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Benji - Malkav's Prodigal Son


UTasteSoSo

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Benji - Malkav's Prodigal Son

"No sir, I'm not lost"

 

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Appearance


Benji appears to be a young boy close to ten years old. Typically with his hands in his pockets and hood pulled over his thick brown hair. His defeated posture attests to a troubled nature. His green eyes however tell a different story. The depth of intelligence and emotion speak to a being that is no child but instead a captive in an adolescent cage. Benji wears comfortable clothes and has the look of a skater kid. Baggy pants, over sized t-shirt and hoodie along with a back pack and obligatory head phones are his standard wardrobe. Benji cannot ever be found without a pencil behind his ear and a sketch pad in hand.

 

Personality


Benji is thrice-damned. He is kindred, a Malkavian, and was embraced as a child. These things have left him scarred psychologically, and emotionally immature. Much like a typical child he struggles to remain calm when provoked or confronted. During times of stress he can be morose and cynical one moment, or be possessed of tremendous energy and enthusiasm the next. As Benji has grown older he made a great effort to rein in his passions and control himself. Though he appears to be nine or ten, Benji is now nearly forty years old. Another consequence of his young embrace is a fixation on women. Intellectually he understands passion and romance and sexuality but only in a scholarly way. Too young was he to have ever experienced lust and sexual urges so they are foreign and a mystery to him. Benji has taken to women as his preferred prey and also as the subject for much of his art. Benji was a good kid but his lost childhood and years as a monster have hardened him however there is a deep desire for something more, a path through the horror and tragedy of his life, an opportunity to achieve peace, a heart felt wish to make all the pain go away... Benji is extremely smart and has taken the last two decades to educate himself, he long ago began breaking into the public library and has been reading his way through it since. Behind the veil of issues and emotion is an astute mind desperate to find some meaning to his condition and life.

 

Background


Benji doesn't remember a whole lot of his time as a mortal, not that there is all that much to remember when you are that small. There are vague recollections of warm blonde hair and a loving voice calling after him, snapshots of a colorful bedroom with scattered toys and crayons on the floor, and green grass around a sandbox and swing set. Sadly the clearest memories of his childhood are from the days surrounding his embrace. Benji was a pretty special kid. He had an obvious talent for art and was drawing at an exceptional level even for a child a few years older. His parents encouraged him and enrolled him in various programs in town and at school. Maybe that was what brought him to HIS attention or maybe it was just the random act of a lunatic, either way Gray took him. Before he left he killed Benji's parents in their bed and glutted on their blood. Another image of that blonde hair only now matted with blood. Gray kept the boy for a few days before he did the deed. Benji didn't ever find out why he embraced him or even why he took him in the first place. It doesn't really matter. He did. Things aren't too clear after that for Benji, the man explained some of what had happened but to a boy of nine, talk of Kindred and Cainites, Vitae and Sects might as well have been calculus or Japanese. He wouldn't have long to consider it however as the door to the room they were in burst open and the small room filled with Kindred. Gray had been causing trouble in the area and the local Sheriff and posse were dispatched to deal with him. Gray was a lunatic, a masquerade breaker, and being hunted for destroying a vampire in Chicago. Gray was put to death in that very room for his crimes and Benji should have likely followed suit; instead he was brought before Prince XXX. The prince had no use for Benji and would have ordered his death as well but for XXX. She was taken with the boy's seeming innocence and took Benji in as her ward, sheltering and protecting him. She spent years preparing Benji, XXX had become his mother and mentor teaching him how to function in Kindred society. His embrace was nearly twenty five years ago making the eternal child well over 30 years old now. Things are difficult for Benji, but he perseveres. He has been fortunate to have XXX and her protection and is grateful but he is looking for more. With her recent death, Benji knows it is time to move forward and become active in Baltimore's kindred society. He has felt her loss greatly and would very much like to find her killer. Benji's art is his outlet, his art reflects his issues and passions. Some is breath-takingly beautiful but some is disturbed, both however are masterfully done. He has spent the better part of the last decade in the public library, reading through the night searching for something...

 

          Vital Statistics


  • Name: Benjamin Randal Howe
  • Sire: Gray
  • DOB: Sept. 12, 1969
  • RIP: Feb. 21, 1980
  • Apparent Age: 10
  • Actual Age: 35
  • Height: 4'8"
  • Weight: 79lbs.
  • Eye Color: Blue
  • Hair Color: Brown

 

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Vampire_The_Masquerade_logo_V20.png
 

 
Name: Benji Nature: Eye of the Storm Generation: 9th
Player: UTasteSoSo Demeanor: Survivor  Concept: Thrice-Damned Child
Chronicle: Baltimore: Dark Harbor Clan: Malkavian Sire: Gray

 

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PHYSICAL
Strength ●○○○○
Dexterity ●●●○○
Stamina ●●○○○

SOCIAL
Charisma ●●●○○
ManipulationCompelling ●●●●○
Appearance ●●○○○

MENTAL
PerceptionInsightful ●●●●○
IntelligenceCreative ●●●●○
Wits ●●○○○

 

image.png.753f3296776370d10cd1fdc3a508eb8e.png 

 

TALENTS
Alertness ●●○○○
Athletics ○○○○○
Awareness ●●○○○
Brawl ○○○○○
Empathy ●●●○○
Expression ○○○○○
Intimidation ●●●○○
Leadership ●●○○○
Streetwise ○○○○○
Subterfuge ●○○○○

SKILLS
Animal Ken ○○○○○
CraftsDrawing - Pencil Art ●●●●○
Drive ○○○○○
Etiquette  ○○○○○
Firearms ○○○○○
Larceny ●○○○○
Melee  ○○○○○
Performance  ●●●○○
Stealth ●●●○○
Survival ○○○○○

KNOWLEDGES
AcademicsPhilosophy ●●●○○
Computer ●●○○○
Finance ○○○○○
Investigation ●●●○○
Law ○○○○○
Medicine ●○○○○
Occult ●●●○○
Politics ○○○○○
Science ○○○○○
Theology ●○○○○

 

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DISCIPLINES

Auspex ●●○○○

Dementation ●●○○○

Obfuscate ●●●○○

Dominate ●●○○○

BACKGROUNDS

Generation ●●●●○

Status ●○○○○

DomainEnoch Pratt Public Library - Canton Branch

This library and the surrounding few blocks are all that is left of XXX's former domain. It has not been challenged as of yet and Benji hopes he can remain there, if for no other reason than he is simply not worth removing.

Benji's personal haven is in a disused utility room beneath the library in one of many service tunnels that below the city.
●●○○○

RetainerBekah James is a graduate student in philosophy that Benji has bound to himself. During her time as a student Benji became enthralled with her. He is mostly kind and caring for her, but is not always able to control himself and as such has hurt her before. She still dotes on him but has long ago learned that he is mercurial and to be treated with care. She is often the source of his company, his transportation and in the rare event he needs money. ●○○○○

VIRTUES

Conscience ●●●○○

Self-Control ●●●○○

Courage ●●●●○

 

 



 

MERITS

Eidetic MemoryYou remember, with perfect detail, things you see and
hear. Documents, photographs, conversations, etc. can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.
 ●●○○○

HarmlessEveryone in the city knows you, and knows that
you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what’s kept you
from being killed. No one considers you worth their
time to deal with, and that low opinion keeps you safe.
If you start acting in a way that demonstrates that you
are no longer harmless, others’ reactions to you will
likely change as a result
 ●○○○○

 

FLAWS

ChildYou were a small child (between five and 10 years
old) at the time of your Embrace, leaving your Physical
Attributes underdeveloped and making it difficult to
interact with some aspects of mortal society. You may
not have more than two dots in Strength or Stamina
at character creation, except when raising Physical Attributes with blood points, and the difficulties of all die
rolls when attempting to direct or lead mortal adults
are increased by two. Characters with this Flaw should
also take the Short Flaw
●●●○○

ShortYou are well below average height — four and a half
feet (1.5 meters) tall or less. You have difficulty reaching or manipulating objects designed for normal adult
size, and your running speed is one-half that of an average human.
●○○○○

Short FuseYou are easily angered. Difficulties to avoid frenzy are
two greater. Brujah vampires cannot take this Flaw, as
they already suffer from a similar weakness.
 ●●○○○

NightmaresYou experience horrendous nightmares every time
you sleep, and memories of them haunt you during
your waking hours. Upon awakening, you must make
a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you
are locked in a nightmare
●○○○○

ROAD

Humanity
●●●●● ●○○○○
Aura: Aura ( )

 

WILLPOWER
●●●●● ○○○○○
□□□□□ □□□□□

 

BLOOD POOL
■■■■■ ■■■■■ ■■■■■ ■■■■■
■■■■□ □□□□□ □□□□□ □□□□□
Blood Per Turn: ■

 

HEALTH
Bruised       □
Hurt -1       □
Injured -1    □
Wounded -2    □
Mauled -2     □
Crippled -5   □
Incapacitated □

 

WEAKNESS
MadnessAll members of Clan Malkavian suffer from
a permanent, incurable derangement. They may acquire and recover from other derangements, and may spend Willpower to ameliorate the effects of the derangement for a scene, but they can never recover from their original derangement.

Bipolar Disorder:

Bipolar individuals suffer from severe mood swings,
sometimes resulting from severe trauma or anxiety. Victims may be upbeat and confident one moment, then uncontrollably lethargic and pessimistic the next.
Kindred with this derangement are constantly on a
hair trigger, never knowing when the next mood swing
will strike.

Whenever the vampire fails a task, the Storyteller has the option of secretly making a Willpower roll (difficulty 8 ) for the character. If the character fails the roll, she lapses into depression. Additionally, the vampire will go into depression whenever one of her rolls is botched, or if her blood pool ever drops below 2. The Storyteller should roll a die to determine how many scenes the character remains depressed, keeping
the number a secret.

Vampires in a depressive state have their Willpower
ratings halved (minimum 1). In addition, the vampire
may not access her blood pool to raise Attributes. Upon emerging from the depressive state, the character is energetic, relentlessly upbeat and active (obsessively so) for a number of scenes proportionate to the time spent in depression. When a vampire is in this manic state, the difficulty of all rolls to resist frenzy is raised by one.

 

EXPERIENCE
65

 

 

 

Freebies:


21/22

Crafts 4 (2pts), Dementation 1 (7pts), Willpower 5 (1pts), Merits (3pts), Domain 2 (2pt), Retainer 1 (1pt), Manipulation 4 (5pts), UNSPENT (1pt)

 

Experience:


65/65 - 0 unspent

Alertness 1 and 2 (5pts), Awareness 2 (2pts), Intimidation 2 and 3 (6pts), Performance 3 (4pts), Auspex 1 and 2 (15pts), Dementation 2 (5pts), Subterfuge 1 (3pts), Dominate 1 and 2 (17pts), Leadership 1 and 2 (5pts),

Group Domain/Haven 3pts

 

 

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A sample of Benji's sketchbook. Almost all of his art has a focus on women, but some is simply strange. This art is pulled from various unsourced pages and websites. It is not my own and if any of it should be claimed and the owner would like me to take it down, I will gladly do so!

It is all very well done and representative of what I see Benji creating.

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  • 4 weeks later...

Typically carried belongings. 

Backpack

- Art Pencils - Pencil case

- Sketch Book

- Scalpel

- Laptop (Not brought to Elysium)

Ipod - Headphones

Motorola Razr - Metallic Blue "Hello Moto"

 

 

FLAWS AND DERANGEMENTS - 

 

Bi-Polar DisorderAll members of Clan Malkavian suffer from
a permanent, incurable derangement. They may acquire and recover from other derangements, and may spend Willpower to ameliorate the effects of the derangement for a scene, but they can never recover from their original derangement.

Bipolar Disorder:

Bipolar individuals suffer from severe mood swings,
sometimes resulting from severe trauma or anxiety. Victims may be upbeat and confident one moment, then uncontrollably lethargic and pessimistic the next.
Kindred with this derangement are constantly on a
hair trigger, never knowing when the next mood swing
will strike.

Whenever the vampire fails a task, the Storyteller has the option of secretly making a Willpower roll (difficulty 8 ) for the character. If the character fails the roll, she lapses into depression. Additionally, the vampire will go into depression whenever one of her rolls is botched, or if her blood pool ever drops below 2. The Storyteller should roll a die to determine how many scenes the character remains depressed, keeping
the number a secret.

Vampires in a depressive state have their Willpower
ratings halved (minimum 1). In addition, the vampire
may not access her blood pool to raise Attributes. Upon emerging from the depressive state, the character is energetic, relentlessly upbeat and active (obsessively so) for a number of scenes proportionate to the time spent in depression. When a vampire is in this manic state, the difficulty of all rolls to resist frenzy is raised by one.
 - WP roll at ST discretion after failing in a task/BP below 2/Botching a roll or become depressed (Halve WP for 1d10 scenes) then manic for same number of scenes (-1 to resist frenzy)

 

Short-FuseYou are easily angered. Difficulties to avoid frenzy are
two greater. Brujah vampires cannot take this Flaw, as
they already suffer from a similar weakness.
 -2 to avoid frenzy

 

NightmaresYou experience horrendous nightmares every time
you sleep, and memories of them haunt you during
your waking hours. Upon awakening, you must make
a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you
are locked in a nightmare
 - WP every time he awakens or lose a die on all actions for the night

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