NameDebbie Trelowitz
Age11
AssetKind
FaultGreedy

Attributes
MentalPhysicalSocial
Intelligence3Strength1Presence2
Wits2Dexterity2Manipulation1
Resolve4Stamina2Composure3
Skills
MentalPhysicalSocial
-3 unskilled-1 unskilled-1 unskilled
Computer1Athletics1Animal Ken0
Crafts2Brawl0Empathy1
Investigation1Firearms0Expression3
Medicine0Larceny0Intimidation 0
Occult1Stealth1Socialize1
Politics1Survival0Streetwise0
Study3Weaponry 1Subterfuge3
Other Traits
MeritsFlawsStats
Tough*12Size4
Emotional Detachment*2 Speed6
Prized Possession**2 Defense2
HealthWillpowerMorality
677

*Tough: Your child character possesses a rare attribute among children: The ability to persevere, to push on through pain or exhaustion. Most children will be tempted to cry uncle when they hit "uncomfortable" or "tired." Your character plugs onward even as his body begins to suffer real harm. Coaches and scoutmasters love him. School counselors and social workers may want to sit him down to find out what dreadful experiences might have hardened such a young child to pain. Each dot in this Merit eliminates a negative modifier (on a one-for-one basis) caused by injury or fatigue. For example, a character with one dot in this Merit and a -2 penalty from injuries can ignore one point of that penalty, for a -1 modifier. With two dots, he could ignore the entire -2 penalty. This Merit can only be used to remove penalties from your character's actions. It never provides a positive bonus to a roll. Drawback: Your character crashes hard when he finally stops moving. When he finally falls asleep after fighting off the effects of fatigue, he must sleep for a minimum of 12 hours. Before that 12-hour period is up, he will be almost impossible to wake up -- even if the house is on fire.

* Emotional Detachment: Your character can distance himself from the pain, grief, and suffering of his fellow human beings long enough to help them. This might make him seem somewhat aloof, but it also means that he doesn't second-guess himself when performing delicate surgery. The character ignores penalties stemming from stress equal to his Resolve rating. For instance, if an EMT is trying to perform an emergency tracheotomy while in a moving car with a werewolf on the roof, the EMT might normally suffer a -2 penalty from sheer emotional pressure. If he had this Merit and his Resolve were 2 or higher, he would take no penalty at all.

* Prized Possession: Your character owns a useful item that he has practiced with for many a long hour. As such, the item provides an equipment bonus beyond what such an item would usually provide, simply due to the familiarity. The item provides a +2 bonus to applicable rolls within its intended function (a Flute provides the bonus to Expression rolls to play it and a +1 bonus to rolls a bit outside or related to the usual purview (using the flute to wedge open a door or using the laptop for a Study roll to get homework done on time). Combat rolls can benefit from this Merit, but the Storyteller and the player should consider why the character has spent that much time fighting. Drawback: If the item is broken or lost, this Merit is forfeited.

*You get an Experience Point at the end of a session only if this Flaw causes your character notable trouble.



DateExperience+-T
27 Oct '92School Year000