An urban Ex-Misc. This character utilises a good Virtue combination for overcoming most of the problems of casting in a town - botch dice are reduced, potentially to zero, and you can boost your casting total to overcome the penalty from the aura. You still have problems with your lab if you can't find a suitable magic aura to sit it in, though.
Characteristics: Int +1, Per +1, Pre +2, Com +2, Str -1, Sta +0, Dex +0, Qik +0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Gentle Gift, Ways of the Town*; Cautious Sorceror*, Lifeboost, Quiet Magic x 2, Skilled Parens, Subtle Magic; Avaricious, Favours, Restriction*: When on Consecrated Ground; Meddler, Offensive to Animals
*House Virtues and flaws
Personality Traits: Avaricious +6, Feels the need to involve themselves with magi on their "turf" +3, Enjoys bargaining +2
Reputations: None
Combat:
Dodging: Init 0, Atk n/a, Dfn +1, Dam n/a
Krife: Init +0, Atk +3, Dfn +2, Dam +2
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 1] Lore 2 (goods), Artes Liberales 1 (rhetoric), Athletics 2 (hiking), Awareness 2 (thieves), Bargain 3 (hardselling), Brawl 1 (knife), Charm 2 (townsfolk), Code of Hermes 1 (mundane interference), Concentration 1 (spells), Finesse 1 (Mentem), Folk Ken 2 (townsfolk), Guile 1 (pretending not to be a magus), Latin 4 (Hermetic terms), Magic Theory 3 (Mentem), Native Language 5 (slang), Order of Hermes Lore 1 (own tradition), Parma Magica 1 (Mentem), Profession: Trader 4 (favoured goods type), Stealth 1 (rural areas)
Arts: Cr 0, In 8, Mu 1, Pe 2, Re 5, An 0, Aq 0, Au 5, Co 0, He 0, Ig 0, Im 5, Me 10, Te 0, Vi 0
Twilight scars: None
Equipment: Merchantly robes
Encumbrance: 0 (0)
Spells known:
Whispering Winds (InAu 15) +13
Sailor's Foretaste of Tomorrow (InAu 20) +13
Aura of Enobled Presence (MuIm 10) +6
Restore the Moved Image (ReIm 5) +10
Wizard's Sidestep (ReIm 10) +10
Sight of the Transparent Motive (InMe 10) +18
Posing the Silent Question (InMe 20) +18
Thoughts Within Babble (InMe 25) +18
Trust of Childlike Faith (PeMe 10) +12
Loss of But a Moment's Memory (PeMe 15) +12
The Call to Slumber (ReMe 10) +15
Character Notes
This character is designed to be able to function effectively in towns, usually difficult terrain for magi. Their Gentle Gift and Quiet and Subtle Magic mean that they can avoid due attention, whilst Cautious Sorceror and Ways of the Town help to overcome the additional botch dice from divine aura and Lifeboost helps them overcome the casting penalty where necessary.
The character's Ex-Misc tradition are part of a small tradition which is gradually expanding over the cities of Mythic Europe. A single magus establishes themselves per city and overtime builds up a significant business without the use of overt magic. Members of the tradition will trade goods with each other, but more importantly they will trade favours - promises of future assistance and advice. The character is just starting their own business up, and owes a number of favours for the starting capital and advice they have received. It is not uncommon for these favours to be traded outside the tradition, so the character may find other magi approaching them for support for their business in the town. Most magi consider it a little odd (and look down their noses) at a magus bothering so much with mundane trade - after all, it's not as though it's that hard for a covenant to make all the money it needs - but that doesn't stop many of them being willing to utilise their services when useful Unfortunately the character can never resist getting a little too involved in these cases - after all, it's their town, and they know best how the visitor should navigate it.
The character likely spends a lot of their time in the city, but cities are rarely good places for laboratories and do not have plentiful supplies of Hermetic texts, so they may have links to a covenant for its facilities.
Customisation Notes
The character can take another two points of flaws and an equivalent number of virtues. Puissant: Profession Trader would make them a better merchant, whilst Social Contacts would help them know relevant people or Temporal Influence would suggest they'd already attained a position of some influence. Sharp Ears would enhance their ability to pick up information from their surroundings, the better to spy on potential customers or rivals.
You will need to consider the focus of the character's trading - this is likely to depend on the location of the city and the goods the area produces.
At the moment the character is interested in trade; however, it would be relatively easy to switch their focus to a different urban activity. If you do this, swap out their Bargain and Profession: Trader scores for Abilities more useful to their chosen profession. You may also want to change the details of the Restriction and Sailor's Foretaste of Tomorrow or other elements of the spell list.