Any roving bandits and thugs we encounter, I would hope we beat them down and bring them to justice. As for who is a marauding raider, that depends on your point of view. Almogavars for example, it is not just a profession but also a lifestyle. They raid along the border and make deep incursions into Muslim territory. To the people of the south, they are raiders and thugs. To the northern people, they are heroic paramilitary and mercenary soldiers.
And we are way up north and have nothing to do with that conflict. So you are either a mercenary or a bandit or a thug. If you are a mercenary, we will hire you. You might have a larcenous past and connections, but the face you present to us is that of a professional soldier. Think of it as a job interview, you wouldn't tell your prospective new boss about your drug dealing friends and your gun runner uncle. Well, depends on the job I suppose. If you are a bandit, I know Roberto will want to bring you to justice, or reform you into a soldier. If you are a thug that preys upon the innocent and causes them mercenary, then he shall wield the sword of the avenger.
So open bandit, not a good idea. Banditry in your past or in your closet, an interesting possibility.
This. THe gift is always downplayed, whereas this is the kind of things that should exist at least sometimes. Great and funny.
"Oh, the wizards? Sure, they're creepy, and I wouldn't trust them, but they're too aloof to care about us little people, so we get to run things here, and get a pretty good life overall, sure. And then, there's Roberto, he's not like the others, he's a warrior and a soldier, he understands us. Pere, too, he's a nice guy, I think he smooth things up a lot with the others gals and guys. And I just heard there's a new one... Well, quite a tramp actually, but you won't care once you've seen her, or so I've been told. Too bad she's going to Mallorca, but you might want to go there, if you get my meaning. Mallorca? Oh, yeah, that's just our vacation spot, we're all trying to get there Looks like the magi are all crazy about it, they want it but think it's a kind of punishment to be there. Me, I'd think it was a reward, but well, you know, they're all a little insane, anyway"
And how about ex, disgraced, spy? I'm thinking in that case it would have to be a voluntary seeking of asylum before his former paymasters got to him because otherwise they'd just kill him (warning: TVTropes link)
No, it's 14 xp, though others have it listed as 13 on the seasonal planner. Fausto's Teaching specialty is Single Weapon, which is what boosts the total to 14. Those taking his Leadership class receive 13 xp.
I am officially done reading the All Hallow's Eve thread, so I thought I'd ask a followup rules question here...
Great, I think we were all in agreement that that is what we wanted anyway. The follow-on question is do we want to try to come up with a HR for other situations.
To borrow from PB's example, what if a character goes on an adventure and then wants to read a Summa? The HR I would recommend would be that if the adventure is 10 days or less, they can forego the adventure XP and INSTEAD take the xp from the Summa. The second question would be, if the adventure is longer than 10 days, do we want to do something like the lab work distraction rules, where the quality of the source goes down by say 2 plus 1 per day over 10? I'm not married to the numbers, just wondering if it's worth considering letting people go on an adventure but still read a Summa, or practice, or something else for xp if they don't want the adventure xp.
Personally, I would use the Distraction rules as written: penalties to lab totals after 10 days, and reducing the SQ of a summa or tractatus by 1/3 for each full month that you lose. And I would also have all the seasonal plans set before starting adventure threads, so that (in this case) Vibria could be reading a summa and then go to a party. Whereas, if she were busy doing labwork and an adventure attacked, she would have the theoretical option to stay bundled up in her nice cozy lab and not go haring off after the tribe of cannibal yetis that's terrorizing the village.
This gets a little trickier because it's so easy (per RAW) to fit in an adventure while reading a book or learning from an instructor. Per ArM5 p. 165, any 'distraction' of less than a month has no impact on those advancement totals. Are you suggesting that the distraction rule for books and instructors be changed via HR to something closer to distractions from lab work, or would the stricter distraction rules only apply if the character is also gaining adventure xp?
I would say since a forfeit of xp gains you nothing I those circumstances that we should keep the RAW for sources of teaching training and reading being interrupted. One interesting concept, common in literature, is an adventure as training- we might consider coming up with a house rule for that, where the teacher would get fewer experience and the student more but the student would gain experience as determined by the teacher.
Unless that just seems like too much work...
Arnau took part in the salt drake adventure, and got 1 (terram) vis, 30 points worth of armor (to be worked on) and 10XP out of it. he also got a medium wound. I have assumed that the resources of the covenant would ensure his recovery in the next month. So he loses 1 month.
Can he still study? he would only earn half the XP, but I am unsure about this. he already earned 10XP from his adventure, and the RAW says "1 source of XP per season". Howefver marko pointed out that we can still study if the activity took less than 10 days. I am unsure if this is the case only if we did not accept the adventure XP or if we can accumulate both sources.
What if adventure of 10 days or less added to the SQ of whatever you were studying. Say you earn 10 xp from an adventure, but it provides you with amazing insights on the Corpus text you're readying, say increases the SQ by 5 for that season only, or some other fraction of original XP that everyone can live with. This is in the same spirit as the idea that you can do lab work in the same season as you take adventure XP. Might limit how many times this can be done somehow, maybe once per year.
I should have quoted his once I saw that you posted (I was typing my post, walked away for a bit and then posted it while you made your post). I was just speaking to the whole idea of picking adventure xp over another form of advancement, when you can do lab work instead and earn adventure and get the benefits of the lab work.
If you look at the wounds, a medium wound (wound penalty -3to -5) halves long distance travel rates, and halves study totals if you are at that level for a month or more out of the season., lab work and craft work is impossible. Currently you have to choose which XP source you use, so you can get 1/2 the book total (I'm assuming studying from vis is out as lab work if not being a waste of vis when you will only get 1/2 the study total at best.)
Arnau should be ale to study without penalty. Several magi know spells that can allieviate the pains of injury and speed up healing.
As for Lab Work and Study, bend it any way you want. I like the way Peregrine framed it. I shall clarify it like this.
Exposure counts as a source of Advancement, which can be replaced by any other source of advancement.
Only one Source of Advancement per Season.
Lab Work does not disrupt advancement, only Time. Visa Versa.
An Adventure/Exposure that takes less than 10 days does not disrupt Lab work, one of up to 30 days has the penalties as described in RAW.
Same goes for forms of Advancement (other than Exposure/Adventure). Studying for part of the season reduces the XP gain by fractions of one-third (two month study) or two-thirds (one month study)
It is theoretically possible to abuse the system, study for one month, work in the lab for two, and smile sweetly and claim you are not a munchkin. I actually don't mind if you do, because the maths are difficult and results less than spectacular. But you may e in a crunch for time in a situation some day.
Now...
Concerning Potential Multiple Sources of Advancement
(such as if you had a grand adventure lasting a week and studied the rest of the season, or had three adventures and practiced spell mastery).
The XP gain equals the total of the Highest potential source, xp may be distributed amongst all the activities (to a limit of that activity's source quality).
So, for example, you study a Quality 10 Magic Theory Summa, but in the middle of the season you have a two week adventure involving politics in Byzantium, which is worth 15xp for things like Intrigue etcetera. You gain 15xp for the season, only up to 10 can be spent on Magic Theory and any number on Intrigue etc.
Using the above example, Roberto practiced Spell Mastery for 5xp, the Halloween adventure gave him 6xp. So he gains 6xp total, up to 5 of which can be applied to spell mastery.