Raven ex Bonisagus

Characteristics: Int+2 Per+1 Pre+2 Com+2 Str-3 Sta+2 Dex+0 Qik+0
Size: -1
Age: 24
Decrepitude: 0 (0)
Warping 0 (0)
Casting Sigil: Flowers (flower scent, flower petals etc.)
Voting Sigil: A copper Feather
Religion: Islam
Reputations: Apprentice of Crow 3
House Acclaim: 0 (1)
Personality Traits: Dislike Conflict+3, Loyal (Digger)+3, Loyal +2, Curious Scholar+1
Virtues: Gentle Gift, Unaging, Minor Magical Focus (Dragon/Dragon-Kin), Good Teacher, Cautious Sorcerer, Affinity for Creo, Personal Vis Source (Creo), Side Effect, Puissant Magic Theory(House), True Friend (Digger, from Familiar Bond)
Flaws: Chaotic Magic, Waster of Vis, Covenant Upbringing, Offensive to Demons, Infamous Master, Small-Frame
Reputations: Apprentice of Crow+3
Abilities:
"Vulgar" Latin 5 [75]; Notes: This is a Latin-Arabic-Italian Pigeon
Latin 4 (Hermetic) [50]
Arabic 3 [34]
Classical Greek (Hermetic) 1 [5]
Artes Liberales 1(Ritual Magic)[5]
Athletics 1[5];
Awareness1[5];
Brawl 1(Dodging)[5];
Charm 1[5];
Code of Hermes 1(Roman Tribunal) [5];
Concentration 1[5];
Crow's Covenant Lore 2(Hiding places)[15]
Etiquette 1 (Hermetic) [5]
Finesse 1 [5]
Folk Ken 1[5];
Intrigue 1[5]
Italy Lore 1(Covenants)[5];
Magic Theory 3+2(Spells) [30]
Order of Hermes Lore 1 (Roman Tribunal) [5]
Parma Magic 1(Vim) [5]
Philosophiae 1 (Ritual Magic) [5]
Profession: Scribe 1 [5]
Swim 1[5];

Artes
Cr: 9 [45] In: 1 [1] Muto: 7 [28] Perdo 1 [1] Rego 0 [0]
An: 0 [0] Aq: 0 [0] Au: 0 [0] Co 6[21] He: 0 [0] Ig: 6 [21] Im: 0 [0] Me: 0 [0] Te: 0 [0] Vi: 7 [28]

Spells 120 levels:
Creo Corpus
Purification of the Festering Wound (CrCo 20/+17)

Intellego Corpus
Revealed Flaws of Mortal Flesh (InCo 10/+8)

Muto Corpus
Eyes of the Cat (MuCo(An) 5/+9)

Creo Ignem
Evenings Comfort (CrIg 5/+17) pg 30 Magi of Hermes
Warmth of Wood (CrIg 10/+17) pg 40 Magi of Hermes
Pilum of Fire (CrIg 20/+17)
Lamp Without Flame, Sun (CrIg 15/+17) New Spell

Muto Imaginem
Taste of Spices and Herbs (MuIm 5/+9)

Muto Vim
Wizard's Communion (MuVi 20/+16)

Rego Vim
Circular Ward Against Demons (ReVi 10/+9)

Additional Experience Gain
1113
Spring: Write Creo Tractatus Q11
Summer: Write Magic Theory Tractatus Q11
Fall: Bind Familiar (Muto Vim) = 30 total
Winter: Write Magic Theory Tractatus Q11

1114:
Spring: Arabic 8xp
Summer: Arabic 8xp
Fall: Arabic 8xp

Preliminary
Characteristics: Int+2 Per+1 Pre+2 Com+2 Str-3 Sta+2 Dex+0 Qik+0
Size: -1
Age: 22
Decrepitude: 0 (0)
Warping 0 (0)
Casting Sigil: Flowers (flower scent, flower petals etc.)
Voting Sigil: A copper Feather
Religion: Islam
Reputations: Apprentice of Crow 3
Personality Traits: Dislike Conflict+3, Loyal+2, Curious Scholar+1
Virtues: Gentle Gift, Unaging, Minor Magical Focus (Dragon/Dragon-Kin), Good Teacher, Cautious Sorcerer, Affinity for Creo, Personal Vis Source (Creo), Side Effect, Puissant Magic Theory(House)
Flaws: Chaotic Magic, Waster of Vis, Covenant Upbringing, Offensive to Demons, Infamous Master, Small-Frame
Reputations: Apprentice of Crow+3
Abilities:
"Vulgar" Latin 5 [75]; Notes: This is a Latin-Arabic-Italian Pigeon
Latin 4 (Hermetic) [50]
Arabic 1 [10]
Classical Greek (Hermetic) 1 [5]
Artes Liberales 1(Ritual Magic)[5]
Athletics 1[5];
Awareness1[5];
Brawl 1(Dodging)[5];
Charm 1[5];
Code of Hermes 1(Roman Tribunal) [5];
Concentration 1[5];
Crow's Covenant Lore 2(Hiding places)[15]
Etiquette 1 (Hermetic) [5]
Finesse 1 [5]
Folk Ken 1[5];
Intrigue 1[5]
Italy Lore 1(Covenants)[5];
Magic Theory 3+2(Spells) [30]
Order of Hermes Lore 1 (Roman Tribunal) [5]
Parma Magic 1(Vim) [5]
Philosophiae 1 (Ritual Magic) [5]
Profession: Scribe 1 [5]
Swim 1[5];

Artes
Cr: 9 [45] In: 1 [1] Muto: 7 [28] Perdo 1 [1] Rego 0 [0]
An: 0 [0] Aq: 0 [0] Au: 0 [0] Co 6[21] He: 0 [0] Ig: 6 [21] Im: 0 [0] Me: 0 [0] Te: 0 [0] Vi: 7 [28]

Spells 120 levels:
Creo Corpus
Purification of the Festering Wound (CrCo 20/+17)

Intellego Corpus
Revealed Flaws of Mortal Flesh (InCo 10/+8)

Muto Corpus
Eyes of the Cat (MuCo(An) 5/+9)

Creo Ignem
Evenings Comfort (CrIg 5/+17) pg 30 Magi of Hermes
Warmth of Wood (CrIg 10/+17) pg 40 Magi of Hermes
Pilum of Fire (CrIg 20/+17)
Lamp Without Flame, Sun (CrIg 15/+17) New Spell

Muto Imaginem
Taste of Spices and Herbs (MuIm 5/+9)

Muto Vim
Wizard's Communion (MuVi 20/+16)

Rego Vim
Circular Ward Against Demons (ReVi 10/+9)

Experience spending:
Early Childhood(0-4): "Vulgar" Latin 5 [75], Italy Lore 1[5] Charm 2[15] Athletics 1[5], Brawl [5], Awareness 1[5], Swim 1[5], Folk Ken 1[5]
Freebie: Crow's Covenant Lore 2 (Hiding places)
Later Life (5-6): Latin 2 [15], Intrigue 1[5], Concentration 1[5], Etiquette 1[5]
Apprenticeship(7-21) Abilities (110): Latin 4 (Hermetic) [35] Magic Theory 3 [30] Parma Magic 1 [5], Artes Liberales 1(Ritual Magic)[5] Order of Hermes Lore 1 (Roman Tribunal) [5] Code of Hermes 1 (Roman Tribunal) [5] Finesse 1 [5] Philosophiae 1 (Ritual Magic) [5], Profession: Scribe 1 [5], Arabic 1 [10]
Apprenticeship(7-21) Arts (130):Creo 9 [45(30 spent)] Muto 7 [28] Corpus 6 [21] Ignem 6 [21] Vim 7 [28] Intellego 1 [1] Perdo 1 [1]
Freebie: Classical Greek 1 (Hermetic)

Note: the time periods given are inclusive, so for example, 0-4 represents a five year period of time.

[center][size=150]Backstory[/size][/center]
Raven was born in a covenant in Italy, apprenticed there, and raised there. This lead to her picking up Latin before her apprenticeship. Mostly "Vulgar" Latin, a bastardized pigeon of a language which has picked up influences from Arabic and Italian, plus mutated a little on its own. But she did get enough scolding to also pick up some "Proper" Latin. The Bonisagus who apprenticed her (technically snatched her right after she had her arts opened), Crow, was a (usually) kindly fellow, but he demanded a reasonable amount of work out of her during her apprenticeship. He defaulted to vis extraction when he didn't need Raven's assistance in the lab. This was actually common, since he was more of a reader and theoretical arguer than a lab rat. The flip side of that is his spells are powerful and good at cutting through Parma. He is also the Tribunal's top hermetic lawyer although he tends to charge a lot, multiple rooks frequently. He had a belief that pumping too much magical knowledge and power into an apprentice during apprenticeship would lead to a vain, irresponsible and frivolous magus that also possessed dangerous levels of power. Raven was socially aware enough to realize he was probably complaining about someone, or possibly someones.

He complained a lot actually. He complained about his fellow House members who weren't open enough when it came to sharing research. He complains about Tytalus being a prime target for the infernal. He complained just a little about House Merinita hording secrets of Faerie Magic. He actually liked House Merinita and had several Merinita friends and thought less of the other Mystery houses. The only complaints he managed to get anyone to take seriously were directed at several members of House Tremere, essentially he was able to prove them guilty of all conspiring together to scry. The other members of House Tremere made some threats on the behalf of the accused to Crow, which Crow revealed to the Tribunal which really angered a good number of other magi as well. The Quaesitors in particular weren't fond of that and ultimately those Tremere got kicked out of the Tribunal after getting fined.

When the Tremere tried to follow through on their threats they really screwed up. Three Tremere war specialists declared Wizard's War on every member of Crow's covenant. The covenant didn't have anywhere near the kind of strength they needed to fight that off, but Crow was a tricky sort with a plan. Several plans actually. The one that actually bore fruit was the nastiest of the bunch. Several Quaesitors were lured to the covenant with promises of further evidence against the Tremere. Furthermore it became known to the Tremere that Crow and several magi in his covenant could shapeshift and impersonate people. When the Tremere attacked they fired liberally on the covenant and hit one of the Quaesitors. The Quaesitor began casting before the Tremere all responded by attacking before he could finish his spell. The remaining Quaesitors rendered two of the Tremere unconscious and the third fled when he recognized the Sigils.

Crow did not spare the surviving Tremere. One of the magi they declared war on was a mentem specialist and forced the Tremere to confess to any crimes they committed and any crimes they had knowledge of to the Quaesitors. More members of House Tremere were implicated, and several magi they were blacking were implicated as well. Then he got their Sanctum defenses and finally hollowed out their minds. The Tremere Sanctums were looted and finally the two captured Tremere were killed. The surviving Quaesitors were apoplectic about basically all of it

The surviving Quaesitors managed to have them all brought up on charges at the next tribunal. The one surviving Tremere, every member of Crow's covenant, and the people the late Tremere implicated. Crow's gang was acquitted by a wide margin. None of the Tremere were actually Marched, but they were banned from the Roman Tribunal by a very nearly unanimous vote. To make it worse for the Tremere, the Quaesitors got a member of House Tremere to be the complainant against Crow and the other covenant members.

The other members of Crow's covenant hired Crow to be their advocate. He gave them a discount, but he still charged enough that it was a lot. When everyone from Crow's covenant was acquitted that meant the accusing Tremere had to pay their "costs". She had to pay Crow's fees. Since that would have made her a debt slave for the rest of her life House Tremere paid Crow. Ironically that was the thing that really made Crow's reputation take a nose dive. Another magus getting drawn into the cross-fire of a Wizard's War is tragic, and cruel if it was part of a trap, but not a great tale. When you add in that Crow then leveraged that to get rich? That burns through the grapevine and slants everything just so. The story boils down to "Crow bankrupted the grief stricken Maga who, foolishly, tried to bring charges for setting up a situation that killed a Quaesitor." Then tales of his exploits as a lawyer grow, then totally bogus rumors start up and you have a terribly slandered Magus.

But Raven's apprenticeship had some real bright points too. She met a Muslim merchant, Asad ibn Shahjahan, who frequented Italy, deals with the Order Hermes and was rather fascinated by magic in general. The man has saved up enough money to more or less retire. He also thinks the culture in Thebes is rather nice. He also likes it when women are competent and productive. He convinced Raven to convert, not that she was really that religious before and married her. She's his second wife. The first wife is Lubaba al-Kutubi. He's really encouraged moving to Meru Mudi actually.

The second bright point is her friendship with Digger. He's a magical animal. Raven thinks he's a type of dragon-kin, probably a worm or possibly a serpent. Digger technically isn't his real name, but its not actually possible for most humans to pronounce it. Digger's real name is a strange hissing, clicking growl. She calls him Digger because of his Muto Corpus powers that lets him dig into a humans flesh without harming the human and hide there. He can also use their senses if he chooses. Asad and Raven love Digger, Lubaba thinks Digger is somewhat creepy, and a handful of other people are polite enough to humor Raven, but mostly they think he's horrifying.

So Raven hates politics. She hates Wizard's Wars. She dislikes conflicts between magi. She understands that those Tremere magi were criminals, and not representative of the House, but she isn't overly fond of Tremere. Similarly, she isn't fond of the entire Roman Tribunal and would like to be well away from there. She's heard good things about the Theban Tribunal. More conciliatory there. Apparently they have so much vis they invented a new currency! Her husband really likes the idea, so that's also important. She spent a year getting ready. Binding her familiar, writing a book to bring as a gift and sample and now she's off!
Note: Raven is more or less unaware of her Paren's reputation. It has some truth, but its largely based off rumors and spin, and this means its actually better in the Roman Tribunal than the Theban.

[center][size=150]Virtues and Flaws[/size][/center]
Ravens Gift is strange. It bleeds the power of creation, which has both powers and negatives. Most obvious this gives her what most call the Gentle Gift. People aren't unsettled nor do they distrust her. Although one bleeding raw creation is Offensive to Demons. The energy has some tendency to collect in her body giving her, her own Personal Vis Source. When she actually uses her Gift it settles into the environment, restoring the surroundings as a Side Effect. Cracks can disappear, ink may become as new, or soil be restored. The unfortunate downside is when she actually tries to draw upon vis this same effect scatters a portion of it, causing her to Waste Vis. Possibly worse is that when she isn't using a spell formula carefully carved into her Gift by laboratory work, or only lightly tap her strength, she is unable to control her Chaotic Magic. She spent a significant amount of time trying to resolve this problem, which gave her an intuitive sense of magic going out of control which makes her other magic less risky. Most would assume this is because she is a Cautious Sorcerer, but that's only half right. For obvious reasons she shows Affinity for Creo

If someone asked her what her Magical Focus is she would say Digger, but Crow, Raven's Infamous Master could inform you he classifies it as a Minor Magical Focus on Dragons and Dragon-kin. He would then continue to go into esoteric theory until you stopped him or it became time to renew his Parma. Raven hasn't truly realized how badly Crow's victory in the Wizard War and subsequent legal case played with the Order at large, or how twisted rumors could become. This isn't the only thing she doesn't understand. Her Covenant Upbringing means she doesn't really understand any Living Language that exists outside of a few covenants in Italy. She's probably in for a bigger shock when she finds out the Divine religions fight among themselves!

She appears to be Unaging since she turned 21. Asad ibn Shahjahan got her a "Youth tincture" which he thought was just some form of weak stimulant on her 21st Birthday (and one for his first wife). They no longer appear to get older. He's noticed it, but no one else has.

Raven is also a fan of her Small Frame. Sure, it means she's weak and slow, but that means her husband is just the right amount taller than her, and his hands can hold her just so. She suspects its responsible for her endurance as well which in turn aids spell casting somehow.

Raven is a very good writer thanks to Crow's lessons on how to write. This also makes her a Good Teacher.

[center][size=150]Religion[/size][/center]
While she was being raised at the covenant she mostly only learned "Divine=Good Religion". She has since converted to Islam. She isn't particularly pious, and basically everything she knows about Islam is from Asad. Asad isn't very pious either. He occasionally, lightly, partakes of intoxicants such as alcohol actually. Raven though essentially uses Islam as an excuse to avoid intoxicants. She usually prays 4-5 times a day, before and after the Parma Ritual, and sometimes one during the day as well. The one thing Asad does do well is charity, which he does cheerfully.

New Spells:
Lamp Without Flame, Sun CrIg-15
R: Touch D: Sun T: Ind
As Lamp without Flame, except for the altered duration.
Base 4 +1 Touch +2 Sun

Familiar Bond - 30 MuVi
Golden Cord 2, Silver Cord 0, Bronze Cord 2

Equipment:
All for the Covenant!

  1. 8 pawns of Vim Vis and 2 pawns of Muto Vis. The Vim vis is all used up though. (2bp)
  2. 2 Pawns of Each Type of Technique vis and an additional 4 pawns of Creo Vis. The extra Creo Vis is from her Personal Vis source (2bp)
  3. The Enchanted Porter (6bp) - Lesser Enchantment pg 52 of Covenants
  4. Abluere Magic (6bp) - Lesser Enchantment pg 52 of Covenants
  5. Touch of Midas, Lab Text (4bp)
  6. Magic Theory Tractatus Vol.1 By Raven Q11, Latin (Technically just Lending only)
  7. Magic Theory Tractatus Vol.2 By Raven Q11, Latin (Technically just Lending only)
  8. Creo Tractatus Vol.3 By Raven Q11, Latin (Technically just Lending only)
  9. Lab Equipment

(Reserved for ST comments)

I like her so far. I want to see what you are going to do with the pigdin Latin language thing though.
Personal Vis source the Covenant draws 14 at start, so thats 2 per year. The Theban Tribunal has quite a few sources of vis, especially Creo and Vim. I would not recommend the points here, but its your choice.
Minor Focus: Dragons I am not against that but...why? :slight_smile:
Why not Affinity or Puisant Creo?
Offensive to Demons I was a bit worried that this would not fir when I saw it, but you did explain it adequately.

Whats the deal with that merchant? She is now his wife and a Muslim (if devout you will need an outsider flaw or some such). You do know you cant have him as a companion, I dont want companions affiliated with their Magi.

Probably not much, since I don't actually know Latin, Italian or Arabic, but it felt right for someone raised in a covenant.

Hmm... I'll think about it. If I was thinking about how useful each virtue was expected to be I'd still rate it above Side Effect.

Because Digger is a Dragon-Kin. So it applies to every familiar bond empowerment! From page 105

:open_mouth:
I do think I'll take affinity for Creo though.

(ST EDIT) Blunt powergrabbing hehe. Ok, its in, serves my purpose

Not a companion, unless another player wants to play him. Otherwise he's an unstatted background character. I wanted Raven to have something good! He's not devout, so neither is Raven. I was gonna explain that in the religion bit of the character. According to the books Mythic* Islam doesn't consider magic inherently evil like the (again, Mythic) Church might, so that's also a plus. Its also a good tie if you need to give Raven a reason to leave lab. Except that should be represented by a story flaw... Also it helps define her religion. Otherwise it'd just be "Generically in favor of the divine. Attempts to mimic local practices."

I don't want him to count as a major flaw. I don't want to be rescuing him regularly, but I'm not sure which minor flaw to kick out. Offensive to Demons or Small-Frame... probably Offensive to Demons? Everything is basically offensive to demons right?

(ST EDIT) I still dont like something about him, too many holes. Ok, here is what we'll do...As long as he is in the background, like a minor NPC, I am fine. No flaws or anything. I'll have him be an ex-dealer in antiquities and sometimes magical items, sort of an intermediary merchant. Could we make him an Iberian? It might suit better than a generic Muslim. Also, I am inclined to have him retire in a close-by village or town, not the covenant itself, what do you think?

Edit: Went with offensive to demons getting the boot.
*The fictional version Ars has. I try not to get knowledge about the real world from RPG books!

Let's say it makes up for Personal Vis Source and Side Effect. :wink:

Mostly sounds good. Iberian should be fine. Not so sure about a nearby town. They are married after all! It would depend on how near. A fifteen minute walk? That's not an issue.

(ST EDIT) Eh, closest large village is hours away. Guess he will have to stay in covenant somehow

Probably relevant, I was planning on taking a custom spell:

Maga's Simple Sanctum - CrTe - 20
R: Touch D: Mom T:Ind, Ritual
Creates a large, two story building of stone. Each floor has about a thousand square feet, plus some extra for stairs and on the first floor, the entrance. The entrance is hall that wraps around a corner of the building. The rest of the first floor has a few rooms, and stairs to the second floor. The second floor is a single large room. There is a distinct lack of doors, although the entrance provides some limited protection from the weather.
Base 3 +3 Size +1 Touch

Notably its enough to move the three into. Although its gonna take a bit longer to set up a lab for it. 2 seasons, a season to refine it, and two more seasons to add a major lab virtue.

(ST EDIT) Sorry, don't allow non-book published spells at beginning of campaign :S (see character guide lines)
As for the spell itself, recalculate the area. Conjuring the Mystic Tower (a bad spell by the way) produces a tower 30' wide (around 700sqfeet). It has a max of 7 floors above (usually less) and two basements. Thats 10x700 around 7k sqf at +4 size. Every increase or decrease of size by 5 (one magnitude of spell) is a factor of 10. That would mean dropping one magnitude would decrease the size to 700 (which is insane). Anyway you cut it, dropping it 3 magnitude would not result in a 3k sqf structure. Now your spell has the +3 size, but not the +3 due to elaborate...and architecture is elaborate.
You got two things for this spell though: a) I think Conjuring the Mystic Tower is a bad spell. b) It has been published in a similar form here
My advice: Do not research it, trust your ST

Regardless True Love got the boot and its replaced by Offensive to Demons.

Woo!

Ah dang, missed that. I think that tips the balance back to corpus...

The following isn't really relevant to character creation, but might be relevant in play at some point in the far flung future:

  1. 30*30 is 900 sq feet. Even with foot thick walls its closer 800 than 700.

(ST EDIT)Its circular (see Mistridge supplement or Covenants pg 105. First recorded square one was in 1494. Thats 706sqf without counting wall thickness which detracts, and a ceiling of 10' or 7' for common rooms.

  1. The guidelines says you add one magnitude for something being elaborate. "Creating earth in an elaborate shape or with some unnatural property is one level of magnitude higher than the listed guidelines." I assumed the tower was really absurdly elaborate, like doors, furniture and shutters, plumbing, elaborate decorations all over and so forth.

(ST EDIT) Conjuring is +3. Theoreticaly, if you want wooden doors and leather covers you need the requisite. Architecture is elaborate and you probably need both Art Liberales and Philosophae but lets not deal with that now.
3) The mystic tower only uses about a third of its total volume. Also it counts the empty space inside as part of the volume.

(ST EDIT) Hmmm no, from all the discussions I have read, its either how many floors it has (aka sq feet) or how much volume of stone you need to produce

Wait you you mean "Don't research Mystic Tower, but research a more efficient Creo Terram Spell?" Or do you mean "Don't research any creo terram building creation spells."
(ST EDIT) Leave the architecture spells research out for now

I've started expanding on the sheet.

Huh, so it makes even less use of its possible volume then. About 26%.

Also square towers 12th century castle. " square towers"

Conjuring the Mystic Tower is clearly counting all the space inside the tower, or about 40%+ of the inside is stone. With the 30' foot diameter and 100' its about 70686 cubic feet. 270,000 of stone is the size+4 maximum. Unless it was 40% stone by volume or more it would fall to size+3.

That said, it would make things much easier if it was based on volume of actual stone. :slight_smile: How about we just agree conjuring the mystic tower is a bad spell and not use it as a reference?

Can I ask why?

(ST EDIT) Nice reference on that square tower, I missed it. Yes there are square keeps at this time period
Yes lets agree its a bad spell. Still RAW.
You can ask why, and that shall be answered in game

So reading the creation rules I see:

Can I take a Lamp Without Flame except give it duration of "sun"?

Also are spells from Ars Magica books allowed if they aren't one of the Houses of Hermes Books? There are a couple of nice CrIg spells in Magi of Hermes for keeping warm. Evenings Comfort (pg 30) and Warmth of Wood (pg 40) specifically.

(ST EDIT) I am allowing all spells in published books, no modifications (reserving veto for some excesses). Yes to Lamp, +1 magnitude, still touch . Yes on Comfort, yes on Warmth

I've gotten the just gauntleted character sheet done.

What should I do for Familiar stats?

I count 130 points in Arts and 105 points in abilities (why is Arabic 1 10 points?) From what I see from the other stats she is fine. Will you be taking extra years after apprenticeship?
I have no idea where to find drake familiar stats. Also, its abilities seem hauntingly familiar (I think I have seen this kind of body parasitism somewhere, cant put my finger on it). He cant be a serpent, thats not in Raven's focus.
What does it look like? What size is it? Does it have wings, legs, is it a chimeric creature? Whats its might score? Need more info. Realms of Power has rules on creating drakes, but pg 75 drake you might find it a bit big. Maybe modify that?

I have Arabic at 1 at 10 xp because I put 10 xp into it. Its halfway to two. Are you counting Arabic 1 as 5 xp? I was planning on taking a couple years after apprenticeship. One year for making a book and the familiar bond, one year to put a little more xp into languages. (Classical Greek, and Arabic). Neither years are strictly required. Without the first I'd need to change a flaw to "Magical Animal Companion"

We need to make them! Oh and I meant Serpent as "The weakest of dragon-kin" not as the animal. Rereading the dragon-kin section Drake is pretty clearly what I'm going for.

I was thinking the Might score should be the same as if it was a Magical Animal Companion. Size either -3 or -4, so Might -4? One of the smallest drake types. On its appearance, I was thinking a sort of snake with four stubby legs that end in hooked claws. Small, stunted wings that seem "frayed" towards the ends of them, both with hooks on the wing tip. A pair of small horns that point backwards.

That seems like a good starting point. I could whip up something based on that, but I assume you want to make the stats?

I was, so now its fine. I'll need to make a note that arabic is 1(5)

Sure, take 0-2 years. If you write a book, please note the book and what reputation xp you get for Bonisagus.

Make the drake as you envision it, then I'll edit what I don'y like/add stuff.

Cool! I did the last two years. Lab total is restricted to 30 due to lack of vis. (Also it would only be 31). I assume we're allowed to voluntarily lower our lab total? Technically I could say Raven did a lab routine for a +1, but completed the project in only 79 days. On to making a drake!

Name: Digger
Might: 14 (Animal)
Characteristics: Int -2, Per+1, Pre-2, Com -2, Str -5, Sta+2 Dex+2 Qik +6
Size: -4
Seasons: Summer
Confidence Score 1 (3)
Virtues: Magical Animal, Tough
Flaws: Magical Friend
Magical Qualities: Greater Power, Lesser Power, Personal Power, Improved Powers, Gift of Speech, Improved Soak*7,
Magical Inferiorities: Susceptible to Deprivation, Monstrous Appearance
Personality Traits: Vain+3, Skittish+2, Loyal+1
Abilities:
Roman Tribunal Lore 3 (Dragons) [30]Athletics 3 (Climbing) [30], Awareness 2 (alertness) [15], Brawl 5 (Bite) [75], Folk Ken 2 (fear) [15], Guile 3 (impersonation)[30], Hunt 3 (mice)[30], Leadership 2 15, Stealth 3 (stalking) [30], Survival 3 (forests) [30], "Vulgar" Latin 3 [30], Charm 3 [30]

Powers:
Dig into Flesh
0 Points; Init +3; Corpus
R: Touch D: Moon T: Ind
Digger is able to burrow into the flesh of a human under the effect of this power without harming the human. Furthermore the human digestive system is modified, allowing Digger to sap nutrients from the human's digestive system. His preferred hiding space is just deep to the lower spine. This power ends when digger leaves the host.
MuCo 15 Base 2 +1 (Sap Nutrients) +1 touch +3 Moon:
Lesser Power (15 levels, -3 Might Cost, 1 mastery point used)

Expand Senses
0 Points; Init+3; Imaginem
R: touch D: Sun, Constant T: Ind
While Digger is inside a human, Digger moves all five of his senses to the humans eyes, ears, tongue, nose and skin as is appropriate for each sense. Note that these are Digger's senses, so if the humans senses are impaired Digger is not so impaired. However, this also means that Digger's sense of taste is his own, which is most certainly not human. He prefers raw, slightly spoiled meat.
InIm 25 Base 5 +1 Touch +2 Sun +1 Constant
Personal Power (25 levels -3 might cost, 2 mastery points spent)

Puppet Human
0 Points, Init+3, Corpus
R: Touch D: Moon T: Ind
While Digger has entered a human he can take control of their body with this power. He controls all their physical actions and motions. The human remains paralyzed if Digger leaves their body.
ReCo Base 10 +1 touch +3 moon
Greater Power (30 levels, -3 Might Cost, 1 extra mastery point)

Design notes
The base might I started with was ten (10), modified by a Size of minus 4 (-4) for a total might of 14.
I got the characteristics from the drake on page 75 of RoP: Magic, modified for Diggers size. Note that the drake there actually has a size of zero.
Abilities heavily drew from the drake on page 75 as well.
There are more than one way to design the different powers. In particular I went back and forth on what should be a personal power and what should be a lesser/greater power.

P.S. There is a lot of wiggle room here. I really want a familiar, and went with the parasite puppeteer because I thought it was cool, but it could be basically any small animal.

Ok, lets start.

First of all the Math: Stats are fine. Qualities are 14 as per might, but you take a major and a minor inferiority too, thats an extra 4 points. Abilities are... interesting, 360 points. I count its soak at 19 which is a tad excessive to put it mildly. Monstrous also not good, all the peasants around will try to kill it on sight . The Powers... again I find them familiar, I must have seen them somewhere. Please add link or fully. Especially that puppet human, it feels and looks like a ReMe spell of around 40 magnitude.

Now the more serious stuff. I see two problems:
[tab][/tab]First, a minor problem. This looks like a Corpus drake. Yet you use MuVim to bind. The Vim is de-facto as an animal. But this animal feels more like a Rego not a Muto entity
[tab][/tab]I am uncomfortable on the power level. A grog magical creature of 10+ is legendary but thats ok, it still can't have major virtues or qualities. As a companion its medium rank... but still designed as a companion. You cannot have a magi with a companion-extension under his control, and you cannot have a companion character as a familiar of your magus ( you can of another magus). That would be unfair to other players. Also unfair is the combat value of that beast. I suspect its more effective than the knight companion of a PC (19 soak?, . I am very leery of allowing this :S Thoughts?

I would suggest toning down some aspects of the familiar. No major qualities/virtues/Inferiorities. Lesser might? Definitely less soak, and combat values in general. A familiar should be a minor extension of the magus not a huge extra character under his/her control.

OR

Convince some player to play your familiar as a companion.

You subtract size from the might score. But it doesn't give you any extra qualities. So Digger only starts with 10 qualities.

Put it as summer. Most of the abilities come straight from the pg 75 drake. But the drake has ignem resistance, which digger didn't so those points go re-assigned.

I made the powers up when making the post. That said this is somewhat similar to a familiar from a past saga that sort of failed to launch. Also similar to the baddies from the Animorphs.

Not sure what you mean by "Please add link or fully." That's the whole thing. I did my best to follow the format for powers in RoP: Magic too. What do you want different?

I'll tone it down in terms of power and make it more Muto-ish. I'm not sure what you mean by combat values in general. It has like -5 str.

Name: Digger
Might: 6 (Animal)
Characteristics: Int -2, Per+1, Pre-2, Com -2, Str -5, Sta+2 Dex+2 Qik +6
Size: -4
Seasons: Summer
Virtues: Magical Animal, Tough
Flaws: Magical Friend
Magical Qualities: Lesser Power, Lesser, Personal Power, Improved Powers, Gift of Speech
Magical Inferiorities: Susceptible to Deprivation, Reduced Might
Personality Traits: Vain+3, Skittish+2, Loyal+1
Abilities:
Roman Tribunal Lore 3 (Dragons) [30]Athletics 3 (Climbing) [30], Awareness 2 (alertness) [15], Brawl 3 (Bite) [30], Folk Ken 2 (fear) [15], Guile 3 (impersonation)[30], Hunt 3 (mice)[30], Leadership 2 15, Stealth 5 (stalking) [75], Survival 3 (forests) [30], "Vulgar" Latin 3 [30], Charm 3 [30]

Powers:
Dig into Flesh
0 Points; Init +3; Corpus
R: Touch D: Moon T: Ind
Digger is able to burrow into the flesh of a human under the effect of this power without harming the human. Furthermore the human digestive system is modified, allowing Digger to sap nutrients from the human's digestive system. His preferred hiding space is just deep to the lower spine. This power ends when digger leaves the host.
MuCo 15 Base 2 +1 (Sap Nutrients) +1 touch +3 Moon:
Lesser Power (15 levels, -3 Might Cost, 1 mastery point used)

Expand Senses
0 Points; Init+3; Imaginem
R: touch D: Sun, Constant T: Ind
While Digger is inside a human, Digger moves all five of his senses to the humans eyes, ears, tongue, nose and skin as is appropriate for each sense. Note that these are Digger's senses, so if the humans senses are impaired Digger is not so impaired. However, this also means that Digger's sense of taste is his own, which is most certainly not human. He prefers raw, slightly spoiled meat.
InIm 25 Base 5 +1 Touch +2 Sun +1 Constant
Personal Power (25 levels -3 might cost, 2 mastery points spent)

Alter Tastes
1 Points, Init+3, Mentum
R: Touch D: Moon T: Ind
While Digger is inside a human he can alter their desires for food to match his own. Digger prefers raw, slightly spoiled meat and his host does too while affected by this power.
MuMe Base 3 +1 touch +3 Moon
Lesser Power (15 levels, -2 Might Cost)

Changes, bumped the guy down to a base might of three. (Grog, Medium), Replaced Monsterous Appearance with Reduced Might. Replaced the Greater Power (puppet human) with a new Lesser Power (Alter Tastes). As a note I assumed that "desire for food" could be considered an emotion. In Digger's natural state he was finding magically aligned humans, sneaking inside them, and then altering their desired foodstuffs so they'd eat his preferred nutrition. They'd get a minor flaw from warping pretty quickly, and probably start getting sick from the food they ate quickly too.

Here is my suggestion for Digger. Might 9+4, variety of powers, some combat skills. We can play around alot, what do you think?

Name: Digger
Might: 13 (Base 9) (Animal)
Characteristics: Int -2, Per+1, Pre 0, Com -2, Str -5, Sta+2 Dex+2 Qik +6
Size: -4
Seasons: Summer
Virtues:Magical Animal, True Friend (Raven), Tough, Improved Characteristics
Flaws: Magical Friend
Magical Qualities: Lesser Power x4, Personal Power, Improved Powers, Gift of Speech, Improved Soak x1, Improved Damage, Form (Animal) Resistance.
Magical Inferiorities: Susceptible to Deprivation

Personality Traits: Vain+3, Skittish+2, Loyal (partner)+3

Abilities:
Roman Tribunal Lore 2 (Dragons) [15]Athletics 3 (Climbing) [30], Awareness 2 (alertness) [15], Brawl 3 (Bite) [30], Folk Ken 2 (fear) [15], Guile 3 (impersonation)[30], Hunt 3 (mice)[30], Leadership 2 15, Stealth 5 (stalking) [75], Survival 2 (forests) [15], "Vulgar" Latin 3 [30], Charm 3 [30], Form (Animal) Resistance 3 [30], All Raven's Languages [free]

Powers

Dig Into Flesh
0 Points; Init +0; Corpus
R: Touch D: Moon T: Ind
Digger is able to burrow into the flesh of a human under the effect of this power without harming the human. Furthermore the human digestive system is modified, allowing Digger to sap nutrients from the human's digestive system. His preferred hiding space is just deep to the lower spine. This is a fast but gruesome process and while harmless the human is bound to notice (unless asleep or incapacitated). This power ends when Digger leaves the host. Expelling Digger requires magic, a chirurgy test of 21+ (with potential harm to the human) or if certain strong smell/taste substances are used.
MuCo 15 Base 2 +1 (Sap Nutrients) +1 touch +3 Moon:
Lesser Power (15 levels, -2 Might Cost, 1 mastery point for cost reduction)

Merge with Animal
1 Points; Init -2; Animal
R: Touch D: Moon T: Ind
Digger is able to burrow into the flesh of an animal under the effect of this power without harming it. The animal chosen must be of size -2 or higher. For Digger to merge its body with the animal, the drake must touch it. The Rego component allows Digger to merge with the animal unnoticed and without alarming it. This power ends when Digger leaves the host. Expelling Digger requires magic, a chirurgy test of 21+ (with potential harm to the animal) or if certain strong smell/taste substances are used.
Mu(Re)An 20 Base 3 +1 touch +3 Moon, +1 Requisite
Lesser Power (20 levels, -1 to Might Cost, 2 mastery point used for cost reduction)

Expand Senses
0 Points; Init+4; Imaginem
R: touch D: Sun, Constant T: Ind
While Digger is inside a human or animal, Digger moves all five of his senses to the humans/animals eyes, ears, tongue, nose and skin as is appropriate for each sense. Note that these are Digger's senses, so if the host's senses are impaired Digger is not so impaired. However, this also means that Digger's sense of taste is his own, which is most certainly not human. He prefers raw, slightly spoiled meat.
InIm 20 Base 5 +0 Personal +2 Sun +1 Constant
Personal Power (20 levels -1 might cost, 1 mastery point for cost reduction)

Blight Extremity
2 Points, Init +4 ;Corpus
R: Touch D: Diam T: Part
Finesse 2
Digger can blight an arm or a leg of a man with a touch (as per Arm of an Infant, AM5 pg 131). Note that if he is inside the host, Digger automatically passes Penetration. This can be fast cast to possibly negate an attack, or severely hamper it.
MuCo 10 Base 3 +1 touch, +1 diameter, +1 part.
Lesser Power (10 levels, -3 Finesse xp 15, 1 mastery Fast Cast)

Alter Tastes
1 Points, Init +2, Mentem
R: Touch D: Moon T: Ind
While Digger is inside a human he can alter their desires for food to match his own. Digger prefers raw, slightly spoiled meat and his host does too while affected by this power.
MuMe Base 3 +1 touch +3 Moon
Lesser Power (15 levels, -2 Might Cost)

Looks good to me! He seems to have one extra virtue though.

(ST EDIT) Nope we are fine.
Extra time looks good on xp expenditure and familiar. However you put two season on vis extraction. I'm gonna nix that one :S
Please post what xp that tractus gives for your bonisagus rep and add it as (free) to your 20 BP. Rep from infamous master should be -4
Please check your character in Announcements for any mistakes