Artemis of Bonisagus (Development)

Artemis of Bonisagus – After Six cycles Age: 63
Warping: 3 (42)
Decrepitude: 0 (3)
Characteristics: Intel+2 Comm+3 Per+0 Pres+2 Stamina+1 Strength-2 Qik+0 Dex+0
Confidence: 1 (3)
Traits: Touchy+2, Sarcastic+2,
Reputations: +6 Hedge Witch, +3 Member of Green Cockerel

Virtues: Strong Faerie Blood: Valkyrie , Unaging (Faerie), Book Learner, Independent Study, Minor Magical Focus: Wolves, Affinity for Creo, Good Teacher, Affinity for Magic Theory, Puissant Magic Theory, Planetary Magic, Vulgar Alchemy, Hermetic Alchemy, Philosophic Alchemy, Imbued with Spirit of Terram
Valkyrie Blood Grants +1 strength, max +3

Flaws: Chaotic Magic, Difficult Longevity Ritual, Hedge Wizard, Incompatible Arts*3 (PeAu, PeAq, PeAn, PeHe, MuIg, MuMe), Unimaginative Learner

Abilities :
West Nordic 5 North of the Rhine Lore 2 Brawl 3 Athletics 2 Charm 2 Survival 1
Latin 5 (Writing Lab Texts), Magic Theory 19+2 (vis use) {1035xp}, Parma 6 (vim), Philosophiae 3 (Ritual Magic) {35xp} , Artes Liberales 3 (Ritual Magic) {35xp}, Profession Scribe 1 {11xp}, Order of Hermes Lore 1, Finesse 1 (Weapons), Concentration 3 (Injury) {35 x}, Penetration 1, Faerie Lore 1 (Magic Realm Fae), Second Sight 1 (Demons), Magic Lore 2 (Alchemy) {20xp}, Green Cockerel Lore 3 {7xp} (People), Bargain 2 {25xp} (Books), Carouse 1 (Magic Realm), Ride: Giant Wolf 3 (Fighting), Art of Memory 3, Teaching 3 (One on One), Area Lore: Magic Realm 2 (Places to Party) {27xp}

Arts:
Creo: 27 {393xp}, In: 5, Muto: 5, Perdo: 5 Rego 10
An: 6, Au: 6 Aq: 6, Co: 9 {54xp} He:6, Ig: 6, Im: 6 Me: 15 {128xp}, Te: 9 {53xp}, Vi: 7 {30xp}
Spells:
Spring of Pure Water, Field of Wheat, Blessing of bounty, Sanctum of Stone, See What Lies Below the Sea, Flight of the Maga, Ghost Writing, Ping

Demon's Eternal Oblivion-PeVi 15
Pit of Gaping Earth-PeTe 15
Eyes of Treacherous Terrain-InTe 15
Wizard's Side Step-ReIm 10
Tale of Ashes - InIg - 5
Pilum of Fire - CrIg - 20
Shriek of Impending Shafts InHe - 15
Hunt for the Wild Herb - InHe - 5
Gift of Vigor - ReCo - 20
Plague of Frogs - ReAn -20; A&A pg 30

[size=150][center]Custom Spells of Artemis[/center][/size]

Ghost Writing – Creo Im 25
R: Arcane D Diam T Group
This spell makes letter or words appear upon the target of the spell. The purpose is so a wizard with an arcane connection to something can write on it. And thus communicate to whoever has it.
Base 1 +1 writing, +4 arcane +1 diam +2 group

Ping – Creo Im 5
R: Arcane D: Mom T: Ind
The targeted object appears to make a noise, exactly what kind of noise depends on the caster's sigil. Artemis's is a wolf's howl.
Base 1 + 4 arcane.

See What Lies Below the Sea – InAq (Te) -20
RInd DSun T:Vision
The Maga's sight is no longer hindered by water, including water with particles of earth mixed up within it such as salt or silt. This means that the maga can see to the bottom of most natural bodies of water if the animal population isn't too heavy. They can still see the water as well. It is not invisible to them.
Base 1 +4 Vision, +2 Sun +1 Requisites

Flight of the Maga – Rego Corpus 25
R: Self D: Sun T: Ind
The maga can move quickly in any direction she pleases, move more slowly in any direction she pleases or hover in place if she so wishes. It is a rather simple spell for flying.
Base 15+2 sun

Spring of Pure Water – CrAq (ReTe) - 20
R: Touch D:Mom T:Ind, Ritual
This ritual spell creates one spring of water. The rate of flow is quite high and should easily be able to meet the needs of drinking water for a small town. The Rego and Terram requisites clear a path and add material to help make sure the spring is geologically stable.
Base 5+1 touch, +2 Requisite

Field of Wheat – CrHe – 20
R: Touch D:Mom T: Group, Ritual
With a touch, suitable ground becomes filled with a massive amount of wheat plants. Approximately 60 acres of wheat in all. The wheat appears in the ground at the appropriate stage for the season. Artemis's Sigil causes a cold wind to blow across the field, the wheat appearing in its wake.
Base 1 +1 touch +2 group +4 size

Blessing of Bounty CrHe-25
R:Touch D: Moon T Group
The touched group of plants is protected from non-magical disease and grows well for the duration. The result will be tastier, larger and healthier. Note that the total volume that can be affected is roughly 1,000,000 individuals.
Base 1 +3 Moon, +2 Group +1 Touch, +2 Size

Sanctum of Stone – CrTe – 20
R:Touch DMom T: Ind, Ritual
The maga calls forth a Stone building from the Earth. The building is approximately 4 paces high and has 2250 square feet of floor space. The majority of the space is a large, large laboratory room. About 1500 square feet in all. Enough for a Size+6 lab. There is also a small room for visitors before the lab and living quarters for the maga inhabiting the stone building. Doors swing on stone pivots.
Base 3 +3 size +1 touch +1 Complexity

Library for Advancement:

Library for Advancement:
Summae
Arts: Creo 24/11, Mentum 20/11, Corpus 18/13, Rego 12/17, Vim 12/17, He 12/17, Int 12/17, Te 10/19 Co: 10/19 Im: 10/19 All techniques: 16/15 All forms 6/21

Abilities: Magic Theory 8/11 Parma 6/17 Finesse 6/17 Penetration 6/17 Concentration 5/20 Parma 5/20 Code of Hermes 5/20
Philosophiae, Artes Lib., Magic Lore, Faerie Lore, Charm, Green Cockerel Lore, Faerie Magic all 4/18

Tractus:
Abilities: 2 Magic Theory SQ 13, 2 Parma SQ 13, 3 House Merinita Lore Q12, 2 Magic Theory Q12, 3 Faerie Magic Q 10, 3 House Merinita Lore Q10, 2 Magic Theory Q10, 2 Penetration Q10
Arts: Creo SQ 13, Rego SQ 13, Corpus SQ 13 ,Each Technique Q12, One of each form Q11, One of each form Q9AA

Here is the character at gauntlet:

Artemis of Bonisagus – Just past Gauntlet Age: 21
Characteristics
Intel+2 Comm+3 Per+0 Pres+2 Stamina+1 Strength-2 Qik+0 Dex+0

Virtues: Strong Faerie Blood (Valkyrie; +1 Str), Unaging, Book Learner, Independent Study, Minor Magical Focus: Wolves, Affinity for Creo, Good Teacher, Affinity for Magic Theory, Puissant Magic Theory

Flaws: Chaotic Magic, Difficult Longevity Ritual, Hedge Wizard, Incompatible Arts*3 (PeAu, PeAq, PeAn, PeHe, MuIg, MuMe)

Abilities
Childhood+Early Life
West Nordic 5 North of the Rhine Lore 2 Brawl 3 Athletics 2 Charm 2 Survival 1
Apprenticeship-Abilities: 200xp+5 xp from second sight
Latin 5 (Writing Lab Texts), Magic Theory 5+2 (vis use), Parma 1, Philosophiae 2, Artes Liberales 2, Profession Scribe 1, Order of Hermes Lore 1, Finesse 1, Concentration 1, Penetration 1, Faerie Lore 1, Second Sight 1, Magic Lore 1

Arts – 115xp+30xp affinities
Creo: 9, In: 4 , Muto: 0, Perdo: 0 Rego 4
An: 0, Au: 0 Aq: 0, Co: 4 He:0, Ig: 0, Im: 0 Me: 7 {30}, Te: 0, Vi: 4

Spells: ???

I still need to pick spells. I think I added right.

First Cycle:

Cycle 1
8 Seasons of Studying, 1 season on each of – An, Au, Aq, Co, He, Iq, Im, Te Q6/21

1 Season of Studying Study Vim 12/17 = 17+3 xp
30xp total vim

5 Seasons of Studying Magic Theory 8/11 = 5*(11+3)*1.5=105
=180xp total Magic Theory,
1 Season of Studying Parma 5/20 20+3 xp
Total Parma = 31xp

5 Seasons of Adventure: Friend, Mystagogue, Learn Something2, Information
XP: +20
1.5 Magic Theory, +5 Rego, +5 In, +15 Muto xp, +15 Perdo xp
Magic Theory = 210 total, Rego, In, Muto, Perdo e 15 xp total
Correspondence in: Green Cockerel Lore, Mystagogue in Green Cockerel Lore,
Tractus is Green Cockerel Lore.

1 Season of Service – (2+1)*1.5 Magic Theory xp
215xp total

4 Seasons Refining Lab, 3 Seasons installing Virtues: Palatial, Spacious
(2+1)1.5 = 57seasons = 35 mt xp
=246 magic theory total

I think I added this all up right.

So I mucked up various xp calculations with the at gauntlet character, \A even earlier version had affinity for mentum, but it got swapped to M.T. and I never recalculated the xp. :blush:

Also with Trog's ruling on Affinities in development I reclaculated the Magic Theory xp and... now have... 6 more magic theory xp. I mucked up the first calculation. Two bugs stomped!

The proposed Familiar:

Phobia – The wolf of fear
Size+3
Might: 11
Traits: Terrifying+3
Characteristics: Int+2 Com+5, Per+0, Prs+5, Str+6, Qik+0, Sta+2, Dex+1
Magical Qualities: Improved Power3, Greater Power2, Gift of Speech Minor Virtue: Improved Characteristics6
Inferiorities: Reduced Might
1,
Virtues: Good Teacher, Great Com2, Great Prs2, Arcane Lore
Virtues from Qualities: Improved Characteristics*6
Flaws: Outsider (Wolf), Magical Air
Abilities: West Nordic 3 (Threats), Leadership 5 (Wolves), Brawl 5 (Teeth) Awareness 3 (Smell), Hunt 4 (By Smell), Survival 3 (Winter), Athletics 4 (Distance Running), Stealth 2 (Forests), Swim 1 (Icy Water) Penetration 4 (Howl of Madness)

Powers:

Dreams of Terror – CreoMe
0 points, -5 initiative
R: Sight D: Moon T: Group
The victims of this power suffer from horrible nightmares in their sleep for the duration of this spell. Phobia can chose the theme of the dreams, but they always involve terror in one form or another. Phobia can effect a group of up to 100 people at a time.
Base 5 +3 sight, +3 Moon, +2 Group, Size+1 5 mastery points to reduce cost.

Howl of Madness – RegoMe (Creo, Perdo)
1 point, Initiative +1
R: Voice D: Sun T: Group
Phobia unleash a horrific howl. The effects are several. Any unlucky victims have their bravery and courage destroyed, only to be replaced by cowardliness and fear. Any personality traits relating to courage or bravery are lost and replaced with Fearfulness+4 for the duration. Finally, the victims see the world distort around them, everything becoming horrifying and terrible. The effect is much the same as Visions of The Infernal Terrors, except they have been stripped of any defenses. Make a stamina roll. On a four or less the target simply dies of shock. On a 5-9 the target is incapacitated for the spells duration and loses one stamina point permanently from the stress. On a 10-13 they are merely incapacitated. At a 14-19 they try and flee, but if cornered they can try and defend themselves at -6 to all actions. On a 20+ they manage to somehow stand strong with only a -3 to rolls. This spell can affect a group of up to ten people.
Base 10+2 voice +2 sun +2 group +2 requisites 4 mastery points spent to reduce might cost. 6 mastery points spend to increase initiative.

Results of the first cycle:

Abilities
Childhood+Early Life
West Nordic 5 North of the Rhine Lore 2 Brawl 3 Athletics 2 Charm 2 Survival 1
Abilities:
Latin 5 (Writing Lab Texts), Magic Theory 9+2 (vis use){246xp}, Parma 3 {31 xp}, Philosophiae 1, Artes Liberales 1, Profession Scribe 1, Order of Hermes Lore 1, Finesse 1, Concentration 1, Penetration 1, Faerie Lore 1, Second Sight 1

Arts
Creo: 9, In: 5, Muto: 5, Perdo: 5 Rego 5
An: 6, Au: 6 Aq: 6, Co: 4 He:6, Ig: 6, Im: 6 Me: 7 {30xp}, Te: 6, Vi: 7 {30xp}

Loot:
Some M.T. Letters. Ima gonna count this all up at the end of creation.
Tractus Green Cockerel Lore Q12
Mystagogue in Green Cockerel Lore,
8 Pawns of Vim Vis
14 Pawns of Mentem Vis
6 Pawns of Ig Vis

Lab: Refinement+4, +2 Upkeep, +2 Health, +5 Aesthetics, +6 Safety
Virtues: Spacious, Palatial (Texts)
Flaws: Lousy Ingredients
Specializations: +2 Teaching, +1 Texts

[center][/center][size=150]Cycle 2[/size]

Study Creo for 5 Seasons. 24/11 (11+3)1.55=105
Creo Total XP = 150
Study Mentum 5 Seasons 20/11 (11*+3)5=70xp
Mentem Total XP = 100xp
2 Seasons of Adventuring: Initiation Quest, Information +10
1.5 Magic Theory XP, +5 Green Cockerel Lore XP, +5 Magic Lore Total M.T. Xp = 261xp, Green Cockerel Tractus Q12
1 season initiating Planetary Magic
Gain Planetary Magic Virtue

1 Season- Enchant the Heating Control (M.T. 2+1)*1.5 CrIg total=43
Total Magic Theory xp = 265.5xp

1 Season Adventuring: Find Familiar +5 Magic Lore xp, +5 Bargain xp
Total Magic Lore xp = 10

1 Season Bind Familiar: Bond Total = 62CrMe Bronze Chord 4, Silver Chord 1, Golden Chord 1
1 Season Refine Lab.
1 Season “Install” Familiar – This familiar takes a non trivial amount of space.
(2+1)1.53 M.T. Xp = 13.5
Total Magic Theory = 279xp,

2 Seasons Study Rego (17+3)*2= 40xp
Total Rego xp = 55

2 Seasons empowering Familiar Bond with Cooling. ReIg Total = 47
2 Seasons Refining Lab
2 Seasons installing Virtues Extensive Store, Gallery.
(2+1)1.56=27 M.T. Xp Total M.T. XP = 306 xp

1 Season of Service +2 Scribe xp
1 Seasons Writing Tract on Parma +2 Sribe XP

Where do you get a CrMe LT of 62. Even counting the lesser focus, I get something in the low 50s.

This is dependent on my xp totals being correct and I do make mistakes. See just up thread.
Anyway here are the stats that go into the calculation.
Creo Total XP = 150 = Creo 17.
Me Total X = 100 = Me 13
Magic Theory 265 = Magic Theory 9+2
Intelligence 2
Aura 7

Here is the formula
Creo+Me*2+Magic Theory+Intelligence+Aura

Here is number crunching.
17+13*2+11+2+7=17+26+21=47+17=63

Well that's not exactly reassuring. Anyway the target is 51. Again assuming I did the math right. 25+size5+might=25+35+11=51?

Ah, I missed the Creo studying. That's where my numbers were off.

First I made some changes to the post on cycle 2. Nothing changed in terms of activities, but 265 xp is level 9+2 not quite 10+2. Which changes nothing. Second I added lab totals to the two other enchantments that got done. And apparently if your foci covers your familiar it applies to everything that goes into the bond. 105 of the core. I was not aware of this when doing this cycle. Which is why I'm one lab points away from getting it in one season.

After Cycle 2, assuming no mistakes, this is basically the list of changes. The other assumption is that Phobia was able to train whenever Artemis was refining her lab or installing virtues.

Abilities
Childhood+Early Life
West Nordic 5 North of the Rhine Lore 2 Brawl 3 Athletics 2 Charm 2 Survival 1
Abilities:
Latin 5 (Writing Lab Texts), Magic Theory 10+2 (vis use){306p}, Parma 3 {31 xp}, Philosophiae 1, Artes Liberales 1, Profession Scribe 1 {9xp}, Order of Hermes Lore 1, Finesse 1, Concentration 1, Penetration 1, Faerie Lore 1, Second Sight 1 Magic Lore 1 (Alchemy) {10xp} Green Cockerel Lore 1
Arts
Creo: 16 {150xp}, In: 5, Muto: 5, Perdo: 5 Rego 10
An: 6, Au: 6 Aq: 6, Co: 4 He:6, Ig: 6, Im: 6 Me: 13 {100xp}, Te: 6, Vi: 7 {30xp}

Loot:
22 seasons of M.T. Letters.
2*Tractus Green Cockerel Lore Q12
1 Tractus Parma Q12
Mystagogue in Green Cockerel Lore,
36 Pawns of Vim Vis
1 Pawns of Mentem Vis
1 Pawns of Ig Vis
Heating Control Item
Cooling Bond Enchantment.

Added Virtues: Planetary Magic
Lab: +7 Refinement+, +2 Upkeep, +2 Health, +5 Aesthetics, +12 Safety, Size&Occupied Size+0,
Virtues: Spacious, Palatial (Texts), Familiar, Gallery, Extensive Stores,
Flaws: Lousy Ingredients
Specializations: +3 Teaching, +1 Texts
Note: Familiar is not Included in Safety and General Quality Stats.

Familiar M.T. XP: 12(Train)*2+4(exposure)+13(train)*4=80 Magic Theory XP, Magic Theory 5 (Assisting)

The third cycle. I was gonna post this sooner, then I was I had three extra creo xp at one point. And missed about 40 magic theory xp at another. Hopefully all the math is right. I've been giving them a once over before posting, but its possible I missed mistakes.

7 Seasons of Studying Creo L24/Q11 (11+3)1.55 = 147
Total Creo xp = 297
2 Seasons Inventing, Ghost Writing and Ping. CrIm Total = 57
(2+1)1.52=6mt xp Magic Theory = 312
2 Seasons Studying Magic Theory Tractus Q13 = (13+3+1)1.52=34xp
Magic Theory Tot= 346

4 Seasons Study Parma 6/17= (17+3)2= 80
Parma = 105xp
5Adventure Quest: Get materials for tali, Information, Resources, Learn Something 2
Magic Theory 18
1.5=27xp Creo = 22xp
1.5=33, Bargain 5xp, Magic Lore 10xp, Carouse 5xp 10 B.P., Magic Theory Tract Q12
Magic Theory Total = 373, Magic Lore tot=20xp, Creo Total = 330xp

2 Season, Open/Attune To Talisman The Jeweled Choker. -24 vim vis (small semiprecious gem=jet cross)
2 Seasons Adding Imp Sweeper to the Talisman – Perdo Vim Total = 60
(2+1)1.54mt=12 -4 vim vis
MT total = 385

1 Season Service
1 Seasons Empowering the Bond with Cleanliness: ReTe Total = 52=Re +2*Te+Int+M.T.+Phobia Int+Phobia M.T.+Aura
+1 te xp +(2+1+2)*1.5=7.5 mt xp
MT total = 392.5 -3 Te vis

1 Season Studying Q10 M.T. Tract = (10+3)*1.5=19.5 M.T. Total = 412
1 Season Studying Q12 M.T. Tract = (12+3+1)*1.5=24xp
Magic Theory Total =436xp

Familiar – 15 Magic Theory XP from Adventure, 15 Order of Hermes Lore xp from adventure, 15Magic Lore xp from adventure, 38xp magic theory from studying with Maga, 16 magic theory xp from exposure. 12 Abstract Seasons, 30 Green Cockerel Lore xp, 30 Magic Theory XP Total Magic Theory xp =80+99= 179 Magic Theory xp

Edit: So I calculated the lab totals. Remember what I said about not including my affinity bonus in my draft for empowering the bond? That was enough to shave a season off! So I'm gonna have even more xp! Woo!

And this should be a summary of the changes. Still got a whole extra cycle before the aging of doom starts! I need to post Imp Sweeper in the lab thread.

Abilities
Childhood+Early Life
West Nordic 5 North of the Rhine Lore 2 Brawl 3 Athletics 2 Charm 2 Survival 1
Abilities:
Latin 5 (Writing Lab Texts), Magic Theory 12+2 (vis use){436xp}, Parma 6, Philosophiae 1, Artes Liberales 1, Profession Scribe 1 {9xp}, Order of Hermes Lore 1, Finesse 1, Concentration 1, Penetration 1, Faerie Lore 1, Second Sight 1 Magic Lore 2 (Alchemy) {20xp} Green Cockerel Lore 1 Bargain 1 (Books), Carouse 1

Arts
Creo: 25 {330xp}, In: 5, Muto: 5, Perdo: 5 Rego 10
An: 6, Au: 6 Aq: 6, Co: 4 He:6, Ig: 6, Im: 6 Me: 13 {100xp}, Te: 6 {1xp}, Vi: 7 {30xp}

Loot:
22 seasons of M.T. Letters.
2*Tractus Green Cockerel Lore Q12
1 Tractus Parma Q12
1 Tractus of Magic Theory Q12 (read)
Mystagogue in Green Cockerel Lore,
12 Pawns of Vim Vis
6 Pawns of Mentem Vis
9 Pawns of Ig Vis
4 Animal Vis
4 He Vis
Heating Control Item
10 B.P.
Talisman with Imp Sweeper
Familiar Bond with Cleanliness and and Cooling enchants

Lab: +7 Refinement+, +2 Upkeep, +2 Health, +5 Aesthetics, +12 Safety, Size&Occupied Size+0, General Quality+0
Virtues: Spacious, Palatial (Texts), Familiar, Gallery, Extensive Stores,
Flaws: Lousy Ingredients
Specializations: +3 Teaching, +1 Texts
Note: Familiar is not Included in Lab Stats!

In this cycle I somehow managed to fall 1 xp short of increasing an art. Twice. As always mistakes were probably made. Oh and assume she saved up enough treasure for 12 seasons of mundane teaching.
Cycle 4
2 Seasons of being taught Ride (giant wolf) SQ 15 → 30xp
2 Seasons of being taught Art of Memory SQ 15 → 30xp
2 Seasons of Being Taught Concentration SQ 15 → 30xp
2 Seasons of Being Taught Philosophiae SQ 15 → 30xp
2 Seasons of Being Taught Artes Liberales SQ 15 → 30xp
2 Seasons of Being Taught Teaching SQ 15 → 30xp

4 Seasons of Adventure: 1 Season of Questing, 2 Seasons of Learn Something, 1 Season of Transformation 40xp total20*1.5=30 Magic Theory xp, 5 Area Lore: Magic Realm xp 10 Magic Lore xp, Total Magic Theory xp = 466xp
Gain Imbued with Spirit of Terram Virtue, Gain Unimaginative Learner Flaw

1 Season of Initiation
Gain Vulgar Alchemy Virtue,

2 Seasons adding Gleam of Freshly Polished Glass to her Talisman. PeTe Lab Total = 51
(2+1)21.5=9 M.T. Xp Tot MT exp= 475xp -3 Vis

1 Season, Enchant Wand of Drying and Salting Lab Total >Creo+Magic Theory+Aura=47
-2 Vis
1 Season Teaching Familiar SQ 24
(2+1)1.52=9 484 total Magic xp

1 Seasons adding Ward Against the Foulest of Odors ReAu Lab Total=56=Rego+Au+Au+M.T.+Int+Aura+Phobia(Int+M.T.)
1 Season of Service. (2+1)*1.5 Magic Theory xp
+9M.T. Xp =493 total MT xp -3 vis

1 Season Writing Tractatus Q12 Magic Theory
+2 Scribe xp

2 Seasons of Study Corpus*2 10/19 (19+3)*2=44
54xp Corpus Total

1 Seasons of Te Study 10/19 (19+3)=22
54 total Te xp

Familiar: 38xp from Adventure, 10xp from exposure, 5xp Artes Liberales and 19 Magic Theory from teaching. = 17 Experience in Area Lore: Magic Realm, 5xp in A.L. And 50 Magic Theory experience. 10 xp M.T. Studying with Maga 17 season abstract 30 xp magic theory, 30 xp Green Cockerel Lore, 25 xp Magic Lore

Total Magic Theory = 179+50+30=259 Experience. Total Green Cockerel Lore 60xp, Total Magic Lore = 40xp

That would actually be 31 xp, not 42 xp
7 xp - 1 season of Questing
24 xp - 2 seasons of Learn Something
0 xp - 1 season of Transformation
0 xp - 1 season of Initiation

31 xp - TOTAL

Both Transformation and Initiation do not give xp. They are their own reward.

I wasn't aware Initiation didn't give exposure experience. The adventure experience though is modified by Independent Study. Unless those virtues don't apply pregame... but then I think there will be a lot of reworking to do. :open_mouth:

No one else has been taking exposure for that. I had Adventures defined separately from Exposure seasons.

I had neglected to count Independent Study. Add that in too. Though it doesn't add to 0. So you still get 0 for the Transformation and Initiation seasons.

I wasn't even processing the season of initiation as adventuring. I'm actually pleasantly surprised now I didn't have excess adventures! :astonished: