Galan ex Bonisagus

And I should have asked - what's the difference to the PC, not the NPC apprentice. If the apprentice is consistently played by a pc then that's a story flaw for sure.

I'm not really sure what the difference is to the PC. The apprentice is just as much the responsibility of the magus to take care of whether he or she is the subject of a flaw or not.

I suppose the big difference to the PC would be that with the flaw, the SG would be actively working to make plots where the apprentice was causing trouble, whereas without the flaw, the apprentice would tend not to get into much trouble.

I have revised Galan at gauntlet. I have decided that, for a number of reasons, I will not pursue any mysteries. I'm just going to make him a straight Bonisagus Seeker. Among other things, he was spread out too thin before. This change allows him to close up and focus on a few things instead of trying to do too much.

I'll start with his advancement soon.

[size=150]Advancement - Years 1-8:[/size]

After finishing his gauntlet, Galan joined the covenant of Schola Pythagoras, where he settled down to some research and some study. He was happy to enjoy the collegial atmosphere of Cambridge, and used the opportunity to study natural philosophy under Astrolabe of Jerbiton. He also made use of his natural gifts to learn some spells of instant transport much earlier than a young magus normally would. This proved very useful for him getting to and from his remote laboratory on the outskirts of town. It also proved useful when he decided to find the family he had been taken from. It took some time since all he had was his memory as a ten-year old. But he was lucky and was able to find his family.

Alas, fifteen years is a long time and much water had passed under the bridge. His brother had taken his place as the new Gruagach priest, doing as well as a non-Gifted priest could. And while his family was kind to him and delighted to be reunited, they no longer shared the same values. Fifteen years of magical training had changed Galan to the point where he wanted more than life among the Gruagach. Galan had a great visit and promised that he would return (easy with spells of instant transport), but he eventually returned to Cambridge and the life of a scholar.

During his trip home, from the north of England, he befriended a wise owl of the forest named Apollonius. Over the course of several months he got to know the owl and eventually convinced Apollonius to become his familiar. The two returned to Schola Pythagoras where the binding took place.

Year 1: Magic Theory (10), Rego (10), Seasons not advanced 1 and 2 (20)
Year 2: Magic Theory (10), Rego (10), Corpus (10), Mentem (10)
Year 3: Magic Theory (10), Rego (10), Corpus (10), Mentem (10)
Year 4: Magic Theory (10), Rego (10), Corpus (10), Philosophiae (10)
Year 5: Magic Theory (5), Creo (10), Rego (10), Corpus (5), Faerie Lore (5), Guile (5)
Year 6: Creo (10), Rego (10), Finesse (5), Magic Lore (10), Philosophiae (5)
Year 7: Code of Hermes (5), Penetration (5), Seasons not advanced 3-5 (30)
Year 8: Seasons not advanced 6-9 (40)

Changes:
Creo 6, Rego 16, Corpus 12, Mentem 6, Code of Hermes 1, Faerie Lore 1, Finesse 1, Guile 1, Magic Lore 2, Magic Theory 5+2, Penetration 1, Philosophiae 3

Seasons Not Advanced:

  • 1: Invent spell from lab text [Seven-league Stride (ReCo 30)]; ReCo LT=41; [9 (Re) + 7 (Co) + 7 (mMF) + 3 (Int) + 6 (MT w/ spec) + 3 (Aura) + 3 (IG) + 3 (similar spell)]
  • 2: Invent spell from lab text [Leap of Homecoming (ReCo 35)]; ReCo LT=44; [9 (Re) + 7 (Co) + 7 (mMF) + 3 (Int) + 6 (MT w/ spec) + 3 (Aura) + 3 (IG) + 6 (similar spell)]
  • 3: Find Familiar (owl named Apollonius)
  • 4: Bind Familiar; ReCo LT=42; GC:+2, SC:+1, BC:+2; [-8 Co vis]; [16 (Re) + 13 (Co) + 3 (Int) + 7 (MT) + 3 (Aura)]; [-8 Co]
  • 5: Teach Magic Theory to Familiar [+10 MT to familiar = MT 1]
  • 6: Teach Magic Theory to Familiar [+10 MT to familiar = MT 2]
  • 7: Teach Magic Theory to Familiar [+10 MT to familiar = MT 3]
  • 8: Instill power into familiar bond [Mental communication Galan-to-Apollonius (CrMe 15)]; CrMe LT=30; [-2 Me vis]; [6 (Cr) + 6 (Me) + 3 (Int) + 7 (MT) + 3 (Aura) + 5 (Familiar)]; [-2 Me]
  • 9: Instill power into familiar bond [Mental communication Apollonius-to-Galen (CrMe 15)]; CrMe LT=30; [-2 Me vis]; [6 (Cr) + 6 (Me) + 3 (Int) + 7 (MT) + 3 (Aura) + 5 (Familiar)]; [-2 Me]

Build Points: 39

  • 40 added
  • 1 converted to vis: 5 Me
  • Total BPs used for Vis: 1

Vis Gain:

  • 24 Co from PVS
  • 5 Me from BP

Vis Expenditures:

  • 8 Co for binding familiar (ReCo)
  • 4 Me for instilling powers in familiar bond

Vis Stores:

  • 16 Co
  • 1 Me

[size=150]Advancement: Years 9-16:[/size]

Settling down into his research, Galan discovered two main draws. First was his natural talent for transportation magic, which demanded some research. Second was the ancient magic that came before the Order was founded, of which he could see bits in the Gruagach sites that he had so recently visited. Going to the north and seeing the old Gruagach obilesks had made Galan realize that there was much to learn about the predecessors of the Order.

With these goals in mind, Galan did what any Bonisagus does best - he studied. As for the former draw, he studied Rego and Corpus magic and developed several new spells to capitalize on his particular talents. He knew these spells would be useful when he turned his attention to the latter draw, for which he studied magical theory to the point where he better understood where the Order was so that he could start investigating where the Order came from.

Year 9: Magic Theory (10), Muto (10), Animal (10), Season not advanced 10 (10)
Year 10: Magic Theory (10), Animal (10), Concentration (5), Spell Mastery: Wizard's Leap (5), Season not advanced 11 (10)
Year 11: Magic Theory (10), Animal (10), Spell Mastery: Sevel-league Stride (5), Spell Mastery: Leap of Homecoming (5), Season not advanced 12 (10)
Year 12: Corpus (10), Mentem (5), Terram (10), Finesse (5), Season not advanced 13 (10)
Year 13: Animal (5), Corpus (5), Terram (10), Concentration (10), Finesse (10)
Year 14: Muto (10), Corpus (10), Terram (10), Parma Magica (10)
Year 15: Magic Theory (10), Corpus (4), Mentem (10), Terram (1), Parma Magica (10), Spell Mastery: Move Men Like Chess Pieces (5)
Year 16: Intellego (10), Corpus (5), Terram (5), Spell Mastery: Move Creatures Like Chess Pieces (5), Spell Mastery: Sleight of Hand (5), Season not advanced 14 (10)

Seasons Not Advanced:

  • 10: Invent spell from scratch: [Move Men Like Chess Pieces (ReCo 25)]; ReCo LT=69; [16 (Re) + 13 (Co) + 13 (mMF) + 3 (Int) + 8 (MT w/ spec) + 3 (Aura) + 3 (IG) + 6 (familiar)]
  • 11: Purchase longevity ritual: level 20 [-40 Co vis]
  • 12: Invent spell from scratch: [Move Creatures Like Chess Pieces (ReAn 25)]; ReAn LT=58; [16 (Re) + 7 (An) + 7 (mMF) + 3 (Int) + 8 (MT w/ spec) + 3 (Aura) + 3 (IG) + 6 (familiar) + 5 (Similar Spell)]
  • 13: Invent spell from scratch: [Sleight of Hand (ReAn 25)]; ReTe LT=53; [16 (Re) + 7 (Te) + 7 (mMF) + 3 (Int) + 8 (MT w/ spec) + 3 (Aura) + 3 (IG) + 6 (familiar) + 5 (Similar Spell)]
  • 14: Invent spell from scratch: [Make a Hole (ReTe 30)]; ReTe LT=61; [16 (Re) + 8 (Te) + 8 (mMF) + 3 (Int) + 9 (MT w/ spec) + 3 (Aura) + 3 (IG) + 6 (familiar) + 5 (Similar Spell)]

New Spells:
Move Men Like Chess Pieces
ReCo 25
R: Voice, D: Mom, T: Ind
Instantly teleports the target person up to 50 paces in any direction.
Base (15, +2 Voice)

Move Creatures Like Chess Pieces
ReAn 25
R: Voice, D: Mom, T: Ind
Instantly teleports the target animal up to 50 paces in any direction.
Base (15, +2 Voice)

Sleight of Hand
ReTe 25
R: Voice, D: Mom, T: Ind
Instantly transport one solid non-living object up to 50 paces in any direction. The object must be a base Individual or smaller, so a stone item can be one pace across while a metal item can only be one tenth that size in total. A casting requisite may be required, of the Form appropriate to the target.
Base (15, +2 Voice)

Make a Hole!
ReTe 30
R: Voice, D: Mom, T: Part
Instantly transport all or part of one solid non-living object up to 5 paces in any direction. The object or part can be up to ten times a base Individual or smaller, so a stone item can be ten paces across while a metal item can only be one tenth that size in total. A casting requisite may be required, of the Form appropriate to the target.
Base (10, +2 Voice, +1 Part, +1 volume)

Build Points: 79

  • 40 added
  • 39 carried over
  • Total BPs used for Vis: 1

Vis Gain:

  • 24 Co from PVS
  • 16 Co carried over
  • 1 Me carried over

Vis Expenditures:

  • 40 Co for longevity ritual

Vis Stores:

  • 1 Me

[size=150]Years 17-24:[/size]

With his reasearch done, now was the time for field work. Galan took off to examine numerous sites of ancient magic: in England, in Scotland, and on the continent. Of course, with his teleportation skills, he was always able to return back to his lab at need, to gather supplies. drop off notes, or just sleep in his own bed for a night. During this time of exploration, Galan picked up a number of spells useful to his explorations, not the least of which were some spells of slumber and some healing spells. By the end of this period, however, stories of a great magical plague began spreading, causing Galan to bring his expedition to an end and return to Cambridge to assess the sitation and determine what action he should take.

Year 17: Rego (10), Imaginem (10), Parma Magica (10), Season not advanced 15 (10)
Year 18: Rego (10), Imaginem (10), French (5), Guile (10), Infernal Lore (5)
Year 19: Rego (10), Corpus (5), Imaginem (5), Magic Lore (10), Season not advanced 16 (10)
Year 20: Area Lore: Mythic Europe (5), Magic Lore (5), Second Sight (10), Spell Mastery: Wizard's Sidestep (5), Spell Mastery: Make a Hole! (5), Season not advanced 17 (10)
Year 21: Creo (10), Faerie Lore (10), Italian (5), Second Sight (5), Season not advanced 18 (10)
Year 22: Creo (10), Intellego (10), Imaginem (5), Dominion Lore (5), High German (5), Spell Mastery: Hex of Slumber (5)
Year 23: Creo (10), Intellego (10), Corpus (10), Second Sight (10)
Year 24: Muto (10), Corpus (10), Vim (10), Second Sight (10)

Seasons Not Advanced:

  • 15: Invent ReCo spell from scratch: [Wings of Daedalus (ReCo 25)]; ReCo LT=55; [16 (Re) + 15 (Co) + 3 (Int) + 9 (MT w/ spec) + 3 (Aura) + 3 (IG) + 6 (familiar)]
  • 16: Invent ReMe spell from scratch: [Hex of Slumber (ReMe 20)]; ReMe LT=50; [18 (Re) + 8 (Me) + 3 (Int) + 9 (MT w/ spec) + 3 (Aura) + 3 (IG) + 6 (familiar)]
  • 17: Invent ReAn spell from scratch: [Soothe the Savage Beast (ReAn 20)]; ReAn LT=54; [18 (Re) + 8 (An) + 3 (Int) + 9 (MT w/ spec) + 3 (Aura) + 3 (IG) + 6 (familiar)]
  • 18: Invent CrCo spells from lab text: [Purification of the Festering Wounds (CrCo 20), Gentle Caress of Aesclepius (CrCo 30)]; ReCo LT=50; [9 (Cr) + 16 (Co) + 3 (Int) + 9 (MT w/ spec) + 3 (Aura) + 6 (familiar)]

New Spells:
Wings of Daedalus
ReCo 25
R: Per, D: Sun, T: Ind
The caster can fly. He must make an Intelligence + Finesse roll to change direction or speed; with an Ease Factor related to his current speed — Ease Factor 3 for walking pace, Ease Factor 9 at moderate speed, Ease Factor 12 at maximum speed. He can move at a maximum speed as fast as a running horse — about forty miles an hour — but this is reduced by one mile an hour for every point of Load he carries. He cannot physically carry a load which inflicts a Burden more than five points greater than his Strength (i.e. 15 points of Load for a character with Strength 0, 10 points of Load for a character with Strength –1, etc.). [NOTE: This is spell is similar to Winged Sandals of Mercury at Sun duration.]
Base (15, +2 Sun)

Hex of Slumber
ReMe 20
R: Sight D: Diam T: Ind
The target intelligent being becomes sleepy and falls asleep within a few seconds and remains asleep no matter what for at least two minutes.
(Base 4, +3 Sight, +1 Diam)

Soothe the Savage Beast
ReAn 20
R: Sight D: Diam T: Ind
The target animal becomes sleepy and falls asleep within a few seconds and remains asleep no matter what for at least two minutes.
(Base 4, +3 Sight, +1 Diam)

Build Points: 119

  • 40 added
  • 79 carried over
  • Total BPs used for Vis: 1

Vis Gain:

  • 24 Co from PVS
  • 1 Me carried over

Vis Stores:

  • 24 Co
  • 1 Me

[size=150]Years 25-32:[/size]

As the plague becomes more prevalent on the continent, Galan curbs his expeditions, staying close to home in Cambridge, far away - for now - from the horrors of the plague. He uses the time to study some more and to finally create a talisman for himself. He starts to get a sinking suspicion that the Order is in for a major change and starts to get his ducks in a row in case things collapse.

Year 25: Magic Theory (10), Creo (2), Muto (5), Rego (5), Imaginem (2), Vim (1) Teach (5), Season not advanced 19 (10)
Year 26: Magic Theory (5), Intellego (6), Muto (2), Rego (10), Corpus (2), Imaginem (10), Penetration (10)
Year 27: Magic Theory (10), Muto (10), Imaginem (10), Parma Magica (10)
Year 28: Magic Theory (10), Muto (5), Vim (10), Scribe (10), Spell Mastery: Soothe the Savage Beast (5)
Year 29: Magic Theory (10), Ignem (10), Finesse (10), Parma Magica (10)
Year 30: Aquam (10), Auram (10), Corpus (10), Ignem (10)
Year 31: Magic Theory (10), Parma Magica (10), Seasons not advanced 20 and 21 (20)
Year 32: Magic Theory (10), Rego (10), Seasons not advanced 22 and 23 (20)

Seasons Not Advanced:

  • 19: Find capable magus and have Intelligence of the Heroes cast on him; [-12 Me vis, -24 Co vis]
  • 20: Open Talisman (Ring of the Seeker); [-17 Vi vis]
  • 21: Attune Talisman
  • 22: Instill power in talisman: [Light Without Flame (CrIg 25)]; CrIg LT=50; [10 (Cr) + 6 (Ig) + 4 (Int) + 9 (MT) + 3 (Aura) + 3 (IG) + 6 (familiar) + 3 (S&M) + 5 (talisman) + 1 (early riser)] [-3 Ig] [Attunement to Corpus, +3]
  • 23: Instill power in talisman: [Aura of Rightful Authority (ReMe 30)]; ReMe LT=61; [17 (Re) + 8 (Me) + 4 (Int) + 9 (MT) + 3 (Aura) + 3 (IG) + 6 (familiar) + 6 (S&M) + 5 (talisman)] [-3 Me vis] [Attunement to Muto, +5]

Talisman (The Ring of the Seeker) [6/17]

Attunements:

  • Corpus, +3
  • Muto, +5

Light Without Flame
CrIg 25
Uses/day: unlimited
R: Touch, D: Conc, T: Ind
This spell creates a steady light as bright as daylight on a cloudy day. The light has no apparent source, but illuminates an area about ten paces across, centered on a point indicated by the caster. This point may be a mobile item.
(Base 4, +1M Touch, +1M Conc, +5 talisman maintains conc, +10 unlimited uses)

Aura of Rightful Authority
ReMe 30
Uses/day: unlimited
R: Eye, D: Sun, T: Ind
The target of the spell is strongly inclined to obey you, as if you were his natural superior.
(Base 5, +1M Eye, +2M Sun, +10 unlimited use)

Build Points: 152

  • 40 added
  • 119 carried over
  • 7 converted to vis: 12 Me, 3 Ig, 3 Me, 17 Vi
  • Total BPs used for Vis: 8

Vis Gain:

  • 24 Co from PVS
  • 3 Ig from BP
  • 15 Me from BP
  • 17 Vi from BP
  • 24 Co carried over
  • 1 Me carried over

Vis Expenditures:

  • 12 Me and 24 Co for Intelligence of Heroes
  • 17 Vi for opening talisman
  • 3 Ig for adding Light Without Flame into talisman
  • 3 Me for adding Aura of Rightful Authority into talisman

Vis Stores:

  • 24 Co
  • 1 Me

[size=150]Years 33-40:[/size]

Now the writing is clearly on the wall. The Order will not survive, at least not in its current form. The plague is starting to spread, and even the edges of the Order are not safe. So it is that Galan begins to plan, with a few colleagues, a departure from the lands of the Order altogether. Galan scouts out the proposed place of refuge and even spends some time nearby incognito so that he can learn the language and something of the culture. At the end of it, he took what precious possessions he had and left the pleasant town of Cambridge behind, possibly forever. Of course nothing ever goes as planned. Mere weeks before he was ready to leave, one of Galan's trusted servants died in an accident. The servant had been a widower with two young sons, Nicholas and Henry, whom Galan was quite fond of. The man had no close family, and had been planning on going to Finland with Galan. The poor boys were left alone in the world, and Galan took pity on them. He deteremined that he would raise the boys as his own, doing his best to care for the lads and provide them a good life. Imagine his surprise when it turned out that the younger one, Nicholas, was Gifted. A Gifted child right under his very nose and he hadn't noticed. He immediately took Nicholas as his apprentice and Henry as his ward and set off for Finland.

Year 33: Rego (4), Aquam (10), Corpus (16), Herbam (10)
Year 34: Rego (3), Aquam (4), Corpus (3), Finesse (10), Penetration (10), Parma Magica (10)
Year 35: Animal (5), Aquam (10), Corpus (15), Herbam (10)
Year 36: Animal (10), Auram (5), Herbam (5), Finesse (10), Season not advanced 24 (10)
Year 37: Animal (2), Aquam (1), Corpus (1), Herbam (11), Finnish (5), Penetration (5), Spell Mastery: Unravelling the Fabric of Corpus (5), Season not advanced 25 (10)
Year 38: Finnish (40)
Year 39: Area Lore: Finland (5), Artes Liberales (10), Finnish (5), Seasons not advanced 26 and 27 (20)
Year 40: Seasons not advanced 28-31 (40)

Seasons Not Advanced:

  • 24: Invent MuIm spells from lab text [Image Phantom (MuIm 20), Aura of Beguiling Appearance (MuIm 10), and Aura of Childlike Innocence (MuIm 10)]; MuIm LT=40; [8 (Mu) + 7 (Im) + 4 (Int) + 11 (MT + specialization) + 3 (Aura) + 6 (familiar) + 1 (early riser)]
  • 25: Find capable magus and have Intelligence of the Heroes cast on him [-12 Me vis, -24 Co vis]
  • 26: Instill power in familiar bond: [Ward Galan Versus Cold (ReAq 26]; ReAq LT=58; [21 (Re) + 8 (Aq) + 5 (Int) + 10 (MT) + 3 (Aura) + 6 (familiar) + 5 (Re effect)] [-3 Aq]
  • 27: Instill power in familiar bond: [Ward Appolonius Versus Cold (ReAq 26]; ReAq LT=58; [21 (Re) + 8 (Aq) + 5 (Int) + 10 (MT) + 3 (Aura) + 6 (familiar) + 5 (Re effect)] [-3 Aq]
  • 28: Rebind Familiar Bond:; ReCo LT=66; [21 (Re) + 21 (Co) + 5 (Int) + 10 (MT) + 3 (Aura) + 6 (familiar)] [-5 Co vis]
  • 29: Instill power in talisman: [Image Phantom (MuIm 30)]; InMe LT=61; [10 (Mu) + 10 (Me) + 5 (Int) + 10 (MT) + 3 (Aura) + 3 (IG) + 6 (familiar) + 5 (S&M) + 5 (talisman) + 4 (similar spell)] [-3 Me vis] [Attunement to Imaginem, +4] [-3 Im vis]
  • 30: Instill power in talisman: [Catching the Eye (CrMe 25)]; CrMe LT=54; [10 (Cr) + 8 (Me) + 5 (Int) + 10 (MT) + 3 (Aura) + 3 (IG) + 6 (familiar) + 4 (S&M) + 5 (talisman)] [-3 Me vis] [Attunement to Mind, +4] [-3 Me vis]
  • 31: Find Apprentice

Powers in familiar bond

Ward Galen from Cold
ReAq 26
R: Touch, D: Moon; T: Ind
Uses/day: 50
Galen is protected against all normal cold and gains a +5 Soak versus any cold effects.
(Base 4, +1M Touch, +3M Moon, +6 use/day: 50)

Ward Apollonius from Cold
ReAq 30
R: Touch, D: Moon; T: Ind
Uses/day: 50
Apollonius is protected against all normal cold and gains a +5 Soak versus any cold effects.
(Base 4, +1M Touch, +3M Moon, +6 use/day: 50)

Talisman (The Ring of the Seeker) [9/17]

Attunements:

  • Corpus, +3
  • Imaginem, +4
  • Mind, +4
  • Muto, +5

Catching the Eye
CrMe 25
Uses/day: unlimited
R: Sight, D: Mom, T: Ind
This enchantment momentarily attracts the target’s attention, sufficiently to make eye contact to follow up with a spell of Range: Eye.
(Base 4, +3M Sight, +10 unlimited uses)

Image Phantom
MuIm 30
Uses/day: unlimited
R: Touch, D: Conc, T: Ind
Any one thing, including a living thing, can be made to appear as if it were something else of approximately the same shape and size. The illusion cannot be cast on things that have a shape or size improper to the final appearance. If the target moves or is moved in such a way that the illusion is inappropriate, it looks very strange indeed.
(Base 5, +1M Touch, +1M Conc, +5 talisman maintains conc, +10 unlimited uses)

Build Points: 185

  • 40 added
  • 152 carried over
  • 7 converted to vis: 6 Aq, 5 Co, 5 Im, 19 Me
  • Total BPs used for Vis: 15

Vis Gain:

  • 24 Co from PVS
  • 6 Aq from BP
  • 5 Co from BP
  • 5 Im vis
  • 19 Me from BP
  • 24 Co carried over
  • 1 Me carried over

Vis Expenditures:

  • 6 Aq for powers to familiar bond
  • 5 Co vis for rebinding familiar
  • 24 Co for Int ritual
  • 3 Im for power into talisman
  • 12 Me for Int ritual
  • 3 Me for power into talisman

Vis Stores:

  • 24 Co
  • 2 Im
  • 6 Me

Nicholas, apprentice to Galan

Size: -1
Age: 10 (10)
Decrepitude: 0 (0)
Warping Score: 0 (0)
Confidence Score: 1 (3)
Sigil: All of his spells cause a slight warwmth to the target.

Abilities

[tableborder][tr][th]Ability[/th] [th]Score[/th][/tr]
[tr][td][center]Int[/center][/td] [td][center]+3/+1[/center][/td][/tr]
[tr][td][center]Per[/center][/td] [td][center]+1/-1[/center][/td][/tr]
[tr][td][center]Str[/center][/td] [td][center]-1/-3[/center][/td][/tr]
[tr][td][center]Sta[/center][/td] [td][center]+1/-1[/center][/td][/tr]
[tr][td][center]Pre[/center][/td] [td][center]+1/-1[/center][/td][/tr]
[tr][td][center]Com[/center][/td] [td][center]+1/-1[/center][/td][/tr]
[tr][td][center]Dex[/center][/td] [td][center]-1/-3[/center][/td][/tr]
[tr][td][center]Qik[/center][/td] [td][center]-1/-3[/center][/td][/tr][/tableborder]
Virtues
Affinity with Corpus (minor, general, inherited)
Affinity with Creo (minor, general, inherited)
Apprentice* (free, social)
Cautious Sorcerer (minor, hermetic, inherited)
Deft Form: Corpus (minor, hermetic, inherited)
Gentle Gift (major, hermetic)
The Gift* (free, hermetic)
Inventive Genius (minor, hermetic)
Minor Magical Focus: perfection of the human body (minor, hermetic, inherited)
Unaging (minor, supernatural, inherited)

Flaws
Infatuation (target as yet undetermined) (minor, child)
Compassionate (major, personality)
Deficient Perdo (major, hermetic)
True Love: NPC (major, story, inherited)

[size=150]ABILITIES[/size]

[tableborder][tr][th][left]Ability[/left][/th][th][left]Specialization[/left][/th][th]Score[/th] [th]Cost[/th][/tr]
[tr][td]Animal Handling[/td] [td]horses[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Athletics[/td] [td]running[/td][td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Awareness[/td] [td]alertness[/td] [td][center]2[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Bargain[/td] [td]food and lodging[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Brawl[/td] [td]dodging[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Charm[/td] [td]appearing likeable[/td] [td][center]2[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Concentration[/td][td]staying awake[/td] [td][center]2[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]English[/td] [td]extensive vocabulary[/td] [td][center]5[/center][/td] [td][center]0 (+75)[/center][/td][/tr]
[tr][td]Etiquette[/td] [td]townfolk[/td] [td][center]2[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Folk Ken[/td] [td]townfolk[/td] [td][center]2[/center][/td] [td][center]15[/center][/td][/tr]
[tr][td]Intrigue[/td] [td]gossip[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Ride[/td] [td]staying on the horse[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Stealth[/td] [td]sneaking[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr]
[tr][td]Swim[/td] [td]staying afloat[/td] [td][center]1[/center][/td] [td][center]5[/center][/td][/tr][/tableborder]

Here's a proposed familiar based on a wise owl of the forest.

[size=150]Apollonius [/size]
Owl familiar

Characteristics: Int +2, Per +2, Pre +1, Com +1, Str +2/-6, Sta +2, Dex +1, Qik +2/+6

Size: 0
Season: Summer
Gender: Male
Confidence: 1 (3)

Might: 10
Binding Combination: ReCo

Virtues and Flaws: Animal Ken*, Educated, Gift of Tongues*, Gossip, Improved Characteristics (×4), Magic Animal, Unaffected by The Gift, Wilderness Sense*, Busybody, Indiscreet, Magical Friend, Nocturnal

Qualities and Inferiorities: Gift of Speech, Greater Power ×1 (50 pts), Improved Abilities ×7 (+350 exp), Keen Eyesight Quality (Bonus: +3 using eyesight), Minor Virtue (Animal Ken), Minor Virtue (Gift of Tongues), Minor Virtue (Unaffected by The Gift), Minor Virtue (Wilderness Sense), Personal Power ×5 (125 pts), Reduced Might ×7

Abilities: Animal Handling 1 (birds), Animal Ken 4 (forest animals), Area Lore: Scotland 6 (woods), Artes Liberales 4 (astronomy), Athletics 5 (flying), Awareness 4 (rodents), Bargain 3 (small talk), Brawl 3 (dodge), Charm 3 (inspiring confidence), English 5 (extensive vocabulary), Etiquette 2 (townfolk), Faerie Lore 4 (vis sources), Finesse (own powers) 2, Finnish 4 (Turku dialect), Folk Ken 3 (travelers), Gaelic 5 (extensive vocabulary), Guile 2 (lying about self), Hunt 2 (rodents), Intrigue 2 (gossip), Latin 4 (hermetic usage), Magic Lore 4 (regiones), Penetration 2 (Animal), Philosophiae 2 (natural philiosophy), Stealth 4 (sneak), Survival 3 (woods), Wilderness Sense 3 (find prey)

POWERS

Immobilize Prey
ReMe(An) 15
R: Eye, D: Conc, T: Ind
Might Cost: 0
Initiative: +6
Form: Mentem or Animal
Penetration: 30
Any creature that makes eye contact with the Owl is unable to move and may only make small whining or moaning sounds. The target may move only if he successfully makes a Strength roll against an Ease Factor of 9.
(Base 5, +1 Eye, +1 Conc)
Greater Power (15 levels, –2 Might cost, +15 Penetration: 30, +2 Init = 50 points)

Hands of the Magical Animal
ReTe 15
R: Touch, D: Sun, T: Ind
Might Cost: 0
Initiative: +4
Form: Animal
This allows an animal to manipulate and carry an item as if it had human hands and a Strength of +5. The character must concentrate to do anything other than carry the object, including dropping it or taking something else.
(Base 3, +1 Touch, +2 Sun, +1 constant)
Personal Power (15 levels, –2 Might cost = 25 points)

Human Shape
MuAn(Co) 25
R: Per, D: Moon, T: Ind
Might Cost: 0
Initiative: +4
Form: Corpus
The character transforms itself into the shape of a normal human being, allowing it to move through mundane society relatively unnoticed.
(Base 10, +3 Moon)
Personal Power (25 levels, –3 Might cost = 40 points)

Return to Natural Form
PeVi 5
R: Per, D: Mom, T: Ind
Might Cost: 0
Initiative: +4
Form: Vim
This ability will cancel the effects of any one Corpus enchantment effcting Apollonius up to level 25. He generally uses it to negate the effects of Human Shape.
(Base 5)
Personal Power (5 levels, –1 Might cost = 10 points)

Clothe the Naked Form
CrAn 30
R: Per, D: Moon, T: Ind
Might Cost: 0
Initiative: +4
Form: Animal
Apollonius can use this ability to create a simple set of animal-based clothing for himself, e.g., a woolen tunic, woolen hosen, a leather belt, and leather boots. When he uses the ability, the clothes appear on him.
(Base 5, +3 Moon, +2 Group)
Personal Power (30 levels, –3 Might cost = 45 points)

[hr][/hr]
In the end, I took the Wise Owl of the Forest and added a few skills, like Stealth and Intrigue (gossip), that I thought a Wise Owl should have. I also gave him the ability to change to and from human form as a nod to the fact that he's a ReCo familiar. I figure the Re is for being an owl, and the Co is for being able to take human form. I gave him the ability to make clothes for himself (a) to make him more PG, and (b) because it seems like in the legends when an animal can take human form, they always appear clothed. Finally, since he is able to join human society and is a wise owl, I made him educated so that he could read and write and know a little natural philosophy. I hope that's okay.