Introductory event, magnificent abode. submissions

4

Studying only five days out of a season rounds to loosing three months, ergo losing 3/3d's of the total (1/3 for each lost month). You can't study a book for five days out of a season and get experience from it

Also a character assigns seasons to study. You choose one activity to get your seasonal experience from. If a character chooses to read two books he'll only get the xp from one. (although he could choose to read two over the course of two seasons, and I;d let it slip under the abstraction allowances from the center column of page 163). I take this from "A character can only gain experience from one type of advancement in one season" . That statement may literally mean that a character could gain experience from two separate adventures or two teachers, but I believe that this is the result of loose writing rather than the authors intent. Clearly I don't necessarily know the author's intent and I could be incorrect, but regardless of whether I am incorrect regarding David's intent I'm pretty confident about the opinion of the storyguide..

Thank you, that was one of the house rules I was hoping would be implemented. According to ArM5 it rounds down (measured in "full months"), which is rather ridiculous.

I can point you to slight clarification of the ArM5 rules on this one. If you look at the rules for practice, it is possible to practice many different things, but you only gain experience for practice, not also adventure experience, reading, etc. Several other things work the same way. The intent might have been "type" and "source," but doesn't seem to be "type," "source," and "ability." I'm fine with the house rule, though, just pointing out the relevant passages.

Could I ask for a clarification of your opinion? Are you ruling against learning several things from a single source and type? There are many instances of this in the rules: 1) the practice mentioned above, 2) exposure, 3) adventure, and 4) teaching spells. The reason I'm asking is I'm wondering about training and teaching. Could a teacher/trainer give you experience in multiple things in the same season? In this case we're talking about both the same type and the same source, but not the same ability, which is why it differs from the book question.

Thanks,
Chris

Eric,

I'm close to posting my first five. I just want to confirm a few things.

  1. If we spend a season improving our lab, we can also take a free lab virtue in the same season, correct? I am working on the assumption that we are limited to one free virtue per season worked. Is this also correct?

  2. Are supernatural lab virtues or flaws available? If so, are there any special steps we should go through to obtain them, or do we simply need to provide a good narrative justification, in addition to spending the time?

  3. Could I please get a die roll to see if I get highly organized?

  4. Is there a particular format we should follow for the IC / narrative component of our post?

FMB

Guys, can someone help me find the place where Erik desribed the physical covenant? I recall something about a stream and maybe some fields or something. I didn't dream that up, did I?

Chris

I'm wondering about this same one. The rules in Covenants are even more open about free virtues than this. If we put the necessary money/skills into it, can we include one during any laboratory construction/improvement? Some of them make little sense after the initial construction of the lab. I'm planning to build my lab a little distance from the covenant proper. I've put together the extra money to cover the increased Upkeep. I've also put together extra money for Superior Construction along with having architecture and building skills. (The two together will end up making the starting lab cost 15 lb silver instead of the normal 5 lb silver of a typical lab.) I still have only included a single free virtue in any season of work on the lab. Is that OK?

Chris

Erik, I'll need 100 or so stress rolls for casting a level 10 effect repeatedly in Year 2. If you'd rather, as I have only one botch die and I succeed on a 0, I'll just take the 1 average botch as 1 Warping Point.

I'll need fewer rolls at the beginning of Year 3. I'll figure out roughly how many soon. If you just want to make 20 rolls that's probably more than enough.

Chris

Anyone around? It got really quiet. :frowning:

I'm ready to post my first five years after getting some stress rolls done and after getting a couple little things checked.

Chris

That's good by me

1,4,6,2,6,2,4,9,3,1,3,4,2,3,3,7,3,8,3,3

I was thinking the same thing. I'd expect folks to be done with at least their first five years by now and have a good plan for years 6-10.

What is the hold up? is there information that you're missing? Do you want more examples?

Sorry about the delay on the rolls

My hold up is time. I've got several things going on right now that I need to finish before heading to Cheltenham next week. Life stuff, work stuff, etc. I'm actually done with the first five years, but haven't written up the fluff narrative yet. I hope to have this done and posted by Friday.

Matt

Good. That will make things easier.

Yay! No more botches. All I needed was +2, so anything but a 0 is great.

Erik, did you see the notes on a familiar and the ReAq double-check I sent you? If they're both OK, I'm ready to post my first five seasons.

Chris

Erik et all,

I'm ready to post the first five years, both the (brief) narrative and the advancement stats.

My question: To which thread should I post this information?

Whee!

Matt

Even though I haven't heard back on a couple questions, I'm guessing things are fine. In the interests of time I'm going to assume so and post my first five years. I'll add my updated character later.

Chris

Year 1
Sp: Read covenant Magic Theory summa. Correspondence to Magic Theory. Magic Theory 5 +3
Su: Read covenant Magic Theory summa. Correspondence to Magic Theory. Magic Theory 6
Fa: Read covenant Finesse summa. Correspondence to Finesse. Finesse 2 +1
Wi: Started creating laboratory in a Dedicated Building [costs 5 lb silver] - exposure in Magic Theory. Correspondence to Magic Theory. Magic Theory 6 +5
Money: Extra funds used to obtain bronze for jewelry. Saved 0.25 lb silver for reduced lab use. Spent 5 lb silver on lab. Total 0.25 lb silver.
Vis: -

Year 2
Sp: Read covenant Finesse summa. Correspondence to Finesse. Finesse 3
Su: Read covenant Ignem summa. Ignem 5
Fa: Read covenant Vim summa. Vim 5
Wi: Read "The Art of Healing." Correspondence to Creo. Spent several days creating "Glowing Halos" around the covenant [+1 Warping Point]. Started Redcaps looking for information on a magical beaver by starting the competition noted below. Creo 9 +9
Money: Extra funds used to obtain a little more bronze and some nice pieces of wood for wands. Saved 0.25 lb silver for reduced lab use. Received 320 lb of gold from Calcarion of Verditius. Put 1 lb of gold into circulation. Spent 10 lb silver funding Redcaps. Total 319 lb gold, 0.5 lb silver.
Vis: Received vis. Gave 2 Creo vis to Calcarion of Verditius for use in his "Summon the Sphere of Midas" ritual. Total 2 Rego, 1 Animal, 1 Vim vis.

Year 3
Sp: Read "From Nothing." Correspondence to Creo. Spent several days creating "Hearths of No Wood" around the covenant and "Eternal Ovens" in the kitchen. Creo 12
Su: Read covenant Corpus summa. Corpus 5
Fa: Finished creating laboratory w/ Superior Construction [costs 10 lb silver] - exposure to Magic Theory. Correspondence to Magic Theory. Magic Theory 6 +10
Wi: Looked for his beaver familiar - adventure experience in Area Lore: France and Parma Magica. Area Lore: France 0 +2, Parma Magica 1 +5.
Money: Extra funds used to improve covenant farming in general. Saved 0.25 lb silver for reduced lab use. Spent 10 lb silver on lab. Put 1 lb of gold into circulation. Total 318 lb gold, 0.75 lb silver.
Vis: Total 2 Rego, 1 Animal, 1 Vim vis.

Year 4
Sp: Bound Castor [ReAn lab total 28 - Bonding Score 25 - 3 Rego, 2 Animal] - exposure in Rego and Animal. Correspondence to Magic Theory. Rego 6 +4, Animal 5 +1, Magic Theory 6 +12
Su: Taught Castor. Exposure to Teaching. Teaching 0 +4
Fa: Read covenant Herbam summa. Herbam 5
Wi: Created "Food for Five Thousand" [CrHe lab total 40 - 2 Creo] - exposure in Creo and Herbam. Correspondence to Magic Theory. Creo 12 +2, Herbam 5 +1, Magic Theory 6 +14
Money: Extra funds used to improve covenant farming, focusing on grapes. Spent an extra 0.5 lb for lab use. Put 1 lb of gold into circulation. Total 317 lb gold, 10.25 lb silver.
Vis: Received vis. Spent 3 Rego and 2 Animal vis in lab. Trade of 2 Vim vis for 1 Aquam vis. Total vis 2 Creo, 1 Aquam, 1 Rego vis.

Year 5
Sp: Read covenant Aquam summa. Aquam 5
Su: Created "Cup of Water, Cup of Wine" [ReAq lab total 36 without Castor - 1 Rego, 1 Aquam] - exposure in Rego and Aquam. Correspondence to Magic Theory. Rego 6 +6, Aquam 5 +1, Magic Theory 6 +16
Fa: Read "I think, Therefore It Is." Correspondence to Magic Theory. Magic Theory 7 +5
Wi: Extracted Vim vis from the aura [CrVi lab total 32 without Castor - 4 pawns] - exposure in Creo and Vim. Correspondence to Magic Theory. Creo 12 +4, Vim 5 +1, Magic Theory 7 +7
Money: Extra funds used to set up a distribution network for his "Valle di Ferro" brand of alcohol. Spent an extra 0.5 lb for lab use. Put 1 lb of gold into circulation. Total 316 lb gold, 19.75 lb silver.
Vis: Spent 2 Creo, 1 Aquam, 1 Rego vis in lab. Extracted 4 Vim vis. Total 4 Vim vis.

Lab

Amadeus has built his lab a little way from the covenant proper, not too far from the river, in its own building. He designed the place himself, putting his architectural skills to use.

Size: +2
Refinement: 0
General Quality: +2
Upkeep: +1
Safety: +8
Warping: 0
Health: 0
Aesthetics: +3
Specializations: +1 Re, +1 Items
Virtues & Flaws:
Spacious (minor): +2 Safety, +1 Aesthetics
Dedicated Building (free): +1 Upkeep, +1 Aesthetics, +1 Re
Superior Construction (free): +1 Safety, +1 Aesthetics
Familiar (free): +2 General Quality, +2 Safety, +1 Items
Cautious Sorcerer (free): +3 Safety

Familiar

Amadeus put out a call to the Redcaps. He provided each who responded with about 1 lb of silver to use to obtain information. The Redcap who finds the beaver for whom Amadeus is searching has one year from when the familiar is bound to give Amadeus finger measurements and describe a ring's design he would like. By the end of two years after Amadeus binds the familiar he will present the Redcap with the prize, a bronze ring of such a design opened to accept 10 magnitudes of enchantments. Also, it will include Verditius Runes (+3 worth).

Castor (Here he is: en.wikipedia.org/wiki/Image:Beaver_pho34.jpg .) is a european beaver. He weighs about 35 lb, being a little chubby because of how little physical labor he had to do to accomplish even more than a normal beaver could. He spent a lot of his spare time making sure he was well-groomed, so he has a very clean, healthy brown coat.

Castor hails from near the Rhone river in France. Amadeus approached him as he was going into hybernation for the winter of Year 3. Castor and Amadeus share a common bond in their facilities for Creo and Rego, as well as their interest in wood. The common bond along with offers of food, warmth, and safety made Castor's decision relatively simple.

Now Castor lives the good life at the covenant. He has plenty of food, warmth, and safety. He loves the covenant's river. He has been spending a lot of time studying Magic Theory so he can work in the lab. One of the goals is to enable him to shapeshift into a human so he can explore and experience more.

Magic Might: 10
Characteristics: Int -3, Per 0, Pre -3, Com -5, Str -1, Sta +1, Dex +1, Qui +1
Size: -2
Virtues & Flaws: None
Qualities: Amphibious, Large Teeth, Timid
Personality Traits: Hardworking +3, Loyal +1, Loyal (Amadeus) +3
Abilities: Athletics 3 (Running), Awareness 4 (Predators), Brawl 3 (Bite), Stealth 4 (Hiding), Survival 3 (Wetlands), Swim 5 (Wetlands)
Powers:
Alter Water's Course: 2 points, Init -4 , Aquam. This is a ReAq(Te) effect that can be used to alter the course water follows. Water is pushed around to wear away at the earth to create pools or new channels.
Nature's Carpenter: 2 points, Init -4, Herbam. This is a ReHe effect that can be used to reshape wood.

Bond Score: 25
Gold Cord: 2
Silver Cord: 0
Bronze Cord: 1 +5

Castor's seasons:

Year 4
Sp: Hung out with Amadeus in the lab making chittering sounds.
Su: Studied Artes Liberales under Amadeus's tutelage. Artes Liberales 2
Fa: Read covenant Magic Theory summa. Magic Theory (Items) 1 +9
Wi: Read covenant Magic Theory summa. Magic Theory 2 +13

Year 5
Sp: Read covenant Magic Theory summa. Magic Theory 3 +12
Su: Read covenant Magic Theory summa. Magic Theory 4 +6
Fa: Read covenant Magic Theory summa. Magic Theory 4 +20
Wi: Read covenant Magic Theory summa. Magic Theory 5 +9

Items

Food for Five Thousand: This Lesser Enchanted Device is a leather glove. The inspiration behind the name is Jesus's miracle of feeding five thousand families with five loaves of bread and two fish. Essentially this item is used to create Moon duration versions of "The Bountiful Feast" on a field of up to 10,000 normal sized plants, or a commensurately smaller number of larger plants. It is activated by saying "Give us this day our daily bread." Putting one farmer to work with this item will allow the spell to operate continuously on a very large number (336) of fields by using it on each field once between in half of the moon's cycle. [CrHe20: GL 1, +1 Touch, +3 Moon, +2 Group (+3 inherent size bonus), +5 levels for 24 Uses/Day]

Cup of Water, Cup of Wine: The design of this Lesser Enchanted Device is inspired by the Holy Grail. It is carved from wood to appear how Amadeus envisions the Holy Grail, though it is large enough to hold a typical wine bottle's worth of liquid. When the a bearer says "Water into wine," the cup slightly ferments any liquid inside of it that will ferment, increasing its alcohol content by 1 proof. The point of such a small increase is that it gives a lot of control to the maker of the beverage. Given the proper starting liquid, many types of wine and other alcohol can be produced. [ReAq(An,He)14: GL 3, +1 Touch, +10 levels for Unlimited Uses]

Spells Used

Glowing Halos: These are CrIg10 effects [GL 3, +1 Touch, +2 Ring] making a small circle carved into the wall glow as bright as a torchl. Holes for use in attaching small curtains have been added just above the glowing halos, to reduce the light when darkness is desired. These should significantly reduce the covenant's wax expenses and some labor on replacing candle. Amadeus won't be making them in the magi's labs unless really desired, but he'll use them just about anywhere else desired.

Hearths of No Wood These are CrIg15 effects [GL 4, +1 Touch, +2 Ring] made on circles carved into the bases of hearths so they circles are filled with fire. These should significantly reduce the covenant's expenses in getting firewood and cleaning soot. Amadeus won't be making them in the magi's labs unless really desired, but he'll use just about anywhere else there is a hearth and it is desired. Blocking the hearths and opening the halls to the outside will keep the temperature down during the summers.

Eternal Ovens These are CrIg15 effects [GL4, +1 Touch, +2 Ring] similar to "Hearths of No Wood," but there is no open flame. Instead, the stone into which the circles are carved is just really hot. Amadeus placed four of these in the kitchen, two as stoves and two as ovens, along with a large "Hearth of No Wood." Again, this will keep down expenses on wood and cleaning soot.

Correspondences

Maximus of Verditius: Amadeus has known Maximus of Verditius for many years. They were both Verditius apprentices during overlapping years, Maximus having passed his gauntlet two years before Amadeus. During apprenticeship they frequently challenged each other to outdo the other with little craft magic tasks. Now they carry on regular correspondence about the application of craft magic within the lab and to the lab itself, though they sometimes touch on other aspects of craft magic and Magic Theory. (The correspondence bonus can apply to Rego, Terram, Finesse, or Magic Theory.)

Marcus of Verditius: During his apprenticeship to a member of the Confraternity of Balento and grooming for his eventual initiation, Amadeus met the other confraternity members. In a conversation (Really, just a few words at first.) with one of them, Marcus of Verditius, Amadeus proposed conjuring magic creatures for use in binding. Knowing Amadeus had a knack for Magic Theory, Marcus listened, even though Amadeus was but a lowly apprentice at the time. The two kept in little contact during the rest of Amadeus's apprenticeship. But once Amadeus had proven himself, Marcus approached him, and the two of them started conversing on the topic. (The correspondence bonus can apply to Creo, Rego, Animal, Vim, Magic Lore, Magic Theory, or House Verditius Lore.)

Here is Amadeus after his first five years (posted above).

Amadeus of House Verditius, Member of the Confraternity of Balento

Amadeus of House Verditius is a man of small stature, his wiry frame only rising to nearly five feet. He is a Creo/Rego specialist. He is methodical and meticulous, a builder and designer. He was born the son of a pious stone mason of dwarf blood and learned some of that craft as his father's apprentice before being taken away by his parens. Since then he has expanded his repertoire. He feels God has given him the Gift to better understand the divine and to create greater works in dedication to the Lord, and thus everything is right in the world.

Characteristics:
Int +3 (Insightful)
Per +1 (Precise)
Str –2 (Small)
Sta 0
Pre 0
Com +3 (Eloquent)
Dex 0
Qui -2 (Deliberate)

Size: 0
Age: 32
Decrepitude: 0 (0)
Warping Score: 0 (1)
Confidence Score: 1 (3)

Virtues and Flaws: Affinity w/ Creo, Affinity w/ Rego, Affinity w/ Magic Theory, Book Learner, Cautious Sorcerer, Confraternity Member (Balento), Difficult Longevity Ritual, Faerie Blood (Dwarf), Free Expression, The Gift, Good Teacher, Hermetic Magus, Optimistic, Personal Vis Source (1 Cr, 2 Re), Pious (Minor), Puissant Magic Theory, Slow Caster, Small Frame, Spontaneous Casting Tools, Verditius Magic

Personality Traits: Meticulous +3, Organized +2
Reputations: -
Combat: Dodge +0
Soak: 0 + Form bonuses
Fatigue Levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-4), -3 (5-8 ), -5 (9-12), Incapacitated (13-16), Dead (17+)

Abilities:
Ability / Specialty / Rank / Exp

Area Lore: France / Hermetic Sites / 0 / 2
Area Lore: Italy / Hermetic Sites / 1 / 0
Artes Liberales / Ceremonial Magic / 2 / 0
Athletics / Running / 1 / 0
Awareness / Alertness / 2 / 0
Bargain / Hermetic Objects / 1 / 0
Brawl / Dodging / 1 / 0
Charm / Nobles / 1 / 0
Code of Hermes / Dealing with Mundanes / 1 / 0
Concentration / Spell Concentration / 0 / 2
Craft: Jeweler / Verditius Magic / 2 / 0
Craft: Metal Smithing / Verditius Magic / 2 / 0
Craft: Stoneworking / Verditius Magic / 2 / 0
Craft: Tailor / Verditius Magic / 2 / 0
Craft: Woodworking / Verditius Magic / 2 / 0
Dominion Lore / Religious Artwork / 0 / 2
Etiquette / House Verditius / 1 / 0
Faerie Lore / Faerie Animals / 0 / 2
Finesse / Craft Magic / 3 / 0
Folk Ken / Hermetic Magi / 1 / 0
Guile / Hermetic Politics / 1 / 0
House Verditious Lore / Confraternity of Balento / 2 / 0
Infernal Lore / Demons / 0 / 2
Intrigue / Hermetic Politics / 1 / 0
Leadership / Laboratory / 1 / 0
Living Language: Italian (literate) / Conversation / 5 / 0
Living Language: Latin (literate) / Hermetic Usage / 4 / 0
Magic Lore / Magical Beasts / 0 / 2
Magic Theory / Items / 7 / 7
Organization Lore: OoH / House Verditius / 1 / 0
Parma Magica / Magical Beasts / 1 / 5
Penetration / Animal / 0 / 2
Philosophiae / Verditius Magic / 2 / 0
Profession (Architect) / Laboratories / 1 / 0
Swim / Staying Afloat / 1 / 0
Teaching / Apprentices / 0 / 4

Arts:
Art / Casting Tool / Rank / Exp

Creo / Hammer / 12 / 4
Intellego / Parchment / 0 / 0
Muto / Cocoon / 5 / 0
Perdo / Shard from a Tombstone / 0 / 0
Rego / Leash / 6 / 6
Animal / Wolf Tooth / 5 / 1
Aquam / Vial of Water / 5 / 1
Auram / Vial of Air / 0 / 0
Corpus / Lock of Hair / 5 / 0
Herbam / Stick / 5 / 1
Ignem / Charred Stick / 5 / 0
Imaginem / Mirror / 0 / 0
Mentem / Skull / 0 / 0
Terram / Quartz / 5 / 0
Vim / Wand / 5 / 1

Wizard’s Sigil: Dominion-styled (like angelic wings for a flight spell)
Certamen School: Gladiator
Twilight Scars: None

Spells:
True Rest of the Injured Brute (CrAn20, +17, casting tool: dried sea star)
Hide to Parchment (ReAn10, +11, casting tool: strip of leather)
Ward Against the Beasts of Legend (ReAn10, +11, casting tool: cat's tooth)
Binding the Hermetic Codex (ReAn20, +11, casting tool: book spine)
Thoughts Distinctly Burned (ReAq10, +11, casting tool: quill)
Touch of Midas (CrTe20 ritual, +22, casting tool: coin)
Ink of Noblest Metals (MuTe20, +10, casting tool: paint brush)
The Unseen Porter (ReTe10, +11, casting tool: small pulley)

Vis: 4 Vim
Money: 316 lb gold, 19.75 lb silver

Biannual Vis: 1 Creo, 1 Animal, 1 Vim

Books:
The Art of Healing (Q12 Creo tractatus)
From Nothing (Q12 Creo tractatus)
Puppeteer of the Body (Q12 Rego tractatus)
Puppeteer of the Mind (Q12 Rego tractatus)
Eye on the Target (Q11 Finesse tractatus)
The Magical Sculptor (Q11 Finesse tractatus)
Rego and the Paintbrush (Q11 Finesse tractatus)
I Think, Therefore It Is (Q12 Magic Theory tractatus)
I Think, Therefore It Isn't (Q12 Magic Theory tractatus)
I Think, Therefore It Changes (Q12 Magic Theory tractatus)
Some Ponderings on the Ways of Nature (Q11 Philosophiae tractatus)
Binding with Style (Q11 Spell Mastery: Binding the Hermetic Codex tractatus)
Clever Binding Techniques (Q11 Spell Mastery: Binding the Hermetic Codex tractatus)

That Year 4 entry should have been

Wi: Created "Food for Five Thousand" [CrHe lab total 40 without Castor - 2 Creo] - exposure in Creo and Herbam. Correspondence to Magic Theory. Creo 12 +2, Herbam 5 +1, Magic Theory 6 +14

since I labeled all the others in which Castor did not work with Amadeus as "without Castor."

Chris

Erik, I'll need a few stress rolls for years 6-10. I won't need so many. I think 8 will do.

Thanks,
Chris

The Adventures of Xpofer Bonisagi

Arriving at his new covenant, and after a few brief introductory brunches with his fellow magi, Xpofer retreated to his laboratory to bring it up to spec. Having apprenticed in the fastidious and efficient laboratory of his parens, Xpofer knew that short cutting the necessary time spent to perfect his laboratory would severely limit his maximum creative potential. What he envision as "a few seasons work" actually led to two and a half years of refining, re-building, and re-organizing his lab.

Knowing that he will be engaged in the most complex experimentations possible, Xpofer designed his laboratory around a central circular antechamber used to test his experiments. Accompanying the antechamber is a stone portal carved into the eastern-facing wall, through which he eventually plans to summon various spirits and daemons. The floor-plan runs counter-clockwise from this central chamber, opening into other rooms and chambers, following a single course from its center to its single entrance. Relishing his privacy, Xpofer installed a heavy iron-bound door and portcullis to bar the entrance. He also designed several secret doors that allow him to travel from room to room without walking the entire circuit to get from one point to another. Tucked within the floor-plan are two small rooms, accessible only through secret doors, in which he plans to hide his most wondrous research. Without knowledge of the secret doors, the laboratory looks unwieldy and cumbersome, but with that essential information, a visitor would find the lab highly efficient and well-organized.

Satisfied that his laboratory would perform properly, Xpofer bent his head to the books, reading the Magic Theory summa as soon as Harald Verditius returned it to the library's shelves. Once satiated, he turned to his personal library, studying the four Creo and Mentem tractatus. Time passed swiftly, with Xpofer taking only occasional breaks from his intensive study.

Beginning in his fifth year of occupancy, Xpofer felt comfortable enough to invent his first spell. Anticipating that his and his colleges' arcane research would eventually tax the covenant's financial fortunes, he devised a spell that makes a target think she owes the caster money. This in itself won't pry open her purse, but a cleaver con artist could enhance his advantage over a potential victim with this effect. Knowing that the covenant already employed such a rogue – most covenant's seem to attract such notorious types – Xpofer then enchanted a ring with the spell, The Debtor's Conscience, once he'd finished inventing the spell.

The Ring of the Guilty Merchant is an opal set into a gold band. Twelve times a day, the bearer can rub the opal while talking to a person, who immediately remembers that she owes the ring bearer money, although she can't remember the exact amount. Xpofer gave the ring to Bernard the Blue, dubbed so because of his midnight-black hair, the covenant's cunning grifter. Bernard visits the local merchants and annual fairs, and uses the ring to swindle money from unsuspecting merchants and craftsmen. Bernard never asks for a large amount of money, to prevent the ruse from becoming too obvious, but his perseverance does bring in a considerable sum. In return for providing covenant funds, Xpofer has allowed Bernard to keep the ring, and has agreed that Bernard can keep one quarter of the funds he raises for his personal treasury.

(Stats coming)

The Laboratory of Xpofer

Size: +2 (1)
Refinement: +3
General Quality: 0
Upkeep: 0
Safety: +2
Warping: 0
Health: +1
Aesthetics: +6
Reputation (based on Aesthetics): Inventor 3 (Order of Hermes)
Specializations: Experimentation +8, Creo +4
Virtues: Secret Chamber (1), Defenses (0), Highly Organized (0), Greater Feature: Antechamber (3), Greater Feature: Portal (3), Lesser Expansion (1), Spotless (0)
Flaws: Greater Focus (3), Missing Equipment (1), Missing Ingredients (1)

The Advancement of Xpofer

Year 1
Spring: Begin refining basic lab. 2 xp Magic Theory.
Summer: Finish refining basic lab to Size +2. 2 xp Magic Theory.
Autumn: Major reconstruction of laboratory. Gain Minor Structural Virtue: Secret Chambers and Free Structural Virtue: Defenses (+1 Aesthetics).
Winter: Spend a season refining laboratory. Change for Highly Organized (Int +4 + Magic Theory (6) + stress die (5) vs. 12. Success (+1 General Quality). Chance for Spotless (Personality Trait (0) + die (5) (not sure if it's stress or simple) vs. 9. Failure. Refinement Score: 1. 2 exposure x.p. in Magic Theory.

Year 2
Receive 1 pawn each of Creo, Mentem, & Vim
Spring: Spend a season refining laboratory. Chance for Spotless (Personality Trait (0) + die (9 – lucky) (not sure if it's stress or simple) vs. 9. Success (+1 health, +1 Aesthetics, +1 Creo). Refinement Score: 2. 2 exposure x.p. in Magic Theory.
Summer: Begin work to add the Major Structural Virtue: Greater Feature (Antechamber, Specialization: experimentation +3) and gain the Major Structural Flaw: Greater Focus (-2 General Quality, 4 points among specializations of Greater Feature [all put towards experimentation]). 2 exposure x.p. in Magic Theory.
Autumn: Finish Greater Feature/Greater Focus work. 2 exposure x.p. in Magic Theory.
Winter: Install the Minor Outfitting Virtue: Lesser Expansion (+1 General Quality, +2 Upkeep, 1 point in experimentation specialization). Gain Minor Outfitting Flaw: Missing Equipment (-1 Upkeep, two impossible activities: familiar and teaching). Gain Minor Outfitting Flaw: Missing Ingredients (-1 Upkeep, half Lab Totals for Auram and Terram). Keeping Upkeep to 0 is tough. 2 xp in Magic Theory.

Year 3
Spring: Add Major Structural Virtue: Greater Feature (Portal, +2 Aesthetics, 3 points specialization on Creo). 2 xp in Magic Theory.
Summer: Finish Greater Feature: Portal. 2 xp in Magic Theory.
Autumn: Study the Magic Theory Summa (L6, Q14), making Magic Theory 5 (3).
Winter: Study the Magic Theory Summa (L6, Q14), making Magic Theory 5 (17).

Year 4
Receive 1 pawn each of Creo, Mentem, & Vim
Spring: Study the Magic Theory Summa (L6, Q14), making Magic Theory 6.
Summer: Study personal Creo tractatus (Q12), raising Creo to 9 (3).
Autumn: Study personal Creo tractatus (Q7), raising Creo to 10.
Winter: Study personal Mentem tractatus (Q12), raising Mentem to 8 (4).

Year 5
Spring: Study personal Mentem tractatus (Q7), raising Mentem to 9(2).
Summer: Spend a season refining laboratory. 2 exposure x.p. in Magic Theory.
Autumn: Invent spell, The Debtor's Conscience, using experimentation. Creo Mentem level 30. CrMe Lab Total: Int (+4) + Cr (10) + Me (9) + minor focus (9) + Magic Theory 7 (including specialization) + Puissant Magic Theory (+2) + Aura (+3) + Inventive Genius (+6) + Creo laboratory specialization (+4) + laboratory experimentation specialization (+8) = 62 base + simple die roll w/ no risk modifier. Than a stress die roll on the Experimentation: Extraordinary Results chart. 2 exposure experience points in Mentem.

The Debtor's Conscience
CrMe 30
Voice, Moon, Individual

The caster creates a memory in the target's mind that the target owes the caster money. While the target can't remember why she owes the caster money, she does remember the debt. An Intelligence + stress die roll of 9+ will indicate to the target that something is amiss with his memory, and if the stated amount is unrealistic, the Ease Factor is lowered to 6+. This spell doesn't force the target to "repay" the money; that must be negotiated through social interactions.
Base 5, +2 Voice, +3 Moon
Winter: Create lesser enchanted device: an opal and gold ring that casts an effect similar to The Debtor's Conscience.
Lab Total: Int (+4) + Cr (10) + Me (9) + minor focus (9) + Magic Theory 6 + Puissant Magic Theory (+2) + Aura (+3) + Inventive Genius (+3) + Creo laboratory specialization (+4) + Shape and Material bonus: Opal (+4) + similar spell (+6) = 60

The Ring of the Guilty Merchant: Lesser enchanted device. The ring allows the wearer to implant a memory in the target, similar to the spell, The Debtor's Conscience. Base effect CrMe 5, + 1 Eye, +2 Sun, +6 Penetration (Penetration 12), +4 for twelve uses a day = final spell effect level 30. Costs 4 pawns of vis, 2 Creo and 2 Mentem (3 for the device + 1 for Waster of Vis Flaw). 2 xp in Mentem.

. . . and finally, Xpofer after five years . . .

Xpofer
Characteristics: Int +4, Per +1, Pre +1, Com +2, Str -2, Sta +1, Dex +1, Qik 0
Size: 0
Age: 32 (32)
Decrepitude: 0
Warping Score: 0 (0)
Confidence: 1 (3)

Virtues and Flaws: The Gift, Hermetic Magus; Mythic Blood; Free Expression, Improved Characteristics, Great Intelligence, Inventive Genius, Magical Memory, Minor Magical Focus (free: creating memories),Planetary Magic, Puissant Magic Theory (free); Twilight Prone, Waster of Vis; Fostered Apprentice, Lesser Malediction (Conditional Mute), Oversensitive (free), Poor Hearing
Personality Traits: Curious +3, Disciplined +2, Frivolous +1
Reputations: Inventor 3 (Order of Hermes)

Combat:
Dodge: Init: +0, Attack , Defense +2, Damage
Fist: Init: +0, Attack +3, Defense +2, Damage 2
Kick: Init: 1, Attack +3, Defense +1, Damage +1
Soak: +1
Fatigue levels: OK, 0, 1, 3, 5, Unconscious
Wound Penalties: 1 (1 5), 3 (6 10), 5 (11 15), Incapacitated (16 20)

Abilities: Art of Memory 3 (texts), Artes Liberales 1 (astronomy), Awareness 2 (searching), Brawl 2 (Bludgeon), Code of Hermes 1 (apprentices), Concentration 2 (spell concentration), English 5 (Nursery Rhymes), Finesse 1 (casting speed), French 1 (poetry), Irish 2 (specific dialect), Latin 4 (hermetic usage), Magic Theory 6 (6) (inventing spells), Parma Magica 1 (Corpus), Penetration 1 (Mentem), Philosophiae 2 (ceremonial magic), Swim 1 (long distances), Thrown Weapon 0 (Stone) (1)

Arts: Cr 10, In 5, Mu 5, Pe 4, Re 5, An 0, Aq 0, Au 0, Co 5, He 0, Ig 0, Im 0, Me 9(6), Te 0, Vi 5
Equipment: wizardry stuff
Encumbrance: 0 (0)

Powers:
Warp Spasm (MuCo(Me) 30: base 10, +2 Sun, +1 requisite, + 1 extensive cosmetic effect)
Xpofer can change into a monstrous form, reminiscent of the changes his mythical ancestors performed before battle. His calves, hams, and heels shift to the front, and the muscles on his back, neck and arms bulge and contort. One eye protrudes from his head while the other is engulfed in his skull. During this transformation, Xpofer's Intelligence and Strength Characteristics switch values (Int -2 and Str +4).

Spells Known:
Memory of the Distant Dream (CrMe 20) +23
Pains of the Perpetual Worry (CrMe 20) +16
Thoughts Within Babble (InMe 25) +13
Endurance of the Berserkers (ReCo 15) +11
Piercing the Magical Veil (InVi 20) +11
My Long Lost Friend (CrMe 20) +23
The Debtor's Conscience (CrMe 30) +29
Note: the casting score bonus may be incorrect.

Personal Vis Stores:
Creo: 0
Mentem: 0
Vis: 2

That's the first five years. I'll be gone for a week, off to Cheltenham, and doubt I'll be able to check in while in England.

Matt