I haven't quite finished posting two of every House, so have a Herbam / Mentem Jerbiton vintner.
Characteristics: Int +2, Per +2, Pre +2, Com +1, Str -1, Sta 0, Dex -1, Qik -1
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift; Deft Mentem, Minor Magical Focus (the vine and its fruits), Privileged Upbringing*, Puissant Intrigue, Side Effect (feeling on contentment and relaxation); Driven (restore family fortunes), Waster of Vis; Close Family Ties
*House Virtue
Personality Traits: Determined to restore the family fortunes +6, Opinionated on wines +2, Ambitious +1
Reputations: None
Combat:
Dodging: Init -1, Atk n/a, Dfn +1, Dam n/a
Soak: 0
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: Family Lands 1 (vineyards), Artes Liberales 1 (rhetoric), Athletics 1 (grace), Awareness 2 (searching), Brawl 1 (dodging), Carouse 2 (not getting too drunk), Charm 3 (nobles), Code of Hermes 1 (mundane interference), Concentration 1 (spells), Etiquette 1 (nobility), Finesse 1 (Herbam), Folk Ken 2 (nobles), Guile 1 2 (nobles), Intrigue 3+2 (nobles), Latin 5 (Hermetic terms), Magic Theory 3 (inventing spells), Native Language 5 (wine technical vocabulary), Order of Hermes Lore 1 (Jerbiton), Parma Magica 1 (Herbam), Profession: Vintner 2 (fine quality wines), Stealth 1 (courts)
Arts: Cr 7, In 8, Mu 1 3, Pe 0, Re 0, An 0, Aq 1, Au 0, Co 0, He 8, Ig 0, Im 0, Me 7, Te 0, Vi 0
Twilight scars: None
Equipment: Fine wizardly robes
Encumbrance: 0 (0)
Spells known:
Subtle Taste of Poison and Purity (InAq 5) +9
Conjure the Sturdy Vine (CrHe 5) +23 (F)
Trap of the Entwining Vines (CrHe 15) +23 (F)
Converse with Plant and Tree (InHe 25) +17
Transformation of the Thorny Staff (MuHe 10) +12
Aura of Enobled Presence (MuIm 10) +4
Memory of the Distant Dream (CrMe 20) +15
Posing the Silent Question (InMe 20) +16
The Call to Slumber (ReMe 10) +8
Character Notes
This character was born to a noble family whose fortunes were already in steep decline, and have only got worse over time. The family's lands used to contain great vineyards known for the quality of its wines; however, misfortune, bad weather, unfortunate co-incidences and blatent actions by rival nobles have meant that they are by now barely clinging on to a position even as lesser nobles. Fortunately, one of their scions is a magus, and it's up to them to reverse the family decline - and see if there's more to their fall than simple bad luck.
This does, of course, risk charges of mundane interference - but that's only if their actions bring ruin to their sodales (and they get caught). Many other magi, especially Jerbiton, will be sympathetic to a magus helping their family - but how far can they push it?
The character's magic is strongly linked to the vine and wine, and they are likely to be a keen participant in the gastronomic societies that exist in House Jerbiton. Their magic has a side effect whereby at low levels it creates a feeling of relaxation and ease in its targets, which at higher levels can progress into lowered inhibitions and in extreme cases outright intoxication.
Customisation Notes
The character can take another three points of flaws and an equivalent number of virtues. The field of interest of their noble family could be changed, for example to breeding horses or dogs, or more direct patronage of the arts or the church. In this case you are likely to want to change the Herbam score to an Art more relevant to the alternative interest. The side effect can also easily have its nature changed, or be removed altogether.
The Latin score could be reduced to 4 to free up 25 xp to use elsewhere; however, this would leave the magus less cultured.