Hey all, so I really have an overarching desire to have it be possible for a magus to have the ability to enhance the ability to gain familiars, in both a boost to lab totals and the ability to gain two familiars at the same time. So, in order to do this I created a new virtue, which of course is by definition a house rule. I would like to share it - and the story seed that I came up to make it cool - to see if it breaks something that I was not aware of. Of course, I do know it changes the rules and makes things a little easier, but if there are any other balance considerations that I didn't notice I would love to hear about them.
Familiar Mastery (Major Hermetic* Virtue)
You are much more attuned to familiars and the magic that comes to and from them. This Virtue grants access to the Familiar Mastery Ability. Ranks in this Ability both reduce the familiar bonding target by (level x 5) and provide an additional bonus equal to the Ability level to any and every Lab Total related to familiars, be it the initial bond or effects that empower it. A further side effect of this specialized Arcane Virtue is that a magus with it may have two Familiars at the same time, not just one. The magus shares the same three cords between both himself and the two familars as a shared benefit. A magus must bond both familiars at the same time, which means the bonding lab total must equal the combined score of the familiars bonding level, though a magus may choose to take two seasons to work this magic (not just one).
Example: A magus has a Lab Total of 35, four of which come from his ranks in the Familiar Mastery Ability. He wishes to bond with to drakes, each having Magic Might of 15 and a size of 3. The familiar bonding level is 55 - 20 (4 x 5 for Familiar Mastery), 35. This means that over the course of two seasons he can fully complete the bond, as he would get a lab total of 70 vs. the familiar bonding level of 70. He has 70 cord points in which to spent over the three cords that he and the familiars both share.
Freedom & Friendship Story Seed
An evil hedge wizard has managed to capture, imprison, and subdue a pair of young dragons of the drake variety. He uses their immortal magical natures to seasonally gain a small quantity of Animal, Ignem, and Vim vis. He uses their dragon natures in tandem with his magical control over them to enhance his forces and strike fear into the hearts of the townfolk that live down in the valley from his mountain tower. They are not his willingly, but the dangerous old wizard has managed to subdue their minds with enchantments, making them unable to disobey his commands. They are not the only magical creatures he gas taken over, they are just the most powerful. Recently the presence of a dark wizard living in the mountains have come to the attention of the nearby covenant of Hermetic magi. This was mostly due to one of the villagers running away with tales of strange magics and foul beats chained to a wizened looking dark figure. To investigate what was going on in the valley town and the nearby mountains s team of magi with grog help were dispatched.
Before the dragons can be freed from the mind control the enchantment developed by the wizard needs to be countered, how this would be done is the stuff of adventure. Dealing with the hedge wizard is no easy feat, for while he has potent magics on his own he is best served by the horde of minions who he had enslaved to his will in one way or another. This does mean there is potential for the companions and grogs to be controlled, making them a threat to the magi while the wizard still lives. Death to the wizard might not end all the mind control, it would probably be best to try and find the node of magic he based his power on and destroy it first. If the wizard is vanquished some of his former slaves might be willing to serve and assist the magi, if they are treated well. This could potentially include the two dragons, who might be willing to become a familiar to a mighty magus. Additionally, various tomes of magic, spell scrolls, and magical item might be found and claimed from the place.
*Alternate Hermetic Virtue Categories
I kind of find it a little bit annoying that the Hermetic Virtue category includes things that are socially related to the order, aptitudes based on natural and ancestral ability, expansions to the baseline Hermetic theory, as well as various extensions that are taught in Mystery Cults. For my purposes, though this doesn't change much in the way of game mechanics, I have begun to mentally organize the standard Hermetic Virtue category into five specialized sub-categories; Hermetic Society Virtues, Hermetic Aptitude Virtues, Hermetic Arcane Virtues, and Hermetic Mystery Virtues. Society ones are aspects related to the greater society and culture, and people, of the Hermetic Order (so such virtues as Hermetic Prestige, and Skilled Parens). Aptitude ones are based on natural development of body and mind, and include such things as Adept Laboratory Student, Gentle Gift, Secondary Insight, amongst others. Arcane virtues are those that enhance or expand baseline Hermetic magic and can be learned by nearly anyone without true issue, like Flexible Formulaic Magic and Life-Boost. And Mystery Virtues are like arcane virtues by they are the proprietary lore of a particular Hermetic Mystery Cult, and include such obvious things like Faerie Magic and The Enigma. Both Arcane Virtues and Mystery Virtues can be gained in play, initiation and learning abilities through supernatural teaching, though Society and Aptitude virtues cannot. I actually follow the rules listed in True Lineages about Major Breakthroughs and how they can be learned for Arcane Virtues.
I figured I might as well share this idea with others, though I totally understand the concept is not for everyone!