Ressurecting Mallorca

NOT a Story Thread

We can do Mallorca side stories at any time, let it simmer indefinitely. But in the meanwhile, we have a few characters based there that need hard data so that they can work out their lab & study routines as any other magus of the covenant.

  • Pere of Jerbiton
  • Roberto of Flambeau
  • Sharky of Bjornaer
    We haven't introduced Sharky yet. We can maybe meet him en route on our adventure?

Anyways, to simplify the whole Mallorca deal. Having a Sanctum there is virtually the same as having one at Andorra. They have a Magic Aura of 5, each site is linked in a regio network, and the main site has a portal to Barcelona (and Barcelona has a portal to Andorra); so travel is instant.
There is a reason behind it all, but that story has got to slow roast like a brisket.
Everything else is a matter of Laboratory Virtues & Flaws
Effects of having an Off Site Sanctum

  • Primary Effects are a zero sum balance. There are some inconveniences, but there are little side perks and the benefits (& responsibility) of some extra staff (security, specialists, agents, etc).
  • We each have to take the Free Supernatural Virtue of Regio. The Outer Layer is utterly mundane unless the sanctum is in a remote or hidden location (and there are existing Virtues & Flaws to simulate that). For example, Pere has a townhouse in Mallorca and Roberto has a lighthouse in Ibiza, both inhabited mundane locations. The highest layer is an aura of 5, and that is where the lab is. +3 Size, +1 Warping. There is one layer higher, you entered from the outer layer and then can exit again out into that top layer, Aura 6, which mysteriously lands you upon Sa Dragonera. From there you can travel back down to any of the other linked locations.
  • We each must take the Minor Supernatural Virtue of Gateway and the Free Supernatural Flaw of Thoroughfare, because of the above mentioned reasons.
  • Anything else is on the individual, things such as living in an urban or secluded location, building up an agency/entourage, making money, etcetera.

That is my proposal. It affects characters controlled by Fightmaster (Pere), Prince of Boredom (Sharky), and myself (Roberto).
Opinions?

And the reason I am proposing this is because I have data on Roberto's quarter on the wiki, but not one for Pere or Actus (Sharky :smiley: ). And I remember people were enthused about the idea, then people changed their minds and were against it, then back again, and the whole melt down. So I am just thinking of a simple way to preserve the characters as they are.

And I loved Sharky, and the whole Sa Dragonera idea (Andorra having a chapterhouse with more junior magi? Awesome!), and its sanctum rules (wicked great!) and having roberto around.

All of that is still around.
Except the Sanctum rules.
I am apparently the only one who used them. But we can still use them if the other guys are interested.
In any case though, these guys have Autumn 1233 & Winter 1234 to arrange and set up their labs. Everyone else is caught up to autumn 1233, lt them all grab Winter 1234 and get that out of the way. Then we all spend the next four seasons (spring 1234 through Winter 1235) crafting the spells & enchantments we need for our adventure to the City of Brass. Maybe the council is willing to spend a little vis to obtain some useful Lab Texts? :smiley:

I used them and loved them. The details of Pere's sanctum should be buried in one of the Mallorca threads. If memory serves, the sanctum concept was shot down by Ryu because she was concerned about running the chapterhouse without a central location.

The jerbiton guy with a house in the city (Pere?) also used them IIRC, and Sharky had a V&F brainstorm regarding his lab as well.

Xavi

I could not find any of that data. :frowning:
Post a link or tack it onto that characters sheet in forum. I will dig up those old rules and see what we can make of them. These will just apply to Fightmaster, PoB, and myself. As an option. I don't want to bog down or complicate things for any new players or current players that are uninterested.
That is, unless, the troupe as a whole wants me to draft a set that everyone can use.
That would be cool, but I would ask that we do not do that just now. My primary goal is to get the junior magi set up with labs so that they might contribute to our expedition efforts. Pere might want to go along, but even if he does not, we will ask him to spend a couple seasons in the lab or assisting in the lab. We need a different flying ship. For reasons not yet discussed in game, OOG I shall warn you that Junior (who has the power to sail ships on land and in the air as well as above and below the sea); well, Junior VanHalen is afflicted with a specific hazard. He is cursed. His powers won't work if there is a woman aboard and if he travels on the same ship as a woman disaster will strike.
Worked out in his benefit last time though...
My plan, and I suppose I would speak as Roberto; my plan is simple. One of us craft a device that will make a ship fly. Roberto can do it in a season or two, Vulcanus can pound it out for us in one easy. The bulk of us travel in the big ship, sail and/or fly as needed. Put Junior and Sharky and a few guys on a smaller boat (Roberto has one), and have them run underwater next to us. Put Wen on a flying carpet (I'll play Wen the grogette, my version of the character :slight_smile: ). Carmen can fly under her own power. Maybe get a few more flying carpets going. Or brooms or rafts. Or maybe a drake that can fly? (Vibria?)

Isn't that what Vulc is there for? :smiley:

Wen thinks that the flying carpet is the awesomest thing in the history of awesome. I can see her practicing flying on it, doing barrel rolls, sharp turns, and steep dives, screaming with glee the whole time.

Ad why does everybody want to fly when they can sail much more easily? :open_mouth: Arnau and a few of his men can fly as well, but if there is a boat to go into they see no need to do that...

Sailing is good. But it is nice to have options. And once we get to Egypt, their is no sailing in the desert. The Sahara is the hard part, we are going to want sheltered transport and a mobile base of operations.

And Wen does indeed think that the flying carpet is the awesomest thing in the history of awesome :smiley:
She rides around on it more than Roberto. She is his scout & herald. She doesn't wanna ride on the same ship as stinky Johan VanHalen anyway :stuck_out_tongue:
You are always welcome to comment on or for Wen, but I don't want to burden you with playing the character. Bring Lucia instead. Wen will take her under her wing and help her grow up maybe :slight_smile:

For what it's worth, Arachné gifted one Poor Sahir's Flying Carpet to the covenant. It has 4 charges, and can hold one person.

Roberto... I believe you asked of me if I could grant you some of my crafts. As I told you, I can provide you with minor enchantments, akin to charged items, such as this carpet I gave to Andorra. As a gesture of good will from Andorra to its junior magi, I am willing to do more, but for the life of me, I can't remember what it is you desired.

I hadn't actually put together a sanctum for Acutus (aka Sharky 8) ) using the rules, but I really like them. I'll work on something this weekend, probably an underwater cave or something.

Also, I hadn't planned on him going on the desert expedition because I already plan on Solomon and Selim going (can you say Ways of the Desert) and don't want three characters there. Also, a shark, in the desert...I don't think he'd like that :stuck_out_tongue: He could accompany the group across the ocean, but that would be about it.

So, he could maybe join up in one of the other threads, but it looks like all of those will be overland journeys, so I wouldn't see them meeting him then.

Any thoughts?

I am thinking I am glad you are paying attention to the mention of Sharky :smiley:

As long as each player is occupied, then I am happy. Acutus can run on auto at home. It is up to you to decide if he is part of the Mallorca crew or if he has not bet them yet.

Asfor Roberto requesting Charged Items from Arachne, he was thinking of how to be more like Wirth (that is, I mean, Roberto is trying to be like Batman :mrgreen: ).to that extent I was imagining flash bombs and such, items that cause sleep or paralysis. Arachne was considering tiny little spider carvings, you throw them and when the hit something they go off and affect one or more people immediately nearby. No penetration, so they cannot backfire. I could throw one or more at a time (cover a wider area), slap a guy with one while smiling and shaking his hand, The purpose is thus (so if you think of a bbetter way to fufil the purpose, suggest away)

  • These are two effects outside of his specialization (sleep & paralysis). However, the first is easy and he knows a spell for the second (though it is not as easy and is D: Conc). Still, he is looking for non lethal options. Like Batman :slight_smile:
  • Having items such as these lets him operate in smooth fluid motion during combat. No risk of a concentration roll, he can throw them behind him or quietly toss one hrough a window and many options.
  • Options and Contignecy is the philosophy behind being more like [strike]Wirth[/strike] Batman.
  • Use of these items does not involve obvious spellcasting in the field where mundanes can observe and call him out for being a wizard.

Roberto is sorta like Green Arrow, in many ways like Batman and grew to become more like him in some ways (yet less like him in others) as he matures. But still very different. Wirth is a serious family man and Apromor magus. Roberto is a flamboyant adventurer and of the lineage of Delendos.

I've been thinking that Lucia needs a real girlfriend, and stop drooling over the hot maga that's just not into women.

Pere is also sitting idle (his natural state), but he occasionally sails around the Med on trading missions. Acutus could join him on one that turns into more than they bargained for.

If the link doesn't work (since I've never tried to post a link to a particular message), your last posting of sanctum rules is on page 7 of the Mallorca - Roll Call thread. The last draft of Pere's sanctum is in his development thread.

Something like that might be a cool way for Acutus to be met for the first time. My thought is that after he completed his inner heartbeast quest in the Med (I'm thinking pretty recently) he stuck around hunting magical creatures.

Okay looking for some thoughts on Acutus' quarters.

Acutus' quarters exist in a regio 1,200 feet underwater along the Baetic Cordillera about 5 miles southwest of Sa Dragonera. The regio was formed before the birth of Christ when a magical ship of the Roman Cult of Mercury sailing to Sa Dragonera was besieged by enemies of the cult and was sunk by powerful magics. The ship survived in tact and the confluence of magical energy created a regio where the ship now rests. Scattered ancient coins from the ship (I really need a name for the ship) now lie at the bottom of the ocean, and those who follow their somewhat circuitous path into the side of an underwater mountain can enter the regio.

The regio itself is a small cavern devoid of water with soft, moist sand on the ground. The ship itself rests in the center of the cavern, filling almost the entire space. The massive wooden ship was clearly designed with magical aid and is an awe-inspiring sight. Acutus uses the ship as his sanctum, having taken up residence in the stateroom, and has setup a lab in one of the rooms below deck. The ship appears to have been on a mission of trade or to possibly form a covenant on Sa Dragonera, as there is great wealth and numerous trinkets still onboard.

Outside the regio, Acutus has exerted his will as apex predator of the area, and has local sharks and other undersea predators that warn him of dangers or curious sailors near the area.

Status
+0 Journeyman

Aura
+1 Medium Aura (regio covers entire sanctum)
+1 Regio

Location
+1 Difficult Access
+0 Healthy Feature
+1 Secluded

Construction
+1 Superior Engineering
-1 Wooden

Resources
+3 Personal Resources

Inhabitants
-3 No Staff

Relations
+1 Informants/Agents

[strike]Reposted. Take note of subtle changes, especially the requirement to take Regio as a Boon or Hook and the increase to Seven points of Personal Boons.

[size=150]Chapter House of Sa Dragonera (& the Baelric Islands)[/size]
[tab][/tab]In 1233, Andorra entered into a joint project with the Covenant of Barcelona and formed the Chapter House of Sa Dragonera. They have recently registered and claimed a large vis resource on Sa Dragonera. The deal is that is we protect and harvest the vis, we keep a 60% share. After figuring in our expenses, this works out to a profit of a rook every season.
[tab][/tab]The resources available are those as determined and provided by the main covenant. The list of Boons & Hooks here are those that uniquely apply to the Chapter. Further, each member residing here dwells in a separate location, and thus has a set of Personal Boons and Hooks that only apply to them in their Quarter. Each location must include Regio as a Boon or Hook. For their Labs, the must choose the Virtues of Regio and Portal plus the Flaw of Thoroughfare. Auras start of as tiny and weak, and may not be that powerful. This drawback (as compared to the standard for magi of the covenant) is offset by the fulfilled Size Virtue. The initial Lab setup (hand-waved start up time) may have a balanced number of Virtues versus Flaws + Size (including the size bonus for Regio).
[tab][/tab]All points are linked by a regio network. The outer layer of their Quarters is Mundane, the strongest point of their Aura is their Lab. There is a second door in each lab that leads out of a duplicate of their sanctum exterior built on Sa Dragonera. From there it is a short walk to the duplicates (vestiges?) of the other locations. The house in Palma, it has it's second door in the basement, not the lab. There is also a portal directly to a townhouse in Barcelona there, and at that house there is another portal directly to Andorra.

Shared Boons & Hooks

Unknown: -?
[tab][/tab]Everyone gets to choose a few personal Boons & Hooks for their Quarter. There is also the potential for surprises and unknown stories, plus a variable McGuffin as to why this chapter is even here.

Site: -1
+1 Healthy Feature:
[tab][/tab]The clean island air, ambient temperature, and sheer beauty of these islands promotes vitality and longevity. This grants a +1 bonus to all aging and recovery rolls.
+1 Individual resources: Each magus has 7 points of Personal Boons.
+1 Vivid Environment:
[tab][/tab]The word "Magnificent" doesn't even begin to describe it.
-3 Scattered Location:
[tab][/tab]Various important elements of the chapterhouse are scattered throughout the islands. This also means no main site or central large aura to accommodate everyone. Each magus must pay for their aura out of their personal Boon points

Fortifications: 0
[u]+1 Edifice[/-1]: Each location has a decent quality main builing which qualifies as an Edifice or otherwise Important Building.
-1 Outbuildings:

Resources: +?
+? Hidden Resources
[tab][/tab]Who knows what we may find or will be uncovered?

Residents: +2
+0 Sailors:
[tab][/tab]Just about anyone that we recruit from the local area is going to be experienced with sailing and life by the sea.
+1 Chapterhouse:
[tab][/tab]Viewed in reverse, being a Chapterhouse is a boon to us, since it includes many benefits. Our expenses are paid, what we make above that is ours to keep, our motherhouse (Andorra) and cosponsor (Barcelona) are considered allies, and more.
+1 Criminals:
[tab][/tab]A lot of the grogs we recruit will wind up being former pirates, some still are, and they will be skilled fighters and seamen. They will require little in terms of wages, save for food, wine, and a bit of booty.
+1 Veteran Fighters:
[tab][/tab]In addition to sailors and pirates, the chapterhouse is staffed with a contingent of almogavars and a few marines.
-1 Superiors:
[tab][/tab]Sa Dragonera is a Chapterhouse, dependent on the Covenant of Andorra and partially subsidized by the Covenant of Barcelona. Our superiors cannot tell individuals what to do, only mandate decisions upon the conditions of the chapter (save for bits taken as personal boons/hooks).

External Relations: -2
-1 Outside Influences:
[tab][/tab]The Covenant of Barcelona has an invested interest in the affairs of Sa Dragonera. This may lead to conflicts of interest down the road, but not yet.
-1 Public Vis Source:
[tab][/tab]The legal deal between Andorra and Barcelona concerning Sa Dragonera is stamped and filed in triplicate at Harco, Duresca, and Andorra (because that vault is where the Mercere have stored the backup copies of records for decades now).

Surroundings 0
+1 Hidden Ways:
[tab][/tab]There are different paths and shortcuts and ways to get between points on the islands, some better than others. Plus we have the Regio network that link each location.
-1 Minority:
[tab][/tab]Player characters will be mostly a minority, and the bulk of the mundane population is Moorish. There has been some displacement and resettlement forced by the powers that be (Count Peter), but it is a sad and slow process.

Suggested Personal Boons & Hooks
[tab][/tab]Each member magus residing here has their own individual location, henceforth referred to as their "Quarter", and seven points of Personal Boons to further customize their locations. They may further take up to 7 points of Personal Hooks for additional points of Personal Boons. No more than three points may be spent on any one Boon or Hook, nor may more than one Boon or Hook may be major.
[tab][/tab]The array of options for Personal Boons & Hooks is somewhat different that the one in Covenants, as it is approached from the point of view of building your own personal space in the covenant, personally and physically.
Terminology
[tab][/tab]I will try to be consistent in using the following Terminology...

  • Lab: Your Laboratory space, which is only a portion of your whole Sanctum.
  • Sanctum: Includes your Lab and the space around it (bedroom, kitchen, storage, etcetera); up to and including the entirety of your main building.
  • Quarter: The entirety of your personal space, the property and the buildings upon it.

Status
[tab][/tab]Representing your rank and status in the Covenant, and thus in the Chapterhouse. Rank is not an optional choice, it is a mandatory pick based on the actual character. Masters have greater personal benefits (and may come and go as they please), but Journeymen have more room for individual flexibility.
+0 Journeyman:
[tab][/tab]As a Journeyman participating in the Sa Dragonera Chapter, the covenant owes you the Basic Rights and Rights of Membership. This means that you have your basic expenses paid for, are provided with a laboratory and a staff, and are eligible to earn annual Wages of 3 pawns of vis and 6£ silver presuming you perform at least a season of service in that year. Service at the chapter counts or doing anything else for the covenant qualifies.
[tab][/tab]The covenant also owes you a decent aura and the protection of an Aegis. However, there has not yet been found a Magic Aura in these islands that is strong and large enough to accommodate everyone this way. Instead, there are several weak auras of small or tiny size. It is also not cost effective to pay for a separate Aegis for everyone, even a weak one. Thus participation in this mission is voluntary, and the covenant compensates you for sacrifice by offering you status as a Deputy Officer. You are given an additional 6£ of silver every year for your expenses just for being here, and a three year tour here counts as a service towards earning Master Status.
+3 Master
[tab][/tab]A Master at Sa Dragonera is also due the Privileges of a Master. This means an annual 3 pawns of vis and 6£ of silver as just due, the same again for every year with a season of service, and again if serving as an Officer (as compensation for looking over the juniors and the chapter). If serving a regular post with an established sanctum, the covenant offers 12£ silver as additional compensation for the lack of an Aegis or strong aura. Masters have more freedom and access to greater resources. They are the Superiors that the Journeymen have to be mindful of. Masters often come and go as they please and use the islands as a vacation retreat or pop in for observation to make sure their money is well spent.

Aura
[tab][/tab]The base that everyone starts with is a Weak & Small Aura, with a strength of 1 and large enough to cover their Lab and Sanctum. You may spend personal Boon points to increase the Size or Strength and/or to include other aspects, following the guidelines and restrictions as mentioned here.
+1 Favorable Aura:
[tab][/tab]The Aura is aligned with one of the Forms, such as Aquam. This doubles the aura's strength for Hermetic activities. For Magic beings with a Might aligned with that Form, the aura value is doubled for the purposes of preventing Acclimation, and all of their powers that have Might cost are one point cheaper while in that aura.
+1 Moderate Aura
[tab][/tab]This grants you a Magic Aura of 2.
+1 Medium Aura
[tab][/tab]This increases the Size of the Aura to Medium, enough to cover your entire Quarter.
+1 Controlled Regio
[tab][/tab]The Aura is also a Regio and your Lab lies at the center of it. This layer has the highest Aura strength, and the outer layer is a lower score or zero (as you choose). There is a layer one step beyond, a replica (vestige?) of your quarter upon Sa Dragonera in a powerful aura, a short walk away from the duplicates of other quarters. You have control over access to this regio from either direction.
+3 Strong Aura
[tab][/tab]This increases the Aura to 3 and increases the size to Medium, enough to cover your entire Quarter.
-1 Flickering Aura
[tab][/tab]The Aura declines one point every year unless some relatively simple task is performed. This can be something easy an at no expense, such as a seasonal ceremony or ritual dance performed by locals. This can be less frequent if slightly more complex and/or at a little expense, such as holding a feast in the aura every Christmas or sinking a ship nearby every spring equinox. Whatever it may be, it is mandatory and can be potentially interrupted.
-1 Tiny Aura
[tab][/tab]This Aura is Tiny and covers only one room (such as your Lab), and does not pervade throughout the rest of the Sanctum. If you have the Major Boon of Strong Aura, this is taken once as Small Aura (just your Sanctum), then can be taken a second time for a Tiny Aura.
-1 Troublesome Aura:
[tab][/tab]RoP-Magic, page 16
-1 Mutable
[tab][/tab]The fabric of reality within the aura is mutable, altered subtly by means easy for most anyone to achieve. Examples include painting on the walls with your fingers, being able press mold solid objects, lighting that reflects predominant moods, and so forth.
-1 Uncontrolled Regio:
[tab][/tab]Your peak aura is in a regio, as above, but is taken as a Hook instead of a Boon. Access to your Regio cannot be controlled or limited. At the very least it can be navigated by Second Sight or other appropriate magic. There are also two or three uncontrollable means of entry; such as a specific short time every day or longer frequencies at longer intervals, by any one of a certain description or engaged in a certain activity, or by walking a certain path or accessing a certain landmark. There are just as many means of entry that you do not know and cannot control. Whatever these may be, everyone in the chapter knows at least one, and those who study the magical folklore of your area may learn them (say, an appropriate Lore roll of 12+).

Location
[tab][/tab]These are features of the physical property of your Quarter, features of the physical geography and environment.
+0 Island
[tab][/tab]This is the default choice, either being on the coast of one of the larger islands or somewhere upon one of the smaller ones.
-0 Inland
[tab][/tab]You may choose to instead reside inland on one of the larger islands, such as Mallorca or Minorca.
+1 Difficult Access
[tab][/tab]Your sanctum and lab is located in a difficult to access location, such as an underwater cave or secret room.
+1 Healthy Feature
[tab][/tab]Everyone already has this once by default, but may take it again up to twice more, for a total bonus of +3 to Aging and Recovery rolls.
+1 Hostile Environment:
[tab][/tab]This represents an environment that is hostile and inhospitable to others, not yourself. A good example would be an underwater sanctum for a magus that can live and breath underwater easily and naturally.
+1 Secluded
[tab][/tab]The sanctum is in a hidden spot, known only to the other magi of the chapter and a few others you might tell. Examples include underground, a sea cavern, in a regio (with uncontrolled and unknown entries, as per the boon above), a secret chamber in an unknown building, and etcetera.
-1 Cursed
[tab][/tab]Think of something as befits a Minor Hook.
-1 Haunted
[tab][/tab]For whatever reason, bad luck or choice, you picked a haunted location.
-1 Monster
[tab][/tab]There is some sort of monster of undefined supernatural nature that resides in or roams around an area nearby your Quarter. It is not yet a direct threat or problem to you, and you are not yet capable of defeating it.
-1 Uncontrolled Regio
[tab][/tab]There is a regio on the property of your Quarter that you do not control and have only partially or have not yet explored (or even discovered). Who knows what lies hidden inside?
-1 Unhealthy Feature
[tab][/tab]There are a few locations that may be unhealthy or unsanitary, such as in the city of Palma or a graveyard. Other aspects inhospitable to normal human life also apply, such as outdoors or underwater. Taking this hook once negates the general +1 bonus. Taken a second time results in a -1 penalty to Aging and Recovery rolls. That is about as bad as it gets though.
-1 Urban
[tab][/tab]Your sanctum is nestled within a small coastal settlement
-3 Monster
[tab][/tab]If taken as a Major Hook, then it is a direct threat and/or immediate problem, yet even the covenant united with you is unable to defeat it. If that's really what you want to do, then have as much rope as you want and I will go get you a stool.
-3 Urban/City
[tab][/tab]Your sanctum is located in or on the edge of a major city (the only obvious choice being Palma on Mallorca).

Construction
[tab][/tab]These are items concerned with buildings and physical constructions upon the property.
+0 Manor House
[tab][/tab]The property includes a modest stone manor house. If combined with Urban or City, this may be a townhouse. It may have mild fortifications, but nothing serious.
+0 Small Tower
[tab][/tab]The property is a small stone tower, such as a lighthouse or an old watch tower. It may have mild fortifications, but nothing serious.
+1 Edifice/Important Building/Special Feature
[tab][/tab]This could mean a really fancy building, a fountain and stature in front of your manor, a stone pier, an underground/underwater bunker, and etcetera. This may be taken multiple times.
+1 Superior Engineering
[tab][/tab]Due to exceptional skill (&/or magical craftsmanship), the construction and engineering of buildings are of incredible quality. It inspires awe, envy, and maybe even fear (it is best if you keep your buildings few and small).
-1 Crumbling
[tab][/tab]Whatever type of building you have and whatever it is made out of, it is in disrepair and falling apart
-1 Wooden
[tab][/tab]Your building is made out of wood instead of stone. This may be nice and of excellent construction, but it is vulnerable.

Resources
+3 Personal Resources
[tab][/tab]You have access to a resource that is rightfully yours alone, a gift from a friend or mentor, or given to you for a specific task by the covenant. This is of equivalent value to a Rook of vis, as spent in terms of the Hermetic Economics system. A Rook equals 40qp, and the simple price guide for recommended or additional items is as follows: Books = Quality + level, Lesser Items = 6qp per magnitude, Invested Items = 12qp per Magnitude + open pawn of space, cash reserves = 1qp per 3£, private income = 1qp per 1£, Vis Stocks = 4qp per pawn of Form or 8qp for a Technique, a private Vis Source = 28qp per annual pawn. This may only be taken once.
+1 Private Income
[tab][/tab]You have a private source of income that brings in 15£ a year. This boon is free if this is an Indiscrete Resource, a source of illicit income such as piracy. This may be taken up to three times, but only once for free. This may also be combined with other Resource boons to expand the value of this income.
+1 Hidden Resource
[tab][/tab]There is some undiscovered resource located on your property. You do not know of its existence at first, but you will soon become aware of it. At that point, if you decide to share it with the covenant & chapter or to horde it for yourself, those ramifications are dealt with at that time. The value is the same as for Personal Resource.
+1 Indiscrete Resource
[tab][/tab]You have a resource obtained by illicit or improper means. Something you stole/are stealing from someone, something you are supposed to share, or otherwise by some means or condition that could cause trouble if discovered by concerned authorities (such as your chapterhouse associates/covenant mates). The value is the same as for Personal Resource.
+1 Single Resource
[tab][/tab]You own and control a single small personal resource, worth 15qp, that you do not have to share with or hide from anyone. You may take this only once.

Inhabitants
[tab][/tab]This represents others that inhabit the area of your quarter. As a base, besides themselves and an allotment for a Familiar and an apprentice; you have an allotment of 10 points of staff figured into your staff. Minor Staff costs one point per person, Major Staff cost two points each. Minor staff includes grogs, servants, sailors, pirates, rabble, flunkies, covenfolk, and other commoners. Major Staff includes specialists, armed soldiers, craftsmen, professionals, favored grogs, and so forth. Companions may or may not be staff, but they still need a magus to sponsor them unless they are independently wealthy. Boons and Hooks concerning Inhabitants do not affect your expenses (the cost is absorbed into the abstract). You may also have additional staff that you actually pay for, or cut costs by downsizing, but they will have to be recruited or fired in game.
+1 Increased Staff
[tab][/tab]You have an additional 5 points of miscellaneous staff that you do not affect your expenses (they are already figured in). This is worth 6 points if they are all of the same type (a trio of soldiers, three craftsmen, six pirates, etc). This may be taken up to three times.
+1 Magical Staff
[tab][/tab]Almost every member of your staff has inherit magical traits, or will soon acquire them while residing in the aura of your quarter.
-1 Minor Mystical Pests
[tab][/tab]You have gremlins in your lab, or smurfs in your sanctum, or woozles tearing up your garden.
-1 Small Staff
[tab][/tab]Your staff is greatly reduced, but your expenses are not. This may be because of the cost of high living, paying of debts to them or for them, or some other hole in your budget that equates to having a limited staff. You start off with only six points, additional members have to be recruited and paid for. Your Familiar is paid for, if you have one, but your apprentice (if any) is not and costs 2 points.
-3 No Staff
[tab][/tab]Perhaps it is because your own expenses are so lavish, or because of some other great expense that drains your resources, you have absolutely no staff yet still have the same expenses. Only your familiar is paid for if you have one, and if you do not it provides no cost savings. Recruiting staff is difficult,

Relations
+1 Informants/Agents
[tab][/tab]You have a network of informants and other agents in the area that gather information for you and perform other (non-violent) tasks of intrigue. They are not on your staff or part of your expenses, they have their own lives. They just cooperate with you seeking favor. It is wise to throw them a bone once in a while. Use the rules from Societas to design your agency.
+1 Local Ally:
[tab][/tab]You personally have made friends with influential mundane authorities
+1 Promised Favors:
[tab][/tab]Someone, Hermetic or mundane, owes you a favor pertaining to your residence here at Sa Dragonera
-1 Hangout:
[tab][/tab]On or near your quarter, there is a popular hangout (such as a tavern or church) that others are always congregating about. This is a draw on your staff and a potential start point for endless random stories.
-1 Owed Favors:
[tab][/tab]You owe a favor to someone in the area, or one that concerns your residence here.
-1 Politics:
[tab][/tab]You slightly entangles in mundane politics of the area (always a bad idea), or you have a heavy involvement in Hermetic politics that will affect your life here in Sa Dragonera

Individual Expenditures
Average Annual Expenses

  • Magus: 15£ (5£ Inhabitant, 1£ Writing Materials, 3£ Lab and Arcane Supplies, 6£ Compensation)
  • Companion/Familiar: 3£
  • Soldier/Specialist/Craftsman/Professional/Apprentice:
  • Servant/Rabble/Covenfolk/Flunky/Pirate/Other: 1£
    [tab][/tab]The typical Journeyman is afforded the lifestyle that befits a magus, and may have a Lab Upkeep as high as +2. It is further presumed that each magus will have a Companion, a Familiar, two soldier grogs, three servants, and an Apprentice or a Specialist at their disposal.
    [tab][/tab]This totals up to an average expense of 30£ per magus; including their entourage, buildings & properties, and laboratories. This is what the covenant has budgeted, and supplies each magus with each year. This includes 6£ that they can save aside, or use to live a more lavish lifestyle. Wages that they earn for services would be money owed no matter if the resided here or at the main covenant, so this is not a budget concern.
    [tab][/tab]At the rate of 30£ per magus, it costs the covenant 180£ per year to maintain the Chapterhouse. The vis yeild from Sa Dragonera is a Queen per year, and we make a 60/40 split with Barcelona. So it takes us 180£ to make 60 pawns of vis, using a vis exchange rate of 12£ per pawn, Andorra profits 45 pawns of vis per year. That is 5 pawns more than Barcelona, but we can consider that a wash with cost overruns and miscellaneous expenses.

Upgrading your Lifestyle
[tab][/tab]If you want a more lavish lifestyle, the cost is up to you. You have 6£ to play with, and there are other ways to obtain income. The expense of expanding your entourage is as indicated above, Other additional expenses are as follows.

  • Lab Upkeep: Pyramid value of Upkeep score minus 3£
  • Lab Size: 1£ per point of Size
  • Buildings: 1£ per point of Boon, -1£ per point of Hook
    [/strike]

Will think about it, but she can do at least some.

And yeah, Wirth and Roberto ruled :smiley: