Character Creation
Early Childhood
Representing the first five years of life
begin with Native Language 5, Native Area Lore 2, and 45xp for Childhood Abilities
Later Life
From age six onward (until apprenticeship), you gain 20xp per year. If you are Wealthy you gain 30xp per year, and if you are poor you gain only 15xp per year.
Apprenticeship
Apprenticeship usually begins between age 7 and 21, and lasts 15 years. During this time, you receive 300xp for Arts and Abilities, plus 150 levels of spells. You should spend no more than half your xp on Arts, and should not have any Art score greater than 10.
Gauntlet
Describe your Gauntlet.
A new magus has the following minimums for Ability scores: Latin 1, Magic Theory 1, & Parma Magica 1.
Suggested ability scores for a new magus are Artes Liberales 1, Latin 4, Magic Theory 3, Magic Lore 1, Order of Hermes Lore 1, Parma Magica 1, Profession-Scribe 1, & Philosophiae 1.
Further Development: Years of Growth (Spring)
You may play a character fresh from their gauntlet, or you may advance the magus in age a few years. Right now I quoted a suggested cap of 35, but perhaps it should be lower.
Advancement is based upon Season, Year, and Cycle.
Season
In a Season, you may...
- Take 10xp Advancement (average quality of the average abstract source is 10)
- Work in the Lab (normal rules, including gaining Exposure xp)
- Earn extra Vis Wages (3 pawns per season of any Form)
- Do anything else that requires a season's worth of time
Year
In the four Seasons of a Year (Winter, Spring, Summer, Fall), you may...
- Take up to 3 seasons Advancement
- Work up to 2 seasons in the Lab
- Earn an extra season of Vis Wages
- Do whatever else that fits
- You Must take a point of Warping if you are on a Longevity Ritual
This is to be viewed as a ratio when extended to a Cycle. So you could, say in the course of four years, take 2 full years in the lab and study the rest of the time.
Cycle
A Cycle is an average of 7 years of abstract development (which may vary by as much as +/-3 years each cycle). Regardless of the adjusted length, each Cycle you may...
- Draw a Vis Salary of 21 pawn of any Form of vis.
- Gain one new Virtue from a Mystery, Adventure, or other appropriate source (see below)
- Describe a Major event in your life (the frequency of Major life events may serve as a guide to vary cycle length).
- You Must loose a season somewhere due to miscellaneous whatever
- You must take one point of Warping for some reason that is certain to happen sooner or later. Take two if there is a good reason too.
Other Considerations
If you possess a Virtue that affects how many xp you gain from a study source (such as Apt Student or Book Learner), add 30xp per Cycle of Development. This is invariable no matter how you tweak things. If you have two such virtues, add 45xp. If you have three then you are really pushing it, but that would add 52xp per cycle.
Simple Twilight:
You can spice your magus up with a sprinkling of Twilight. In consideration of your whole Development, you may choose a balanced value of Good and Bad effects. Total up the value of them all, and add that many Warping points. Minor Flaws are worth 7, Minor Virtues 10, Major Flaws 10, and Major Virtues 15.
Gaining New Virtues
You may gain One new Virtue per cycle. This could result from Adventure, Initiation, or other miscellaneous events. This requires an investment of Time and XP. The time required is 3 seasons for a Major Virtue, 2 seasons for Moderate, and 1 season for Minor. A Moderate Virtue is rated halfway between Minor and Major (2 points). Removing or Reducing a Flaw counts as a Virtue of that value, and Transforming a Flaw or Virtue into a different Virtue counts as having a value equal to the difference between them (a Transformation is thus limited in range to equaling a Major Virtue).
The xp cost is separate, the required seasons scratched off as waste. The base xp cost equals 10 times the value of the Virtue. You may include one to three new Flaws to reduce this cost by 5 times the value of the Flaws. The minimum cost is 0xp, just the time investment.
Companions may possibly use this formula to gain new Virtues because of back-story events.
This system is compatible for any reasonable explanation. If associated with a Mystery Cult, Initiations make things easier. Subtract 4x your Cult Lore from the xp cost. The time requirement is unaffected, and the minimum cost is 0xp. There are also Initiation scripts in cannon that provide a package of multiple Virtues & Flaws. Reasonable packages are fine, just one initiation per cycle.
Mustering Out
Then comes the time when you stop screwing around and tricking yourself out pre-game. You should spiff up a little, but you may choose to come straight out of gauntlet. You may also choose to advance up to a number of years, but I encourage you keep this to a modicum. Right now the cap is 30, and I keep changing my mind.
The official saga-start date will be Winter 1230 Christmas and the start of the New Year.
You may only keep a portion of the Vis Wages and Salary from Development. If you haven't used it all up in the lab, divide whatever is left in half and subtract your Hermetic age. That is what you get to keep as personal property. The Personal Vis Source Virtue is worth 3 pawns per year, and there is no penalty or limit on how much of this you can keep.
I am going to have certain expectations of older characters, such as having at xp equal to your Hermetic age in Order of Hermes Lore. You should also spend xp for the Area Lore(s) for where your character has resided. I expect magi with more than 15 years experience to have no zero scores in any Art, and by age thirty or sooner you should be ready to train an apprentice. And don't forget your social skills. Magi always forget their social skills, but it gives them an edge in dealing with other magi who often lack social skill.
As for vis, I may allow you to spend some of your accumulation on books and trinkets that are personal possessions, deducted before mustering. A pawn of vis is worth 4 covenant build points for books, Items, Retainers, Henchmen, Pimping out your Sanctum (I'll allow you to move in and install in a single season without further hassle), and other durable goods. You cannot buy back vis or a vis source.
Then we must figure out why you came to Andorra. This is easy to do, we just need to establish what it initially is.