Anulus Connectens: Janus of Mercere

I think T Part should only be used for “a limited portion of a homogeneous mass”, like a chunk of rock on a mountain or a portion of earth from the ground. Both examples are harder to affect than a rock or pile of earth of the same volume respectively .
[Edit: I've re-read the difition of Part, and it says the exact opposite than me. But since most spells are actually designed using my definitions...]

For humans or animals all body parts are distinct objects and thus T individual . No Animal spells seems to be Part. Plus Arm of the Infant and Disguise of the New Visage should both be Ind. They use base 3 “ utterly change size or appearance “. Either they become 1 mag lower or one could invent a base 4 (where none currently exist in core rules) to fit.

I haven’t yet looked at Herbam spells it but I assume it’s the same as with Co and An

Looking at Doublet of Impenetrable Silk is uses base 4 "change animal product in minor, unnatural way". Same base 4 guideline allows "major change in beast, leaving it recognizable the same animal". Higher guidelines for living animals makes unnatural changes.

So could it be considered natural for an animal to have a thicker hide, good for +3 Soak, since some animals naturally have this kind of hide?

And would it be reasonable to interpret the base 15 "scaly, armoured hide" as higher soak (+6 or +8?). Stellatus the Dragon in the Beastiary has Soak +20 with Stm +8, sp that's Portection +12 from his hide - a full chainmail is good for +9.

What I'm looking for is a the right Base to use for a not-too-unnaturally-looking soak boost for a horse.

The Fur That Turns Blades from TtA page 43 is MuAn 20, if you want a published "+soak for Animal" example.

EDIT : The Power Protect the Head, page 56 of RoP:M gives +5 soak to a group of animals.

As to maximums, 2 points of extra Soak is a Minor Magic Quality and for the Animal Qualities in HoH:MC have a bonus of 1 or 2. A shell gives a bonus of 4 but has an offsetting penalty to movement. Those might be examples of naturally possible, with unnatural guidelines needed for higher?

Thanks. I'll look at TtA once I'm back home with my books.
If more than 2 seems major/unnatural for animals, isn't it odd that Tough virtue and Gift of the Bear's Fortitude both give +3?

I'm now through Janus +90

He has spent 32 seasons of study: Magic Theory plus Arts. Abilities have been completely neglected. The remaining seasons have been spent in the lab. He has not taught an apprentice in this period, but has had the need for help from one of his filii for a few of the harder projects (Int+MT 8, so no biggie). Janus has done no work on his lab, although for the single season he invented the sepll *Sense of the Redcap's Well Being' his lab was rearranged to aloow 6 of his blood kin to be present. This +6 Co speciality was needed to help offset his Intellego Deficiency, and the corresponding -6 Safety meant this was not a desirable situation for the future. Although he did no experimentation during this period.

Janus spent some time on projects to allow a ship to explore the hot deserts of Africa or Arabia. His other area of interest was buffer spells to the Redcaps' horses plus spells to find and help wounded Redcaps. Below follows first Janus' lab projects and later on his stats.

Familiar Bonds

I'm now through Janus +90

He has spent 32 seasons of study: Magic Theory plus Arts. Abilities have been completely neglected. The remaining seasons have been spent in the lab. He has not taught an apprentice in this period, but has had the need for help from one of his filii for a few of the harder projects (Int+MT 8, so no biggie). Janus has done no work on his lab, although for the single season he invented the sepll *Sense of the Redcap's Well Being' his lab was rearranged to allow 6 of his blood kin to be present. This +6 Co speciality was needed to help offset his Intellego Deficiency, and the corresponding -6 Safety meant this was not a desirable situation for the future. Although he did no experimentation during this period.

Janus spent some time on projects to allow a ship to explore the hot deserts of Africa or Arabia. His other area of interest was buffer spells to the Redcaps' horses plus spells to find and help wounded Redcaps. The spells are his legacy to those who follow him as Custodian of a Mercer House. He needs to write up the lab texts or actually teach them.
Below are first Janus' lab projects and in the next poston his stats.

Familiar Bonds

Spells

Devices, Lesser

Devices, Charged

Janus +90
Characteristics: Int +3, Per -1, Pre +1, Com 0, Str -1, Sta +2, Dex -1, Qik -1 (1)
Size: 0
Age: 117 (51), Height: 168 cm, Weight: 72 kg, Gender: Male
Decrepitude: 0 (2)
Warping Score: 6 (6¼)
Confidence: 1 (3)
Virtues and Flaws: The Gift, True Friend (Familiar) (Bonus: +3 to appropriate Personality Traits)*, Hermetic Magus, Major Magical Focus (Home & Hearth), Affinity with Magic Theory, Alluring to Magical Beings (Bonus: +3 to Communication and Presence with Magical Beings), Cyclic Magic (Positive): +3 During Fall and Winter, Enduring Magic (Effect: Roll simple die to increase spell duration), Inoffensive to Magical Beings, Inventive Genius (Invent Lab Totals: +6), Mutantum Magic, Puissant Leadership, Puissant Magic Theory, Deficient Technique (Intellego), Driven (House Mercere legacy), Busybody (amorous liasons among Covenfolk and locals), Close Family Ties, Difficult Spontaneous Magic, Slow Caster
Personality Traits: Driven (Mercere legacy) +3, Loyal (Familiar) +3, Reliable +2, Brave -1
Combat:
Dodge: Init: -1, Attack --, Defense -1, Damage --
Fist: Init: -1, Attack -1, Defense -1, Damage -1
Kick: Init: -2, Attack -1, Defense -2, Damage +2
Soak: +4
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Area Lore: Local 4 (lineages) (1), Artes Liberales 2 (cermonial magic) (6), Awareness 3 (searching) (1), Charm 3 (seduction) (16), Code of Hermes 3 (political intrigue) (2), Concentration 3 (spell concentration) (1), Covenant Lore: Anulus Connectens 4 (internal relationships) (1), Folk Ken 5 (women) (3), Infernal Lore 3 (detecting corruption), Intrigue 3 (Hermetic) (10), Latin 5 (hermetic usage), Leadership 3+2 (debate) (2), Living Language 5 (poetry), Magic Lore 5 (abilities) (4), Magic Theory 16+2 (enchanting items), Order of Hermes Lore 4 (personalities) (10), Parma Magica 4 (corpus) (10), Philosophiae 2 (ceremonial magic) (6), Survival 2 (woodlands), Teaching 4 (hermetic apprentices) (12)
Arts: Cr 9, In 9, Mu 11, Pe 8, Re 13, An 10, Aq 10, Au 10, Co 12, He 10, Ig 13, Im 10, Me 10, Te 10, Vi 10

Spells Known:
Circle of the Matured Livestock (CrAn 25) +21. Cause an animal to reach full maturity over the course of a single day or night
Steed as Sure-footed as a Mountain Goat (MuAn 4) +23. Tethered
Cloven Feet of the Reindeer (MuAn 5) +23Tethered
Hump of the Camel (MuAn 5) +23. Tethered
Steed as Swift as a Gazelle (MuAn 5) +23. Tethered
Steed Like a Bloodhound Tracking (MuAn 5) +23. Tethered
Steed With Iron Hooves (MuAn 5) +23. Tethered
Winter Coat of the Reindeer (MuAn 5) +23. Tethered
Steed with Cat-like Senses (MuAn 10) +23. Tethered
Steed of Armoured Hide (MuAn 25) +23. Tethered
Personal Ward Against Beasts (ReAn 5) +25. Tethered
Custodian's Soothing Voice (ReAn 20) +25
Redcap's Tireless Journey (ReAn 25) +25. Tethered
Cloak of the Seal's Skin (ReAq 5) +25. Tethered
Arcane Breeze at the Back (ReAu 5) +25. Tethered
Arcane Shield Against Rain (ReAu 10) +25. Tethered
Arcane Ward Against Storms (ReAu 30) +25. Ward against a type of severe weather phenomenon, such as gale force wind
Bind Wound (CrCo 10) +23
Sense of the Redcap's Well-being (InCo 20) +12. Sense all useful information about a body
Actual Eyes of an Eagle (MuCo(An) 5) +23
Arcane Senses of the Cat (MuCo 5) +25. Tethered
Shape of the Majestic Eagle (MuCo(An) 25) +23. Tethered
Footsteps of the Undine (ReCo 10) +27. Tethered
Transporting the Tending Turb (ReCo 50) +27
Circle of Harvest in a Day (CrHe 25) +21. Bring a plant to maturity in a single day or night
Arcane Instincts of the Forest (InHe 5) +11
Coat of Arcane Comfort (Cr(Pe)Ig 5) +23. Tethered
Palm of Flame (CrIg 5) +24
Arcane Lantern (CrIg 15) +24.
Major Ward Against Heat and Flames (ReIg 35) +28
Projecting the Arcane Council member (Re(In)Im 15) +11
The Crystal Dart (Mu(Re)Te 10) +23
A Window of Singular Direction (MuTe 15) +23
The Well Trodden Path (ReTe 10) +25. Tethered
Tingling Hand of the Gift (InVi 15) +11. Side Effect: Forces Turbulence roll
Wizard's Day of Communion (MuVi 25) +23
Unravelling the Fabric of Vim (PeVi 10) +20
Monthly Maintenance of the Demanding Spell (ReVi 20) +25. Harnessed, Tethered
Minute of Arcane Seal (ReVi 40) +25
Monthly Maintenance of the Demanding Spell (ReVi 40) +28, Mastery 3 (imperturbable casting, adaptive casting, stalwart casting).
Minute of Reckoning (ReVi 50) +25. Also on levels 5, 10, 20, 30

Proserpinus
White cat
Characteristics: Int +3, Per +1, Pre 0, Com 0, Str -7, Sta 0, Dex +3, Qik +4
Size: -3
Soak: 1
Magic Might: 13
Cord Scores: Gold +3, Silver 0, Bronze +2
Familiar Powers: Magic Theory 8 (enchanting items)

Here's a quote from page 105 that starts giving me stress about the time I enchant the third power into a familiar bond, and gets progressively more oppressive the more powers I instill into it.

I'm not so sadistic as to request that you come up with ten new minor characteristics, but if you have a few ideas I'd love to read them and it would make the character even more cool.

Janus:
Antipathy for dogs, becomes lazy when sitting in a ray of sunshine, tracks the movement of birds and small rodents, puffs up chest to appear bigger and circles when in conflict with people, becomes gradually more nocturnal.

Proserpinus:
Outfits his hidey hole with comforts, starts to keep detailed charts of family tree, spends more time in human form, keeps an eye on and trains weakest offspring, bathes rather than licks himself clean.

I’ve not been specific about which ting is from which effect, nor which ones are more powerful. But it’s some ideas at least.

Yes, I think that about does it for Janus. His +90 period was posted almost 2 years after the period preceedig it...but better late than never I suppose.

It was fun, and I enjoyed all the feecback from the forum. Even though the project stagnated I'm glad I picked up the last period again and finished it. I say "finished" because I don't intend to develop him any further.

I think Janus has left quite a legacy for his descendants and House. Post +90 he'll need to spend some time writing up lab texts for his spells and devices, and perhaps build a few of them for distribution and sale.