadia.
Mastered Spells: Minor Virtue (Hermetic)
During character creation, you gain 50xp that you can devote as you wish to Mastering any Formulaic spells you know. After character creation, gain 1xp per season with which you can do the same. This increase occurs independent of any activity you do that season, and in addition to any other xp gained from all other sources. However, you do not gain this xp during a season in which you are totally incapacitated or time is meaningless, such as being in a coma or Twilight, turned into a statue, or immediately aging 1000 years as you emerge from Arcadia.
Flawless Magic: Major Virtue (Hermetic)
Both during and after character creation, when you learn a Formulaic spell, you gain 5xp in its Mastery Ability. During character creation, you gain 50xp that you can devote as you wish to Mastering any Formulaic spells you know. After character creation, gain 3xp per season with which you can do the same. This increase occurs independent of any activity you do that season, and in addition to any other xp gained from all other sources. However, you do not gain these xp during a season in which you are totally incapacitated or time is meaningless, such as being in a coma or Twilight, turned into a statue, or immediately aging 1000 years as you emerge from Arcadia.
Polyglot: Minor Virtue (General)
During character creation, you gain 50xp that you can devote as you wish to any language you might reasonably have had a chance to speak. After character creation, gain 1xp per season with which you can either do the same, or place in a reserve. When you encounter a new language, you may immediately allocate up to 15xp from the reserve toward that language. This increase occurs independent of any activity you do that season, and in addition to any other xp gained from all other sources. However, you do not gain this xp during a season in which you are totally incapacitated or time is meaningless, such as being in a coma or Twilight, turned into a statue, or immediately aging 1000 years as you emerge from Arcadia. You may take this virtue more than once.
Design Notes:
This kind of Affinity takes less work to optimize than its canonical counterpart, is more forgiving in the hands of a newcomer to the game and provides more consistent benefits. But an optimizer can usually get more out of the canonical virtues. Nevertheless, I think this kind of Affinity is about as good overall, in a long-running game.
Virtues that grant xps tend to grant 50xp as a baseline and provide some other benefit. Here, that benefit is 1xp/season no matter what, which is similar to how a player might try to spend 1xp/season to get another xp from his canonical Affinity. The flat 50xp granted during character creation is based on the assumption that a veteran player will try to get at least 50xp from an Affinity by spending 100xp or more on the associate Art or Ability. Simpler and more empowering just to grant the xp, and allow players to spend other xp as they choose. On the one hand, you no longer get to read a great book and get 50% extra xp. On the other hand, you get a benefit from your Affinity no matter what you do or study sources you have available. Less powerful but more flexible. Removing the spending cap is another small benefit that favors player choice: A player who chooses an Affinity wants to be very good at something without having to show proof of age.
The shortcomings of canonical Secondary Insight have been discussed elsewhere. This version is better than 3 Affinities in most ways, as it should be since it's not just a Major Virtue, which only magi and companions are normally supposed to have, but also a Hermetic Major Virtue, of which a character can only have one: So it better be good. The benefits are slightly offset by the lack of flexibility: AM rewards specialization, so 150xp plus 12xp/year in a favorite Art (3 * Affinity) is not that much worse than Secondary Insight. This version is worth considering, and is trivially easy to use.
Mastered Spells is never worth taking, canonically: Good Parens can do exactly the same thing, with 10xp to spare plus 30 spell levels. This version is pretty much just an Affinity with Mastery Abilities.
Many players consider the canonical version of Flawless Magic to be the best Major Hermetic Virtue in the game. But it is hard to use since so much of its benefit occurs after play begins. Using that also requires effort. This version preserves the canonical 5xp per Formulaic Spell learned, but loses the doubling of Mastery xp. Instead, it provides 3xp/season, and also 50xp during character creation, so a player can really get started on spell mastery. The starting 50xp is less than the expected 150xp (3 * Affinity), but a starting character is likely to begin play with between 6 and 15 Formulaic Spells, which makes up for some of that; he will get Mastery 1 in every spell during play without having to spend an extra season to do so, which is a deep but subtle benefit beyond just the xp gain; he has a lot of flexibility in how these xps are spent, including dumping all 3xp/season into a single, signature spell. As intended, most players will get more out of this version, but hardcore optimizers are likely to get less. As with Secondary Insight, I think this is rather better than three minor Affinities, as it should be.
Polyglot is sort of new, can replace some existing virtues that promote language acquisition, and serves to demonstrate how Affinity-like virtues can be created, or used instead of some existing virtues. This is more flexible than a standard Affinity, but language abilities aren't all that great. In any case, the virtue provides the usual xp: 50+1/season. We can reasonably create similar virtues for Crafts, Professions and Area Lores.
Finally, the boilerplate about spending xp is replicated in each virtue, making it easy to select some or one of these and not all.
Anyway,
Ken