Statting Alcimus
I'm going to do this step by step, as I'm not at all sure I'm doing it right. I see what people meant on the main forum when they were commenting that it's confusing.
Step 1:
Character concept: magical wolf. I think I can just decide whether it's intelligent or cunning, so I choose intelligent.
Virtues and Flaws:
According to HoH:MC and the Book of Mundane Beasts, standard virtues and flaws for a wolf are:
Ferocity (against livestock), Improved Characteristics x2, Long-winded, Compulsions (killing), Infamous.
The BoMB recommends that player characters' animal companions drop Compulsion (killing), and substitute another personality flaw in its place. I think I'll do that with Alcimus, and add Pride (minor). I'll drop Ferocity, as it's only for non-intelligent characters.
Standard (non-magical) qualities for wolves: Aggressive, Hardy, Keen sense of smell, Pack Animal/Pack Leader, Pursuit Predator, Sharp Ears, Thick Fur, Vocal.
I think I get all of those free, without having to balance them.
A wolf is a clawed beast, so its base abilities are:
Cun: 0, Per: 0, Pre: -2, Comm -5
Sta: 0, Str: 0 (-2 for standard wolf size of -1), Qik: 0 (+1 for standard -1 size), Dex: 0, + 7 chararcteristic points to spend on physical attributes only.
With 7xp standard spend, goes to:
Cun: 0, Per: 0, Pre: -2, Comm: -5
Sta: 2, Str: 2-2 = 0, Qik: 1+1 =2 Dex: 0
With two lots of improved characteristics, goes to:
Cun: 0, Per: 1, pre: -2, Comm: -5
Sta: 2, Str: 2, Qik: 2, Dex: +2
Brawl 3 (bite or claw), Survival 3 (home terrain), Awareness 3 (food), Athletics 3 (running).
This is 120 xp, the maximum for a spring character. Once I add in the effects from the qualities, its abilities are:
Brawl 5 (bite), Survival 5 (home terrain), Hunt 4 (prey), Leadership 5 (wolves), Music 3 (howl), Awareness 3 (food), Athletics 3 (running).
This is 365xp, slightly more than the standard summer character xp (360).
Its characteristics also change: Aggressive: +1 cunning, Keen Sense of Smell: +1 Perception, Pack leader: +1 communication, Sharp Ears: +1 Perception, Vocal: Raises Comm to 0
Cun: 1, Per: 3, pre: -2, Comm: 1
Sta: 2, Str: 2, Qik: 2, Dex: +2
In addition, it gets +1 fatigue level from Hardy, +1 fatigue level from Pursuit Predator, +3 to all rolls involving hearing, +3 to all rolls involving sense of smell, +2 to all hunting rolls, 1 extra protection
Going back to RoP:M, I see that I therefore have to spend my experience points to get the basic abilities of a wolf in order to get a magical wolf, and then can spend any extra points on other abilities. This is a problem, as it implies any magical wolf has to be a summer character by default, and any magical wolf pack leader has to be an autumn chararcter (this second bit is admittedly not implausible, but I'm less convinced about the first). I decide that Alcimus was only a pack-leader for a short time, and did not develop a full leadership score. I'll thus modify him to have:
Brawl 5 (bite), Survival 5 (home terrain), Hunt 4 (prey), Leadership 3 (wolves), Music 3 (howl), Awareness 3 (food), Athletics 3 (running), Latin 3(Hermetic terms), Swim 1(lakes), Folk Ken 1 (Tremere Magi).
This is 360xp exactly, and brings him closeish to the wolves in HoH: TL, although he can't as standard have an academic ability. I'll add an "educated" virtue (but don't have room for any of the extra 50 xp), to represent the tendency for Tremere Familiars to teach the rest of the pack how to understand Latin.
Magic Might
This is a medium power saga (I think?), and a companion level character (?). That gives a base magic might of 10, and therefore 10 points of magical qualities. I then have to subtract his size from his magic might, to give his revised magic might. Is that +1 or -1 if a wolf has base size -1, but Alcimus has size +1?...[Added later]: It's for the -1. So he has a revised magic might of 11.
Magical Qualities:
I think I should take Gigantic as Major Magical Quality, rather than as the Giant Blood virtue, as it's a result of him being one of the magical white wolves of tremere, rather than of wolves being inherently giant or him being an unusually large white wolf. I think. The relevant sentence is "During this step, you should also choose the character's Virtues and Flaws, which represent the natural advantages and disadvantages associated with its true form". I've also just noticed the sentence "The term Qualities is also used to describe the natural advantages that determine a mundane animal's characteristics...These "mundane Qualities" are not necessary for magic characters, and should not be listed on the character sheet to avoid confusion. However, they are especially useful for determining the required scores of a magic animal character".
What I take from that is that pretty much all of the above isn't actually part of Alcimus, just a set of minimums which I now have to make him comply with using Magical Qualities and xp. And I need to completely ignore the characteristics I worked out earlier, and just recalc based on a base 0 for all stats and his virtues and qualities.
So:
Major Magical Qualities:
Gigantic 3
Major Virtue (Ways of the Forests) 3
Minor Magical Qualities
Improved fatigue x 2 2
Lesser Power x2 2
Improved Powers 1
Improved Soak 1
Improved Initiative 1
Gift of Speech 1
Minor Magical Virtue: Unaffected by the Gift 1
Minor Magical Virtue: Improved Characteristics. 1
Major Magical Inferiorities:
Monstrous Appearence 3
Magical Magical Flaw: Age quickly. (RoP:M pg 47: "If this flaw is taken by a character with a Magic Might Score, the character is not immune to aging like other magic characters, but only has to roll for aging once a year. For these characters, this aging cannot be halted with a longevity ritual as it is already slowed by their magical natures." 3
Minor Magical Qualities:
Reduced Might. 1
Lesser Powers:
Theft of Voice: PeMe Base 4 (diminish a single mental capacity: ability to speak) +1 (eye contact) +2 (sun) = 20. 5 levels spare for 1 mastery point. [Imaginem would have been a more natural and effective form to do this in, but I wanted to keep the Mentem nature of the wolf's powers].
Eyes like Lanterns: CrMe Base 4 (Put an emotion into another's mind) +1 (eye contact) +2 (sum) =20. 5 levels spare for 1 mastery point.
Also have 5 mastery points from Improved Powers. Use 4 mastery points to reduce the activation cost of Theft of Voice to 0, and the cost of Eyes like Lanterns to 2.
Final characteristics are base 0 for all stats, plus 7 standard characteristic point, plus two lots of improved characteristics from being a wolf, 1 lot of improved characteristics for being a magical wolf, -2 str, +1 Qik for a wolf being size -1 by default, +4 Str -2 Qik for being a gigantic wolf. In about that order.
Before size adjustments: 16 characteristic points to distribute:
Int +1, Per +3, Pres: 0, Comm: 0
Str: 0, Sta: +2, Dex: +2, Qik: +2
With size adjustments:
Int: +1, Per: +3, Pres: 0, Comm: 0
Str: 2, Sta: +2, Dex: +2, Qik: +1
Final character-sheet
Magic Might 10 (animal)
Characteristics: Int: +1, Per: +3, Pres: 0, Comm: 0 Str: 2, Sta: +2, Dex: +2, Qik: +1
Size: 1
Age: 7
Decreptitude: 0
Virtues and Flaws: Magic Animal, Improved Characteristics x2, Long-winded, Sharp ears, Keen sense of smell, Pack leader, Educated, Difficult Underlings [Assuming he takes over local wolf pack], Magical Friend, Pride (minor), hatred (Ferox), Infamous.
Magical Qualities and Inferiorities: Gigantic, Major Virtue (Ways of the Forests), Improved fatigue x 2, Lesser Power x2, Improved Powers, Improved Soak, Improved Initiative, Gift of Speech, Minor Magical Virtue (Unaffected by the Gift), Minor Magical Virtue (Improved Characteristics), Monstrous Appearence, Major Magical Flaw (Age quickly)
Personality Traits: Wolf +3, Loyal +2, Amused by Humans +1
Reputations: Monstrous wolves 4.
Combat:
Bite: Init + 10, Attack +11, Defense +8, Damage +9
Soak: +4
Fatigue: 0, -1/-1, -3/-3, -5, Unconcious
Wound Penalties -1 (1-6), -3 (7-12), -5 (13-18), Incapacitated (19-24)
Abilities: Brawl 5 (bite), Survival 5 (Apuseni), Hunt 4 (prey), Leadership 3 (wolves), Music 3 (howl), Awareness 3 (food), Athletics 3 (running), Latin 3 (Hermetic terms), Swim 1 (lakes), Folk Ken 1 (Tremere Magi)
Powers:
Theft of Voice, 0 point, Init -7, Mentem: the wolf can steal the voice of any human with whom it makes eye contact. The effect lasts until the next sunrise or sunset.
Eyes like lanterns, 2 points, Init -7, Mentem: the wolf can paralyse a victim with terror. This requires the wolf to make eye contact, and the victim to fail a brave check with an ease factor of 9+. A victim who makes eye contact with several wolves may need to make several checks. The victim may make a new check each round if attacked, with an ease factor of 6+. Slapping or shaking the victim also allows a check, against an ease factor of 6+.
Equipment: None
Encumbrance: 0 (0)
Vis: 2 pawns Animal, tail
Appearence: large wolf, white in colour, that looks amused.
Sorry for the rambling.
What I take from this is the following:
[]120xp is never going to be enough xp for a fully statted familiar - even a basic wolf has considerably more xp than this. I recommend making the default a summer character instead.
[]Creating magical creatures is indeed complicated. I've almost certainly got it wrong in several places. However, the way to do animals seems to be: a) Work out what abilities a mundane version would have, and buy these with your xp, then add extra abilities such as magic theory with your remaining xp. b) Work out what the magic might of the character should be, based on the base animal's size. c) Take the virtues and flaws that the mundane animal would have, and the ones that are specific to that particular individual. Take as magical virtues/flaws the virtues and flaws it has because it's a magical version of the animal. The former can mostly be got from the template for the mundane beast. d) Work out what mundane qualities the beast has, and try and roughly replicate them with magical qualities. Don't worry too much about getting it exact, since it won't always be possible. e) Buy other qualities, including powers. f) Work out what characteristics the beast should have, based on your choice of Int/Cun, and base levels of 0 for all stats. Apply adjustments for size last.
Under Scott's proposed familiar restrictions, this counts as Companion Level, Summer Character, Human Int, Positive Int, Independant, Large, Monstrous Appearance, which is 2 points over the maximum if we don't upgrade to Summer Character as default (and 1 point under if we do).
Comments, corrections?
Anyone want to play him (feel free to tweak his stats, if so)? If not, I'll drop the Independant trait, which should make him balance (if we change the default to Summer Character).