The Upstart
Your life was hard before the school took you in. It's a wonder that you can do magic at all. Put a subject into Basic. You have found a trick from it and you might use it without the tools and ceremony usually required.
If you come from an upstanding non-magic family, take
Virtue +1, Ambition +0, Learning -1, Heart +1, Worldliness +2
If you are the barely talented runt from a magic clan, take
Virtue 0, Ambition +2, Learning -1, Heart +1, Worldliness +1
Then, choose two moves.
The Chosen One: There is a prophecy. Say why it may fit you. Name another character it might fit. Mark potential, when you learn something about it. Take +1 on all attempts to get away from it.
Sportive: You are physically fit compared to your fellows. When you fight or compete physically, you may choose one more on a hit.
Outsider Perspective: When you point out an injustice or absurdity in the school's society, roll +Worldliness. On a 7-9, choose one. On a 10+, you get both:
They must stop to explain themselves or suffer.
They mark potential, if they heed your call.
Underestimated: When you suffer at the hands of people with vastly better magic than yours, take +1 forward against them. If you take your opportunity immediately, the suffering happens after.
The Studious
You are a rising star. The school is happy to have you, they say. Put a subject into Basic. You have already mastered a hand full of tricks from it.
If your people have supported you all the way, take
Virtue +1, Ambition +0, Learning +2, Heart +1, Worldliness -1
If family did not recognize your effort, take
Virtue +0, Ambition +1, Learning +2, Heart +1, Worldliness -1
Then, choose two moves.
Teacher's Pet: When you ask a teacher for something you need for "your studies", roll +Learning. On a 10+, they bite. On a 7-9, they have what you need in their office, but are not willing to hand it over.
Research: When you take a completely new approach on a magical problem, formulate a theory how it might work. On a hit you may choose one one more and you may also choose:
I can teach this to others.
Sucker for Rules: When you admonish another student about the school rules, roll +Virtue. On a hit, they will hesitate in what they are doing and you take +1 forward against them. On a 10+, you may choose to make them suffer.
Helpful: You are generally helpful in academic matters, even though people are exhausting. When you want the trust of an NPC student who is not your enemy, say how you helped them in the past, and mark a condition.
The Scion
You hail from an old noble family of mages. They expect great things from you. Put one subject into Lost. You have an heirloom that can produce a single trick from this subject.
If you were your parents' little prince(-ss), take
Virtue +1, Ambition +0, Learning -1, Heart +1, Worldliness +2
If you are the barely talented runt from a magic clan, take
Virtue -1, Ambition +2, Learning -1, Heart +1, Worldliness +1
Then, choose two moves.
Influence: When you call your family or associates for help, roll +Ambition. On a hit, choose one:
You can get some special allowance.
You can get some minor magic item delivered.
You learn some information about politics or economy.
On a 7-9, earn some good grades, before you call again.
Cronies: Name one or two fairly average students who really look up to you. When you can rely on their manpower, take +1 to your rolls. You do trust one another.
Tutors: Your family didn't let you come unprepared. You may at any time declare that you have mastered a spell from a basic subject. Time must pass before you do so again.
Fashion sense: You know the hottest trends, stars, and fashions. When other students ask your advice, they take +1 forward, if they give you Trust.
The Pragmatic
School? Yeah, no worry. You already know what you're going to do after. Put the appropriate subject in Elective. You already know a trick from it.
If you want to keep up your family's business, take
Virtue 0, Ambition -1, Learning +1, Heart +2, Worldliness +1
If you have a higher calling, take
Virtue 0, Ambition +1, Learning +1, Heart +1, Worldliness +0
Then, choose two moves.
Facilitation: You can create a commodity that is in high demand by the student body and hardly within school regulations. When you offer it in a deal, you may roll +Ambition. On a hit, your stuff works and they will keep their end of the bargain. ON a 10+, they also give you trust. On a miss, your goods will fail in a spectacular manner.
Lateral Thinking: When you face an obstacle, you may roll +Worldliness. On a 10+, you have a surprisingly useful object on hand. Say what it is and how it is useful. On a 7-9, you know where such a thing is generally available.
The Missing Piece: There is specific piece of magic that you need to accomplish your goals, it can be found in this school. Say what it is called. Take +1 to find clues regarding it. When you get it, advance immediately, and lose this move.
Affection: There is someone at the school, who is very close to your heart. When you roll +Heart relating to them, take +1. When they give you Trust, immediately clear a condition.
The Alien
You hail from a close-knit community not usually served by the School. Your ways are your own. Put an appropriate subject into Forbidden. You know a trick from it.
If you were sent here against your wishes, say why your people sent you, and take…
Virtue -1, Ambition +1, Learning 0, Heart +1, Worldliness +2
If you came willingly, say what you expect from the school, and take…
Virtue 0, Ambition +1, Learning 0, Heart +1, Worldliness +1
Then, choose two moves.
Honor: When you trust them and they trust you, take +2 to help them. When you break their trust, suffer.
Calling Home: You have comparably fast connection to your people. When you call with some request, roll +Heart. On a 10+, delivery will be fast. In any way, they will make a request upon you in the future.
Superstitions: When a fellow is about to attempt some magic, you may explain an additional caveat or precaution you learned with your people. When they accept it is true in the world and they take +1. If the rebuke it as superstition, take a condition and mark potential.
Well-traveled: You may consult your knowledge about faraway places. If you do, roll +Worldliness (instead of +Learning).
The Crazy One
You are an odd one, they say. Put a subject into Advanced. Choose one of its tricks. Your very own personal way deviates from how things are usually done. It is: Gross - Spooky - Laborious - Weird (pick 1).
If you agree that you are different and how, take…
Virtue -1, Ambition +1, Learning +1, Heart +2, Worldliness 0
If you think, it's them who are weird, take…
Virtue 0, Ambition +2, Learning -1, Heart +1, Worldliness 0
Then, choose two moves.
Niche topic: You made yourself an expert in 'The 72 Uses of Dragon Dung', 'Intelligent Magical Spider', 'The Goblin Empires of Old' or somesuch. When you encounter a strange phenomenon, draw some parallel to your interest and roll +Learning. On a 7-9, you're somewhat accurate and ask 1. On a 10+, ask two:
What is it good for?
How can we manipulate it?
What can go wrong?
It: There is something inside you. When you let it out, suffer and roll +Virtue. On a 7-9, give it some command like 'Defend us' or 'Break that wall'. On a 10+, you may expect it to heed the spirit of your command.
Power of the Heart: When you try magic you have not mastered to help a friend, roll +Heart. On a miss, you both suffer whatever consequences.
Counter culture: Name a certain demographic among the student body that fancies your style. When you speak of friendship to one of them, you gain their trust even on a miss. (The GM still gets to make a move.)