Laboratory Qualities

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Ars Magica: Nova Semitae Saga
ArM5LogoColor.jpg
GM
Mark
Game Start
Anno Domini MCCXX, hiems
A.D. 1220, winter
5 Neanne 1, Hiems
Game Year
Anno Domini MCCXXXV, aestas
A.D. 1236, summer
7 Aulus 2, Aestas
Magi of Nova Semitae
Geoffroy de Dreux of Jerbiton
Joshua Levi of Verditius
Magni of Flambeau
Obscurus Ignis of Flambeau
NPC Magi
Aulus · Neanne · Fr. Thomas · Vitria
Apprentices
Ysabelo discipulus Aulus
Esyllt discipula Geoffrey
Sigrun discipula Magni
Hermetic Status
Companions
Lady Angharad ferch Madog, Princess of Powys Fadog
Ritter Sigmund, German ex-Crusader
Sir Daniele d'Audrieu, Norman merchant
Sir William Cornwell, English ex-Crusader
Other Characters
Covenfolk · Agents
The Redcaps · Notable NPCs
Chart of Languages Spoken
Notable Animals
Guests
Hortense of House Bonisagus
The Covenant
Hermetic
Covenant Charter · Membership Record
Record of Offices · Covenant Service
Council Voting Records · Hermetic Politics
Stonehenge Tribunal
Mundane
Mundane Geography · Mundane Politics
Village of Melverley · Melverley Castle
Village Laws · Village Rumors
Medieval Farming
Covenant Resources
Covenant Library · Varana's Tomb
Hospital · Hospital Library
Vis Sources and Stores
Covenant Magical Items · Mundane Wealth
Classes and Training · Covenant Experts
Covenant Mechanics
Other
Ars Magica House Rules
Ars Magica Expanded Notes
Campaign Log · Loose Ends
Ars Magica PC Reference
Player Resources (PDFs)
Experience Point Worksheet
Character Sheet (Variant 1)
Character Sheet (Variant 2)
Experience Point Chart

Here are what the various stats for your Laboratory mean. These are all based from the Covenants source book.

Note: The starting score for all stats is +0 by default. This is modified by various qualities of your lab/santum.

Size: A Size +0 lab is the standard Hermetic lab. This is roughly to 500 square feet of space. Smaller labs apply a penalty to Hermetic work, while larger labs can reduce Safety and increase Upkeep (see below).

Refinement: This represents the level or organization of the lab. It is possible to become better organized and work in a smaller area, which opens up room for expansion. Ask the Storyguide on mechanics for this.

General Quality: This is a bonus to all lab activities due to the effectiveness of equipment, personnel or other factors.

Upkeep: This score indicates how many extra pounds per year it costs to upkeep your lab. A +0 indicates that you keep a standard lab, which is accounted for by the Autocrat, but any increases indicate speciality equipment that costs more to maintain in good shape.

Safety: This number subtracts the number of botch dice during laboratory work. (Conversely, a negative Safety adds botch dice to lab work!) This is based on safety features, safe handling processes, and sturdiness of the magus' laboratory.

Warping: A lab with a positive Warping score indicates that magic in the lab sometimes exerts unexpected, or unusual, results. If your lab has this, there are additional rules for lab work, particularly in experimentation.

Health: A positive score indicates that the lab is well-lit, warm, safe, and well-spaced, while a negative score indicates a drafty lab, cramped, or poorly lit. This number is added to the Living Conditions modifier during the Aging Roll in the Winter season.

Aesthetics: This number is the impressiveness, splendour, and luxury of one's lab and living quarters. It impresses on visitors particularly, whether favourable or not Each point of Aesthetics contributes 5xp to a Reputation, with a positive score indicating a positive reputation, while a negative score indicating a negative reputation.

Art (Technique or Form): This number adds to all lab totals involving the Art(s). More than one Art bonus can apply.

Vis Extraction: This number adds to the Rego Vim totals while extracting vis from the Aura.

Texts: This number adds to lab totals when using a lab text, as well as making it easier to copy books or translate texts. (Ask SG for rules on the latter.)

Items: This number adds to lab totals when enchanting items, or investigating items.

Spells: This number adds to lab totals when inventing a new spell. This may stack with the Texts bonus above, if using a lab text.

Experimentation: This adds to all lab totals when experimenting (see ArM5, p. 107)

Note that a lab may accumulate bonuses in multiple areas, but bonuses are limited to the following:

  • A maximum of two 'activity' specializations (e.g. vis extraction, items, etc.)
  • A maximum of four Art specializations, with a further maximum of two Technique specializations
  • Lab bonuses only apply to lab activity, not Advancement Totals (such as reading a book or studying vis)

The magus may select which bonuses his lab has, representing the emphasis on certain lab activities.

Labs may be further modified by adding various features which specialize the lab. Speak to the Storyguide on how to do this.