Use cycles of 5 years, based off of the Andorra cycles.

  1. Choose how many complete cycles (N), up to 4, have passed since apprenticeship (0 ≤ N ≤ 4).
  2. Roll a simple die and divide by 2.
  3. Advance your magus/a N cycles plus up to the rolled number of years. (Yes, fractions of years are OK.) You may choose group these to be either N or N+1 cycles.
  4. Use a system based off the Andorra system, with 10 experience/season.
  5. Your magus/a gets 40-10N pawns of personal resources as a bonus. You should come up with some explanations of these, such as gifts or an inheritance from your parens, donations sought from your House to pursue this venture, proceeds from work you've done and bargained for well, etc. You can use these resources during development, save them for afterward, or any mix you would like. You as a player get to choose 40-10N pawns of resources for the covenant. These do not belong to your character, they belong to the covenant; but you are welcome to choose things that may benefit your character more than others. Use the provided price list for this.




Advancement:

In a Season, you may…



In the four Seasons of a Year (Winter, Spring, Summer, Fall) (averaged out over a cycle is OK), you may…



A Cycle is an average of about almost 5 years of abstract development (the actual length of a cycle may vary between 3 and 7 years, so long as you average close to 5 across your N cycles plus rolled years). Regardless of the adjusted length, each Cycle you may…





Other Considerations




Gaining new Virtues & Flaws

Basic rule

In a given Cycle, you may gain up to 3 points of new Virtues &/or Flaws from Mysteries or Adventures. This requires discretion, and should not be indulged in every Cycle (unless you are part of a Mystery Cult). New Virtues & Flaws may also result from Warping, Twilight, and other miscellaneous circumstances.

For Mysteries and Adventures, the basic formula involves an investment of Time and XP. Base Time os one season, plus another season for each point of Vitue gained. This may be reduced by incorporating up to Three points of Flaws, each point reducing the required time by one season to a minimum Time requirement of one season. The XP cost is ten times the Virtue points gained, unaffected by Flaws. Participation in a Mystery Cult that teaches this Virtue reduces the cost by 5xp per point of your score in the appropriate Cult Lore.

Time Required = One Season plus One Season per Virtue Point, minus One Season per Flaw Point.
XP Required = Ten times the Virtue points, minus (Cult Lore x 5)
Maximum of 3 points of Virtues &/or Flaws, Minimum Time Requirement of One Season.

Permutations

An allowance for MinMaxing, you may convert Time into XP or visa-versa. You may do this to best take advantage of your Cult Lore or for including more Flaws than Virtues, in order to fit within ratio limits of XP gain/expenditure, and etcetera. For magi, one season = 10xp, so flipped around either way, the formula can be look at as…
Cost in XP = 10 + (20 per Virtue Point) - (10 per Flaw point), - (Cult Lore x 5). Maximum 3 points Virtues/Flaws, Minimum cost 10xp
OR
Cost in Time = Seasons equal to the formula above divided by 10 (round up)

For the purpose of these formulas, reducing/improving/increasing/removing a Virtue or Flaw counts as equal to the change in points. For example: Removing a Minor Flaw counts as 1 Virtue Point. Reducing a Major Flaw to Minor or Improving a Minor Virtue to Major counts as 2 Virtue Points. Removing a Major Flaw counts as 3 Virtue Points. Then Removing a Minor Virtue is 1 Flaw point, Increasing a Minor Flaw to Major or Reducing a Major Virtue to Minor is 2 Flaw Points, and Removing a Major Virtue is 3 Flaw Points.
Changing a Virtue or Flaw into another Virtue or Flaw also counts as equal to the value of the change. So Changing a Minor Virtue into another Minor Virtue is 0 Virtue points, changing a Minor Flaw into a Minor Virtue is 2 Virtue points, and so on. You can only change one Virtue &/or one Flaw in such a transaction, regardless of their value, and you may not include further additions.

Adventures

You may use a tale of grand adventure to justify new Virtues and Flaws once, possibly a second time if developed three or more cycles and the story written up for it is good. This is usually something non-magical, but it doesn't have to be. Examples gaining a General Virtue or resolving a Story Flaw. In any case though, any new traits must be a plausible result of the story and are acceptable if they are. So major supernatural encounters can rationally justify new magical traits.
Because this is limited to one time only (maybe twice), this is the only method allowed for gaining XP related Virtues (such as Warrior or Educated) or changing Social Status.

Mysteries

A Cult Score of 1 is required for your first Initiation, a score of 3 for your second, and an additional point for each Initiation thereafter. The required XP cost is reduced by 5x your score in that Cult Lore, as mentioned above.
Initiation Scripts in printed cannon may supersede the limits and guidelines given here. Just follow what they say.
Cabal Legacy allows you to start with one Initiation for free (as part of your initial Virtue & Flaw balance). In addition, you qualify for an Initiation with each point of your score in that Cult Lore.

Note that further moving along the same Mystery Virtue (e.g. refining the Inner Heartbeast, different Transformations for Becoming) are handled as laboratory seasons or similar rather than totally new Initiations. So they are not numerically restricted, but you do have to invest the necessary seasons and vis to progress this way.

Warping

For non-magi with Warping, simply apply normal rules (Minor Flaw gained when Warping Score reaches 1, again at 3, Minor Virtue at a score of 5, Major Flaw for each point thereafter).
For Magi, refer to Twilight.

Twilight

The theory is that, in the short term, the typical magus will have (on average) an equal number of Good and Bad effects from Twilight. These may include new Virtues &/or Flaws (up to 3 points either/each), gaining/loosing knowledge or spells, and etcetera. To incorporate Twilight into Development, simply choose an even number of Warping points (up to 24 in a Cycle), and divide between Good & Bad Effects (including Scars for two or more episodes). This requires no xp and the time is considered washed in the abstract of the season (until you reach a Warping score of 6). Certain characters may have special traits that may justify more Twilight points or adjusting the ratio of good/bad effects. Use common sense and troupe guidance.