All Chargen stats remain with a character unless or until they update their Chargen. Members are required to roleplay accordingly with the traits and abilities they have chosen. Some traits/abilities are permanant and may not be changed.
Unused Credits may be saved for future updates to the student's Chargen. Large purchases (such as Affinity 2 and Talents) will generally require more than one year of savings.
Applications
New Students
New members are given 10 credits to spend on the creation of their character.
Returning Students
Returning students may update their chargen between terms by spending any credits
they have earned over the previous terms(s).
Categories
General
The general category provides contact and IRL information about the member and the character.
Family Background
The Family background category helps create the character's history by selecting from the following options.
* These options require an extended bio, which will be the basis of Admin approval.
Physical
The Physical category describes a character's looks. A character's looks is measured by the
number of distinguishing traits (either attractive or unattractive). Attractive traits will
cost credits, whereas unattractive traits will gain credits.
Personality
Personality is a no-cost category to help create a character. Members will pick 6 traits
that best describe their character. While these are not the only traits a person will
exhibit, they should be typical of the character. Members should select traits that
compliment, not contradict, each other. (For example, either LOYAL and FRIENDLY, or
LOYAL and SHY could complement each other, whereas FEARFUL and CONFIDENT would contradict
each other.) Members should also seek combinations that will make a unique and
well-rounded character.
Members should choose these traits carefully for two reasons. First, we will expect members to roleplay according to the traits they select. A member who selects SHY may not roleplay a talkative GOSSIP. A character may change over time to become less shy or friendlier but these changes will be slow. Secondly, the traits that are selected will be a deciding factor as to which House a character is sorted into.
Magic
The Magic category describes a person's ability to use magic in any form.
Ineptitude
Ineptidtude is a significant weakness or lack of comprehension in a particular
magical discipline (charms, transfiguration, potions, etc.) It results in a gain of
credits, but will require the character to work extra hard and obtain help to achieve
passing grades in that subject. Ineptitudes may be purchased in multiple areas.
Affinity
An affinity is a special strength or ability to excel in a particular magical
discipline. Once purchased, affinities are permanent.
Affinity 1 means that a member will easily understand the subject and will learn spells (i.e. have them Admin-approved) in that area more quickly than most students. Affinity 1 places the student approximately half a year ahead of other students. Affinity 1 may be purchased in multiple areas.
Affinity 2 is extraordinary ability in a particular subject. It is available only to 4th years and above. This will allow students to perform advanced spells in that area. It may be a prerequisite for certain talents. (An Affinity 2 in Transfiguration would likely be required to become an Animagi). Affinity 2 may only be purchased in 1 area and the student must already have had Affinity 1 in that area for 1 school year.
Talents
Talents are special, rare magical abilities that may either be derived from the HP series
(Parceltongue, Animagus, etc.) or newly created. Talents are available only to returning
members who have demonstrated superior roleplaying skills. Returning students desiring a
Talent should discuss the matter with Admin prior to updating their Chargen. Members
should be prepared to explain how the talent could enhance their personal roleplaying
experience and the experience of the site as a whole. If approved, the Admin and the
member will negotiate an appropriate credit cost.
Money
The Wizard's Wardrobe uses a monetary system that requires members to pay for all non-mundane
purchases (See: Money System). In order to purchase a possession, students must have and
be willing to spend the money.
Various options are available to new members. The average student will receive 50 galleons per year to purchase school supplies as well as any other items they want to buy. This is a no-cost option. Students may either buy or sell their credits to raise or lower this amount. The Key points are listed below.
Possessions
The Possessions category is a no-cost category where students may select two freebie
possessions (See: Money System). These must be non-magical items and may not include an
animal. They should be unusual items and selected to help characterize the student.
Examples might include a pocketknife, a jump rope, an unusual (Muggle) book or a diary.