Magi Character Creation Rules

The compromise for MC initiations should account for the Virtues gained as well as the XP awarded. That is part of the imbalance when doing power levelling like this. It's similar to the reason that Book Learner is far more valuable in a game like this, as it grants such a high XP boost before play starts.
I'm having trouble understanding the mechanics of what Silveroak has suggested as I think (a) I'm less fluent in MCs (b) it's mixing the substitution of seasons, initiation target numbers, and XP rewards.
Just observations, I'll leave it to you folk. I don't care much if one magus is more powerful than another, unless the imbalance is ridiculous in play. Something like an extra virtue is less important than working out starting Vis, again because we can do so much more with additional vis before play starts.

Just remember to keep some of that vis in reserve. You'll need it for spells to terraform the island and to tide you over until you get a steady supply of vis.

I'm intending to buy a fair amount of enchanted item to bring some breadth to my magus, in areas where the character's Arts are not sufficient. Thematically I think it' appropriate that a Quaesior wouldn't seek to compete in power level against specialists in other areas, but instead use Vis resources to gain some passing capability.

So far my list has a boomstick, a protective item, maybe a few smaller low power & special use devices, and maybe something to assist in traveling. I hope that is oK, I'll have more idea when I get through a few more cycles.

Updated xp rewards and added section on Initiations.

Feel free to post your character at Gauntlet.

Also, silveroak's first cycle makes another good point - people should be required to spend an exposure season (2xp) each cycle in covenant service. That's a very modest requirement.

Generation rules updated for that.

Okay, if I understand what you said correctly, I agree with it.

XP/Adventure season is now 7.
It takes two cycles to get a minor Virtue (one quest, one initiation). The quest season can be replaced with an ordeal or a sacrifice.

What do you think is fair for a major Virtue?

I take your point and have upgraded the vis/year to 4 Fo. (I think expenses might run a bit higher with a potentially higher Aegis and the possibility of other tasks to be done. I've also said your vis salary can come in any combo of Te/Fo (with 1 Te vis = 2 Fo vis). The flexibility should help too.

Added comments on familiars and talismans.

A major virtue requires 6 higher score from the mystagogue, which would be two more seasons of adventure, with the possibility of substitutions.

No confidence for adventures? Could be used for rego crafting or familiars with vis mastery. I'm sure it would have other uses. In my original write up I suggested 1/adventure, but resetting it to normal starting confidence at game start to avoid stockpiling issues.

1 per adventure doesn't seem unreasonable to me, reset to normal at game start.

I added a new adventure for the sixth cycle only. You can spend an adventure to challenge an archmage in your sixth cycle. I'll assume you win, and gain the title "archmagus/archmaga" for yourself.

Added rules that allow for Reputations.

for those with faerie magic, what limitations are there as to permanent charms? (mystery cults p. 88)

Well, they only take a few hours to make, and I'm guessing that you'll have a decent Craft (or whatever) skill. So it shouldn't be hard to make them. I can't think of any real limitation on how many you could have made save to say to be reasonable. Take however many you think you might reasonably have made.

It's my understanding that correspondence xp only applies in seasons you are studying the subject you are corresponding on. Is this correct, or does it apply one xp per season regardless of course of study?

I thought it was every season.

That would be awesome! Despite how awesomely generous the creation rules are.... I still need more xp!

I've been applying the 28xp per cycle in one hit at the end of the cycle, rather than each season. Makes edits easier.

technically it is only supposed to be 1 xp per season you gain experience in that subject. Otherwise it would be a house rule for every season and I would need to reconsider how some of my adventures are arranged because that is just a ridiculous amount of experience to start piling up...

Yep, you're right Silveroak. I've always played it as I indicated and had no idea till now it was wildly wrong to raw, damn eh.
I'll be rejigging my seasons to use the correspondence correctly. Not that I think 4xp extra a year is game breaking, but there is a lot of XP already around.