....The Donalds need to be hardened, experienced Wardens of varying age. One needs to be a True Badass....
And like I said before, these characters may or may not make it out of the story alive. Some probably won't. If you have qualms knowing your character may die in some fanfic story out there, I won't use them. I can respect folks not wanting to see their characters die.
As long as he dies
well.
Sergio Moretti was born to a very old family with a strong wizarding pedigree. The original Moretti, Sergio's great-great-grandfather, had been a
powerful wizard in Italy in the 1600s. Most of the Morettis born since have been minor talents to one degree or another, with some notable exceptions, namely Sergio's uncle, who took over to head the family around the time Sergio was coming into his power.
Born in Seattle to a family who by now had acquired so much mortal wealth, contacts, and power (that's what the non-Gifted members of the Moretti family tended to spend their lives doing) they had become a twisted version of the Kennedy's, Sergio was different. He had kindness in him, a gentility not seen in the family...but he was ignored by his CEO-mother and Congressman father to be mainly raised by 'the help' until his talent started showing around 12 years old.
He was sent to a farm to learn from an old wizard (who's name I forgot!) who'd somehow entered into an arrangement with the Morettis...they protected him, or didn't extract revenge on him, or some such thing, and thus the old wizard stayed on his farm and trained the boys and girls the Morettis brought him as best they could, and it worked for him. Seeing Sergio was different, the old man encouraged the boy to follow his own path. Comic books and novels and his exposure to his downright nasty family made him yearn to be something
better, and that desire eventually grew into a specific one: become a Warden and redeem the family name.
Of course, that was easier said than done. Once Sergio finally passed his test to enter the White Council, his uncle came around to see him for the first time in years. After Sergio refused invitation to the Dark Side, more or less, his uncle strangled the old wizard who'd trained Sergio to death in front of the young man's eyes, as an object lesson. Then he cut Sergio off from the family and exiled him, which left him untrusted and cast out of his family on top of being untrusted and looked down upon in the magical/White Council community as "another bad-apple Moretti."
Sergio spent seven years or so roaming the country, finding his place in things while helping those he could and constantly studying to improve his magic while working odd jobs to support himself. He taught old people how to dance the tango. He washed a
lot of dishes. And he boxed professionally, for a time.
Fast forward and Sergio settled down on the opposite side of the country he started on, in New York. After a couple years there, Sergio has a successful-enough practice as a bounty hunter, has gained some contacts in the supernatural and police communities, and then he meets the Captain. (Captain Alexander, instead of Luccio, in our game, but that's immaterial.) While in attendance at a White Council meeting in New York, Sergio was instrumental in defending the meeting from a zombie/warlock attack. His display of powerful--let alone competent--evocations and tactical command inspired Captain Alexander to give Sergio the Gray Cloak he wanted so much. From then on, he set out with a cold sense of duty to wipe out the evil that was Lawbreaking. He'd seen and heard plenty as a kid and knew what evil looked like. So he set about wiping it out.
Rather young for a wizard, Sergio displays both an incredible capacity for raw magic power and the ability to control it. He is a tricky bastard when it comes to thaumaturgy and crafting. He is [The Craftiest Warden in New York] and happens to be [New York's Secret Spymaster] thanks to his network of contacts and several special thaumaturgic spying tools/techniques. He's gruff, thinks [First Impressions Are Everything], and a strong protector's spirit in him means he [Always Protects His Own]. He uses Soulgazes practically as a weapon at this point, using them as his way of measuring someone up quickly and efficiently (I swear...he's never come out poorly in a single Soulgaze exchange...).
A lot of the specific things that happened to Sergio during the course of gameplay probably don't make sense or just don't matter specifically to make it into your story. What is of note: Though he does have a lot of power and control at his disposal for evocation, he is very clever and way too good with Crafting. He lost an arm due to some ridiculous supernatural creature's acid, and fitted himself with a custom-made prosthetic arm that looks and moves exactly like his original, except the replacement appears to be living metal. Infusing the arm with his soul makes it a permanent part of him now. He made a deal with Asclepius' wife to help him attach it without leaving him in chronic pain. The time and learning that went into making and figuring out how to use the arm lead him to develop Magneto-level powers over metal; he can fly, throw around metal telekinetically all day, temporarily cover himself in a layer of skintight steel armor, etc. He's had all kinds of enchanted items I can elaborate on if you're interested. He can use all the classic five elements except Earth, plus "Metal" evocation. He generally sticks to lightning and metal evocations, liking to use entropy to create environmental hazards/changes and fire when necessary/appropriate. I always had him enchanting his own Warden swords--he prefers to use a family heirloom, the basket-handled broadsword
Sirocco, so you could make him come about as a Warden after Luccio's body-swap if you wanted. Lately he's improves his abilities to the point where he no longer requires metal to fly (pure will-power application) and can conjure and animate (spectral-looking) magical constructs on the fly (like Cassius and his snakes but less evil) instead of requiring sitting down with a circle and classic thaum. With Thaum he's skilled in crafting, divination, worldwalking and Summoning. He acquired a strange magical map consisting of hundreds of pages that maps out all sorts of paths and Ways through the NeverNever...and it updates itself. Think Harry Potter's "Marauder's Map" in some ways but it doesn't tell you who's near you.
Weaknesses: quick to anger, takes on too much for himself and doesn't "share the load" he's carrying with others. Bit of a loner by nature and not quick to extend trust.
While only around 27-ish years old now (though, technically more like 37 after a run-in with a wizard that "aged" him with some entropy magic), Sergio has shown himself to be capable of amassing quite a lot magical knowledge, power, and technique. By now he is powerful enough to go up against a Senior Council member and come out on top, which has only made most of the Council trust him less...they believe he is gaining this power through nefarious means. Really, he just spends far more time in combat than most wizards and has the same inborn potential for greatness his great-great-grandfather did. He used to yearn for the Council's approval...now he's felt like he's more than vindicated his family name--
his name, now, since starting his own family when he married a multi-generational storm-scion--and if the Council at large won't trust him, that's their fault. Alexander and the Wardens he's worked with know who he really is, and that's good enough for him.
Take whatever you like and throw out what you don't; I don't plan on publishing anything with him in it and I'm not so invested in a PC I can't let someone modify it for something I'm not playing....