Takes place after the death of Lord Voldemort. There are NO cannon characters and they will never be interacted with. They may simply be mentioned and acknowledged, so don’t expect your CS to get accepted! Harry Potter has already become an Auror, but his eldest son has four years, before even arriving at Hogwarts. This is a new era for the Wizarding world, and the old tradition of exploring the world after one's graduation, has become an appealing interest for students. In the present summer, a group of graduates, (yourselves) friends and rivals, will prepare for the greatest adventure of their life! Other magical systems are encouraged but must not be overpowered, vague, or contradict HP concepts.
They will seek not only knowledge of the world, but rare and magical artefacts and manuscripts, in black markets and private collections. Their journey will involve the dwindling of their respective fortune, forming relationships/friendships/enemies within the group, and overcoming monsters and villains. They will also come to learn or enrich their adaptation with the muggle world. You would be incarnated as a fresh graduate of Hogwarts, with a wand, a charmed backpack filled with important and personal belongings, and those important magical and muggle identities. Each character starts out with 3000 Galleons. If the student's family is financially strained, their finances can be provided by donations from the Charity Burbage Foundation.
Will they be changed by their sabbatical journey? Will they survive this thrilling adventure? This is their tale, and only by following it may we know the end... or is it the beginning?
Your Character Sheet Layout (It is not demanded that every section be put into a hider, but the Skeletal idea is a must:
- Name:
- Gender:
- Date of Birth:
- Blood Status: What is their family blood status; are they pure blood, muggle born, half blood, or half-something else, (such as: veela, leprechaun, werewolf, giant, etc)
- House or School: If we can also even out the houses:
A few NPC's will have attended other schools. But if you guys want to make the choice, your character must have similar knowledge of the HP universe and the magic skills must be leveled with the respective mythology of the area.
- Beauxbatons Academy, France
- Durmstrang, Scandinavia
- Mahoutokoro, Japan
- Salem Witch’s Institute, Massachusetts
- Baruel Academia de Bruxaria, Brazil
(The name is actually unknown, according to the Harry Potter wiki, but I took the liberty of naming it)
- Rothesay Netherwood School, New Brunswick, Canada
(ScareCrow took the liberty in naming. House of the 3-Eyed Raven is only one of four)
Insert an image AND describe their overall look.
- Height
- Weight
- Hair color
- Hair style
- Eye color
- Skin color
- Body structure
- Fashion
- Hygiene
Personality: Briefly describe your character's personality and what made them that way.
- Strengths
- Weaknesses
- Goals
- Hobbies
Describe your characters eleven years before Hogwarts and how they found out about it.
What's their relationship with their family.
How were the seven years of their school life?
Where they popular or loners?
How were their grades?
- Patronus: Brief description and image. You can make it up or find online surveys.
- Worst fear/Memory: Brief description.
- Boggart: Physical disembodiment of the worst fear.
- Amortentia (love potion smell): Describe three smells your character likes and the memories that caused them.
- Natural Ability: like Metamorphmagus or Parsletongue. Keep in mind, one of the characters is already a Metamorphmagus and they're rare.
- Learned Ability: Animagi (if your character can shift, their patronus is usually the same thing.)
- Pets: Name, gender, species, appearance, brief description of personality.
- House-elf: If any, usually rich families own them. Name, gender, species, appearance, brief description of personality.
You have a total of twenty points to put into the following areas of studies. One is the equivalent of an OWL, and two a would be a NEWT. For Quidditch, One means being on a team, and Two for captain. Three exceeds school limits, and is Professional Quidditch Recruit. Prefect and Head Boy/Girl would be treated in the same way. However, first come first serve, seeing as there can only be one of each for Head Boy/Girl!
Three credits can be the MAX, but it cannot be surpassed. Think of a Three like a small mastery, if you will. Nevertheless, your character sheet will not be accepted if the following is ignored. Add reasonable explanation in your character's history, it must be something reasonable. What influenced mastery? When did it happen? Where were you in life? Why did it happen? How did it happen? Take heed, God modding is frowned upon, so please keep the peace! Your character may also have other credentials that are not school related.
Inches, Wood, Core, Flexibility. You may also use images.
- Length: Because numbers have known magical properties, a wand's length, much like its core, may symbolize something its owner. For example, the wand of Tom Riddle, a reputed Dark wizard, measures 13½ inches, and thirteen is commonly an omen of misfortune or evil in the folklore and religion of various cultures around the world. Wands that are unusually short, anything less than 9", tend to belong to people "lacking" in personalities, Dolores Umbridge being a known example.
- Wood: http://harrypotter.wikia.com/wiki/Wand_wood
- Core: http://harrypotter.wikia.com/wiki/Wand_core
- Flexibility: There seem to be a number of factors which can affect the flexibility of the wood. Among these are the type of wood itself (soft or hardwood, for example) and its limitations and it's abilities in terms of ease of mastering spells and power. However, another major factor highlighted is the personality of the caster. In some instances, a flexibility that might typically be associated with the type of wood is overruled by the witch or wizards own natures.Each of these are factors you might want to bear in mind when determining the flexibility of your character's wand. The quality of the wood dictates both the power of spells cast and how easy it will be for the user to learn spells. This is not, of course, to say that proficient wizards with a whippy wand cannot cast powerful spells, nor that those with rigid wands find learning spells nigh impossible, but these are impost factors to consider. Another is that some woods will lend themselves to certain degrees of flexibility. With 'whippy' being the easiest and fastest nature with which to master spells and the least powerful, and 'rigid' at the other end of the scale as the most challenging with which to master spells but the most powerful caster, the range is as follows:
- Whippy
- Swishy
- Flexible
- Springy
- Supple
- Sturdy
- Inflexible
- Rigid
- Delicate
On rare occasions a wand's quality will be deemed 'delicate'. These wands are not inclined to being powerful, but are extremely reliable once a spell has been mastered. They are most often found in the possession of witches and wizards also of a delicate disposition.
You may use linked images to be more precise. You are not limited to a number and may have a variety of things, considering the Undetectable Extension Charm.
- Object
- Object
Once you finish the CS, I will look it over and approve it.