An Ex-Misc. This is quite a weak character - very much a "hedge wizard".
Characteristics: Int +1, Per +1, Pre 0 Com 0, Str +1, Sta +2, Dex +1, Qik 0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Greater Immunity (Exposure)*, Ways of the Forest;
Animal Ken, Free Study, Inoffensive to Animals*, Magical Memory, Personal Vis Source, Secondary Insight, Study Bonus;
Blatant Gift*, Compassionate, Supernatural Nuisance; Hedge Wizard, Poor Student, Sheltered Upbringing
Personality Traits: Compassionate +6, Grumpy +2, Civilised -3
Reputations: Hedge Wizard 3
Combat:
Dodging:
Soak: +2
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Abilities: Animal Ken 4 (wolves), [Area] Lore 2 (geography), Artes Liberales 0 (1) (reading), Athletics 2 (climbing), Awareness 2 (forests), Brawl 1 (fist), Hunt 1 (forests), Latin 3 (Hermetic terms), Magic Theory 3 (spells), Native Language 5 (forests), Parma Magica 1 (Herbam), Stealth 1 (forests), Survival 2 (route finding), Swim 1 (rivers)
Arts: Cr 5, In 7, Mu 1, Pe 1, Re 8, An 7, Aq 0, Au 5, Co 0, He 9, Ig 0, Im 0, Me 0, Te 0, Vi 0
Twilight scars: None
Equipment: Rough clothing
Encumbrance: 0 (0)
Spells known:
True Rest of the Injured Brute (CrAn 20) +14
Doublet of Impenetrable Silk (MuAn 15) +10
Cloak of the Duck's Feathers (ReAq 5) +10
Sailor's Foretaste of Tomorrow (InAu 20) +14
Eyes of the Cat (MuCo(An) 5) +3
Trap of the Entwining Vines (CrHe 15) +16
Hunt for the Wild Herb (InHe 5) +18
Intuition of the Forest (InHe 10) +18
Lord of the Trees (ReHe 25) +19
Character Notes
It is not unheard of for children, especially blatantly Gifted ones, to be abandoned in the forest at birth. Many such children die, but others are adoped by faeries or by members of this small hedge tradition within House Ex-Miscellanea.
All the apprentices of this tradition have developed a Greater Immunity to Exposure as a fruit of their abandonment. This renders them unaffected by temperatures in natural ranges, and means they will not starve or die of thirst, although they need to be properly fed and watered to recover long term fatigue levels. They also all have the Blatant Gift, but it does not affect Animals.
The tradition dwells within the forests of Mythic Europe, protecting them and their inhabitants and attempting to mediate intra-forest disputes. This character in particular often finds themselves bothered by minor supernatural creatures of the forest for assistance with their problems. They rarely live within the walls of a covenant, but if a covenant is close to their forest they may associate with it. Otherwise they rarely interact much with the wider Order.
Customisation Notes
The character can take another point of flaws and an equivalent number of virtues.
The character has significant disadvantages which are likely to make them weaker than a standard Hermetic Magus. These could be reduced by dropping their "Poor Student" flaw, which would enable them to make better use of books, but spending a lot of time reading would change the feel of the character. Giving the character an appropriate magical focus could boost their power level within its area; example Major foci include the Wilderness (affecting natural materials unworked by human hands) and Trees, but would require dropping other virtues to allow them to fit. Example minor foci include Understanding Nature or Controlling Plants.
This character was abandoned in a forest, but with a bit of effort an alternative habitat could be substituted.
Other Notes
If using the wider books, giving the character Voice of the (Forest) in place of Animal Ken would fit at least as well, and free up 45 xp. Servant of the (Forest) could replace Supernatural Nuisance. Forest Lore would also be highly appropriate.
The process of gaining the Greater Immunity has similarities with the Forest Paths in Guardians of the Forest, but is not an exact fit.