Character Development

Yeah, basically I'm trying to figure out two what two heartbeast animals could fuse to resemble a dragon. Some big predator, a lion perhaps, fused with a snake for a scaly demeanor :slight_smile: If folks aren't comfortable with it, I can certainly toy with the concept.

Yup, I'm reading this thread with great interest! This type of shape changing / self transformation is my specialisation, and I'm darn keen to do anything in character to expand that knowledge.

Creating a dragon form is one of the three forms I intend to eventually craft a spell to transform into - Leviathan, Dragon, and Behemoth; for water, air, and land creatures of legend. Meeting a Bj who already has unlocked some of the hidden Bj pathways toward that would be great. Then again, perhaps the Bjornaer won't share those secrets, and/or I'd need to unlock them via Hermetic integration.

It goes toward my primary frustration with shape changing spells in the Hermetic magic rules, which prohibits the new form from penetrating ParmaM and MR due to the active spell. i.e. Why can a Shapechanger do it, a Bjornaer can do it, but the Hermetic magic cannot? It seems a good project for Original Research, and not an altogether overpowered outcome if it is kept within the scope of self-transformation.

If the game progressed fast enough and long enough I'd like to break or work around that aspect of Hermetic magic for transformation effects through original research.

(aside) I played a Bjornaer with a dragon heartbeast in a 4e game, and "paid" for the extra powers and shape of that form using those rules which dictated a sliding scale of virtue points depending on the power of the shape in that edition. In 5e I don't think that method suits though.

Suggestions only:

If you want to start with the draco-form it seems better in 5e to have your Magus older, and create some custom specialised paths/rituals of Virtue opening, in the same manner as other mysteries. Or perhaps draft the steps in the mysteries, and then decide how far through them you are. Amul (a previous player) had some specialised pathways he was working through, and I think MTK's character also has a custom pathway too.

In terms of what "natural" creature is a good match to a dragon I'd say a lizard or snake is a starting point. Snake > Bird > Lion = Dragon, or Lizard > Lion > Bird = Dragon. Both are very reasonable approaches using the Chimera concept from what I remember reading.

Q. I wonder how many extra magnitudes that would require for Animal spells?

I worked it out as roughly:

  • the base effect generally allows you to affect a creature of original size of up to +1 (any small creature and up to the standard sizes for a man), and increase that creatures size up to +1 only. Thus a size +0 man becomes +1, but the spell still effects a +1 man who cannot become larger due to the size cap of the default effect. So it is harder to change a Horse's size upwards than a Pig, as you probably need to pay to affect it, then pay for the mags to increase it from the base.
  • The principal which causes that odd effect is sound - because the spell must pay for the energy to affect the target's form, and then the energy to pay for the increase in form.
  • The general rule is each Mag equals a +3 size increase, because of the mass change that allows for is akin to the other size changes from increasing mags in area of effect. I can link to the blog posts & forum discussions if you wish.
  • therefore to alter an Animal to +8 size is +3 mags on the basic effect. You can get to a +7 creature with a +2 additional mags (base effect size +1, then +2 mags equals +6 size ranks), but to get to size 8, 9 or 10 is +3 mags (base effect as +1, plus up to 9 sizes due to +3 mags).
  • Have a look at Fray's custom spell Unearthly Magnification of the Beasts in his character sheet on the forums, which is an effect designed to transform the caster's current Animal form into something massive.

I'm also writing a blog post at the moment to consider what the spell levels and impacts of such transformation spells would be, and including transformation into Dragons and other creatures. It includes how to work out what is fair in terms of the powers that come with a new physical form.

MTK and folks - are you happy to have this as an Original Research topic for Fray? Suitable enough?

I don't have my book here - of the three types which do you think?

In terms of scope for the discovery I'd be interested in emulating the aspect of the Supernatural ability & Bjornaer ability which considers a change in form a more permanent change (is that even the right thinking?). I think it might be akin to working into the limit of essential nature, so that the spell transformation effect is a "tighter fit" onto the Magus. It would not remove the duration of the spell, or make anything about creating the spells easier.

Rather it would make the Magus appear as it it is his or her true(er) form for the purposes of Parma and MR, and maybe also include detection spells - as they seem related.

I know I'm the new guy, but personally I don't think that's possible as long as the magic has a duration. If it's Muto magic with a duration, then by definition you are under a magical effect, can be detected by anything that can detect magical effects, and using any natural weapons in that form would be stopped by MR, since you are under a magical effect. I don't think original research could undo the fact that a spell with duration is an ongoing magical effect.

However, another option might be to seek original research that would either A) allow you to use MuCo(An) magic with a duration of instantaneous (perhaps with Vis as a requirement) to change you into a creature. This would also require you to have a MuAn(Co) opposite spell that you can cast as the creature (perhaps without words or gestures) to get back. Or B) allow you to use Creo magic to alter your essential nature to a new creature. Again, for it to not detect as magical, it would need an instantaneous duration (again probably using vis) and require another Creo spell to get you back.

In my mind, the instantaneous duration is the key, as that what makes the Bjornaer and Shapeshifter transformation not detect as magic, while skinchanger does. That and the fact that their essential natures are both human and their shapechanged form.

Thanks for all the info ironboundtome. I think I'll go with an asp heartbeast and add lion onto it ... not really a lion at all, but effectively transforming a tiny (size -4) snake into a very large (size +2) draconic beast. I'm not sure if I'll add wings, perhaps through a power, or stick with the original idea of flight through wind manipulation.

Now as to discussing shapeshifting with a Bonisagus, that has some potential. As a member of Clan Ilfetu, he'll be very protective of old traditions, but might be open to discussion ... for the right price.

I don't think that one's going to be doable (partly because it's so much against the paradigm, and partly because it poses serious game-balance concerns). Another way to look at it is that it's already been done, by the Bjornaer, and the cost of doing it is reflected in the ordeals of the Bjornaer mysteries. I am however willing to listen to arguments.

Scott

It's also possible that I totally messed up on the combat stats since I still don't entirely understand them. :wink:

Very tentative development of my character to gauntlet:

Apollonius Bjornaer
.
Int +2, Per -2, Pre +2, Com 0
Str 0, Sta +1, Dex 0, Qik +2

Virtues
Major Magical Focus: Weather 3
Subtle Magic 1
Life Boost 1
Clan Ilfetu 1
Skilled Parens 1
Affinity with Creo 1
Affinity with Auram 1
Puissant House Bjornaer Lore 1

Flaws
Avaricious 3
Proud 1
Study Requirement 3
Blatant Gift 3

Abilities
Childhood (0-5)
Native Language 5
Athletics (Run) 2
Brawl (Dodge) 2
Swim (Rivers) 2

Early Life (6-10)
Charm 2
Folk Ken 2
Etiquette 2
Stealth (Shadowing) 2
Area Lore 2

Apprenticeship (11-25)+Clan Ilfetu+Skilled Parens
Artes Liberales (Rhetoric) 1 5
Latin (Hermetic) 4 50
Magic Theory (Auram) 3 30
Parma Magica (Animal) 1 5
Heartbeast (Initiation) 1
House Bjornaer Lore (Mysteries) 3+2 30
Dead Language: Gothic (Ceremonial) 2 15
Magic Lore (Great Beasts) 1 5
Order of Hermes Lore (Magi) 1 5
Profession: Scribe (Books) 1 5
Concentration (Spellcasting) 1 5
Finesse (Auram) 1 5

Arts
Creo 11 44*1.5=66
Intellego
Muto 5 15
Perdo
Rego 5 15

Animal 5 15
Auram 11 44*1.5=66
Terram 3 6
Vim 1 1

Spells
True Rest of the Injured Brute CrAn 20
The Voice of the Bjornaer Magus MuAn 15

Charge of the Angry Winds CrAu 15
Circling Winds of Protection CrAu 20
Pull of the Skybound Winds CrAu 30
Clouds of Thunderous Might ReAu 30

Touch of Midas CrTe 20

I'm currently having some trouble with the early background for this character ... a bit of a bad sign ... let me keep thinking.

Yeah, I was using Sidhe in the most generic sense. In this case it will be “Neried blood” as they are the court faeries of the Theban Tribunal (according to the Sundered Eagle).

What if I just list it as Dark Secret [Never swore the Oath of Hermes] / Faerie Heritage. That way it gives the SGs a little more flexibility. If that doesn’t work, I’ll probably just go with Faerie Heritage, with the understanding that he never swore the Oath of Hermes but it likely won’t ever come up.

I don’t think so, since I see that more as a contract, vice an oath. I know it’s nuanced, but in my mind, an Oath is more a swearing of loyalty to a person or cause rather than simply an agreed upon contract. Perhaps that’s the distinction; a greater malediction might be “may enter into no agreements” which would include contracts and oaths, while the lesser malediction is “may never swear an oath”. I may need to articulate that better later, but that is kind of my thought.

Basically. She didn’t want the father tracking him down and earning his loyalty, thus spoiling her plans. And I just didn’t want the father around as a loose end.

I've checked through his stats - it looks like he's only spent 300xp during his apprenticeship, when the combination of Clan Ilfetu and Skilled Parens means he should have 350?

Other than that it looks fine, although you'll need to fill in the rest of his specialities at some point.

You'd probably want to word the "Faerie Heritage" in a bit more detail, as in and of itself, having faerie heritage is unlikely to be much of a dark secret unless you're a Jerbiton or something (and even that would be on the mild end), but either option seems fine to me.

That seems a reasonable distinction to me.

She seems like a lovely person.

Also, "No! Not family!"
(Sorry).

Thanks for checking. I'm having a bit of difficulty getting the concept to gel. I feel the concept is too diffuse, more a collection of stats than a character. I may change the character quite significantly.

I'm working on a new concept, still a Bjornaer, but more focused on exploration than mysticism and politics. I'm also going to set aside the complicated chimera concept.

The magus now known as Audaxus Bjornaer was born a boy strange in appearance, with an enlarged head and bugging, frog-like eyes. His superstitious parents abandoned him to the elements, hoping that the rain gods of the plains would wash away this bad omen. It would seem that the gods had other plans for him, however, as a herd of magical horses happened upon the infant and he was adopted by a mare. The boy learned to communicate with them, as well as how to ride, run, forage and swim. Humans would occasionally seek out the herd and try to capture horses for domestication. As some would catch a glimpse of the feral child, they felt an intrinsic sense of hostility and revulsion towards this man who lived like a beast. Eventually word of the boy reached the ears of several magi of the Order of Hermes, and one Vlachs Von Hasstein of Bjornaer, a noble Harmonist from Pripet Maior sought out the boy, confirmed his gift, and took him as an apprentice.

Apprenticeship was difficult at first, as the boy knew know language other than that of animals, but Vlachs' patience and mentem magic were sufficient to turn the boy's mind toward Hermetic learning. Nonetheless, the boy could only learn Arts when exposed to the natural world. The two sought out thunderstorms to support the boy's facility with Auram and herds of magical creatures for Animal. The two once even took a trip to Paris, learning Mentem near scholars and Imaginem from great painters and artists. Travel seemed to suit the boy's constitution, and Vlachs spent several years perigrinating among several covenants, including Crintera for the Ritual of Twelve Years.

The Heartbeast that emerged was not the horse that Vlachs expected, but an white-tailed eagle bearing a strange countenance similar to the boy's human form. Upon gauntleting, the boy took the name Audaxus and coninuted his perigrination among the Covenants of the Rhine Tribunal and beyond, never staying in one location for more than a year or two. Uncomfortable in civilized situations, and generally disinterested in mundane reality, Audaxus rejected his Parens' Harmonist beliefs and joined Clan Marhus. Despite philosophical differences, however, the two remain on friendly terms and correspond regularly.

Audaxus Bjornaer

Age at Gauntlet: 25

Heartbeast: Eagle

Sigil:

Personality:

Int +3 Per +2 Pre -1 Com -3 Str +2 Sta +2 Dex +1 Qik +1

Virtues:
Major Magical Focus: Weather (Major)
Affinity with Creo (minor)
Affinity with Auram (minor)
Inoffensive to Animals (minor)
Animal Ken (minor)
Skilled Parens (minor)
Subtle Magic (minor)
Study Bonus (minor)

Flaws:
Restriction: Eyes Uncovered (Major)
Study Requirement (Major)
Driven: Wanderlust (minor)
Feral Upbringing (minor)
Disfigured (minor)
Mentor (minor)

Abilities:

Feral Childhood (Age 0-10: 195 XP)

Animal Handling (Horses) 3 (30)
Animal Ken (Horses) 3 (30)
Area Lore: Caucasian Foothills (Geography) 2 (15)
Athletics (Running) 3 (30)
Awareness (Ambushes) 3 (30)
Brawl (Kick) 2 (15)
Hunt (Tracking) 2 (15)
Stealth (Shadowing) 2 (15)
Swim (Rivers) 2 (15)

Apprenticeship (Age 11-25: 300 XP)
Artes Liberales (Astronomy) 1 (5)
Code of Hermes (Tribunals) 1 (5)
Concentration (Spellcasting) 1 (5)
Finesse (Auram) 1 (5)
Folk Ken (Magi) 1 (5)
House Bjornaer Lore (Mysteries) 1 (5)
Latin (Hermetic) 4 (50)
Magic Lore (Beasts) 1 (5)
Magic Theory (Auram) 3 (30)
Order of Hermes Lore (?) 1 (5)
Parma Magica (Animal) 1 (5)
Profession: Scribe (Books) 1 (5)
Total: 130

Cr 11 (44*1.5=66)
In 6 (21)
Mu 6 (21)

An 5 (15)
Au 11 (44*1.5=66)
Im 4 (10)
Me 5 15)
Total: 170

Spells (150 Levels):

Voice of the Bjornaer Magus MuAn 15
Form of the Choleric Heartbeast MuAn 20

Charge of the Angry Winds CrAu 15
Circling Winds of Protection Cr(Re)Au 20
Pull of the Skybound Winds CrAu 30
The Incantation of Lightning CrAu 35
True Sight of the Air InAu 15

Posing the Silent Question InMe 20

I like it--and thank you for not taking Gentle Gift, since I've seen too many covenants stuffed with magi who have that Virtue. :slight_smile:

Scott

I actually considered the blatant gift but ran out of flaw points :slight_smile: He does have inoffensive to animals though.

Fair point on duration. I'll not bother with the approach, and look for a work around for the MR issue for a transformed creature instead.

That's what I meant: you took Inoffensive to Animals rather than the broader Gentle Gift. I was thinking GG was Minor, though.

Scott

Here are his first 10 years post-gauntlet, leading up to his initiation of the Inner Heartbeast. I haven't decided how much more I will advance him, there are a few more things I'd like to do, I may advance him up to 10 more years.

The three years immediately following his Gauntlet, he remains at Crintera, studying the Roots and Branches, fleshing out a few arts and learning a few spells that he feels will be necessary. While his Pater has departed for Pripet Maior, the two remain in touch via correspondence. In particular, they discuss the importance of the art of Mentem in communicating among those who do not speak the same language.

Age 26
Spring: Study Re Su L5/Q14 [16 xp Re, goes to 5 (16)]
Summer: Study Me Su L9/Q10 [12 xp Me, goes to 6 (27)]
Autumn: Study Me Su L9/Q10 [12 xp Me, goes to 8 (39)]
Winter: Study Me Su L9/Q10 [12 xp Me, goes to 9 (51)]
Correspondences:
Vlachs Von Hasstein of Bjornaer (1 xp Me, goes to 9 (52)]
Vlachs Von Hasstein of Bjornaer (1 xp Me, goes to 9 (53)]
Vlachs Von Hasstein of Bjornaer (1 xp Me, goes to 9 (54)]
Vlachs Von Hasstein of Bjornaer (1 xp Me, goes to 10 (55)]
Arts:
Cr 11 In 6 Mu 6 Re 5(16) An 5 Au 11 Im 4 Me 10

Age 27
Spring: Study In Su L9/Q10 [12 xp In, goes to 7 (31)]
Summer: Study In Su L9/Q10 [12 xp In, goes to 8 (43)]
Autumn: Study Im Su L5/Q14 [16 xp Im, goes to 6 (26)]
Winter: Study Im Su L5/Q10 [12 xp Im, goes to 8 (38)]
Correspondences:
Vlachs Von Hasstein of Bjornaer (1 xp In, goes to 8 (44)]
Vlachs Von Hasstein of Bjornaer (1 xp In, goes to 9 (45)]
Vlachs Von Hasstein of Bjornaer (1 xp Im, goes to 8 (39)]
Vlachs Von Hasstein of Bjornaer (1 xp Im, goes to 8 (40)]
Arts:
Cr 11 In 9 Mu 6 Re 5(16) An 5 Au 11 Im 8 Me 10

Age 28
Spring: Study Lab Text for Eyes of the Eagle InIm 25 Lab Total: 28
Summer: Study Lab Text for Thoughts within Babble InMe 25 Lab Total: 29
Autumn: Study Pe Su L5/Q14 [16 xp Pe, goes to 5 (16)]
Winter: Adventure! Scouting the advancing forces of the Danish King in Heartbeast form: 10xp to Heartbeast: 2 (15)
Correspondences:
Vlachs Von Hasstein of Bjornaer (1 xp Im, goes to 8 (41)]
Vlachs Von Hasstein of Bjornaer (1 xp Im, goes to 8 (42)]
Vlachs Von Hasstein of Bjornaer (1 xp Im, goes to 8 (43)]
Vlachs Von Hasstein of Bjornaer (1 xp Im, goes to 8 (44)]
Arts:
Cr 11 In 9 Mu 6 Pe 5 Re 5(16) An 5 Au 11 Im 8 Me 10

Three years in the same covenant is more than he can stand! He decides to accept Vlachs' invitation to travel to Pripet Maior. This Winter Covenant deep in the Novgorod tribunal seems an ideal location to delve deeper into the mysteries of House Bjornaer. Before he leaves Crintera, he is caught into various Wilderist/Harmonist intrigues. Fortunately, his surly manner enables him to remain relatively unentangled in the politics, but he does have an opportunity to learn more about his House.

The flight to Pripet Maior is uneventful. Arriving in the marshes, he is greeted by his Parens and introduced to the ancient magi of the covenant. He is mostly ignored. He takes the opportunity to study the collected lore of magical beasts, as well as deepen the study of his Arts. He is also initiated into one of the mysteries of his Clan, and begins researching his own Heartbeast more deeply.

Age 29
Spring: Adventure! House politics 10xp to House Bjornaer Lore: 2 (15)
Summer: Study Magic Lore Su L3/Q14 [14 xp Magic Lore, goes to 2 (19)]
Autumn: Study House Bjornaer Lore Su L3/Q14 [14 xp Magic Lore, goes to 2 (29)]
Winter: Study An Su L9/Q10 [12 xp In, goes to 6 (27)]

Correspondences:
Vlachs Von Hasstein of Bjornaer (1 xp An, goes to 7 (28)]
Urgen Twinslayer (1 xp House Bjornaer Lore, goes to 3 (30)]
Falke of Bjornaer (1 xp Re, goes to 5 (17)]
Falke of Bjornaer (1 xp Re, goes to 5 (18)]

Arts:
Cr 11 In 9 Mu 6 Pe 5 (16) Re 5(18) An 7 Au 11 Im 8 Me 10
Abilities:
House Bjornaer Lore 3
Magic Lore 2

Age 30
Spring: Study Lab Text for Veil of Invisibility PeIm 25 Lab Total: 24
Summer: Study Magic Theory Su L4/Q10 [10 xp In, goes to 3 (40)]
Autumn: Study Magic Theory Su L4/Q10 [10 xp In, goes to 4 (50)]
Winter: Study Lab Text for Clouds of Thunderous Might ReAu 30 Lab Total: 35

Correspondences:
Falke of Bjornaer (1 xp Re, goes to 5 (19)]
Falke of Bjornaer (1 xp Re, goes to 5 (20)]
Falke of Bjornaer (1 xp Re, goes to 6 (21)]
Decimus ex Flambeau (1 xp Pe, goes to 5 (17)]

Arts:
Cr 11 In 9 Mu 6 Pe 5 (17) Re 6 An 7 Au 11 Im 8 Me 10
Abilities:
House Bjornaer Lore 3
Magic Lore 2
Magic Theory 4

Age 31
Spring: Study Cr Tr L10 [18 xp In, goes to 12 (84)]
Summer: Study Au Tr L10 [18 xp In, goes to 12 (84)]
Autumn: Study Magic Lore Su L4/Q10 [10 xp In, goes to 2 (25)]
Winter: Study Magic Lore Su L4/Q10 [10 xp In, goes to 3 (35)]

Correspondents:
Decimus ex Flambeau (1 xp Pe, goes to 5 (18)]
Decimus ex Flambeau (1 xp Pe, goes to 5 (19)]
Decimus ex Flambeau (1 xp Pe, goes to 5 (20)]
Decimus ex Flambeau (1 xp Pe, goes to 6 (21)]

Arts:
Cr 12 (84) In 9 Mu 6 Pe 6 Re 6 An 7 Au 12 (84) Im 8 Me 10
Abilities:
House Bjornaer Lore 3
Magic Lore 3 (35)
Magic Theory 4

Age 32:
Spring: Study House Bjornaer Lore Su L4/Q10 [10 xp In, goes to 3 (40)]
Summer: Study House Bjornaer Lore Su L4/Q10 [10 xp In, goes to 4 (50)]
Autumn: Initiated into The Trial of Chains: Gains Puissant Creo and Unpredictable Magic
Winter: Adventure! Slays a marauding with blasts of lightning 8xp Cr 8xp Au

Correspondents:
Aloicious ex Bonisagus [2 xp Creo, goes to 4 (94)]
Aloicious ex Bonisagus [2 xp Creo, goes to 4 (96)]
Aloicious ex Bonisagus [2 xp Creo, goes to 4 (98)]
Aloicious ex Bonisagus [2 xp Creo, goes to 4 (100)]

Arts:
Cr 13+3 (100) In 9 Mu 6 Pe 6 Re 6 An 7 Au 13 (92) Im 8 Me 10
Abilities:
House Bjornaer Lore 4
Magic Lore 3 (35)
Magic Theory 4

As he researches more deeply into the lore of his House, a curious realization emerges. When Bjornaer Magi enter final twilight, they become Great Beasts, and if he finds the right one, he may be able to develop his own gifts. He returns to Crintera to speak with more learned members of his house as to where he might track down such a creature. In his research he develops several leads suggesting he travel to southern Iberia to locate an ancestor. As he begins to feel the effects of age, however, he spends a year preparing to conduct his longevity ritual.

Age 33:
Spring: Study Magic Lore Su L4/Q10 [10 xp In, goes to 3 (45)]
Summer: Study Magic Lore Su L4/Q10 [10 xp In, goes to 4 (55)]
Autumn: Study Lab Text for Opening the Tome of the Animal's Mind InAn 25 Lab Total: 29
Winter: Study Lab Text for Eyes of the Bat InAu 25 Lab Total: 35

Correspondents:
Aloicious ex Bonisagus [2 xp Creo, goes to 13 (102)]
Aloicious ex Bonisagus [2 xp Creo, goes to 13 (104)]
Aloicious ex Bonisagus [2 xp Creo, goes to 14 (106)]
Mauritia ex Jerbiton [2 xp Auram, goes to 13 (94)]

Arts:
Cr 14+3 (106) In 9 Mu 6 Pe 6 Re 6 An 7 Au 13 (94) Im 8 Me 10
Abilities:
House Bjornaer Lore 4
Magic Lore 4
Magic Theory 4

Age 34:
Spring: Study Co Su L5/Q14 [16 xp Co, goes to 5 (16)]
Summer: Study Co Su L9/Q10 [12 xp Co, goes to 7 (28)]
Autumn: Study Co Su L9/Q10 [12 xp Co, goes to 8 (40)]
Winter: Perform Longevity Ritual CrCo Lab Total: 17+8+3+5+4=37 = Longevity Ritual +8

Correspondents:
Mauritia ex Jerbiton [2 xp Auram, goes to 13 (96)]
Mauritia ex Jerbiton [2 xp Auram, goes to 13 (98)]
Mauritia ex Jerbiton [2 xp Auram, goes to 13 (100)]
Mauritia ex Jerbiton [2 xp Auram, goes to 13 (102)]

Arts:
Cr 14+3 (106) In 9 Mu 6 Pe 6 Re 6 An 7 Au 13 (94) Co 8 (40) Im 8 Me 10
Abilities:
House Bjornaer Lore 4
Magic Lore 4
Magic Theory 4

He flies south and encounters a great eagle in the Pyrenees mountains. At the beast's instruction, he travels south and locates a suitable nesting location in the Pillars of Heracles. The two nest, and he uncovers the mystery of his Inner Heartbeast, an Epitome Eagle of Perception. During the initiation, he moves further from the mortal plane and his gift intensifies to Blatant Status. Additionally, he begins to molt a few feathers laden with Animal Vis. He settles at a minor Covenant to study for the rest of the year.

Age 35:
Spring: Initiation into the Mystery of the Inner Heartbeast, Gains Blatant Gift and Personal Vis Source
Summer: Study Vi Su L5/Q14 [16 xp Vi, goes to 5 (16)]
Autumn: Study Parma Magica Su L3/Q14 [14 xp Parma Magica, goes to 2 (19)]
Winter: Study Parma Magica Su L3/Q14 [14 xp Parma Magica, goes to 3 (33)]

Correspondents:
Mauritia ex Jerbiton [2 xp Auram, goes to 13 (104)]
Mauritia ex Jerbiton [2 xp Auram, goes to 14 (106)]
Necrotus ex Tytalus [1 xp Corpus, goes to 8 (41)]
Necrotus ex Tytalus [1 xp Corpus, goes to 8 (42)]

Arts:
Cr 14+3 (106) In 9 Mu 6 Pe 6 Re 6 An 7 Au 14 (106) Co 8 (42) Im 8 Me 10 Vi 5 (16)
Abilities:
House Bjornaer Lore 4
Magic Lore 4
Magic Theory 4
Parma Magica 3 (33)

Just curious, now that we have two new characters being made, do you have any thoughts on how my new character will be introduced?

That's partly up to you--I assume you'll decide why and how he arrives at the covenant. After that, I can decide on the timing.

Scott