Beruflich Dokumente
Kultur Dokumente
1961
1972
1974
1976
1979
1981
1981
1986
1987
1994
Born
Started School
Third year
OWL year
NEWT year
Finished trade
Started Enchanting Mastery
Finished Enchanting Mastery
Started own business
Moved to England
Aged 00
Aged 11
Aged 13
Aged 15
Aged 18
Aged 20
Aged 20
Aged 25
Aged 26
Aged 33
SUBJECTS
FIRST YEAR
1. Magical History
2. Charms
3. Defence and the Dark Arts
4. Astronomy
5. Herbology
6. Potions
7. Transfiguration
SUBJECT GRADINGS
Troll
Poor
Acceptable
Acceptable
Exceeds Expectations
Exceeds Expectations
Exceeds Expectations
Outstanding
Outstanding
Competent
NEWTS
Exceeds Expectations
Exceeds Expectations
Exceeds Expectations
Outstanding
Outstanding
Outstanding
Competent
ATTRIBUTES
Bearing:
Nimbleness:
Perception:
Strength:
Vitality:
+Intellect:
+Magic:
11
15
9
9
11
20
20
+2
+4
+1
+1
+2
+6
+6
11
15
11
20
+2
+4
+2
+6
REACTIONS
Stamina
Swiftness:
Willpower:
Wisdom:
EDGE
Dodge
Quick Draw
Craftsman
Friendly
FLAWS
Allergy
THIRD YEAR
OWLS
Wand:
= Shellfish
If you enflame allergy, you suffer -2 penalty to
physical and academic tests
Intolerant
= Cannot stand blood purists
When interacting with Blood Purists, you cannot
hide dislike. Spend courage points to engage in
social tests with them
Dark Secret
= Slept with OWLS tester
When I meet someone who knows my D.S. I suffer
-10 penalty to social skills
SPECIALITIES
Charms
Transfiguration
Conjurations
Curses
Jinxes
Mind
Magical History
Astronomy
Herbology
Potions
Arithmancy
Transfiguration
SKILLS
Defence and the Dark Arts
Enterprise
Charms
Ride
Runes
Muggle Trade - Auto Mechanic Use Item
Operate Vehicle
Spellcraft
Games
Knowledge
Defence and the Dark Arts
Craft
Potions
Investigate
Transfiguration
Science
Arithmancy
Brew Potion
Charms
Ranged Combat
Runes
Muggle Trade - Auto Mechanic
20
15
10
10
8
8
+20
+20
+20
+20
+20
+15
+15
+15
+12
+12
+12
+12
Permanence
Animagus
Apparate
Eldritch Power
Enchantment
Library
Masterwork
Mastery of Magic
Permanence
Place of Trade
Refuge
Speedy Work
Spell Focus
Spell Specialty
Wizards Heart
You are able to make spells that don't have instant effects,
to last forever, or until dispelled.
Gives caster the ability to make spells effects permanent.
Place of Trade
Not wanting a conventional life such as working for the
Ministry of Magic, or teaching at the local wizarding
academy, you opened your own store or business, or you
inherited it from your parents.
You can earn a profit for the business you conduct.
Refuge
ABILITIES
Animagus
Can turn into a Lesser Sooty Owl
Apparate Upgraded 2 x
-9 to required TN.
Eldritch Power
You have a special place where you work and practice your
craft.
Side-Along Apparition
Allows you to Apparate with one companion. Increase TN
of Apparition by 5.
Speedy Work
You're able to complete magical tasks and produce your
wares in a timelier manner than most.
Decrease the time by 75% for creating an item.
Spell Focus
You have used this spell often and become quite at ease in
casting it that your proficiency in it ranks high above
When working in your refuge, you have the ability to draw
average wizards.
power from your special place to aid you in your task.
Makes crafting easier in workplace.
Enchantment
You are so skilled in your chosen art or craft that you are
able to weave magic into the very items you create.
When you succeed in creating a masterwork item, you may Wizards Heart
imbue the item with a magical effect of a spell that you
You are possessed of great endurance and willpower that
know.
allows you to cast more spells without great difficulty
You make another action in combat to cast 3 spells as a free
Library
action.
Through years of careful searching, collecting, or possibly
stealing, you have acquired an extensive library of books,
scrolls, and other records.
Masterwork
The quality of work which you produce is a cut above most
other practitioners of your craft or art.