All right.  I am going to kick this thread off by demonstrating a quick character creation.  We'll make him a Quidditch player, maybe an aspiring  Seeker.  He starts off looking like this:<br/><br/>Agility 2<br/>Animal Handling 2<br/>Athletics 2<br/>Awareness 2<br/>Cunning 2<br/>Deception 2<br/>Endurance 2<br/>Fighting 2<br/>Knowledge 2<br/>Magic 2<br/>Marksmanship 2<br/>Persuasion 2<br/>Reflexes 2<br/>Status 2<br/>Stealth 2<br/>Strategy 2<br/>Thievery 2<br/>Will 2<br/><br/>Since this will be a student, I now have 21 points to spend (an adult would have 24).  I will only spend 15, since this is just going to be a simple NPC, and the majority will be weaker than the player characters.  I'll start with Magic, since that is the most expensive (double the cost of other abilities).  I want him to have more than a mediocre amount of talent, so I'll raise that to a 3, which costs 2 points.  Then, I will raise Agility, Awareness, and Reflexes to 4 since those abilities are vital to a Seeker, and I'll want him to have higher scores in those.  Raising from a 2 to a 4 costs 4 points, so that brings me to 14 points spent so far (12 on the three "4s" and 2 for the "3" in Magic).  I only have 1 point left, which I will spend on Endurance, since all of his Quidditch playing would raise his stamina a bit.  There is more that I want, like a higher knowledge score from his studies, and maybe Strategy as well from spending so much time learning different plays, so I will lower Reflexes by 1, getting three points back, and using them to raise Athletics, Knowledge, and Strategy to 3.  So after spending my 15 points, here is what I have.<br/><br/>Agility 4<br/>Animal Handling 2<br/>Athletics 3<br/>Awareness 4<br/>Cunning 2<br/>Deception 2<br/>Endurance 3<br/>Fighting 2<br/>Knowledge 3<br/>Magic 3<br/>Marksmanship 2<br/>Persuasion 2<br/>Reflexes 3<br/>Status 2<br/>Stealth 2<br/>Strategy 3<br/>Thievery 2<br/>Will 2<br/><br/>I now have 8 points to spend on specialties (adults get 10), though I will only spend 6.  Fly (under Agility), Notice (Awareness), Stamina (Endurance), Dodge (Reflexes) and Quidditch (Strategy) all seem obvious choices.  I'll also put a point in Balance (also under Agility) in case he gets hit with a bludger, which brings his sheet to looking like this:<br/><br/>Agility 4 Fly 1B, Balance 1B<br/>Animal Handling 2<br/>Athletics 3<br/>Awareness 4 Notice 1B<br/>Cunning 2<br/>Deception 2<br/>Endurance 3 Stamina 1B<br/>Fighting 2<br/>Knowledge 3<br/>Magic 3<br/>Marksmanship 2<br/>Persuasion 2<br/>Reflexes 3 Dodge 1B<br/>Status 2<br/>Stealth 2<br/>Strategy 3 Quidditch 1B<br/>Thievery 2<br/>Will 2<br/><br/>Next I choose Qualities.  Students begin with 2 Destiny Points, adults get 3, and most NPCs have 0.  Just to demonstrate, I'll let him have two.  Dexterous seems a good one, as it allows me to re-roll ones, which will prevent a horrible Agility roll.  Night Eyes also sounds like it could be useful.  Maybe the Snitch will fly somewhere dark during the game, after all.  Snitches are assholes, after all.  This leaves me with 0 Destiny Points, which means that if things get serious, he has nothing "up his sleeve" to help him out.  I could take a flaw, giving him an extra Destiny Point, but I am going to leave him as is.<br/><br/>NOTE: Adults already get an extra Destiny Point for the Flaw they have to take.  Additional flaws will grant Destiny Points as normal though.<br/><br/>All that's left now is Wand Traits and derived stats.<br/><br/>Intrigue Defense represents how resistant he is to arguments, enticements, and threats, and his is a 4 (Status + Cunning), as low as can be.<br/>Composure represents mental reserves, how much he can take before giving in, and is a 6 (Will x 3)<br/>Combat Defense represents how hard he is to hit,and he is doing pretty well here with a 7 (Agility + Athletics).<br/>Health is just what it sounds like, and he has a 9 (Endurance x 3)<br/>Passive Resistance depends on what type of spell is being used on him.  Someone casting a physical spell like Crucio or Avada Kedavra needs to beat a 12 (Endurance x 4 + Fortitude), but the Imperius Curse would get him with just an 8 (Will x 4 + Discipline).  Easy to see how to take this guy down...<br/><br/>Wand Traits are optional, but I can see him using a light wand, favoring speed over anything else.  When rolling initiative (Reflexes/Dodge), he will add +1 to his roll, but his affects rolls (Magic vs Endurance or Will) be be at a -1.<br/><br/>And he is ready to go!<br/>