Haestus ex Miscellaneous, Societas Mechanus

Development he would have spent regardless for other reasons. This is just the cherry on top. I'm just saying ...

How much time is that?

Not that I can see in the rules. The only limit is his CT.

Oh, and I suppose it costs twice as much vis to enchant as well (1 per 5 levels rather than 1 per 10 levels), so that's another limit.

whew, finally done with the cycles. Here are the spreadsheets. Summary shows the total XP in each skill at the end of each cycle and each cycle has a tab where season by season totals are calculated (for Haestus) or abstracted (for Dobran). Labwork, spells, items, vis, cash, skilled service and aging rolls are included.

Do you want me to post character sheets for each cycle, or just cycle 6 sheets?

dropbox.com/s/20mzqzhdpgf0i ... .xlsx?dl=0

dropbox.com/s/j6bshbsltyikh ... .xlsx?dl=0

Okay, the one thing I can see that I'm not going to allow is the constant switching of the Granting power from one Virtue to another for free. That's just too abusive.

Also, you don't need to buy lab texts for standard spells. We're assuming you had the ones you needed on hand in the library.

Lab texts are not available for custom spells. Those must be invented from scratch.

Familiars do not gain correspondences.

You may not copy and sell books for vis during character creation, even books that you've written. I've been generous with vis, but I don't want there to be too much of it.

It takes two seasons to install a Major Virtue into a lab, not one.

How have you made LEIs without vis?

You know that the power Grant Puissance in (Ability) only gives a +3 to all rolls for that ability. So when you Grant Puissance in Parma Magica, it only adds 3 to any PM rolls. It does not raise your PM by 3 to give you greater magic resistance.

[hr][/hr]
I apologize that I'm hitting you with so much at once. But I have the entire six cycles to look over at once.

OK, I'll adjust the transformation to buy them as separate qualities instead of transforming them. It'll give him some extra legacy qualities he won't be using, but that's not a big deal.

Nice, that'll save a lot of vis, I think.

I'm pretty sure I knew that, and I seem to have done it a lot, regardless. I'll be re-tinkering his lab seasons. Did you read the post Ovarwa made recently where he advanced the idea of saving seasons of labwork and filling them in with flashbacks? That could be an option as well, should you be inclined.

OK

OK, the vis I save from lab texts should more than make up for it.

It took me a while to track this one down. Confirm you are referring to Dobran, Cycle 2 installing the Warding Circle? I'll add a second season there, changing a 5 xp season to an exposure season. While I was trying to track this down I noticed I had him installing a Lesser Expansion twice.

I can either fix each separately, or call it a wash. xp wise, it amounts to the same thing, but it's your call.

Are you referring to the cycle I concentrated on Corpus products? Haestus has Imbued with the Spirit of (Corpus), so he used that of a few items. Otherwise I'm pretty sure I marked how much vis he used each time.

Hmm, I just re-read that and realize I had it backwards. I thought it was +3 to a specialty or +1 to an ability, but it reads differently. I never though it would not add +3; I had intended to snag the +1, but upon re-reading I don't think it supports that due to Parma Magic resistance not being a roll, which is required for the +1 standard. I can't think of anything else I might swap it for, so I'll just leave it as is and call it a failed experiment.

No worries, quite expected.

I saw that and considered it, but most of the players have already allocated their time. If he'd posted a month earlier, I might well have taken up some of his suggestions.

Yes, the Warding Circle. Sorry I didn't mention it by name. But doesn't your solution have you using three seasons of the skilled artisan?

If the numbers work out, I'm less concerned with the label you put on it.

That must be it. I had forgotten about the Imbued Virtue.

Are you saying it costs two season of skilled labor to make it, and then two more seasons to install? I was using one season to make, and then two to install. The error I spotted was I showed Dobran installing it in one season rather than the two required.

If we are going with two to make and two to install than I'll have Dobran do both of the extra seasons, moving generic 5 xp seasons over to exposure seasons.

Also, did you see my post clarifying how the BP adventure works? You can't use it for benefits during character generation.

yes, I saw and eliminated that.

Ah, I clearly need to go back and review the spreadsheet.

Haven't posted it yet, sorry if I implied that. I still need to revamp spells before everythign is done. If you wish to review vis management, I can put an update, just e aware that several la seasons have "extra" lab points that will be spent on additional spells.

dropbox.com/s/j6bshbsltyikh ... .xlsx?dl=0

dropbox.com/s/20mzqzhdpgf0i ... .xlsx?dl=0

Understood.

Spells are done. Should be ready for review.

dropbox.com/s/20mzqzhdpgf0i ... .xlsx?dl=0

dropbox.com/s/j6bshbsltyikh ... .xlsx?dl=0

Nothing major to report for Haestus. I just found a few minor issues.

Cycle One
You have it noted that you have 79 vis, though the data seems to correctly indicate 59.
It looks like you have 3 seasons of a skilled worker being allocated: 2 for the major feature: balcony, and 1 for the mason's workshop.

Cycle Two
You still have Grant Puissance in Parma Magica. Do you still want that, given its limitations?
It looks like you have 3 seasons of a skilled worker being allocated: 2 for the major feature: warding circle, and 1 for the smithy's workshop.

Cycle Three
It looks like you have 3 seasons of a skilled worker being allocated: 2 for the major feature: antechamber, and 1 for the jeweler's workshop.

Cycle Four
No Comments.

Cycle Five
You may not have skilled labor copy any of the books in your library. They are all covered by Cow & Calf.
I'm not sure whether gills are a 'minor' ability.

Cycle Six
You may not have skilled labor copy any of the books in your library. They are all covered by Cow & Calf.
You have Wizard's Communion at level 60. Formulaic spells top out at level 50. I don't think you intend that to be a ritual.

Final Notes
I want to make certain the use of BPs gained from adventure is clarified. These will be for the ultimate use of the new covenant, not personal use. Just so you know. You'll get to pick what they are. But they'll be given to the covenant not to you personally. Consider these promises you've obtained from others to contribute to a new covenant. I just want to make certain you're not expecting to suddenly get a huge whopping supply of personal vis or vis sources at game start.

Sounds like you have decided features require two seasons to make in addition to two seasons to install?

Cycle 1
vis: data was correct and further cycles was based upon the correct number. I think the 79 was a holdover from prior edits; deleted.
Mason's workshop: moved to cycle 2

Cycle 2
Let's change it to Grant Puissance in Finnesse since I'll be rego crafting a few things
Rego crafting Finesse 4+1, Int 2, Familiarity 3, Grant +3, craft magic -3, seasonal work -6 = 4+roll
Mason's Workshop: 4+2=6, barely making a workshop
roll.coyotecode.net/lookup.php?rollid=103564
Smithy: 4+18=22, a very nice workshop, not that that means anything mechanically!
roll.coyotecode.net/lookup.php?rollid=103565
roll.coyotecode.net/lookup.php?rollid=103566

Cycle 3
Jeweller's workshop: 4 +6=10
roll.coyotecode.net/lookup.php?rollid=103567
Might as well do a leatherworker's shop and a carpenter's shop while I'm at it
Leatherworker: 4+12=16
roll.coyotecode.net/lookup.php?rollid=103568
roll.coyotecode.net/lookup.php?rollid=103569
Carpenter: 4+4=8
roll.coyotecode.net/lookup.php?rollid=103570

Cycle 5
roger that, will delete.
Let me know what you decide for the gills; I view it as minor due to the no air limitation, a limitation that does not apply to lungs of the fish.

Cycle 6
ditto delete copy
good catch on Wizard's Communion, let's drop it to L50

Final notes
understood; I prefer this interpretation.

I posted previously, and updated the character generation page, to indicate that a major feature takes two seasons of skilled work to install and a minor feature takes one season of skilled work to install.

Cycles 2 and 3
What spell(s) is/are being used to create the workshops.

Cycle 5
I suppose I could consider gills minor. As you say, it takes away your ability to breathe air, and looks funny to boot.

Good question, I don;t think I could spont it without fatigue so it'll have to be another Craft Magic shenanigan (the ex misc craft magic not rego crafting). How about this: I borrow the covenant smithy for a few days and make a charged item to cast it with. The item will only have a single charge, so he'll have to do this five times which thematically works better than using a single spell

The Instant Move In of (Craft)
ReTe(He,An) 25
Base 2: Control or move dirt in a slightly unnatural fashion
R: Voice +2 Mag
D: Mom
T: Group +1 mag
+2 magnitudes to affect metal/glass, +2 magnitude for requisites that increases effect (affect Herbam and Animal products)

This spell allows the caster to move and rearrange existing tools equipment and raw materials is the same manner as a craftsman setting up a workshop. The tools, equipment and raw materials must be present; the spell does not create materials or make tools. This spell requires a finesse roll of 6+ to succeed, modified by -3 for Rego Craft magic, and -6 for seasonal work, thus the unmodified finesse roll must be 15+. Workshops vary wildly from craft to craft thus a different version of this spell must e used for different crafts. Lastly, a workshop is a personal creation involving customization. If the caster is different from the crafter using the shop, the storyteller may assess a penalty or additional botch dice. This penalty may be avoided if the crafter is present and consulted at time of casting, but imposes an additional -3 to the finesse roll.

Casting Total:
Rego 11
Terram/Herbam 0
Int 2
Aura 7
Loud/Proud +2
Craft Magic S/F bonus Glove +4 manipulate at a distance
Total 26

Trogdor - Although I don't think C&G lists a price requirement to set up a workshop, it seems to me these tools and stuff needs to have come from somewhere. It may be reasonable to assume an average crafter accumulates them through apprenticeship, but that is not appropriate for Haestus. How about a cost in silver to buy them, such as the 5 MP needed to set up an Hermetic Lab? If so, it will set Haestus back 25 MP.


If you have any objections to the above there is another solution: we deleted skilled service in later seasons and never replaced them If you do not like the rego crafting we can have the setup still be done by skilled labor just in later cycles. This would also mean moving his LEIs to a later point (unless he can use his covenant facilities rather than personal workshop). This timing should not be an issue; most items take a trivial amount of time to craft measured in hours or at the most days, and can easily be fit in later cycles if need be.

That solution ought to work.

I don't want to be difficult, but wouldn't making materials into a workshop be considered moving dirt in a very unnatural fashion? That would make it a ReTe(He,An) 30 spell.

If you can't manage a 30, and it's after the cycle 3 (or whenever you meet Magnus), you can always have Magnus do it with the Quick Charged Item Virtue. He's a ReTe specialist.

That seems fair.

I think your solution is workable. You just have to make the Finesse check ...

I'll just lifeboost it once to get to 31. Can I use the finesse rolls from the prior post or do you want me to roll the again?

Also how does the Quick Charged Item virtue work? I don't have that book but it sounds intriguing.

You can use your prior rolls.

It's in Hedge Magic, I think. It lets you create one-use charged items by spending a number of hours equal to the magnitude of the item. All other rules for making magic items apply.

I was looking over familiars and seems like Dobran is off on his Quality/Inferiority Balance. He's a base Might 15 with 10 points of Inferiorities. That should give him 25 points of Qualities. But I calculate only 20 points of Qualities. That means that he is shy 5 points of Qualities. Am I missing something?