Starting a new mystery cult, without borrowing from previously existing cults, takes a significantly high Cult Lore. Assuming you have good Intelligence and Presence, it seems to take a Cult Lore of around 8, which needs 180 XP.
So I've been thinking about other ways to do it. I'll list some of them... and hopefully the rest of you can contribute some ideas or house rules, as well.
-
Exposure XP - At 2 XP per season, this is about the slowest possible. It allows you to do something with your time, however, unlike most other options. The hard part here is finding something that would give exposure XP in such a non-existent cult.
-
Practice XP - 4 XP per season. This is the slow and steady method. It'll work without fail, but you need almost twelve years of constant work, in which time you're gaining nothing else. Unless the rest of the group is going at an extremely fast pace, this is a good way to permanently remove your magus from the saga.
-
Twilight - Unwise, but possible for young magi with low warping scores and good intelligence, is the option of inducing Twilights and seeking wisdom in the magic realm. This can give pretty good XP at a relatively fast rate, even for young magi, with the downside of providing massive warping and leading to several poor twilight experiences as well.
-
Collaboration - This is the approach I'm leaning toward now. Having multiple members of the covenant practice the cult lore, and then write tractatus for the others to study as their scores become high enough. Writing a tractatus would probably still generate the 2 exposure XP, and reading one would be significantly more than the 4 practice XP, so it's a little faster. This has the benefit of creating a large body of literature for the cult, to aid new initiates, as well. Finally, if the whole group works together, it makes the new cult interesting and doesn't essentially remove one character from the saga while they work on it.
-
Experimentation - Not really an option. In theory, you could potentially gain XP in the Cult Lore by working on some sort of magic related to the cult and experimenting, but the chance of getting that exact result on the experiment table hovers around 0.2% - 0.4%. Quick calculations, that works out to around 1 XP per 20 seasons, with probably disasters along the way.
So... any other suggestions or ideas? House rules would be appreciated as well.