Let's go a little further with this, using the character creation process suggested in the player's manual. Commentary from me in brackets.
CHARACTER INSPIRATION: Faust, Iago, and Oliver Twist. [This initial step doesn't seem to mean much in actual game play, but is intended to help the player imagine the character.]
CHARACTER CLASS: Magician. [Apparently it is suggested that you choose a class before your characteristics are determined, but it seemed to me to be more interesting the other way around.]
BACKGROUND: One of many unfortunate youngsters abandoned to the grim confines of an orphanage at infancy. Took to the dangerous streets of London at an early age. Would have died young in extreme poverty had it not been for surprisingly decent health [good constitution], given malnutrition and the unsanitary conditions of the city. One of London's magicians noticed his inborn gift for the supernatural [high wisdom] and took him in as an apprentice. After picking up a few tips, the wicked lad [high perversity] murdered his master and made a pact with a low level demon. In exchange for magical items [see later], the imp took the index finger of his left hand as payment. Since he is left-handed, this caused no little inconvenience [low dexterity]. Currently operates secretly as an independent warlock. The league of magicians would destroy him if he was discovered, because of his horrible crime against one of their own.
PERVERSITY: See above. [This can be chosen by the player, but letting the dice decide seemed more interesting.]
PERSONALITY: Quiet, secretive, sneaky, solitary, greedy, selfish, envious, cowardly, temperamental.
APPEARANCE: Short, slender, pale, dark-haired, dressed in cheap, simple clothing.
MOST MEMORABLE CHARACTERISTIC: Missing the left index finger.
BASIC ABILITIES: See above.
SPECIAL ABILITIES [These are determined by the Magician class]: Esoteric Knowledge, Use Incantation, Perform Ceremony, Create Talismans, Employ Pact. [Detailed instructions for these abilities are found in the handbook. This character's basic abilities mean he will most likely rely on Incantations and Pacts. I call him a Warlock because his initiation into magic involved a Pact.]
WEAKNESSES: Magical Implement, Power Object. [Selected by player from a list of choices. Given this character, the former will be a seemingly ordinary dagger -- the murder weapon! The latter the contract, signed in blood from the severed finger, made with the demon.]
HIT POINTS: [Random number from 1 to 4 for this character class]: 2 [Pretty easy to kill]
DAMAGE BONUS: None.
ASSETS AND AFFLICTIONS [Selected or created by the player, with the proviso that the number of Assets must be the same as the number of Affliction. I have chosen those which are suggested for Magicians and which seem to make sense for this character. I have also decided to interpret his below average intelligence as ignorance, due to a lack of formal education, and allowed him to have a fair amount of "street smarts."] Assets: Good Bargainer, Intimidating, Shrewd, Sneaky, Wily. Afflictions: Bad Reputation, Bad Throwing Arm, Creepy Presence, Horrible Body Odor, No Head For Reading/Writing. [That last one is just listed as "No Head For . . ." with the comment "a common field of knowledge." I figure my character is barely literate, if at all, which will it make it difficult for him to use books of magic!]
MAGICIAN STARTING SPELLS [I am allowed to select two Level Zero spells and two Level One spells]: Zero: Beguile Incantation, Nightvision Incantation. One: Cause Fear Incantation, Conjure Familiar Pact. [This last one is interesting. I can assume that the Pact was made at the time of the loss of the finger, as this is a one time, permanent spell. First of all let's roll a twenty-sided die to see if I get a Common Familiar or something special, which happens on a roll of 20 only. I get a 6, so it's Common. This takes the form of a small, ordinary animal, so let's make it a tiny, nonpoisonous snake, which can be concealed wrapped around the character's arm when wearing long sleeves. The Familiar has its own characteristics. It shares the Level and Perversity of the character.]
Disposition: Curious
Charisma: 10 Intelligence: 10 Wisdom: 10
Strength: 10 Dexterity: 15 Constitution: 10
Armor Class: 2
Hit Dice: 1d6 (+1 Hit Point per master's level) [I got a 1, increased to 2, so it's not hard to kill]
Attacks: 1
Special Abilities: Speak, Share Senses, Bolster Master's Hit Points, Carry Spell, Occult Knowledge [these are all explained in detail later]
WEALTH: Poor [No need to go in extreme detail. Suffice to say that the character will tend to avoid Ceremonies and Talismans, which cost money. Gaining wealth will be one of his goals.]
EQUIPMENT [Based on the list of typical magician equipment, minus those too expensive (talisman) or inappropriate (book)]:
1 set of ordinary clothes, a haversack, ceremonial clothes, 1 Magical Implement (dagger), 1 Power Object (contract), a dried root or herb, salt, candles, chalk, a skin of wine.
SPEED: 9 [the default speed for new characters; average; slower if wearing heavy clothing.]
ARMOR CLASS: Zero. [Increase to one for heavy clothing.]
NAME: Nine-finger Jack. [Not even he knows his birth name. Finding out about his parents might be another goal, in addition to gaining power and wickedness for its own sake.]