Hi,
So here I am, a little bored, my job hunting not going very well, with nothing better to do than evaluate the Mystery Virtues of HoH:MC, because my comments about TMRE have inspired so much discussion!
As before, I focus more on utility than coolness or (as the Criamon might say) aptness.
Bjornaer
Secret Name: Severs all sympathetic and arcane connections to a magus, but he becomes vulnerable to the Mystagogue and anyone else who knows the magus' new secret name. Terrible, except for that rare magus who actually needs this, for whom it is Awesome.
Theriomorphy: Lets a Bjornaer in human form gain a Quality or Virtue possessed by his Inner or Outer Heartbeast. Nothing stops him from having more than one of these at a time. The magus looks disturbing, and retaining virtues and qualities for too long incurs Warping. Great utility, and Qualities such as Tireless offer raw power even to a magus. There are some weirdnesses here: A Bjornaer can manifest Large Claws but not wings. Excellent, maybe even Awesome.
Sensory Magic: New Targets that allow a magus to affect targets that can sense him. This reversal breaks a usual limit of Hermetic Magic. Heartbeast score is added to a Bjornaer's Lab Total when inventing these spells and Intellego magical senses. However, a Bjornaer can only cast Sensory Magic appropriate to his Heartbeast. Excellent.
The Mystery of the Epitome: The Bjornaer gains an Inner Heartbeast that is a perfected animal. The human form gains +1 to a Characteristic other than Intelligence (Sta, Com and Pre are good choices) and mythic feats become possible, costing Confidence. The magus also gains a Major Flaw of the GM's choice. Finally, the Bjornaer has an assured immortality as a Great Beast with Might, without any further effort on his part, though boosting Heartbeast increases final Might. A final Might of 60 is quite achievable, far better than most options available to magi. A Great Beast does not get to continue his career as a magus, and probably is out of the game. Solid.
The Mystery of the Chimera: The Bjornaer gains an Inner Heartbeast that is a hybrid animal, like a Griffin, combining the best traits of each. Flaw and immortality like the epitome. Solid, almost weak.
The Mystery of the Anima: The Bjornaer gains an Inner Heartbeast whose flesh becomes an elemental form, such as fire, shadow, earth or whatever. Flaw and Immortality like the epitome. Weak, almost solid.
Refinements: The Bjornaer can self-initiate improvements to his Inner Heartbeast, gaining Qualities, Virtues, Characteristics and even powers. There is no restriction on Qualities that can be gained. Powers are not that interesting to a magus who can cast spells, but this ability to self-initiate without experimentation is unique, and some of the Virtues and Qualities are very good. Examples of great Quality Synergy include LLSM+Tireless+Hardy+Pursuit Predator+Defensive Fighter, Imposing Presence taken 10 times (!!), Keen Eyesight+Smell+Sharp Ears.... Benefits are only available in Inner Heartbeast form, but many Bjornaer will spend much time in that shape anyway, and the benefits can be manifest through Theriomorphy. Awesome for the versatility.
Criamon
The Perfect Tool: A Criamon gets to use Enigmatic Wisdom for Medicine and Chirurgy, and gains Potent Magic in a minor aspect of Corpus. He also incurs a Deleterious Circumstance while ill, a vow to treat his body well and Criamon stigmata. Weak.
Spiritual Nourishment: A Criamon has the ability to meditate instead of eating, drinking and sleeping. He also stops aging, but does gain Warping Points. These abilities don't work well in Dominion and Infernal Auras. It is not clear whether a magus who starts to age because of being in such Auras do so based on their chronological age or their age when their aging stopped (I'd rule the latter). Excellent in a long saga, solid otherwise.
Perfect Economy of Movement: A Criamon can automatically succeed on one Dex roll per day, but becomes Pious. Terrible.
The Microcosm: The magus gains an AC to mundane places he has been and mundane things he has touched that are in a mundane place, provided he has a good memory of them. This makes what would otherwise be an incredible ability useless except in mundane auras. 'Creative' GMs are likely to require a stress die when remembering, and to impose interesting side effects when these rolls botch. Weak, maybe solid.
The Threshold of Corporeal Repose: The Criamon stops aging entirely, and (probably) stops gaining Warping Points once per year because of aging, but does continue to gain Warping Points for any other reason. The magus' body heals completely and perfectly once per month, restoring missing limbs, healing wounds, gouged out eyes, everything except actual death. Negative physical characteristics are raised to 0. Awesome.
Differentiation of Seeming: The Criamon gains Clear Thinker, Common Sense and Keen Vision, but is also disfigured. Weak.
True Sight: The Criamon can use Enigmatic Wisdom as Magic Sensitivity and Second Sight, but makes a Vow to act like a Criamon. Weak, maybe solid.
Vivid Memories from Objects: The Criamon can recall the history of a touched mundane object as though it had human senses, and even tour the city of an appropriate object. Hermetic Magic is not very good at seeing the past, and less effective at communicating with the inanimate, though workarounds exist, tarnishing this unique ability. The Criamon is now Pious. Solid, maybe weak.
Passing through Seeming: The Criamon can travel around in spirit, but can only cast spells of Personal or AC range. The Criamon can pass through an Aegis unharmed because he does not have Might, but poking around a rival covenant in this way is probably a High Crime. Weak, maybe solid.
Ignore the Real: The Criamon can concentrate for around and ignore a single mundane object for a few minutes, though he may spend multiple rounds to concentrate on multiple objects. The need for concentration and the lead time make this less useful than it might be, such as in combat, though walking through walls can be fun. Weak.
The Eater of Sin: The Criamon can use Enigmatic Wisdom as Magic Sensitivity, but without the penalty, and with a single type of weapon (not the whole skill), at the cost of Blatant Gift. Few magi really need to use weapons, and Criamon on the Path of Strife have difficulty wearing armor, making weapons even less useful. Weak.
Blood and Bronze: The Criamon can perform a labyrinth meditation to destroy everything mundane and not human in a vast area, a powerful ability in isolation yet destruction is already easy for magi. The Criamon's favored weapon's attack bonus is multiplied by 4, which means that magi on the Path of Strife will almost always favor a Greatsword or other weapon with a large Atk. The Criamon gains a Higher Purpose. Weak, but cool.
Repel and Attract Elements: The Criamon can attract or repel mundane objects of a single Form, switching at will and without concentration once per round. The restrictions put the full suite of "Crouching Tiger, Hidden Dragon" effects ever so barely out of reach, though other effects are available. Weak, though very cool and could have been awesome.
Charm the Elements: The Criamon can communicate and get along with objects of a pure, inorganic element, which are usually happy to help him, but becomes Pious and Disfigured. Weak but cool.
Golden Cider: The magi gains eight (!) minor Flaws, making Creo impossible except with Corpus and Vim, but can slowly make something magical mundane, including himself. Terrible.
Service to Harmony: The Criamon gains the Gentle Gift and becomes Pious. Solid.
Rice and Honey: The Criamon can fully restore and repair objects, plants and animals without vis, but becomes a Noncombatant. Note that this works even on objects and beings that are not mundane. Solid.
Expression: The Criamon gains Free Expression, Inspirational and can use Enigmatic Wisdom instead of one artistic skill. Most magi don't care about such things, but the ones who do will notice that the canonical rules make artistic expression through magic very difficult. Excellent for artistic magi, weak otherwise.
Exaltation: The Criamon can exorcise demons from people or imbue objects with a single positive quality. However, he also gains 8 (!) minor flaws, making Perdo impossible except with Vim and Imaginem. Weak, maybe bad.
The Threshold of Repose: The Criamon can change his age, gender and species at will. This does not affect wounds, but presumably removes the need for aging rolls, since he can simply keep his age constant. Awesome.
Merinita
Alluring to (Beings): Gain +3 to Com and Pre rolls with one of mundane animals, Magical beings or Faeries. A magus must either have the Gentle Gift or be inoffensive to the chosen beings. Oddly, magi are considered magical beings, though Parma resists automatically. Solid for the right kind of magus, bad for most.
Enchanting (Ability): Like Enchanting Music, but using a different Ability. Bad.
Faerie-Raised Magic: Allows a magus to spend xps to learn spells, provided he has seen something like it before and it is not ritual effect. The xp cost is expensive, and a magus with a decent lab is far better off simply learning or inventing what he needs. However, the xp cost is very efficient for senior magi designed using the "30 points per year" rule, though these magi probably prefer a better Major Hermetic Virtue. The virtue Spell Improvisation is also included. Weak, maybe bad.
Independent Study: Gain 3 extra xps for a season of adventure or 2 extra xps for a season of practice. Even with these bonuses, most magi will do much better either reading books or doing lab work. Weak.
Inoffensive to (Beings): Like Inoffensive to Animals, but can apply either to magical or faerie beings, again including magi and anyone with an aligned supernatural virtue. Solid.
Spell Improvisation: Add the magnitude of a known Formulaic spell to the Casting Total of a Spontaneous spell. The addition to Casting Total is excellent, but it does not stack with the few other (and better) effects that add to Casting Totals, and the magus needs to already know a spell that is similar, and is probably better off casting that, or spending two more points to get FFM. Weak.
Binding the Gift: The Merinita's familiar, faerie or otherwise, gains the magus' social disabilities from his Gift, but the three Cords add their values to social interactions with magical beings, faeries and mundane animals respectively. Solid for a social magus in a saga where the GM pays attention to such things, weak for most magi.
Arcadian Travel: The Merinita can design and use charms that let him travel faerie trods. Unfortunately, the rules are silent about how long this travel takes, though activating the charm takes 10 minutes. This is a difficult ability to use because the totals needed are often very high, and involve a mundane Ability; magi already have other ways to travel quickly. Weak, maybe bad.
Animae Magic: Allows the Merinita to create faeries or change things into faeries. Depending on the saga, this can range from Awesome to Terrible, since the GM gets to run the faeries, who may not be friendly or useful.
Becoming: The Merinita becomes a Faerie. It is difficult for a magus of even moderate ability to perform these rituals, and his ability to perform magic is curtailed even by the standards of immortal magi. Weak.
Charm Magic: This poorly-written virtue allows a Merinita to improve the Casting Total of spells through the use of one or more charms, and also boost the Penetration modifier. Depending upon various GM rulings about how this virtue works, it is either Awesome for an expert in Spontaneous Magic and solid for other magi, or a Bad virtue that is usually useless. (I would rewrite the virtue so that the magus can employ one Charm per round using the same level of words and gestures used to cast the spell, including the round on which the spell is being cast, and does not need to wield the object associated with the Charm; this would make the virtue Excellent for magi who concentrate on Spontaneous Magic and solid for other magi.)
Story Magic: This major virtue allows a Merinita who has gone on an epic adventure to obtain a suitably legendary object and who spends a point of Confidence to gain some minor story benefits, which the GM is encouraged to nerf. Weak, maybe bad.
Symbolic Magic: The Merinita gains a new range, duration and target for ritual spells. He can also add charm bonuses to his Talisman. He can also use charms when designing invested devices, but this limits the effects to what the charms cover. Finally, he may design permanent Story and Arcadian Travel charms that can be handed to other people. Weak as written.
Spell Timing: This minor virtue provides some exceptionally useful spell durations. Awesome, maybe excellent.
Glamour: The Merinita can use Imaginem to create illusions that have substance, virtually eliminating the need for any other Form. However, they also gain Vulnerable Magic. Awesome, maybe excellent.
Perpetuity: The Merinita gains three new ritual durations that can last forever, but his Creo rituals can no longer have a permanent effect, and he cannot extract vis. Solid, maybe weak.
Nature Lore: There is no consensus about how this poorly-written virtue actually works. Awesome and more awesome if taken at face value, but many GMs will choose not to, and I find it hard to blame them.
Awakening: The Merinita can spend vis to grant Intelligence to something natural with Might. Weak.
Wilding: This major virtue allows a Merinita with Nature Lore to spend a season and produce twice his NL score in vis of any Form he wants, but that vis must be used immediately and cannot be used for any seasonal activity. Weak.
Guardian of Nature: The Merinita becomes like a genius locus of some natural place, but does not gain Might, continues to Warp, cannot study (and probably cannot perform lab work) and can be harmed either via Mentem spells or through damage to the location. This probably takes the character out of the saga. Solid for the right kind of character.
Verditius
Enchant Casting Tools: The Verditius can spend a season and some vis to enchant the casting tools of a favored Formulaic spell and gain benefits similar to those of spell mastery. This is only effective on low level Formulaic spells. Weak, maybe solid.
Items of Quality: The Verditius can spend a season and a pawn of vis to grant an item a bonus equal to one of its S&M bonuses; the item remains mundane for the purposes of magic resistance. Craftsmen and hedge wizards would love a virtue of this kind, but Verditius magi are... magi. Weak, maybe bad.
Reforging Enchanted Items: The Verditius can repair enchanted items or render them into vis. This is a seasonal activity that can botch horribly. Weak.
Verditius Elder Runes: The Verditius can inscribe greater devices and talismans with up to two elder runes; each adds 5 to the base effect but allows the associated Art to be added again to the Lab Total; it is therefore useful only for a high Art score, typically greater than 10. Note that effects not governed by the rune do not get a bonus, but the base effect is still increased. Finally, the vis limit on any enchanted device increases from MT2 to MTPhilophiae. Solid, for an experienced magus.
Automata: The Verditius can spend lots of time and vis to create cantankerous automata that impress other Verditius magi and frivolous nobles, but are generally not very useful. Weak.
Bind Curse: The Verditius can enchant a device to inflict a Flaw upon its wielder. Note that any magus can enchant a device to kill its wielder, triggered by sunrise and sunset, just as Parma fails. Weak, maybe solid.
Bind Magical Creatures: The Verditius can use the Might of a captured magical critter instead of vis when enchanting an item, or steal one of its powers for himself. Note that some critters have powers that duplicate ritual effects or that allow variable effects similar to spontaneous magic, within a theme. Unlike Ablation, this is not Infernal. Awesome, though your GM is likely to send enraged eco-friendly terrorists your way.
Item Attunement: The Verditius can stuff a device with extra vis, gain Hubris and craft bonuses, but risk botches and Warping. There are other, better ways to get bonuses and stuff extra vis into an item. Weak.
Wee! In general, I think the Criamon mysteries are the most atmospheric, very cool and flavorful, beautifully written, yet hedged with enough restrictions that I find myself almost wanting them and then thinking, "Grrrr." I am not apt! My adulteration looks like a munchkin! I like what Bjornaer get, straight and flexible and to the point.... but you cannot get any of it without losing the ability to bind a familiar. Merinita gets some weak mysteries, some very strong mysteries, some flavorful mysteries and some that are just there; what they don't get is sufficient editing for clarity (the fay are immune); the illusion mysteries are especially strong. House Verditius gets some interesting stuff, all of which fit squarely into their theme, but their best mystery toys lie outside their House, especially among the Hermetic Alchemy Mysteries.
Anyway,
Ken