Karen is just your typical high school mean girl. She comes from a rich upbringing. Combine that with her ability to dress fashionably, and she's one of the 'it' girls in her school. As far as 'it' girls go, she's the dumb one.

 "So if you're from Africa, why are you white?"
    "Do you wanna do something fun? Do you wanna go to Taco Bell?"
    "I can't go out. *cough, cough* I'm sick."
    "I'm a mouse, duh."
    "I can put my whole fist in my mouth! Wanna see?"
    "It's like I have ESPN or something."
    "My boobs can always tell when it's gonna rain."
"The box says you can't eat them if the seal is broken. I'm looking for the seal."
“It's the moon! It's like an egg!”
"How do you put make up on your mind?"
"Tell me when you're asleep, ok?"
“Melanie, can you put those bumpy hills in my hair?"”
"That woman tell me she has a baby in her"... Did she eat that baby???"

    Why are you dressed so scary?
    No, I am actually. I'm failing almost everything!
    On Wednesdays, we wear pink.

NameJacinda Terzi
Age11
AssetDependable
FaultDull

Attributes
MentalPhysicalSocial
Intelligence1Strength2Presence3
Wits1Dexterity3Manipulation3
Resolve2Stamina3Composure2
Skills
MentalPhysicalSocial
-3 unskilled-1 unskilled-1 unskilled
Computer0Athletics3 runningAnimal Ken2 Cats, Dogs
Crafts0Brawl0Empathy0
Investigation0Firearms0Expression3
Medicine0Larceny0Intimidation 0
Occult0Stealth2Socialize4
Politics1Survival0Streetwise0
Study0Weaponry 0Subterfuge0
Other Traits
MeritsFlawsStats
Quick Healer****4 Size4
Striking Looks**2 Speed6
Deep Pockets**2 Defense3
HealthWillpowerMorality
747

** Deep Pockets: make a Manipulation + Subterfuge or Socialize roll (when purchasing this Merit, you must choose to use Subterfuge or Socialize, depending on your character's relationship with her parents or guardians, and then stick with it). Success means your character gets the desired item. The expense of the item, or its nature, may impose a penalty on the roll. A video game, a metal detector, a set of two -- radios, even a $100 gift card to a nearby store are reasonable, or at least expected, requests and incur no penalty. An expensive like, a new computer (for schoolwork, of course), or a pellet gun might raise eyebrows a bit (for a -1 to -3 penalty). Truly outlandish or dangerous requests -- say, for an all-terrain vehicle, a swimming pool, or a real gun -- might garner a penalty up to -5. Your character can gain a bonus on a roll by planting the seed of a desire with the parent (wistful mentions of the desired item, or pictures cut from magazines stuck to the fridge), but forgoing any Deep Pockets roll for a while. For each chapter in which the player sacrifices his use of the Deep Pockets Merit, he gains a +1 modifier, up to a maximum +5. Drawback: What is given can be taken away. If your character does not take proper care of her toys (the ATV is wrecked, or the pellet gun is used to shoot the neighbor's dog), she may find that she no longer gets what she wants -- she loses access to this Merit temporarily, or permanently.

** Striking Looks: Your character is exceptionally attractive by modern standards; heads turn and conversations stop when she enters a room. For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others. For four dots, your character's looks are angelic; she gets a +2 modifier. Drawback: The more attractive your character is, the harder it is for her to avoid notice in public. Witnesses to any criminal acts are much more likely to remember your character's appearance, and easily recognize her in a lineup. Your character is also likely to receive a great degree of unwanted attention in social situations.

**** Quick Healer: Your character's healing abilities are remarkable, allowing him to bounce back quickly from injuries that would leave most people bedridden for months. Your character recovers from injuries in half the time that others do. One point of bashing damage is healed in eight minutes. One point of lethal damage is healed in one day. One point of aggravated damage is healed in four days.