Name: Velma Dinkley
Occupation: Meddling Kid
Age: 18

CHARACTERISTICS:
STR:	9	DEX:	14	INT:	17	Idea roll:	85%
CON:	16	APP:	15	POW:	16	Luck roll:	85%
SIZ:	8	EDU:	14			Know roll:	70%
Damage Bonus: 	none
SANITY POINTS:	85
HIT POINTS:	12
MAGIC POINTS:	16

SIGNIFICANT SKILLS:
Anthropology 40%, Archeaology 45%, Astronomy 15%, Biology 20%, Chemistry 10%, Computer Use 30%, Credit Rating 20%, Dodge 28%, First Aid 40%, Geology 15%, Hide 25%, History 40%, Library Use 50%, Occult 25%, Persuade 25%, Psychology 20%, Read Chinese 50%, Read English 85%, Read Latin 20%, Sneak 30%, Spot Hidden 65%

WEAPONS:
Fist/Punch	50% 	1d3
Head Butt	10%	1d4
Kick		25%	1d6
Grapple		25%	special

ROLE-PLAYING NOTES

Your parents are Marine Biologists and you inherited their intelligence and inquisitiveness. You ace all your classes which leaves you lots of time to "experiment" with Shaggy, and to solve mysteries, which is your great love. You want to know what is at the bottom of everything! You value Fred for his ability to devise traps for the "ghosts," though you wish Shag and Scooby would stop getting caught in them (even if they do always seem to catch the culprit anyway.) You like Daphne, even if she does always manage to find the secret trapdoors the hard way.

Quotes:
"JINKIES!"
"Look, guys, a clue!"

GAMEMASTERšS NOTE: Velma is extremely nearsighted. If deprived of her glasses, reduce all applicable skills by half.