History:
There was, in eastern Normandy, a deep cleft in the mountains that rarely got direct sunlight. The stories were grim and grave, an spoke of small vicious creatures which chased of mortals and made the ore shafts only draw dust. When the miners left, the vicious creatures began to steal children to feed their cruelty. This terrible place caused trouble and trauma until a brave knight slew their king and rescued stolen children.
Rocher lived in the deep mines since he was a child, a baby. He was raised by the little gremlin nightmares who stole him, and other children. The children were told that they were humans, that they were stolen from ungrateful and careless parents, and that they would never see the light of the sun. The children were in despair as they dug new pits and caves for their captors, and most took their anger out on Rocher. Rocher grew quieter, and quieter, until he could not speak at all. This continued until the Shining One arrived.
The Shining One was a brave knight who slew the goblins that had kidnapped children, and he lead the children free from darkness to sunlight. Unlike everyone who he had ever known, the knight was kind to Rocher, and did not despise him. This 'knight' was a Flambeau of the Ramius school, and he knew Rocher was gifted. With no desire to interrupt his own adventures to raise an Apprentice (especially one crippeld), the Flambeau brought this unwanted, small child with him to find a good master for the unlucky child. Small for his age, and with no real memory of his youth, people tend to think that Rocher is a few years younger than he actually is. He is likely quite unwanted.
Rocher Roussau
House: None
Characteristics: Int +2, Per 0, Pre -2, Com -1, Str +1, Sta +2, Dex +1, Qik +2
Size -1
Age 9
Warping 0
Confidence 1 (3)
Virtues: The Gift; Faerie Blood (Goblin), Tough, Puissant Stealth, Quiet Magic
Flaws: Faerie Upbringing, Mute, Nocturnal, Small Frame
Personality Traits: Quiet +4, Brave -2, Determined +3
Reputation: None
Abilities: Athletics 1 (climbing), Awareness 1 (in darnkess), Brawl 2 (dodge), Concentration 1 (in pain), Faerie Lore 2 (goblins), French (pidgin) 5, Guile 3 (hiding feelings), Stealth 3 (cowering in the corner)
Equipment: Simple clothes, loose blindfold for sensitive eyes, Enchanted coin
Design Notes:
Instead of starting my magi at gauntlet, like usual, I've decided to add an additional step: An apprentice. It gives you an opportunity to steal this idea if one of your players wants an apprentice and... uh.. is really, really unlucky. Or is really soft-hearted and would accept a mute child. Or, you know, is a Tytalus.
Obviously, this child is missing a lot of Virtues and Flaws. Here are a number of them which could develop or be nurtured as the child is trained:
Quiet magic (second)
Special Circumstances (in darkness, from hiding)
Flawless Magic
Puissant Penetration, Puissant Magic Theory
Inventive Genius
Difficult Longevity Ritual
Many personality flaws
Cyclical Magic (night time, full moon, new moon)