A Bjornaer Octopus. The original version of this concept wanted to develop their Heartbeast to turn it into a massive monster that could tear apart ships (possibly with Mythic Blood: Kraken), but I ended up dropping that aspect as a) it didn't really gel with the rest of the concept and b) as far as I can tell, the idea of a Kraken significantly postdates 1220 (although there are ancient stories in which an octopus grabs a sailor from a ship). There's still a tiny legacy of it in the "Reserves of Strength" virtue, though, and someone could develop it in play if they wanted to.
Characteristics: Int +4, Per +0, Pre +1, Com +0, Str +0, Sta +0, Dex +2, Qik +0
Size: 0
Age: 25
Decrepitude: 0
Warping Score: 0 (0)
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Great Int, Heartbeast (Octopus), Improved Characteristics, Inventive Genius, Puissant Intrigue, Quiet Magic x 2, Skilled Parens, Subtle Magic, Reserves of Strength; Favours, Meddler, Mute
Personality Traits: Meddler +6, Tenacious +3, Curious +2
Reputations: None
Combat:
Dodging: Init +0, Atk n/a, Dfn +1, Dam n/a
Grappling: Init +0, Atk +4, Dfn +2, 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 1] Lore 1 (bodies of water, Artes Liberales 1 (ritual magic), Athletics 1 (contortions), Awareness 1 (searching), Brawl 1 (grappling), Charm 1 (magi), Code of Hermes 1 (scrying), Concentration 1 (spells), Finesse 2 (Imaginem), Folk Ken 2 (magi), Guile 2 (magi), Intrigue 3+2 (alliances), Latin 4 (Hermetic terms), Leadership 3 (persuading people to work for them), Magic Theory 4 (Intellego), Native Language 5 (understanding people), Order of Hermes Lore 1 (Bjornaer), Parma Magica 1 (Imaginem), Stealth 1 (being unobtrusive), Swim 1 (salt water)
Arts: Cr 4, In 10, Mu 5, Pe 2, Re 0, An 0, Aq 8, Au 0, Co 0, He 0, Ig 0, Im 8, Me 0, Te 0, Vi 0
Twilight scars: None
Equipment: Wizardly robes
Encumbrance: 0 (0)
Spells known:
Mighty Torrent of Water (CrAq 20) +12
Voice of the Lake (InAq 25) +18
Enchantment of the Scrying Pool (InAq(Im) 30) +18
Push of the Gentle Wave (ReAq 15) +8
Lamp Without Flame (CrIg 10) +4
Phantasm of the Human Head (CrIm 10) +12
Disguise of the Transformed Image (MuIm 15) +13
Veil of Invisibility (PeIm 20) +10
Unravelling the Fabric of Imaginem (PeVi 5) +2
Stats in Heartbeast Form
Characteristics: Int +4, Per -2, Pre -4, Com -6, Str -8, Sta +3, Dex +2, Qik +4
Size: -4
Confidence Score: 1 (3)
Virtues and Flaws: The Gift; Hermetic Magus; Great Int, Heartbeast (Octopus), Improved Characteristics, Inventive Genius, Puissant Brawl, Puissant Intrigue, Quiet Magic x 2, Skilled Parens, Subtle Magic, Reserves of Strength; Favours, Meddler, Mute
Reputations: None
Combat:
Dodging: Init +4, Atk n/a, Dfn +11, Dam n/a
Grappling: Init +4, Atk +8, Dfn +10, Dam n/a
Soak: +3
Fatigue Penalties: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1), -3 (2), -5 (3), Incapacitated (4)
Abilities: [Area 1] Lore 1 (bodies of water), Artes Liberales 1 (ritual magic), Awareness 2 (food), Brawl 4+2 (dodging), Code of Hermes 1 (scrying), Finesse 2 (Imaginem), Intrigue 0+2 (alliances), Latin 4 (Hermetic terms), Magic Theory 4 (Intellego), Native Language 5 (understanding people), Order of Hermes Lore 1 (Bjornaer), Parma Magica 1 (Imaginem), Survival 3 (sea), Swim 5 (sea)
Other: Can breathe underwater. +9 to Defense against grapple attacks
Character Notes
Unable to speak without the use of magic, this character is easy to overlook at first. They're also highly intelligent, and unable to resist poking their nose / tentacles into pretty much anything that's going on that looks to be interesting, then resisting any attempts to make them go away. They do try to keep on the right side of the Code of Hermes (i.e. they'll use mundane agents in preference to magic where magi are involved), and they will often try to help based on what they discover (sometimes even with the recipient's permission), but it's probably only a matter of time before someone gets seriously annoyed at them meddling in their business.
Customisation Notes
The character has one remaining flaw point and can take an equivalent number of Virtues. Reserves of Strength isn't really necessary to the character and can be swapped out without difficulty. A variant of the character (possibly with Mythic Blood) could be seeking to turn their Heartbeast into a giant Octopus capable of plucking sailors from ships in the way described in some tales, or even of crushing the ship itself.