This page collects our entire Character Generation guide together. If you'd prefer to view each section separately, use the links in the left navigation bar.
The following pages are also relevant to character creation:
Factions • Organizations • What Should I Play? • Character Diamond
Sorting • Skills • Quirks • Wandlore • XP • Cookies • Roster
Step 1: Concept
These are the basic elements of who your character is, and what he or she looks like. You can find instructions on inputting this information in the game. You can find a few examples here.
An optional tool that can help you develop a character's personality is a character diamond.
A few things to consider as you fill in these details:
Name
Your character's name is an important element. It's the very first thing that tells other players something about your character. Consider a name carefully (especially since we cannot change character names here — a new name means making a whole new character bit). Try to pick something that conveys a certain feel.
- Take a look at the Characters page, or even the Icons page for an alphabetical list of characters.
- Try to avoid choosing a name that is going to be easily confused with an existing character (e.g. "Harley" if we already had a "Harvey," or "Edwina" if we have an "Edwin").
- Don't lift a name directly from a role your Actor has played, nor should you try to make real-life references with a name.
Also, when it comes to surnames, you can view all of the surnames in the game with the +surnames command. If you want to check if a specific surname is in game, use +surnames <name>. This is of particular importance when it comes to pure-blood wizards, as two pure-blood wizards with the same last name are almost undoubtedly related.
Playing an Antagonist
What is an antagonist? It doesn't always mean a villain. It can a prankster, a troublemaker, a manipulator, or perhaps a criminal. An antagonist is one who antagonizes — in other words, someone that generates conflict. Here are some things to think about when designing an antagonist.
Antagonists can be risky, even on an OOC level. Like any character, you want an antagonist to be enjoyable by others. But it's very easy to become an irritant instead of an inspiration.
Any character ought to have a narrative that other characters can get invested in. This is especially true for antagonists. What motivates this character to generate conflict? Why should anyone care enough about that motivation to look past the flaws and see what is really driving the character?
Being a source of problems does not make for a complete character. In fact, it can make for a pretty shallow one that will end up being a drain on everyone around them. An antagonist needs redeeming qualities, preferably obvious ones. The prankster who always sticks up for the little guy. The thief with a soft spot for the poor and needy. The angry youth who is unfailingly loyal. These are examples of strong choices that give a readily apparent positive quality to characters that would merely be annoyances or two-dimensional villains otherwise.
Furthermore, if you're going to play an antagonist, make sure you've got the time to invest in not only your schemes, but also to face the music for them. There is little more aggravating than someone who will stir things up, then vanish the moment their character might suffer consequences.
We don't mind antagonists. They can be a source of great conflict, which is the essence of all good stories. But be sure to breathe depth into them so that they are more than the problems they create.
Actor
Having an Actor or PB ("Played By") is a great way to portray and gain inspiration for your character's appearance and personality. It also helps others to envision your character. Some people pick an Actor to suit the character they've already imagined. Others start with an Actor and let the casting inspire and inform their character choices. See which method works best for you.
You don't have to choose an actual actor, but remember that a picture of a model has no voice or mannerisms for others to fill in the blanks with. We do insist, at the very least, that your PB has a name to put on the +actors list (to avoid unknowingly doubling-up on the same PB).
Some things to consider when selecting an actor:
- Check the List — When choosing an actor, be sure to check the +actors list to see who has already been taken. Only one person may use a given actor (unless both players have agreed to play twins). If you want to check for a specific actor, try +actor <name>. For example, +actor Brad Pitt will tell you if anyone is using Brad Pitt, and whom. It works for partial names, too, so +actor Brad will tell you about any actors named Brad.
- Age-Appropriate — Try to choose an actor for whom you can find age-appropriate pictures of reasonable quality. This goes doubly for child characters. It's rather jarring to many players when you are playing a 12-year-old, but all of your images are clearly a 15- or 16-year-old. We realize that finding a good child actor can be difficult, but we are more than happy to help and make suggestions. Actor images for student-aged characters must depict that actor at an age within one year of the character's age. Please note that for child characters this is not merely a suggestion, but policy.
- No HP Film Actors — We do draw heavily on the look of the Harry Potter films, including the actors. Please choose only actors that have not appeared in the films. (If the actor was merely an extra, or under heavy make-up, check with staff to see if he or she would be alright to use.)
- NPC Actors— Many player also like to choose actors for NPC's that are relevant to their characters, such as family members that mostly exist off-screen. This is fine, just be aware that unless that NPC actually exists in game (such as a character you make and put on the roster), any new PC that chooses that actor will get priority.
Still having trouble? Check out our list of pre-vetted Actor Suggestions!
Faction
"Faction" is a little misleading. In Witchcraft and Wizardry, Faction is really your character's lineage. The basic choices for Faction are: Pure-blood, Half-blood, Muggle-born, Squib, and Muggle. There are other, more exotic Factions available with the expenditure of Cookies. See the Factions page for more details on lineage.
If you are playing a pure-blood, you must choose one of the existing pure-blood families. Only immigrant characters, whose immigrant status is paid for in Cookies, may create new pure-blood families (though even in those cases, we encourage joining an existing foreign family if one is available).
Organization
Most characters will belong to some organization or another. Sometimes these are specific organizations, such as a department of the Ministry or Magic, or the Royal Air Force. Others are generalized "spheres" or subcultures, such as Entertainment, Religion, or Wizarding Workforce. See the Organizations page for more details on the various organizations.
If your character is a student, set your Organization to "Hogwarts."
Position
This is a freeform entry that is used to describe your characters vocation, occupation, or general role in life. See What Should I Play? for some examples and ideas of Positions.
If your character is a student, set your Position to your house (e.g. Gryffindor, Hufflepuff, Ravenclaw, or Slytherin). See Sorting for some guidelines on choosing a house. Note that only pure-blood students will be approved for Slytherins that started school prior to 1940. Beginning with the First Years of 1940, half-bloods might get approved, but they will still be rare (and have a hefty Cookie cost to demonstrate it).
Rank
Rank is almost always based on organization, and measures the official title and degree of influence your character has within that organization. Refer to the individual organization pages for the appropriate Ranks. Note that, like anything else, Rank is subject to approval (especially for very high ranks).
If your character is a student, set your Rank to "Student," unless applying to be a Prefect, Head Boy, or Head Girl (note that these ranks have a Cookie cost associated with them).
See +ranks in game for details on the ranking systems of certain organizations.
Step 2: Abilities
The next step in character creation is to choose abilities, including Attributes and Skills.
Point Pools and Skill Limits
Skill Points by School Year
Year | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | Graduate |
---|---|---|---|---|---|---|---|---|
Point Pool | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 |
Max Skill Rank | 3 | 3 | 3 | 4 | 5 | 6 | 12 | 12 |
Exceed Skills | 1 | 2 | 3 | 3 | 3 | 3 | 3 at 7+ at chargen | |
Bonus XP | 10 XP | 15 XP | 20 XP | 25 XP | 25 XP | 25 XP | 30 XP | — |
Young characters simply don't have as many points to spend on Skills and Attributes, and have lower limits on how high their Skills can go. They are inexperienced, and need time to grow and mature. The table to the right illustrates the point pools and Skill rating caps for characters, by school year. See below for clarification on what the rows of the table mean.
Year: The character's current school year (grade) at Hogwarts. A character is considered to be the same Year until the school year ends on the last Saturday of June, after which time they advance to the next Year. Note that even if a character does not attend Hogwarts — such as a young person that left the school after Fifth Year — still figures their statistics according to this method. The "Graduate" column refers to a character that has completed their Seventh Year at Hogwarts; basically a normal non-student character.
Point Pool: This number represents the initial pool of points granted to a character during character generation. These points are spent on Attributes and Skills. Note that these differ from Experience Points (XP).
Max Skill Rank: This number is the maximum rank that the character's Skills are allowed to have. Some skills may exceed this cap (see Exceed Skills, below).
Exceed Skills: This refers to the number of Skills that may exceed the Maximum Skill Rank, by up to 2 points. Note that Seventh Years and adults do not have this limitation, but rather can have up to three skills exceeding 7 by any amount at character generation.
Bonus XP: This is the extra XP granted to a character when they graduate from their current year. Note bonus XP is only granted to characters that finish out the school year IC. Bonus XP is not granted retroactively. This means that a character that plays from First Year all the way to Seventh Year will have 150 XP more than an adult character that started at the same time.
Attributes
Attribute Ratings
Rating | Level | Description |
---|---|---|
1 | Poor | Sub-par, deficient by human standards. |
2 | Average | The common human level of competency. |
3 | Good | Above average, excels in this area. |
4 | Exceptional | A prime example of human ability. |
Attributes reflect a character’s natural talents. Attributes influence related skills, giving an advantage (or disadvantage) compared to someone with equivalent training. They also come into play when no particular skill applies to a given situation. Barring extreme events, Attributes never change; they are set in stone when you are born.
The attributes are deliberately broad, and include:
- Mind - Mental fitness - Intelligence and Creativity
- Body - Physical fitness - Strength, Constitution and Agility
- Reaction - Reflexes - Dexterity, Hand-Eye Coordination and Wits
- Presence - Personality - Charisma and Will
Attributes are rated on a 1-4 scale. Refer to the Attribute Ratings table for a general idea of what each rating means. Characters may distribute up to 11 points between the four Attributes. It is strongly recommended that no less than 11 points are assigned to Attributes, as they cannot change after character creation.
Wandwork and the Young Wizard
By law, underage wizards may not practice magic outside of Hogwarts. This means that new characters that are too young to have attended school yet should not be taking skills that require a wand during character creation. These skills are: Charms, Glamers, Transfiguration, Conjuration, Dark Defense, and Potions. Similarly, students are not taught Apparition until the middle of their Fifth Year.
Though Broomflying is officially taught at Hogwarts in the First Year, many young wizards learn a bit of flying skill on practice brooms at home, in family Quidditch games and the like.
When advancing skills, keep in mind that students have a maximum of 3 for the first three years. Leave yourself room to grow and improve over that time, and don't be in a hurry to max out your Wizarding Skills, especially in the First Year.
Skills
Skills reflect a character’s knowledge and training. Skills are fluid, changing over time. You choose an initial set of Skills during character creation, and may improve them or learn new Skills during the course of the game.
Skills are further broken down into three categories:
- Action Skills are the most relevant core skills that reflect purely non-magical abilities. While some are learned by Wizards and others by Muggles, no magical ability is strictly a prerequisite for the skill.
- The Action Skills are: Awareness, Driving, Fighting, Marksmanship, Medicine, Muggle Lore, Piloting, Stealth, Wizard Lore
- Wizarding Skills are generally unique to wizards (and potentially other magical creatures).
- The Wizarding Skills are: Ancient Runes, Apparition, Arithmancy, Beater, Broomflying, Charms, Chaser, Conjuration, Creature Lore, Dark Defense, Divination, Glamers, Herbology, Keeper, Potions, Seeker, and Transfiguration.
- Beater, Chaser, Keeper, and Seeker are the skills used in Quidditch.
- The Wizarding Skills are: Ancient Runes, Apparition, Arithmancy, Beater, Broomflying, Charms, Chaser, Conjuration, Creature Lore, Dark Defense, Divination, Glamers, Herbology, Keeper, Potions, Seeker, and Transfiguration.
- Background Skills flesh out your hobbies, interests, and various fields of study not covered by Action and Wizarding Skills.
- Languages allow you to read and write languages. Languages do not have Skill Ratings.
See the Skills page for more detailed descriptions.
Skill Ratings
Rating | Level | Description |
---|---|---|
0 | Untrained | No training. |
1-3 | Novice | A student, hobbyist or trainee. |
4-6 | Proficient | Thoroughly competent. A typical professional level. |
7-9 | Veteran | A lot of experience or talent. Few reach this level, even fewer exceed it. |
10-12 | Master | An expert or master. One of the best in the world. |
Some professions require a minimum Rating in certain Skills, such as Obliviators, Aurors, Hit Wizards, Healers, and Curse-Breakers
Action, Wizarding, and Background Skills are rated on a 0-12 scale. Characters only have ratings in Skills they have taken the time to learn and practice. All other Skills are considered to be at rating 0. Refer to the Skill Ratings table at the right for a general idea of what each rating means.
Language Skills don’t have a rating. Each Language Skill costs 2 points to purchase. If you have a Language Skill, it is assumed you are proficient in speaking, reading, and writing it. Illiteracy can be played if you so desire.
Wealth
One Quirk everyone must take is Wealth. This doesn't take up one of your normal four Quirk slots. The six Wealth levels are:
- Wealth: Destitute
- Wealth: Poor
- Wealth: Comfortable
- Wealth: Well-To-Do
- Wealth: Rich
- Wealth: Opulent
When inputting the Quirk on your sheet in game, it must use the format above (including capitalization and spaces), or some elements of code in the game won't function properly for you. Note that any Wealth level above Comfortable requires the expenditure of Cookies. See the Quirks page for more details on Wealth.
Step 3: Quirks
Quirks are little things that make your character unique. They can be physical, social, virtues, vices, or other noteworthy traits. Quirks have no specific game effect. They could provide modifiers to rolls at the Storyteller’s discretion, but mostly they are just there to spur roleplay. Be creative!
- You must have at least 3 and no more than 5 Quirks. One of your Quirks must be a Wealth Quirk.
- There is no official list of Quirks; you can invent you own (within reason, see the Quirks page for details).
Choosing Quirks
Quirks are meant to be personality quirks or trivial advantages. They are not for power gaming. “Photographic Memory” and “God’s Gift To Women” are too powerful to be quirks, but “Never Forgets a Face” and “Girl In Every Port” are legitimate alternatives.
Quirks just reflect notable qualities of your character. What's notable for one character may not be notable for another. Just because someone picks "Honest" as a quirk does not mean you have to have that quirk to be honest.
Why would you want to pick negative quirks? Well, first of all — it's fun to play flawed characters. You can get a lot of roleplay mileage out of them. Also keep in mind that many quirks are two-edged swords, and can work for you or against you depending on the situation.
Step 4: Magic & Training
On your +sheet2 you will find space to record your characters level of education, NEWT classes taken, and any special training they've received. This information is important, as it determines what spells a character has access to. Do not cast any spell that your character does not qualify for training or skill rank. In addition, there is room for special spells, which are purchased with Cookies (and will be input by staff when approved).
Extras
"Extras" are official school clubs and classes beyond the normal student's load. (Unofficial clubs are generally more casual than official ones, and are not considered extras. Quidditch is not considered an extra, either.)
The normal load is:
- First-Fifth Year: Core classes and 2 electives
- Sixth-Seventh Year: Up to 3 N.E.W.T.-level classes
- 0 official clubs
Anything beyond these numbers is an extra. Extras can be taxing, and the school may place limits based on academic achievement. A student may take a number of extras equal to their Mind rank, with the following restrictions:
- Only one additional elective may be taken (for a total of 3), and this counts as two extras.
- Taking a fifth N.E.W.T. class requires special approval.
Training Information
Refer to Hogwarts Curriculum, Hogwarts Clubs, and Societies for information on available classes, clubs, and societies.
+school <Current year, or highest year completed> <House, and "Graduate" if appropriate>, <Electives (2 Minimum, 4 w/ Staff approval.)>
+newts <Core/Elective>, <Core/Elective>
+clubs <Clubs you are currently in>
+training <Job Training> - Ex: Auror | Master Healer | Unspeakable
+societies <Society Name>, <Society Name>
Here are a pair of examples.
Example 1: Sixth Year Student
+school Sixth Year Gryffindor, Arithmancy, Divination
+newts Charms, Arithmancy, History of Magic
+clubs Duelling Club, Arts Club
Example 2: Auror Activist
+school Seventh Year Hufflepuff Graduate, Care of Magical Creatures, Divination
+newts Charms, Transfiguration, Defence Against the Dark Arts, Potions
+training Auror
+societies Society for the Support of Squibs, Society for Distressed Witches, Society for the Tolerance of Vampires
Wand
A wizard's wand is a reflection of that wizard's temperament, personality, and magical potential. Every wand has four considerations: length, wood, flexibility, and core. Refer to Wandlore for information on what these mean, and the options for each.
+wand/length <Length> inches
+wand/wood <Wood>
+wand/flex <flex>
+wand/core <core>
Example:
+wand/length Ten and one-quarter inches
+wand/wood acacia
+wand/flex slightly pliant
+wand/core unicorn hair
Make It Readable!
The background is important. It tells us more about your character than any other aspect of your application. We look over a lot of backgrounds, and when we have to read and re-read a background several times to understand it, the entire approval process is slowed down.
Please, do your best to make your BG readable. That means accurate spelling, and reasonably accurate punctuation and grammar. We understand that not everyone has great writing skills, and perhaps English isn't your first language. But technology can help. If you don't have a word processing program that can check your spelling and grammar for you, there are numerous free services online that will do so, such as spellchecker.net.
Step 5: Background
Probably the most important part of your character is your background. We are not looking for a novel, just a few paragraphs describing the character’s back-story.
Background Requirements
- Third-Person Perspective: Just give us the facts. If you want to tell your character's story from his or her point of view, or some other interesting perspective, please do so on your wiki page.
- Keep It Concise, But Complete: Please give us roughly 300-400 words. As mentioned above, feel free to put an expanded BG on the wiki. In fact, we encourage this. But we prefer more concise, easy-to-digest backgrounds in the game itself.
- It can be tough restricting one's verbosity. But it makes it easier on staff and speeds up the approval process; and it also obliges you to focus on what's really important about your character.
- When trying to reduce your BG to fit the preferred size, try cutting out words like "very", "that", "quite", and "almost".
- Word Counter is a great tool for keeping track of your BG size while you work on it.
Background Guidelines
You don't need to answer every single question below. But this should give you a good sense of what kind of content we look for in a BG.
First Paragraph: Family Information
- Born: Full name, date, location.
- Family: Mother's name and maiden name. Father's name. Siblings? How many? What are their names? How old are they and where does the character fit in the birth order?
- Lineage: Is your character a pure-blood, half-blood, Muggle-born, Squib, Muggle, goblin, etc.? Note that some species cost Cookies to play.
- Family Dynamic: Does the family get along? Militant and disciplined? Loveless? Too lovey? Tight knit? Scattered to the winds?
- Upbringing: What sort of wealth level is the family the character was raised in. What sort of upbringing was involved in your character's childhood?
Second Paragraph: Education
- What school did your character attend? (All British wizards attend Hogwarts.)
- What year did the character begin school?
- What sort of Electives did you take? (2 minimum, up to 3: Ancient Runes, Arithmancy, Care of Magical Creatures, Divination and Muggle Studies.)
- In what subject(s) did your character excel or do poorly? (Core classes everyone takes up until 5th year: Astronomy, Charms, Defense Against the Dark Arts, Herbology, History of Magic, Potions, and Transfiguration)
- Did your character leave school after O.W.L.s (Fifth Year)?
- What N.E.W.T. classes did the character take? (Chose from both Electives and Core Classes. Can be as few as a single class, or up to five classes.)
- What was the year that the character graduated in?
- Did your character play Quidditch? What years and what position?
- Was your character a prefect and/or Head Boy or Head Girl? Prefects are chosen in their Fifth Year. Head Boy and Head Girl are always Seventh Years, and usually prefects.
Third Paragraph: Recent Events
- What is the character's occupation?
- What sort of wage/wealth/earning does the character make now that he or she is out of Hogwarts?
- Has your character started a family?
- What sorts of recreations and hobbies does the character engage in?
- What sort of personality has been shaped by the events above?
Glamers and Conjuration
The Wizarding Skills list can be deceiving, leading some to refer to Glamers and Conjuration as courses taught at Hogwarts. Read those skill descriptions carefully. These two skills are merely aspects of Charms and Transfiguration, respectively, and taught in those classes.
Background Pitfalls
Here are a few things that come up in backgrounds frequently that almost always require revision or removal. Avoiding these pitfalls will expedite the approval process.
- Surprise Wizard — Magical children that don't display magical ability until right before they're ready to go to Hogwarts. This would be exceedingly rare, as wizard children have magical outbursts all through their childhoods. The families of Muggle-born wizards that witness these events justify what they can, and often ignore what they can't…and when all else fails, the Ministry has their memories altered.
- Underage Practitioner — Wizard children practicing magic prior to Hogwarts. It's illegal, and could mean trouble for their families.
- Contacted by Hogwarts Faculty — Muggle-born children are contacted by a Muggle Liaison from the Ministry of Magic, not strange wizards from Hogwarts. Harry Potter and Tom Riddle are exceptions to this because they are exceptional cases. Said Muggle Liaison will also determine the Muggle family's suitability for knowledge of the wizarding world. If they are deemed a threat to secrecy, they will have their memories altered, and will believe their wizard child is attending an exclusive Muggle boarding school.
- Impure Slytherin — Muggle-born simply are not sorted into Slytherin at this time. Half-bloods can possibly be Slytherins, starting in the 1940-41 school year, but even this will be uncommon.
- Cookie Specials — Anything that requires a Cookie reward that you cannot afford. Please review the Cookies page to determine what character options require Cookies.
- Psychological Disorders — It may seem fun to play someone with mental instabilities. But usually it just makes others uncomfortable, paints you as an attention-hog, and is rarely played realistically. Mental illness isn't wacky fun time. It is very serious, very sad, and frequently disturbing. In both the Muggle and wizarding worlds, such people are typically confined to a sanitarium or St. Mungo's (or Azkaban). If you are actually considering playing a character with a mental disorder of some kind, please talk to staff first. We want to handle this subject with the respect and seriousness it deserves.
- Child Warrior — Students are not combatants. Not every student is in Duelling Club, nor does every student in Duelling Club turn into a mighty warrior. Harry Potter and his allies trained above and beyond to combat Dark forces. They are the exception, not the rule.
- Muggle Knowledge — Wizards who are raised in the wizarding world (which is pretty much all pure-bloods and the vast majority of half-bloods) generally know very little about the Muggle world. What they do know is often skewed and poorly understood. When we see such characters with knowledge of Muggle sciences, literature, culture, martial arts (fencing was a common one we saw) etc., we want to see a good explanation for it. Enjoy the wizards' ignorance of the Muggle world, it can be fun!
- Because Harry/Ron/Hermione/etc. did it — As mentioned above, the characters in the books are the exception, not the rule. They are extraordinary, either due to their talent or circumstances. It may seem counter-intuitive, but many examples from the books are rather bad examples of how things go for the average wizard. Hermione and Harry cast a lot of spells that other students their age would flounder with. Tom Riddle was an exception in almost everything he did, both as a boy and as Voldemort. Dumbledore is one of the most powerful wizards that ever lived. These people do not represent the common wizard.
- Pop Culture References — Though it may seem amusing, building a real life pop culture reference into your character is distracting and detrimental to the IC atmosphere. This includes things like naming your character or family members after television show characters, or mirroring life events of a character your Actor has played. Taking inspiration from an Actor's role is fine, but don't simply convert the character into the Potterverse.
- Those things that are discouraged or disallowed in the What We Do Not Need section of What Should I Play.
Step 6: Wiki Page
The wiki is an essential part of Witchcraft and Wizardry. Having a fully realized character page not only creates an easy single destination for someone (including staff) to learn about your character, but it can also generate role-play for you. Seeing that someone has kept their Relationships updated and logs posted shows that person is an active player, and gives people a sense of what they would be in for with you, helping you find compatible RP partners.
The wiki page is a required part of character creation. This means that your application will not be approved before your character page is completed. Yes, there may be changes necessary if the initial application isn't accepted, but these are the same changes that will be made in game.
Wiki Images
Images uploaded to your character pages should meet the following criteria:
- No more than 200kB in size. Under 100kB is preferable.
- Files should be in .jpg or .gif format only. Please do not upload .png files. They're pretty, but they're also huge.
- No more than eight images of your character. You can have images of wands, pets, relevant family NPCs, and so forth (within reason…don't overdo it). But eight should be more than enough images to give people a sense of what your character looks like.
Don't have a good program to optimize your image file sizes? Not a problem. Check out Image Optimizer. It not only optimizes well, but gives you a preview of many different levels of compression so you can see the quality difference. You can even convert those big ol' .png files into .jpg format.
Getting started is extremely simple. If you don't already have a Wikidot account, you'll need to make one. If you aren't already a member of this wiki, click on the "Join the Wiki" button at the top of the main page, and input the password given to you in the Background room in game. From there, start making your new character page (please carefully read the instructions on that page). The easiest way to start is to use the +wiki command in game, and copy/pasting the output into your newly created wiki page, writing over the content that is already there.
To have a complete wiki page, you must include:
- A character portrait (image uploaded to the page, not linked off-site; also, see Actor Policy)
- Description
- Background (in fact, this is a great place for an expanded background, including more details than the summary BG in game)
- Quirks (this is a good opportunity to expand on your Quirks with a bit of description, but it isn't required)
- At least two RP Hooks, with at least a sentence describing how the hook can generate RP with your character.
- At least two Relationships (be they PCs or NPCs), including at least a sentence describing the relationship.
You must also have the necessary tags, which can be generated in game with the +wiki/tags command. Note that other tags may be necessary for your character to appear on the proper lists; see Tags for Characters for details.
Please do not significantly alter the basic format of the character page. You can add new sections, spruce it up with images (kept under 200kb please, no more than eight character portraits, no animated GIFs), sidebars, etc. But the sections that already exist should remain where they are, fully visible, with the titles given to them. In short, don't make people hunt for your information.
If you need any further assistance, please ask the community on the Questions channel, or contact the Wiki Guru (BB15 is an excellent way to do this).