Wendy Jr.

Basics:

  • Player: ensimismada
  • Nature: Inquisitive outcast
  • Demeanor: Naive, Curious, Excitable
  • Concept: Halfling mapmaker
  • Faction: House Native
  • Age: 37 years1
  • Sex: MALE.2
  • Willpower: 4
  • Physical Health: 7
  • Mental Health: 7

Attributes:

1st - Mental 2nd - Physical 3rd - Social
Perception 5 Strength 1 Charisma 3
Intelligence 3 Dexterity 5 Manipulation 1
Wits 2 Stamina 2 Appearance 2

Abilities:

Talents Primary: 13pts Skills Tertiary: 7pts Knowledges Secondary: 9pts
Alertness 5 Animal Ken 1 (freebie) Computer
Athletics 3 Crafts Mapmaking: 5 Enigma 2
Brawl Technology Investigation
Dodge 5 Etiquette Law
Empathy 1 (freebie) Firearms Linguistics
Expression Melee Medicine 3
Intimidation Performance Recorder: 1 (freebie) Occult
Leadership Repair 1 (freebie) Politics
Streetwise Stealth 1 (freebie) SCPs
Subterfuge Survival 2 Science Geology: 2 Architecture: 2

Perks:

House Direction: 3 points. Wendy has an uncanny sense of direction and can always point in the general direction of the Common Rooms. It might take a while, but Wendy can generally find his way to any room he's already visited, especially if he had the time to map out the room or the area.

Eidetic Memory: 2 Points. Wendy can remember almost anything he's encountered, but getting him to sit still long enough to retrieve a memory is another story.

Approachable: 1 Point. This little guy is unjudgmental, friendly, and physically unimposing. Besides, he's practically a kid - who could see him as a threat? -1 difficulty to getting people to open up.

Good Night Vision: 2 Points. Large eyes are both endearing and useful. Ignore any penalties due to darkness.

Ambidextrous: 1 point. Wendy favors his right hand for drawing but may use either equally well without penalty.

Perfect balance: 1 Point. Wendy is nimble. -1 difficulty to any rolls involving balance.

Hooks:

Bad Liar: 1 point. While Wendy can bite his lip and attempt to slink into the background unnoticed, when challenged he is horrible at deceiving people, presenting most textbook cases of liars' tells: he won't make eye contact, his posture becomes withdrawn, he fidgets, he stutters, and so on; +1 difficulty to any attempts to lie.

Trusting: 1 Point. Wendy doesn't like to think poorly of people, especially not based on first impressions or if there's a possible benign explanation for their actions, however improbable; +1 difficulty in telling when someone is lying or attempting to deceive Wendy in some way.

Low alcohol tolerance: 1 Point. Wendy is a lightweight.

Allergies: 1 point. Wendy suffers sneezing fits, runny nose, and watery eyes when near cats, horses, and rabbits. Note that Wendy is not allergic to dogs. +1 difficulty to all rolls during a scene in which Wendy is near these animals or areas they frequent.

Powers:

Luck: Level One
Prerequisites/Restrictions: None
Willpower Cost: 0
Description: You may ignore up to your level in 1's each session. You may take this as many times as you can pay for.

Healing Self: Level Two
Prerequisites/Restrictions: None
Willpower Cost: 1
Description: User can heal one level of damage per level. May be taken 4 times.

Description:

Wendy is a halfling, standing just over a meter tall. He has wavy, sandy hair, large eyes, and a soft, friendly face that's somehow childlike despite the stubble of a patchy blonde beard. Like most of his race, he is nimble despite being stout, a product of a long, rough-and-tumble childhood and his small size. He is also ambidextrous. Wendy prefers to walk barefoot but does carry a pair of moccasins, just in case.

Wendy is youthful, exuding naïveté and exuberance. He loves to meet new people, see new sights, and - most especially - to make maps. Except when focused on drawing or consulting a map, Wendy's attention tends to wander. Likewise, his feet will often wander as well, or else he'll pull out his recorder and play or start doodling in the dust. Wendy delights in riddles, puzzles, and wordplay but is easily bored by politics.

Items:

  • Linen shirt
  • Leather trousers
  • Wool cloak
  • A small wooden recorder.
  • Wendy recently found a Polaroid instant camera but has no idea what it is or how to use it.
  • Maps of everywhere he's been in the House, some from memory.
  • Map-making supplies: compass, sextant, lots of parchment, several quills, various vials of ink, ten meters of twine with a knot every meter
  • Basic outdoor survival kit: matches; flint, steel and tinder; a waterskin; a good knife and whetstone; needle and thread; bandages
  • A pair of leather moccasins

Background:

Wendy is a middle child, born to a large farming family. His curiosity and wanderlust did not sit well with his people, they being creatures of comfort. Frustrated and increasingly isolated, he threw himself into his hobby of mapmaking, learning a bit of geology and architecture as a consequence. Wendy's outings took him farther and farther afield, mapping the mountains near his home and beyond. One day not long before his coming-of-age celebration, he was charting the depths of a mountain cave when a rockslide trapped him. Only able to delve deeper, he eventually found himself in the Tamlin House and smothers occasional bouts of homesickness with the joy of exploring an ever-shifting landscape.

Freebie Points:

21 Base + 4 Hooks = 25
-3 House direction
-2 Eidetic memory
-1 Approachability
-1 Ambidextrous
-1 Perfect balance
-4 Luck: Level 1
-3 Healing: Level 1
-3 Healing: Level 2
-1 Performance
-1 Animal ken
-1 Empathy
-1 Repair
-1 Stealth
-2 Night vision

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