The Failed Apprentice
I could have been like them, you know. I should have been like them! But... that was a long time ago, and where else is there for me to go?
It is the hope of every magus that the apprentice he trains embraces the magical teachings of Bonisagus, swears the Oath, and follows his master's path into the Order of Hermes. But for some, those hopes are dashed, and the apprentice proves little more than a broken vessel to be discarded and replaced. Where should these young students go, with the truth of the supernatural world revealed to them, and no place in mundane society?
General Background
Robbed of his Gift, but with knowledge of the supernatural and Bonisagus' theories, the Failed Apprentice still has much to offer to a covenant. If taken from his parents at a very young age, life in a covenant is possibly the only life he has ever known. If he doesn't feel he can stay with his former master, he may seek out another covenant, either one that is friendly to his own, or one that he knows would offend the magus responsible for the loss of his Gift.
A Failed Apprentice may find himself busy in copying and preparing texts, assisting within the laboratory, or advising covenfolk both at home and on their journeys on supernatural matters.
Character Creation
The following notes will help with the creation of a Failed Apprentice.
AGE AND CHARACTERISTICS
Apprentices can be taken at any age, though magi work hard to find them in their youth, when they can be molded into the image of a magus. A Failed Apprentice joining the covenant upon losing his Gift will probably be younger than 25, while one who has traveled before finding his place will be older.
The Failed Apprentice is normally intelligent, so as to take the mental rigors of a learned life, and hardy to withstand the toll of working magic, so Intelligence and Stamina should be his primary characteristics. Positive Perception or Dexterity will also benefit him, depending on what Supernatural Abilities remain.
SUGGESTED VIRTUES AND FLAWS
The Failed Apprentice has a number of Virtues and Flaws that reflect his magical past, and perhaps hint at a magical future.
Failed Apprentice; Latent Magical Ability, Magic Sensitivity; Broken Vessel*, Missing Eye, Offensive to Animals
* See Chapter 6, New Virtues and Flaws
The Failed Apprentice Social Status Virtue is apt and gives the character access to both Academic and Arcane abilities. Latent Magical Ability and Magic Sensitivity are the remnants of the apprentice's Gift. The Flaws also represent these remnants, with the Missing Eye a lasting physical reminder, Offensive to Animals echoing the effect his Gift once had, and Broken Vessel a continuing threat of his magical powers slipping away from him. Alternatively, a Personality Flaw representing his continued bad feelings about the events that stripped his Gift from him would be entirely appropriate in place of a physical defect.
SUGGESTED ABILITIES
A Failed Apprentice would have been tutored in academic and arcane knowledge until his Gift deserted him. Beyond that, he can take and improve any Abilities that his background suggests.
TRAINING PACKAGES
Training packages include: Covenfolk, Failed Apprentice, Magician, Natural Philosopher, Teacher
SAMPLE ABILITY SCORES
The Ability scores later do not take account of the Broken Vessel Flaw, nor do they account for any time spent learning the Arts from former masters. The scores have been arrived at using the standard grog creation guidelines.
ABILITIES AT AGE 15: Area Lore 1 (geography), Artes Liberales 1 (astronomy), Awareness 2 (determining effect), Brawl 1 (Fist), Charm 2 (first impressions), Etiquette 1 (faeries), Faerie Lore 2 (faerie mounds), Folk Ken 2 (magi), Infernal Lore 1 (curses), Latin 3 (Hermetic usage), Living Language 5 (storytelling), Magic Lore 2 (regiones), Magic Sensitivity 2 (auras), Magic Theory 2 (learning spells), Order of Hermes Lore 1 (history), Organization Lore: Covenant 1 (personalities), Philosophiae 2 (experimental philosophy), Profession: Scribe 2 (copying)
ABILITIES AT AGE 30: Area Lore 1 (geography), Artes Liberales 4 (astronomy), Awareness 2 (determining effect), Brawl 1 (Fist), Charm 2 (first impressions), Etiquette 3 (faeries), Faerie Lore 3 (faerie mounds), Folk Ken 2 (magi), Infer-


The following story seeds originate with the Failed Apprentice and he certainly appears as a prominent character, but they are designed with magus and companion characters in mind.
A GIFT RETURNED BROKEN
A magus Bonisagi has fostered his apprentice out to another magus, just as House Bonisagus tradition dictates. But the apprentice suddenly returns to the covenant with a letter from the fostering magus. It seems a magical experiment has robbed the boy of his Gift. What does the magus do now? Can he force compensation for the loss? How can he replace the apprentice? And what becomes of the young student with so much stolen from him?
A NEW TRADITION
A wizard from a hedge magic tradition searching for an apprentice of his own hears tell of a student damaged by his association with the Order. He offers to take the boy and teach him in his own way. But there's one problem: the wizard is under threat from an antagonistic Flambeau, and if the boy goes with the wizard, his life is at risk too.
A SECOND CHANCE
A faerie fortune teller accosts the failed apprentice while at market and offers a chance to wield magic again. But three tasks are laid out, which the apprentice must complete. The first is to rescue the "pining heart of the unforgotten woman." The second is to "capture the tears of the resolute man." And the third is to "reunite the distant lovers, in marriage, before three moons are done." If these three tasks can be accomplished, then the apprentice will know magic again. The fortune teller offers little advice, except that the woman will be found in a castle, in Acre, far across the sea. And one last thing: the fortune teller gives the apprentice a golden ring, with the assurance that "by this ring will she know you."
THE SEED
An ancient magus, known to have visions and premonitions, tells the covenant that a powerful Gift may soon be born to the covenant. Deciphering his visions, the magi discern that the bookish Failed Apprentice is to be the father, and the mother is to be the somewhat robust cook, widow to the former turb captain. Can the magi bring these two together? Is love even within the power of the magi? Or will they need expert faerie assistance?
A MUNDANE MASTER
The old Failed Apprentice, finally tired of life at the covenant, leaves. Having taken minor orders and calling himself a clerk, he finds a position as an advisor on supernatural matters to a nearby noble. But then the old man sends word to his former covenant that the noble is a potential threat to them. How does the covenant investigate? And has the old man's disloyalty already been discovered?
nal Lore 3 (curses), Latin 3 (Hermetic usage), Living Language 5 (storytelling), Magic Lore 3 (regiones), Magic Sensitivity 4 (auras), Magic Theory 3 (learning spells), Order of Hermes Lore 2 (history), Organization Lore: Covenant 2 (personalities), Philosophiae 3 (experimental philosophy), Profession: Scribe 3 (copying)
ABILITIES AT AGE 45: Area Lore 1 (geography), Artes Liberales 4 (astronomy), Awareness 2 (determining effect), Brawl 1 (Fist), Charm 2 (first impressions), Concentration 3 (academic work), Dominion Lore 3 (divine creatures), Etiquette 3 (faeries), Faerie Lore 3 (faerie mounds), Folk Ken 2 (magi), Infernal Lore 3 (curses), Latin 3 (Hermetic usage), Living Language 5 (storytelling), Magic Lore 3 (regiones), Magic Sensitivity 5 (auras), Magic Theory 3 (learning spells), Order of Hermes Lore 2 (history), Organization Lore: Covenant 2 (personalities), Philosophiae 7 (experimental philosophy), Profession: Scribe 3 (copying)
At the age of 45, the Failed Apprentice has also researched five Formulae, as described in Art & Academe, and gained one Enriched object of virtue as described in Realms of Power: Magic.
PERSONALITY TRAITS
A Failed Apprentice may be Angry, Bitter, or Resentful over whatever took his Gift from him. The experience may have made him either Pessimistic or Resolute in the face of new challenges. But in either case, he may approach life with a new Worldly-Wise aspect.
Failed Apprentice as Companion
Grogs have a limited number of slots open for Virtues and Flaws and so

have a limited range of Supernatural Abilities open to them. Companions and Mythic Companions may take more of these. They may also take Story Flaws relating to the events, perhaps Plagued by Supernatural Entity, or even Dark Secret, in addition to a Magical Air.