Benny Scappetti
All Cops Are Tasty

A 15-Victory Seasoned Contractor played by BobDylan530 in NC Reborn

Benny Scappetti is a Vampire crime-lord who will risk his life to gain total control over all crime; a vast, far-reaching criminal empire.

He is 25 years old, and often appears as a 5’6”, 150lbs man with wavy black hair which he wears slicked back. He is most often wearing an ash-grey wool suit with a matching silk paisley vest and tie, and black leather gloves. He also wears elaborate silver cufflinks which he says belonged to his father. If he opens his mouth, you’ll notice a fleshy nub where his tongue should be. He has tendrils of shadowy mist swirling around both his hands and his legs.

Benny Scappetti lives in NC Reborn, a setting .

His journal has 6 entries.

Attributes

Brawn

6

Charisma

5

Dexterity

4

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

4 Athletics

6 Brawl

0 Crafts

1 Culture

2 Drive

1 Firearms

3 Influence

3 Investigation

3 Legerdemain

0 Medicine

0 Melee

3 Occult

0 Performance

0 Science

5 Stealth

4 Survival

0 Technology

(Tap for Combat reference)
Initiative: 0 dice
Movement: 0 feet
Dash: 0 feet
Perception + Alertness: 0 dice

Injuries

(Benny Scappetti is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Benny Scappetti has no Battle Scars)

Body 8

Penalty

9 Mind

0
Miffed
Annoyed
0
Agitated
Bruised
0
Distracted
Hurt
-1
Rattled
Injured
-1
Worried
Wounded
-2
Alarmed
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Anguish
Betrayal

Traumas

(Benny Scappetti has no Traumas)


Blood


Assets And Liabilities

Assets
+1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
Sharpened Sense: Smell
+1 Beautiful: Rolls affected by physical appearance are at -2 Difficulty, and social interactions should be role-played accordingly.
+0 Seen Things: You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
+0 Imbued: After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indominable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" your Traumas with counseling on a Downtime.
+1 Ambidextrous: You suffer no dice penalties for using the "wrong" hand.
+3 Trained Reflexes: +2 dice to all Initiative rolls.
+4 Hard: You only have two Limits instead of the normal three.
Liabilities
-3 Haunting Echoes: Must be consistent with your Character Concept.
Echo: -2 dice while in sunlight
-2 Vengeful: You may exert your Mind in order to curb your impulse for revenge, but otherwise you must respond in kind to any action taken against you. This does not have to be disproportionate, and does not apply to extremely trivial slights (unless of course you want it to).
-3 Mute: You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.

Conditions

Conditions are GM-assigned status effects.

Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and Playgroup leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained. For example, lycanthropy may be contagious in one Playgroup, but not another.

World of Darkness
Lord of the Flies Benny reacts badly to the presence of flies. Any time you are touched by a fly, roll 1d10. If you roll a 1, you begin uncontrollably vomiting up flies.
Project *******
Rat King's Curse I am a carrier for 12 different rat borne diseases TBD

Circumstances

Circumstances describe your Contractor's situation in various Playgroups.

Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.

Powers

Benny is able to turn what would have been a wasted pile of meat into a useful minion. After feeding, he may perform a bloodletting ritual on one of his victims in which he opens the vein on his wrist and forces the victim to drink his own blood as well, bonding them together and raising them back to "life" as a new member of his soon-to-be vast criminal empire.

When they arise, they are filled with an all-consuming hunger for blood, which can only be sated by draining a human, or by feeding off of Benny if he has blood to spare.


Take a Severity-1 Injury and spend one minute to activate. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.

Your target rises as a Living being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.

The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume human blood every day or it will die again.

Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. A raised creature cannot use any Effects.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Benny drain the blood from their victim's neck, and then force the victim to in turn drink his own blood.

  • The creature will die at the end of any 24 hour period gone without consuming their specified diet, and it is important that this growing desperation is reflected in how they are roleplayed.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.

Benny is adept at striking from the shadows. His stealthy attacks are silent, quick, and deadly.


You gain the following benefits as long as as long as you are in shadows or darkness and you are engaged in combat with melee weapons.

Your attacks with melee weapons deal +3 Bonus Damage. Armor is fully effective against this damage.

You also gain the following effects:

  • Assassin: If your attack injures someone, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Benny is able to scale walls and even cling to the ceiling, so long as he is in shadow or darkness.


You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.

You only gain the benefits of this effect if you are in shadow or darkness.

When the Vampyre's lust for blood is satiated, his injuries and scars heal at a remarkably fast rate and new injuries (other than those caused by fire or holy water) are quickly stabilized. While healing, his skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.


You gain the following benefits as long as you have fed in the last 24 hours.

Any Injury you receive from a source other than fire, heat, or holy water heals quickly, reducing its Severity by one level every 10 minutes, starting once it becomes stabilized. Battle Scars caused by your Injuries are also healed when the Injuries that caused them regenerate.

Benny's canines are viciously sharp and have a hollow tubular center, allowing him to thoroughly drain a person of blood should he get ahold of one.


You gain the following benefits as long as as long as you are biting and you are engaged in unarmed combat.

Your unarmed attacks deal +4 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is reduced to 1/2, rounded up against this damage.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

The Vampyre's natural affinity for the shadows allows him to effortlessly stalk through the darkness. He is incredibly difficult to see or hear, until he leaps out from the shadows, knife drawn and teeth bared.


You gain the following benefits as long as you are in shadows or darkness.

You and any clothes or equipment you are wearing are partially obscured from sight. All attempts to detect you using sight are rolled at a -3 dice penalty.

Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 hour.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Benny is transformed into a vile creature of the night! His skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood, and his irises are a dark blood red, though they fade slightly if he hasn't fed in some time. His visage easily fades into nothing when it is shrouded in shadow, leaving only a faint impression of nasty red eyes for those who know where to look.

He withers when exposed to direct sunlight or when he has been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from his devil's bargain.


You gain the following benefits as long as you are not in direct sunlight and you have fed in the last 24 hours.

You are permanently and visibly transformed: into a fearsome vampire, with deathly pale skin and blood-red irises. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 2, your Dexterity is increased by 1, and your Charisma is increased by 1.

Your body is adapted to hiding in shadows or darkness. You receive +3 dice on non-attack rolls related to hiding in shadows or darkness.

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

Your Injuries no longer degrade with time.

The Severity of any Injury caused by heat or fire is increased by 2.

Benny's hunger for blood has become all consuming, and he will die if he is not able to satiate the beast inside; however, he no longer requires any food, water, air, or sleep.


You gain the following benefits at all times.

You no longer require any sleep or air in order to survive.

Instead of food and water, you must consume human blood daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.

Benny goes super fast, but only through darkness and only when he has recently fed.


You gain the following benefits as long as you are in shadow or darkness and you have fed in the last 24 hours.

You can run at three times your normal movement speed.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Benny has further succumbed to his true demonic self, and cannot be killed by traditional mortal weaponry. He can only be truly destroyed through fire or decapitation. However, the ancient magics restricting vampires have begun to impede him; he must now be invited into a home if he wishes to enter it.


You gain the following benefits at all times.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.

While Incapacitated, your only weakness is either fire or decapitation, and if you take damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

Possession of this Gift grants the following Trauma at all times: Cannot enter a home without being invited in.

Benny can entrance a target into a lustful stupor by looking deep into their eyes and dominating their mind with his own. His eyes have paid the price for power; instead of whites, his irises are now surrounded by a blood red color, which becomes more or less intense depending on how recently he has fed.


Exert your Mind and spend an Action to activate. Select a Animate target within 20 feet. This Effect cannot be used unless you make direct eye contact with the target. Roll Charisma + Alertness at Difficulty 7.

If you succeed, the target will suffer a dice penalty equal to the Outcome for as long as you maintain Concentration; if you stop or are interrupted, the Effect will end. Dice pools may be reduced all the way down to 0 by this penalty.

  • If a character has a dice pool reduced to 0, they cannot attempt that action.
  • If a character Exerts their Mind to ignore penalty, it also ignores penalty from this Effect.

Benny's blood is almost entirely replaced every day, preventing him from succumbing to diseases or toxins.


You gain the following benefits at all times.

You are immune to all non-Alien diseases, as long as they can be treated in some way by modern medicine. If there is no known treatment, you must Exert your Mind to cure yourself.

Benny has a strong affinity for blood, and can differentiate between individuals based on how their blood smells. His sense of smell is powerful enough to compensate for sight when it is too dark to see effectively.


You gain the following benefits as long as you have fed in the last 24 hours.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.

When Benny is fed, he is focused and alert, and barely feels pain.


You gain the following benefits as long as you have fed in the last 24 hours.

Your Body and Mind Penalties are reduced to 0.


Equipment

Max Encumbrance: 0 pounds.

On Person: * Clothes (described above) * iPhone 9 * AirPod earphones * Flip phone (burner) * Switchblade * Leather satchel * Wallet

In Wallet: * Driver’s license * $380 * Capital One Platinum card * New York City public library card

In Bag: * Pliers * Coiled Piano Wire * 100ft of rope * Jeans * Toms * White v-neck * Notepads * Pens * Extra knife * Lockpick’s tools * Duct tape

(Click to toggle Weapons reference)

Trophies

Trophies are special objects and equipment.

Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.



Contractor Timeline

15 Victories - 0 Failures
Remaining: 0 Exp. (Earned: 253 - Spent: 253)
An itemized record of every Contract, Gift, Improvement, and Experience changes

Journal