Benny Scappetti's Power value does not match their spent Gifts! Power Value: 17 Spent Rewards: 16
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 World .
His journal has 6 entries.
Conditions are GM-assigned status effects.
Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and World leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained. For example, lycanthropy may be contagious in one World, but not another.
Circumstances describe your Contractor's situation in various Worlds.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
No Gifts assigned!
Benny is adept at striking from the shadows. His stealthy attacks are silent, quick, and deadly.
Passive, always in effect. Attacks with melee weapons will do +2 more damage, and the target's Armor is Reduced to 1/2, rounded up. Only works for attacks made from the cover of darkness. If you kill or stun a target with your attack, they will make no sound for the next round. You can move your full sprint distance and attack with your weapon in the same round.
Benny is able to turn what would have been a wasted pile of meat into a useful minion. If he has access to a human being who is on the brink of death, he may perform a bloodletting ritual in which he opens the vein on his wrist and forces the victim to drink for roughly 8 seconds.
If the ritual is completed successfully, the soul and mind will die, but the body will remain animate, an unwitting member of a soon-to-be vast criminal empire. It will remain under Benny's control until it is killed again, and is capable of obeying commands and relaying information back to Benny, though it cannot perform complex tasks or entertain anything resembling a thought.
Roll your Mind, difficulty 6, perform a 3 round ritual, and suffer a 1 point injury. If you succeed, and if your ritual is not interrupted, you transform a dying human (beyond wound level 7) into a mindless thrall. You may have [[maximum-minions]] active at a time. The thrall lasts until destroyed, and has the intelligence of a dog, but can communicate back to you.
Your thralls have the following stats:
Health levels: 5
Attack dice: 6
Damage bonus: 3
Their attack does (successes to hit + extra damage dice) damage.
When the Vampyre's lust for blood is satiated, his injuries and scars heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, his skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
Any stabilized Injury heals quickly, reducing its severity by one level each time 1 Hour elapses. Therefore, if you have the cool-down parameter at level 1 (three days), and you have an Serious (4) Injury, it will drop to Threatening (3) in three days and be fully healed in 12 days. This power does not heal battle scars or Exertion.
Benny is able to scale walls and even cling to the ceiling, so long as he is out of direct light.
Passive, always on, but only works when out of direct light. You can walk up walls and across ceilings; you move at normal speed.
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.
Passive, always in effect. Unarmed attacks will do +2 more damage. The target's Armor is Reduced to 1/2, rounded up.
Unlike the Ability Brawl, this Power does not affect small weapons such as knives.
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.
Choose a target within 45 feet, spend an Action, Exert your Mind, and roll Charisma + Alertness, Difficulty 6. The target may always contest by rolling Mind, Difficulty 6 as a Free Action. If the Outcome is greater than or equal to the target's Wits, they are stunned for Outcome Rounds (maximum three). If the Outcome is positive but less than the target's Wits, their Penalty is increased by 3 for Outcome Rounds (maximum three).
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.
Exert your Mind and spend an Action to obscure yourself. You and any clothes or equipment you are wearing are obscured from Sight for 1 Minute. You cannot re-cast this Power until 1 Hour has elapsed. Entering Combat or being injured ends the effect early.
All mundane attempts to detect you via Sight fail, unless you chose vision. In that case, others must roll to detect you, and all attempts to detect you via mundane means are rolled at +2 Difficulty.
GMs should use their discretion when determining the exact effects of this Power. 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. He is weakened 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, as well as an innate affinity to darkness which allows him to more easily hide in shadows.f
This Power is passive and always in effect. Bonuses to Attributes and Abilities take the form of additional dice on the relevant rolls and do not affect Experience costs. As always, bonuses to the same dice pool from multiple sources do not stack, and the largest bonus is used.
Any Enhancements you take must be germane to the specific augmentation you've chosen.
When Benny has recently fed, the excess blood running through his veins heightens his sense of smell to an incredible degree, allowing him to paint a rough mental picture of his surroundings through scent alone, even if his sight would otherwise be obscured.
Passive. Requires no roll. You will always have access to the chosen sense, outside of supernatural suppression of it, providing you have fully drained someone of blood in the last 24 hours. You are able to see and visualize the world through your sense of smell instead of your eyes.
Benny is able to subsist off of blood alone, and no longer requires food, water, air, or sleep.
You may go five times longer than a normal human without food, water, air, or sleep.
Passive, always in effect.
Benny goes super fast, but only through darkness and only when he has recently fed. His legs are wrapped in tendrils of shadowy mist while
Spend an Action and Exert your Mind. You can run four times your normal speed for 1 Minute.
While this Power is active, you do not suffer any sort of exhaustion. Avoiding unexpected obstacles requires a Dexterity + Athletics roll.
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.
If you would take an Injury that would kill you, you don’t die. Instead, you survive, incapacitated. After one hour, the Injury that would have killed you, as well as any Injuries sustained since then, are healed. Battle scars obtained during this time remain.
If, while you are unconscious, your wound level rises above your rating in Body + Brawn, or if you take an Injury with Severity greater than your rating in Brawn, you die.
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
Artifacts are GM-created objects and equipment.
Examples of Artifacts include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Artifacts are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained.
12 Victories - 0 Losses
Remaining: 9 Exp. (Earned: 227 - Spent: 218)
Slayed, quite literally. You don't want Benny sneaking into your camp with those javelins
+16xp from games won (at remake)
-8xp for Charisma 3
-6xp for Alertness 4
-2xp for Power 2
+4xp for winning Spencer’s game
-4xp for Power 3
+4xp for winning Matt’s game
+4xp for GMing
-8xp for Perception 3