I have to ask: Do we get any description on what traits do? A la, poor person traits, or Generic Traits? What type of Zealotry would Zealous be? Devoted to a certain god? Devoted to an object? A person? What does it do? What bonuses does "Pack Leader" give?
Zealotry would have given a bonus with your main goal (chosen later). Pack Leader comes from something akin to leading a group of urchins, and will give a bonus to naturally taking the lead in a group of friends (and getting more for your group). Leadership is more about effectively giving orders.
Character sheets!
Wealthy Pureblood
Health: Great
Energy: Full
Stats:
Strength: 1
Agility: 2
Endurance: 3
Charisma: 2
Intelligence: 2
Perception: 2
Creativity: 2
Will: 3
Focus: 2
Magic Power: 4
Magic Capacity: 3
Skills:
3x focus in {}
Traits:
Adventerous
Pampered
Inventory:
18 wealth
Spells Known:
To be determined by GM
=========================
Wealthy Muggleborn
Health: Great
Energy: Full
Stats:
Strength: 1
Agility: 2
Endurance: 2
Charisma: 2
Intelligence: 4
Perception: 2
Creativity: 2
Will: 2
Focus: 2
Magic Power: 4
Magic Capacity: 3
Skills:
Computers
Sci-Fi
SCIENCE
Traits:
Fabulosity
Innocence
Inventory:
18 wealth
Spells:
None!
=========================
Poor Half-blood
Health: Great
Energy: Full
Stats:
Strength: 1
Agility: 3
Endurance: 4
Charisma: 2
Intelligence: 3
Perception: 2
Creativity: 4
Will: 3
Focus: 2
Magic Power: 2
Magic Capacity: 2
Skills:
Boy scout
1x focus in {}
Lore: creatures.
Traits:
Imaginative
Scavenger
Inventory:
2 wealth
Spells:
To be determined by GM
=========================
Poor Muggleborn
Health: Great
Energy: Full
Stats:
Strength: 1
Agility: 3
Endurance: 2
Charisma: 2
Intelligence: 2
Perception: 3
Creativity: 3
Will: 3
Focus: 3
Magic Power: 2
Magic Capacity: 2
Skills:
Boy Scout
Rough housing
Broad media knowledge
Musicality
Traits:
Adventurous
Scavenger
Inventory:
2 wealth
Spells:
None!
=========================
Insufficient muggle traits. GM skill picks: Broad media knowledge, Musicality.
Poor pureblood
Health: Great
Energy: Full
Stats:
Strength: 1
Agility:2
Endurance: 2
Charisma: 4
Intelligence: 2
Perception: 2
Creativity: 2
Will: 2
Focus: 2
Magic Power: 4
Magic Capacity: 3
Skills:
2x focus in {}
1x focus in {}
Connections with {}
Traits:
Leader
Pack Leader
Inventory:
2 wealth
Spells:
To be determined by GM
=========================
GM skill Pick: Focus in a new skill
Poor pureblood
Health: Great
Energy: Full
Stats:
Strength: 1
Agility: 2
Endurance: 2
Charisma: 2
Intelligence: 2
Perception: 2
Creativity: 3
Will: 3
Focus: 2
Magic Power: 4
Magic Capacity: 3
Skills:
Lore {Order of the Elemental Guardians}
Lore {}
2x focus {}
Traits:
Wonderful Person
Scavenger
Inventory:
2 wealth
Spells:
To be determined by GM
=========================
Poor Muggleborn
Health: Great
Energy: Full
Stats:
Strength: 1
Agility: 2
Endurance: 2
Charisma: 3
Intelligence: 2
Perception: 3
Creativity: 4
Will: 2
Focus: 3
Magic Power: 2
Magic Capacity: 2
Skills:
Broad media knowledge
Roughhousing
Cooking
Artistry
Traits:
Imaginative
Scavenger
Inventory:
2 wealth
Spells:
None!
=========================
Poor Muggleborn
Health: Great
Energy: Full
Stats:
Strength: 3
Agility: 3
Endurance: 3
Charisma: 2
Intelligence: 2
Perception: 2
Creativity: 3
Will: 2
Focus: 2
Magic Power: 2
Magic Capacity: 2
Skills:
Roughhousing
Computer Use
Calligraphy
Tailoring
Traits:
Perfect Penmanship
Thief
Inventory:
2 wealth
Spells:
None!
=========================
Middle-class half-blood
Health: Great
Energy: Full
Stats:
Strength: 4
Agility: 4
Endurance: 4
Charisma: 1
Intelligence: 1
Perception: 1
Creativity: 1
Will: 2
Focus: 2
Magic Power: 3
Magic Capacity: 4
Skills:
Bullying
1x Focus in {}
Traits:
Horrible Person
Inventory:
4 wealth
Spells:
None!
=========================
Poor Muggleborn
Health: Great
Energy: Full
Stats:
Strength: 4
Agility: 2
Endurance: 4
Charisma: 4
Intelligence: 3
Perception: 2
Creativity: 1
Will: 2
Focus: 1
Magic Power: 2
Magic Capacity: 1
Skills:
Tinkerer
Roughhousing
Bullying
Traits:
Natural Leader
Pack Leader
Inventory:
2 wealth
Spells:
None!
=========================
Shopping trip start!It might be handy to save some generic wealth units for later. Your personal wealth is 'extra,' and the baseline equipment will be bought by your parents. It is assumed that you already squeezed your parents of all the money they will give you for the year.
You may end this shopping trip at any time, automatically buying any base requirements you're missing and going home.
Countless visit Manhattan Mall every year. Barely a block away, under an innocuous office building owned by magicians, lies the entrance to the Mystical Emporium, the foremost mall for the magically inclined in the state of New York. If it's magical and exists, someone here will sell it.
August 3rd shopping group:Joey
Grundulf Byrdin
Marcus Crassius Alexander Caesar
Reyna Hirso
Clair Keter
It is mid-morning when Joey and his parents teleport into the arrival lounge of the Emporium. They promptly walk out out and towards their first destination, being well acquainted with this trip.
Reyna teleports in next, along with her father. She drags him out, excited to get to shopping.
Grundulf Byrdin arrives by teleporting in with his father. He draws some strange looks, which his dad seems to be greatly enjoying. It takes a few moments for the room to stop spinning.
Marcus and his mother teleport in just after. There's some kid just ahead of you with a staff and fake beard.
Morning is half over when Clair and her mother finally arrive. Traffic was horrible, and they eventually had to ask a receptionist for help finding the hidden stairway, after waiting for the lobby to clear. She chuckled good-naturedly, and said that someone always had trouble finding it. She wishes Clair good luck.
August 4th shopping group: ((Those dice, man. I did not intend for a large group of muggles to go in on the same day. Mr. Trollwit's here with Derry.))
Angel Beatrice Carlson
Tyson
Heywood D. Monroe
Bull Trollwit
Derry O'Driscoll
A particularly jolly teacher enters in through the stairs, leading Angel, Tyson, Heywood, Derry, and Bull, as well as one parent each. "You see, The Mystical Emporium was only moved here about thirty-one years ago. In 1981, the muggles decided to demolish the building over the Aetharial Vale. It had been notoriously crowded, so Governance decided it would be best to move to a new area, oh yes. Now, where shall we start? Wands are always popular, and-"
"No, we just use muggle cash. It's more convenient that way, see?"
Note: You will be expected to sign up for 4-5 classes. It is
possible to attempt to test into a second-year class with 2x training in one type, but you'd be struggling to catch-up. It is recommended to try to test into a second-year class with 3x training in one type.
Abjuration - Deals primarily with manipulating existing objects. Ex: Levitation, cleaning, or a shield of air.
Conjuration - Deals primarily with creating inanimate objects. Ex: Fireball, water creation, or a solid barrier.
Transfiguration - Deals primarily with turning objects into something else. It is easier than conjuration. Ex: Wall to water, rock to diamond, wood to stone.
Illusions - Deals primarily with convincing people that reality is not as it is. Ex: Phantasmal kangaroo, invisibility, soundless bubble.
Dark Magic - This is not a standard first-year class, for obvious reasons, yet it is taught at the school. It may be possible to track down and convince the teacher to admit you into the class, particularly if you are capable of exercising discretion..
Divination - Deals primarily with gaining knowledge of the future and sensing magic.
Potions - Deals primarily with mixing ingredients to get magical elixirs.
Runes - Deals primarily with engraving magical runes onto objects for permanent or semi-permanent effects. Note that this requires extreme precision. The first year is training to gain this precision, but it is possible for even a talented muggle-born to test into the second-year class.
Dueling - Deals primarily with one-on-one magical combat.
Mind Arts - Deals primarily with the direct manipulation of the mind. The first year course is mostly about recognizing and organizing one's own mind, and noticing unwanted intrusions.
History - Deals primarily with ensuring that the new generation is not doomed to repeat history. An easy course, allowing more focus into other classes.
Arcane Theory - Lrn2spel mor gud
Wandless Magic - Deals primarily with casting magic without an external magical focus. Such magic is generally limited to weaker spells than what the caster is normally capable of.
I'm not going to draw up a list of everything you could buy all at once. Instead, I'll be rolling up what each store offers when you go looking for it, with a bonus to a particular item if you're looking for it. Those who are in a group may break off at any time.