Another Criamon.
Characteristics: Int +2, Per +2, Pre +1, Com 0, Str 0, Sta +1, Dex 0, Qik -1
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Major Magical Focus (Emotions); Affinity with Mentem, Deft Mentem, Piercing Gaze, Puissant Mentem; Fury, Greater Malediction (spells they cast upon themself don't work); Fear (anger)
Personality Traits: Usually very calm and self controlled +3, Sometimes very angry! +3, Scared of people getting angry +3
Reputations: None
Combat:
Dodging: Init -1, Atk n/a, Dfn +1, Dam n/a
Soak: +1
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20)
Abilities: [Area] Lore 1 (personalities), Artes Liberales 1 (logic), Athletics 2 (dancing), Awareness 2 (searching), Brawl 1 (dodging), Charm 1 (magi), Code of Hermes 1 (scrying), Concentration 4 (meditation), Enigmatic Wisdom 2 (explaining the Enigma), Folk Ken 3 (signs of anger), Latin 4 (Hermetic terms), Magic Theory 3 (Mentem), Native Language 5 (poetry), Order of Hermes Lore 1 (Criamon), Parma Magica 1 (Mentem), Philosophaie 1 (moral philosophaie)
Arts: Cr 1, In 5, Mu 0, Pe 5, Re 3, An 3, Aq 0, Au 0, Co 0, He 0, Ig 0, Im 0, Me 14+3, Te 0, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Panic of the Elephant's Mouse (ReAn 15) +10 (F)
Wizard's Sidestep (ReIm 10) +4
Perception of the Conflicting Motives (InMe 15) +23
Peering into the Mortal Mind (InMe 30) +23
Calm the Motions of the Heart (PeMe 15) +28 (F)
Blessing of Childlike Bliss (PeMe 25) +23
The Call to Slumber (ReMe 10) +21
Character Notes
Most of the time this character appears calm, measured and controlled. This makes their occasional sudden violent rages all the more shocking - they terrify not only the character's grogs, but the character themselves. They believe that the world is gradually descending into ever greater chaos, and see their anger (and other people's) as an agent of this descent. As such, they seek to pacify and defuse this anger.
Defusing their own anger is made more difficult by their Greater Malediction which prevents their own magic from affecting them. Any direct magic cast by them simply fails to affect them, as though it had not penetrated their magic resistance. Indirect magics (such as for example levitating a pebble over their hand and then dropping it) still work as normal.
Customisation Notes
The character can take another three points of flaws and an equivalent number of virtues. The Greater Malediction could be dropped, especially if you want the character to experiment with using Mentem magic on themselves to suppress their Fury flaw. Note that even if apparently successful, this should lead to the flaw being replaced by another of equivalent strength - maybe they start to be Plagued by the Spirit of their anger, or troubled by others seeking aid for their own emotional problems?
Other Notes
This character is likely to seek out the Path of Walking Backwards. However, if they cannot overcome their anger they may fall from that path, and resign themselves to the Path of Strife.