General Table Talk

I can't check until I get home from work but I am pretty sure the spell is in the Guernicus section of True Lineages.

It's a PeVi General spell, it requires the cooperation of the convicted magus to perform. Normally the familiar flees into the wild, being unable to bear the presence of the magus any longer.
So, in this case, the hedgie flees, and Sigmundo says, "Alright, now, I can roast you all."

:laughing:
There is no hedgie though. Sigmundo is going "nudge-nudge, wink-wink, wink as good as a nudge to a blind bat..."
He is trying to set it up so he will pose as the hedgie and his own familiar.
I was also thinking becoming Vibria's familiar, but that would throw all pretense of game balance right out the window :laughing:

[strike]Here is a preliminary idea, submitted for your consideration...

:smiley:

Mustering Out
[tab][/tab]This is a term I picked up from the old Traveller game, used to refer to the final step of development where the final disposition of your assets is determined and any final bonuses are applied. At this time you can cash out some or all of your Hermetic wealth, spending vis as desired and/or keeping some in reserve for use in game. You can also liquidate any and all posessions that you purchased and/or created, receiving half the normal value. If you spend a season writing a grimoire or a summa, you can sell that. If you customized your lab, you can sell off your equipment and start fresh. Then there is the final bonus, a formula that rewards younger magi with power and potential, and benefits older magi with accomplishment and achievment. There is no penalty, just two different kinds of rewards.
Spending and Liquidating
[tab][/tab]First there is the sum total of all the vis you accumulated and didn't use, and you may keep and/or spend as much of this as you desire. Of the vis you choose to keep, the Form and Container must now be chosen. The Form may be of any of the regulat ten, or you may trade in two pawns for one of any of the five regular Techniques. This is standard regular vis. The Container may be Natural or Artificial. A Natural Container is an object of original raw vis, such as a firedrake heart full of Ignem or a wyvern spike with Perdo. It is also possible to have moved the vis around in an object and remove the part where the vis is now located. You can have many pawns and rooks of Terram vis in a single rock if said rock was once part of a larger object that originally held the vis. An Artificial Container is one where vis is placed into after having been drained/drawn out of another object. These artificial containers have storage limits, based on the Shape & Material (ArM5, p. 97). Redcap Pawnbrokers like to use actual chess pieces of marble, steel, silver, and gold. It has also been incidently discovered that, if the vis is all of the same Art, some materials can hold slightly more than others (use the Shape & Material Bonus).
[tab][/tab]But that is all fluff. The point is that you get to keep all your remaining vis. Decide what it is (1 for 1 of any Form, 2 for 1 of any Technique), and the rest of the details are up to you to invent (no tricks).
[tab][/tab]Then you may Liquidate any assets you wish to dispense with and no longer need, getting whatever cash value you can from them. This is best for items you have used up (books and lab texts you purchased), things you cannot move or cost too much to do so (your old lab), and so forth. Whatever the QP value would have been to buy that item, divide in half (round down), and that is what you recieve. You may take this in Trade (spend it simply as QP), or take it in Cash (4qp equals a pawn of Vim, only Vim).

Final Bonus
[tab][/tab]Your final bonus may be calculated as a positive or negative number, but either one is good And there is a place for those in the center. Younger characters will have a higher positive number, which will represent potential and youthful Vitality. Age brings wisdom and power, and the system allready rewards that well. So a negative number, translated to its absolute value (made positive), represents Achievment. Those in the middle, with a low positive or low negative, may feel slighted. They lack their youthful potential and yet lack the level of achievments of their elders. But they represent a stable balance, the exact power level I am aiming for, so their will be special benefits.

[center]Final Bonus = 75 - (Full Age + Hermetic Age + (5 x cycles developed)[/center]

[tab][/tab]A positive total represents Vitality, and thus you have that many Vitality Points. Keep careful track of them and spend them wisely. These are reserved for use in play and your character needs a little extra boost, but once spent they are never recovered. A Vitality point can be spent in place of a point of Confidence (up to normal limits), as a Fatigue level (2 points if Long Term), as a way to survive Injury (1 point can reduce the effect of one injury received that round by one step), as a means to intensify Study/Adventure/etc (up to twice normal seasonal results by spending Vitality as xp), or to achieve great results in the Lab (spend Vitality up to equal your Risk Modifier, which adds to your Lab Total and can be used to adjust the Extraordinary Results roll by up to as many points plus or minus).
[tab][/tab]In play, each year that you make an aging roll, loose one point of Vitality.

[tab][/tab]A Negative total represents Achievement. Multiply by -1, turning it into a positive number. Spend these like experience points or q.p.v.. Just that simple. these are things you have already done.

(the medium point for those in the middle is, once I find a good balanced base starting number (set at "75" currently), anyone that winds up withing, say, 15 points of 0 just gets 15 points to use either way.)[/strike]

Size*5+25+Might. With Sigmundo's natural state at size +14, was it?, Bonisagus the Founder would have been hard-pressed to him as a familiar.

Just to be clear, our vis salary per cycle and the cost of everything in qp stays the same, right?

I like this.

Maybe allow those xp to be used for a virtue without requiring extra time?

Marko: I like it all :smiley:
I'd just increase Vitality as XP: A magus 25 years old would gain only 50 XP if he spend all on it.
Hey! What about this:

"Finally, when adventuring, they may reap greater rewards than their elders. They may spend vitality as XP, up to the amount gained in the adventure, each vitality giving 05XP".

So that 25 years old magus, if spending all his vitality on adventure XP, could at most gain 250XP from these, which is a little over being 8 years pg.
Assuming he adventures twice per year for 10 XP per adventure, this would take him 12 and a half year to spend. That doesn't seem unbalanced, IMO,
It also has the advantage of encouraging young magi to go out.

Yes, not bad at all, although I'd be wary. Say, at most a major virtue for the eldest magi, nothing more.

Say, a magus 35PG (the max), gauntleted at 30 (old), with 6 cycles (short cycles).
This is 75- 65 - 35 - 30 = - 55 points.
A magus 20GP, gauntlet at 25, 3 cycles = 75 - 45 - 25 - 15 = 05

I'd say the cycles are too important, and the non-hermetic age should count less in regards to the years PG. If you do
Final Bonus = 75 - (Gauntlet Age + (3 x (Hermetic Age + cycles developed)))
You've got totals of (75-30-90-18= -63) and (75-25-60-9= -19)
It doesn't change our young magus

So I'd say a virtue costs 60 for major, 20 for minor.

excellent. I think I am on the right track then...

Remind me of who that is again. I presume he is from the wiki?
Searching memory, checking wiki...
Clemente Gonzoles, former Templar buddy of Antonio, ordained as a Brother Chaplin and resides at the church and cottage owned by the Covenant located in Arans. In the wiki I called him a Parish priest, but that is inaccurate. Ordino is the parish. He would be of a much lower rank.
But yea, that works out excellent. Clemente is the ordained monk that just wed Vulcanus and Fedora :smiley:

Nice! So we will have a heated first contact? :smiling_imp: That sounds promising! Time to head for the bedroom around here, but I will try to reply tomorrow :slight_smile: I have to think about something cocky and over the top to say to you :mrgreen:

This is Roberto we are talking about here!

  • Roberto once multicast a PoF and twenty people died, then when he finished casting another five were killed by the fire.
  • Roberto steps on Superman's cape, spits into the wind and stays clean, already stole the lone ranger's mask; and Jim learned his lesson about messing around and hides out
  • Santa Claus believes in Roberto
  • Batman wishes he could be more like Roberto
  • The most interesting man doesn't always drink beer, he prefers sipping Chiraz with Roberto and leaning how to be interesting
  • Some say Roberto fights like a dragon. Dragons like to brag and say they can fight like Roberto

[strike]here is a crack at a revision. If approved I will modify the HR's and everyone already in play gets a vis refund and a Mustering Bonus.

Mustering Out
[tab][/tab]This is a term I picked up from the old Traveler game, used to refer to the final step of development where the final disposition of your assets is determined and any final bonuses are applied. At this time you can cash out some or all of your Hermetic wealth, spending vis as desired and/or keeping some in reserve for use in game. You can also liquidate any and all possessions that you purchased and/or created, receiving half the normal value. If you spend a season writing a grimoire or a summa, you can sell that. If you customized your lab, you can sell off your equipment and start fresh. Then there is the final bonus, a formula that rewards younger magi with power and potential, and benefits older magi with accomplishment and achievement. There is no penalty, just two different kinds of rewards.
Spending and Liquidating
[tab][/tab]First there is the sum total of all the vis you accumulated and didn't use, and you may keep and/or spend as much of this as you desire. Of the vis you choose to keep, the Form and Container must now be chosen. The Form may be of any of the regular ten, or you may trade in two pawns for one of any of the five regular Techniques. This is standard regular vis. The Container may be Natural or Artificial. A Natural Container is an object of original raw vis, such as a firedrake heart full of Ignem or a wyvern spike with Perdo. It is also possible to have moved the vis around in an object and remove the part where the vis is now located. You can have many pawns and rooks of Terram vis in a single rock if said rock was once part of a larger object that originally held the vis. An Artificial Container is one where vis is placed into after having been drained/drawn out of another object. These artificial containers have storage limits, based on the Shape & Material (ArM5, p. 97). Redcap Pawnbrokers like to use actual chess pieces of marble, steel, silver, and gold. It has also been incidentally discovered that, if the vis is all of the same Art, some materials can hold slightly more than others (use the Shape & Material Bonus).
[tab][/tab]But that is all fluff. The point is that you get to keep all your remaining vis. Decide what it is (1 for 1 of any Form, 2 for 1 of any Technique), and the rest of the details are up to you to invent (no tricks).
[tab][/tab]Then you may Liquidate any assets you wish to dispense with and no longer need, getting whatever cash value you can from them. This is best for items you have used up (books and lab texts you purchased), things you cannot move or cost too much to do so (your old lab), and so forth. Whatever the QP value would have been to buy that item, divide in half (round down), and that is what you receive. You may take this in Trade (spend it simply as QP), or take it in Cash (4qp equals a pawn of Vim, only Vim).

Final Bonus
[tab][/tab]Your final bonus may be calculated as a positive or negative number, but either one is good And there is a place for those in the center. Younger characters will have a higher positive number, which will represent potential and youthful Vitality. Age brings wisdom and power, and the system already rewards that well. So a negative number, translated to its absolute value (made positive), represents Achievement. Those in the middle, with a low positive or low negative, represent a stable balance. As such, those within twenty-five points of 0 will instead receive 25 points that can be spent or divided either way.

[center]Final Bonus = 100 - (Full Age + (2 x Hermetic Age) + (5 x cycles developed))[/center]

[tab][/tab]A positive total represents Vitality, and thus you have that many Vitality Points. Keep careful track of them and spend them wisely. These are reserved for use in play and your character needs a little extra boost, but once spent they are never recovered. In play, they may be used in various ways.[list]

  • Confidence: Vitality can be spent as Confidence, up to the limits of your Confidence score, even upon a roll you have already spent Confidence on.
  • Fatigue: Points of Vitality may be expended in lieu of Fatigue levels; one point for regular and two points for Long-Term.
  • Survival: A point of Vitality can be spent to; reduce a Deadly Injury to Incapacitating, cancel botches on Recovery and Aging rolls, cancel Soak botches, and whatever else I can be sold on.
  • Growth: Younger magi have more energy to throw themselves into studies into long hours of the night or vigorous travels and adventures. Whenever the character gains xp from a source of Advancement, by spending a point of Vitality, they double the amount of xp gained from that season.
  • Innovation: Younger magi often have more zeal and energy when they throw themselves into experimental Lab Work. You may spend Vitality up to equal your Risk Factor, which adds as a further bonus to the Lab Total. Further, you can adjust the roll on the Extraordinary Results Chart, adding or subtracting the exact number of Vitality points spent (or taking no adjustment)
  • Aging: Whenever you make an aging roll, you must also spend a point of Vitality. You may further spend Vitality points to lower the roll (maximum of 3 points). You do not loose Vitality if the aging was artificial, resulting from magic or other supernatural effect. You may spend Vitality points to cancel aging botches, and three points to resolve a Crisis.

[tab][/tab]A Negative total represents Achievement. Multiply by -1, turning it into a positive number. These must all be spent now, as they represent things you have already accomplished. The options are as follow.[list]

  • Retroactive XP: You picked up a smattering of extra knowledge along the way (or gained notice), which wasn't reflected on your character sheet until now. Points may be spent evenly as xp on any General Ability or Reputation, increasing the score by up to one point higher.
  • Refunded/Redistributed XP: Whatever is the total value of any XP spent on Mysteries/Virtues, Reputations, &/or Magic Theory; you may spend that many Achievement points as xp in any way you choose.
  • Acquisition: One point is worth a pawn of Vim vis, which you may keep or spend (4qp per pawn) as you choose.
  • Status: If you forgot to spend xp on a Reputation, covert Achievement points to xp and do so now. Every House has an Acclaim score now. Once you reach a House Acclaim score of 4, you may start spending points on Hermetic Prestiege.
  • Confidence: In cannon, older magi have natural higher Confidence scores. Thus I think it is reasonable that Achievement points can be spent to increase Confidence. The cost is ten times the pyramid value of the bonus, which directly modifies your Confidence score and adds an equal number of starting Confidence points.
  • Resolution: for 25 points, you can turn a Major Story Flaw into a Minor Flaw (same story, just less impact), or turn a Minor Story Flaw into the equivalent of a Minor Virtue (same situation, but with greater benefit). This is equivalent to half the normal xp cost to reduce a Flaw, but it is limited to just this once in this one way.[/strike]

And here is a crack at a proposed simplified Aging rule...

Aging
[tab][/tab]If you are 35 or older at the start of a cycle, or turn 39 by the end of it, you must check for Aging that cycle and each thereafter. Calculate and consult your Aging Score.
[center]Aging Score = Age/10 (round up) - Living Conditions modifier - Longevity Ritual modifier - other bonuses (Bronze Cord, Faerie Blood, Lab, etcetera)[/center]
[tab][/tab]Then subtract 2.
[tab][/tab]This system is lifted from Grogs chapter 5, which is based on solid ten year cycles. However, these cycles average only 7 years and are variable. Thus there is incentive to develop using longer cycles, you don't age as rapidly when you live a slower pace of life. You age faster with shorter cycles, but not to a crippling degree.
[tab][/tab]The Aging Score is calculated and applied at the end of the cycle, using your age at that point and all conditions as that then exist. So even if at the end of a ten year cycle you just turned 41, made your longevity ritual at the start of the last year and bonded a familiar with a +3 Bronze cord the last season, all these factors apply for the whole cycle.
[tab][/tab]Your adjusted Aging Score, if positive, is how many Aging Points you accumulate that cycle (distributed as you will). If 5 or higher, you suffer a Crisis that cycle. If the adjusted score is negative, your Apparent Aging is slowed. Starting at an Apparent Age of 35 (or younger if you look longevity for youthful vanity at an earlier age); your appearance ages a number of years equal to (10 + your Aging Score), with a minimum of 0 and not to exceed the number of years in that cycle (or years since you turned 35).

[strike]And a proposed Price Guide revision...

Buying and Selling
[tab][/tab]The relative q.p.v. value of various Hermetic goods and services is listed below. As stated, each pawn spent is worth 4qp. When selling off/liquidating unwanted items, you receive half their normal value. If you want a better price in either case, use the optional rules below. For now, use this base price list.

[/strike]

Not the time to read everything :frowning:

What worries me, is that it seems to me you're widening the gap between young and old magi, where I thought the goal was to make each one interesting.

YOUNG MAGI:

  • I maintain that the possibility for younger magi to gain more XP is very very light, and... Well, it just sucks. You should really consider my proposal above, it's far from imbalancing and encourage young magi to seek out adventure.
    Check for exemple 2 young magi, the elder having 1 more cycle of 5 years. The older magus has about 150 more XP (30 per year), the younger has 15 more vitality.
    Even assuming the possibility to convert 1 vitality to 05 extra adventure XP and using it all for it, the younger magus would only gain 75 XP, about half the difference from his elder. The difference in knowledge is still here, but lessened by the younger magus soaking up knowledge. With your rule of 1 for 1, he'd get only one tenth!!!

OLD ONES

  • Older magi are powerful enough as it is. I'd limit extra XP to Lores and reputations: These are often seldom improved, yet an old mage should know more, and be known more. This rounds them up, yet doesn't increase their power.
  • I don't remember the part about older magi having higher confidence scores, nor can I think of any published magi (at least in 5th) that fits this.
    As it is, it seems too generous: I can't see any old magus not starting with confidence 02, 03 if possible (lots of short cycles help a lot here). It is much "better" than some extra XP. I'd double the cost, effectively barring confidence 03 and encouraging the spending of points on lores and reputations.
  • Allowing them to have more ressources is good IMO.

T totally misunderstood you. I thought you meant spending Vitality as equal to xp, but I realize I already had that and you actually said qV-5xp. I changed it so that 1 Vitality can double your results in a season.
I also set the numbers so that almost everyone within starting limits will be on the young side. So say we have a freshly gauntleted magus at age 25, no Hermetic age or cycles, that equals 75 vitality points. On the old side, say gaunleted at 30 and 35 years after that in seven short cycles, that equals 65 Achievement points. The middle road, where I am putting the maximums at for chapterhouse journeymen, is no more than 21 years or 3 cycles. Say one was gauntleted at 30 and is that old, that equals 13 vitality points, which is within the mid range of +/-25 of 0, so they get 25 points to spit as they wish between Vitality and Achievement.
I will go over it again and see what further refinements can be made, and if I can somehow simplify it.
Nothing gets added to the HR's until the troupe approves :smiley:

A second revision, this one hopefully more balanced and simplified. The idea is to allow players to create older magi, while also having serious incentive to create young magi. Also, older old magi, beyond the age limit caps for this saga (NPC magi) can receive a different sort of benefit.

Mustering Out
[tab][/tab]This is a term I picked up from the old Traveler game, used to refer to the final step of development where the final disposition of your assets is determined and any final bonuses are applied. At this time you can cash out some or all of your Hermetic wealth, spending vis as desired and/or keeping some in reserve for use in game. You can also liquidate any and all possessions that you purchased and/or created, receiving half the normal value. If you spend a season writing a grimoire or a summa, you can sell that. If you customized your lab, you can sell off your equipment and start fresh. Then there is the final bonus, a formula that rewards younger magi with power and potential, and benefits older magi with accomplishment and achievement. There is no penalty, just two different kinds of rewards.
Spending and Liquidating
[tab][/tab]First there is the sum total of all the vis you accumulated and didn't use, and you may keep and/or spend as much of this as you desire. Of the vis you choose to keep, the Form and Container must now be chosen. The Form may be of any of the regular ten, or you may trade in two pawns for one of any of the five regular Techniques. This is standard regular vis. The Container may be Natural or Artificial. A Natural Container is an object of original raw vis, such as a firedrake heart full of Ignem or a wyvern spike with Perdo. It is also possible to have moved the vis around in an object and remove the part where the vis is now located. You can have many pawns and rooks of Terram vis in a single rock if said rock was once part of a larger object that originally held the vis. An Artificial Container is one where vis is placed into after having been drained/drawn out of another object. These artificial containers have storage limits, based on the Shape & Material (ArM5, p. 97). Redcap Pawnbrokers like to use actual chess pieces of marble, steel, silver, and gold. It has also been incidentally discovered that, if the vis is all of the same Art, some materials can hold slightly more than others (use the Shape & Material Bonus).
[tab][/tab]But that is all fluff. The point is that you get to keep all your remaining vis. Decide what it is (1 for 1 of any Form, 2 for 1 of any Technique), and the rest of the details are up to you to invent (no tricks).
[tab][/tab]Then you may Liquidate any assets you wish to dispense with and no longer need, getting whatever cash value you can from them. This is best for items you have used up (books and lab texts you purchased), things you cannot move or cost too much to do so (your old lab), and so forth. Whatever the QP value would have been to buy that item, divide in half (round down), and that is what you receive. You may take this in Trade (spend it simply as QP), or take it in Cash (4qp equals a pawn of Vim, only Vim).

Final Bonus
[tab][/tab]Your final bonus may be calculated as a positive or negative number, but either one is good And there is a place for those in the center. Younger characters will have a higher positive number, which will represent potential and youthful Vitality. Age brings wisdom and power, and the system already rewards that well. So a negative number, translated to its absolute value (made positive), represents Achievement. Those in the middle, with a low positive or low negative, represent a stable balance. As such, those within twenty-five points of 0 will instead receive 25 points that can be spent or divided either way.

[center]Final Bonus = 100 - (Full Age + Hermetic Age + (5x cycles developed))[/center]
[tab][/tab]The youngest maga (freshly gauntleted at age 22) will have +78 points. The oldest (gauntlet at 35, 35 years of development in 7 short cycles) will have -40

[tab][/tab]A positive total represents Vitality, and thus you have that many Vitality Points. Keep careful track of them and spend them wisely. These are reserved for use in play and your character needs a little extra boost, but once spent they are never recovered. In play, they may be used in various ways.[list]

  • Confidence: Vitality can be spent as Confidence, up to the limits of your Confidence score. It substitutes for Confidence, so it does not add to what you could normally spend on a roll. Save this option for when you are depleated of Confidence points and are in a dire predicament.
  • Fatigue: Points of Vitality may spent to recover Fatigue more quickly. One point of Vitality can change a Long Term Fatigue level lost into a Short Term loss (one point per fatigue level so converted, which may be done all at once). You may also suddenly recover lost Shirt Term levels, drawing upon inner reserves for a burst of energy or second wind. You can automatically recover one level per round of rest by spending a Vitality point on each. You can do this even if unconscious.
  • Survival: A point of Vitality can be spent to; reduce a Deadly Injury to Incapacitating, cancel botches on Recovery and Aging rolls, cancel Soak botches, and whatever else I can be sold on.
  • Growth: Younger magi have more energy to throw themselves into studies into long hours of the night or vigorous travels and adventures. Whenever the character gains xp from a source of Advancement, by spending a point of Vitality, they double the amount of xp gained from that season. This can only be done once every other season.
  • Innovation: Younger magi often have more zeal and energy when they throw themselves into Lab Work. You may spend Vitality up to equal to your Magic Theory score to add as a bonus to your Lab Total. This also adds to the amont of vis you can handle in a season (as otherwise limited by your Magic Theory &/or Art scores).
  • Aging: Whenever you make an aging roll, you must also spend a point of Vitality. You may further spend Vitality points to lower the roll (maximum of 3 points). You do not loose Vitality if the aging was artificial, resulting from magic or other supernatural effect. You may spend Vitality points to cancel aging botches, and three points to resolve a Crisis.

[tab][/tab]A Negative total represents Achievement. Multiply by -1, turning it into a positive number. These must all be spent now, as they represent things you have already accomplished. The options are as follow.[list]

  • Retroactive XP: You picked up a smattering of extra knowledge along the way (or gained some notice), which wasn't reflected on your character sheet until now. It may also represent xp spent on accomplishments in Development that are you due at this age anyway, so you get a retroactive refund. The same idea applied to Mysteries and Virtues gained; they were due your rank &/or you gained knowledge from the experience, so you are due a refund of redistributed xp.
    [tab][/tab]And there are a million other hand-wave excuses and explanations. The long and short of it is that you may spend Achievement points as xp. However, there are rules to how these may be used. You may freely spend them on any form of Lore (that you normally have access to), or Reputations. You may also spend them on any other ability (that you have access to), but only enough to improve it by one point and up to no higher than a score of 4. These cannot be spent on Arts or Spell Mastery.
  • Acquisition: Two points is worth one pawn of any Form of Vis, and Four points is worth a pawn of any Technique. You must keep this vis and cannot spend it before play. If you just want to buy stuff, 1 point can be traded in for 1qp worth of goods.
  • Status: You can spend points as xp on your House Acclaim, and once you reach a score of 4 you can then spend them as xp on Hermetic Prestige.
  • Confidence: In cannon, older magi have natural higher Confidence scores. Thus I think it is reasonable that Achievement points can be spent to increase Confidence. The cost is 15x the pyramid value of the bonus, which directly modifies your Confidence score and adds an equal number of starting Confidence points. The oldest magus created within limits can afford one bonus confidence point.

Price Guide
[tab][/tab]The relative q.p.v. value of various Hermetic goods and services is listed below. As stated, each pawn spent is worth 4qp. When selling off/liquidating unwanted items, you receive half their normal value. If you want a better price in either case, use the optional rules below. For now, use this base price list.
[tab][/tab]For Redcaps, each pawn spent is actually worth 5qp, but only for acquiring approved Redcap items. However, when selling things off, they still receive one pawn of vis for every 4qp worth of goods sold (after adjusted for liquidation prices that is).
[size=125]Price List[/size]
(Standard Relative Values)

  • Books - (Quality + Level)[list]

    • Tractatus: (Quality) For Tractati, the maximum Quality is 11. A Premium Tractatus can have a Quality as high as 15, but the cost is doubled. A Poor or Vain Tractatus has a Quality of 6 or less, and the cost is halved.
      *Art Summa: (Quality + Level) The maximum Level is 15, and the maximum Quality is 25 - Level; or 21 (whichever is lower). A Premium Art Summa can have a Level as high as 20 and a Quality as high as 30 - Level, but the cost is doubled. A Poor or Vain Art Summa is half the cost, with a Level limit of 10 and a maximum Quality of 16 - Level; or 10 (whichever is lower).
      *Ability Summa: (Quality +; (2 x level) for General Abilities; (3 x level) for Restricted Abilities (Academic, Arcane, or Martial); or (5 x level) for Exotic Abilities (Mysteries & Supernatural)). An Ability Summa has a Maximum Level of 5 and a maximum Quality of 26 - (3 x level). A Premium Ability Summa costs twice as much as normal, but can have a Level as high as 8 with a Quality as high as 35 - (3 x Level). A Poor or Vain Ability Summa is half price, with a maximum Level of 3 and a maximum Quality of 15 - (3 x level).
    • Other Types of Books: Look to the "build point" cost in cannon for other types of books; such as a Florireglia, Folio, Commentary, Encyclopedia, etcetera.
  • Lab Texts - (1qp per five levels) Including Spells, Charged Items, Lesser Enchantments, and Investments

    • Scrolls & Pamphlets - (1qp per five levels) Most Lab Texts are copied or written out individually as loose scrolls or neatly bound pamphlets or some such. This is for the ease of trading individual spells/enchantments, and are the Standard.
    • Grimoire - (1qp per four levels) Sometimes when a magus writes out his texts, he creates a collected bound work instead of individual loose texts. This represents an individual season of effort, writing out levels equal to 20 x their Latin score (thus most are 80 to 100 levels worth). Individual texts cannot be divided out for trade, they must be copied. However, there is a hidden benefit to using a Grimoire. You may conduct Lab Activities of different types &/or different Arts, so long as they all come from the same Grimoire. Use your lowest applicable Lab Total. Most (but not all) Grimoires are already written out in a theme; all spells, all lesser enchantments, different Mentem effects, and such. This benefit does not apply to a copy of the grimoire or for texts written out from translation. Because it is a collection written out by somebody else, you may not have optimal choice over what the collection contains. But since I am not going to write it for you, write up a list with a theme that makes sense and at least one texts that sucks (a spell you already have) and give me the option to add or subtract something. Because of their usefulness, a Grimoire comes at a Premium cost.
    • Tome - (1qp per 4 levels) When texts are Copied (or written out from translation), the may be bound together in a single volume as opposed to scattered sheets. This represents a season of someone's effort, copying levels equal to 60 x their Scribe score (most are around 120 levels). Individual texts cannot be divided out for trade, they must be copied. The benefit to using a Tome is that, presuming it was crafted with nicey-nice quality, you receive a +3 bonus to your Lab Total when using the texts within. The benefits are retained if the tome is copied, in whole or in part, as long as the resulting work is collected and bound (thus creating a new tome). The contents of a Tome may not be entirely under your control (see Grimoires above). A Tome likewise has a Premium Value.
    • Casting Tablet - (1qp every 3 levels) There is no benefit from gathering casting tablets together, and indeed they are more useful is separated for individual access.
    • Exotic: (1qp per 4 levels) For the most part, I don't care if purchased texts come from cannon or are of your design. You are paying for them. Exotic texts involve Mysteries and Minor Breakthroughs (a special Range or Duration). They come at a Premium cost, 1qp per 4 levels. If included in a Grimoire or Tome, the cost is 1qp per 3 levels. For a Casting Tablet, it is 1qp per 2 levels.
  • Longevity Ritual - (qp equal to Age + half of level) presumes a ritual of level 50 or less taken by age 50 or sooner.

    • Premium Longevity - (qp equal to level plus twice age) Higher than level 50 and/or taken after age 50.
    • Redcap Longevity - (qp equal to age + level, minus 85) A level 50 ritual at age 35 is free, but with this formula, a Redcap may obtain a ritual of high level at any age by paying the difference.
  • Enchanted Items

    • Charged Items - (qp equal to changes + half of level)
    • Lesser Enchantments (6qp per five levels; or 1qp per level plus 1qp every five levels or fraction thereof)
    • Invested Device - (12qp per five levels plus 12qp per remaining open pawn; or 2qp per level plus 2qp per five levels plus 12qp per remaining open pawn)
    • Item of Quality - (qp equal to three times the bonus provided) The same rule of thumb applies to items of exceptional mundane craftsmanship that provide a bonus).
    • Miscellaneous - (qp equal to three times a bonus or five times a score provided)
    • Rare - (twice normal value) Items that are still Hermetic but require a special Virtue or Mystery
    • Very Rare - (three times equivalent value) Non Hermetic Items, not that they are more powerful, just that they are expensive because they are scarce in the Hermetic Economy.
  • Hirelings - (beyond your Companion & two Grogs) The cost of hirelings includes years of service, and is to be paid again every cycle. If they accompany you into play, their expenses are assumed by the covenant. They must be fleshed out as characters, and must spend xp equal to half the payment they received on things such as Longevity and enchanted items to enhance their services.

    • Henchman - (qp equal to highest Ability + years of service) Includes thugs, accountants, servants, etcetera.
    • Specialist - (qp equal to highest Characteristic + highest Ability + (3 x value of any applicable Virtues) + years of Service)
    • Exotic/Exceptional Specialist - (qp equal to highest Characteristic + highest Ability + (3 x value of special/useful Virtues) + Might score + best Lab Total years of service
  • Other Services 5qp Trivial (a few days effort), 10qp Minor (few weeks effort), 20qp Major (full season effort), 100qp Exceptional (undefined); or qp equal to twelve times the vis cost.

  • Mundane Wealth - 1qp equals 3£ of silver and/or equivalent material wealth

  • Laboratory - During Development, you can spend time Refining and Customizing your Lab, or you may spend q.p.v. to have it done without occupying your time. Each cycle, you must spend a season reestablishing your Lab, or pay the cost in q.p.v

    • Large Lab - (qp equal to 10 times the pyramid value of Size) Size must be paid for separately, even if you do the rest of the work yourself.
    • Refinement - (qp equal to Refinement x 10, up to a maximum of your Magic Theory -3)
    • Virtues - (10qp Minor, 20qp Major) Maximum Virtues equals Size + Refinement, adjusted for by Flaws taken at no cost. You may benefit from a number of Flaw points equal to your Magic Theory score.[/list:u]

Just to be sure I'm not confused: the High Noon in Evissa thread: that's a chapterhouse thread, right?

Yes :smiley:
Xavi and I finished early and wanted to start poking at each other. Anyone else finished and ready, post the character fresh and hop on aboard!