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Now thats a little Creepy


Nothere

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Well usually I start a thread around now asking what strange and scary things you've seen in your games. But that hasn't gone over so well lately. So since I ran back across them I will instead present one of my horror themed teams. Don't turn off the lights cause here comes the Creeps. 

 

Spooky

Vampyro

Greusome

The Hangman 

The Giggling Ghoul

 

As always my apologies for the campagin use section. 

 

Group Relations

 

For the most part the Creeps work as an effective team. But there are two large schisms. Both Vampyro and Greusome aren't really criminals at heart. They mostly just go along because they don't really feel they have any other choice. Second while Spooky is officially the leader of the group, The Giggling Ghoul is scheming to take over. Toward that end he convinced Spooky to bring in the Hangman. And he has convinced the Hangman to hold down the murderous violence around Spooky until he can win the others to his side. One can always tell who planned a crime the Creeps commited. If Spooky planned it, there will be a great deal of theater ending with basically a smash and grab of the loot. The Giggling Ghoul's plans are much more intricate.

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Spooky

 

18 str 8

26 dex 48

18 con 18

14 body 8

10 int

18 ego 16

16 pre 6

12 com 1

4/30 pd

4/ 30 ed

6 spd 24

8 rec

36 end

32 stun

6/15 run

2 swim

 

Stats 129

 

Perks

 

15 combat sense 11-

 

17 Ghost Spy Clarvoiance all sight 10, normal hearing 5 Visible-1/4 Concertrate ½ dcv -1/4 (25)

16 Ghost Glide +8 running (16)

 

Ghosts elemental control 28

 

42 Ghost Strike eb 14d6 (70)

28 Ghost Guard ff 26 pd/26ed (56)

32 Ghost Guard forcewall 10pd/10ed 5” length/height (60)

32 Ghost eyes flash 12d6 sight (60)

32 Ghost Grab Telekinisis 40 str (60)

 

2 ps Student 11-

2 ks movies 11-

2 ks- horror movies 11-

2 ks horror novels 11-

3 computer programming 11-

3 concealment 11-

5 cramming

3 shadowing 11-

3 Stealth 14-

 

Powers and Skills 277

Total 421

 

10 Distinctive features Detectable as mutant

10 Distinctive features detectable as magic

25 Hunted by the police (mp, nci, 11-)

25 Hunted by superheroes (mp, nci , 11-)

20 psyche loves to frighten people (vc, s)

20 psyche code against killing total (s,t)

10 psyche lovses spooky things

15 secret id Thomas Gaslin

 

Background/ History

 

Thomas Gaslin was always that weird kid. The one who s room was filled with weird disturbing images, and would root for the killer in horror movies. His love of the macabre led many people to believe he would do something horrible one day. What no one could have guessed was what happened in his bathroom that night. He was getting ready for bed when he noticed something else was looking into the mirror. It was the first of his ghosts. And he would soon learn how to summon thousands more.

Though he calls them ghosts what they are, or what Thomas is for that matter, is an enigma. They look like a Halloween decoration just a white blob in the shape of something with a head, and two arms. They also have two large black dots where eyes would be. Where they come from is in question. Though mutant detectors can pick up Thomas the readings are off. Though spells that detect magic will detect him and his ghosts, no spell has ever determined what sort of magic it is. At first Thomas just

used his ghosts to frighten people. Then as he began to look for a college he realized people fleeing in terror don't usually grab their valuables.

 

Personality/Motivation

 

Spooky is a massive horror fan able to play out horror movies in real life. For him doing the perfect horror scene is more important than commiting a crime. Though he has begun to really enjoy having cash to spend. Oddly considering all the gruesome murders he's seen in the movies, he wont kill. He does know that the dead people on the screen aren't really dead.

 

Quote

 

Oh hey. Got to hand it to you. I wouldn't want to be a guard out here on such a spooky night. Espically after those murders. Course that was years ago. You'd think they'd have found the heads by now. Uhm whats that behind you?

 

Powers/ Tactics

 

Spooky may have more raw power than most, but he's no combat expert. If he thinks to do it, he'll send a ghost to spy out the area. Otherwise he'll wrap himself in his ghost and send a swarm of them out to attack. If forced to flee, his first step will be to have a ghost cover his foes eyes, then use the ghost to make a wall, and run.

 

Campaign use

 

As the Creeps powerhouse and leader he can be it's biggest strength takeing on multiple heroes alone, or with his refusal to kill the perfect means to cause a rift in the group. Then there is always the question of just what he is.

Appearance

 

Spooky is a nondescript white man of 19 with brown hair and eyes. Usually he wears blue jeans and a large dark blue jacket with a high collar he can use to conceal his face. Though he will use other outfits as the situation requires. If robbing somewhere with a lot of cameras he'll use a small mask. Or if robbing a museum. He'll put on glasses, a fake beard, a tweed coat, and pretend to smoke a pipe.

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Vampyro

 

15 str 5

24 dex 42

18 con 16

12 body 4

10 int

13 ego 6

18 pre 8

20 com 5

3/ 13 pd

4/ 24 ed

6 speed 24

7 rec

36 end

29 stun

8 run 4

2 swim

 

Stats 114

 

75 transfer str to evil flames 4d6 X2 end -1/2 ranged +1/2 delayed return rate 5 min +1/2 (60)

30 drain con 2d6 ranged +1/2 (20)

5 infravision (5)

 

60 Multipower flames 60

8 Evil Flames 8d6 eb (40)

6 Dark Flames rka 2d6 (30)

6 Hellfire Protection 10 pd/ 20 ed ff (30)

 

6 +2 levels with Evil Flames

2 ps student

2 ks religion

2 ks art

2 lang French

2 lang Latin

 

Powers and skills 206

Total 320

 

10 distinctive features mutant ( nc, as, detectable only by special senses)

15 Secret Id Abigail Winsor

25 hunted by police (mp,nci, 11-)

20 hunted by superteam (mp, 11-)

15 psych Is evil so must do evil (c,s)

15 lack of confidence (c,s)

15 Naive0 (c,s)

 

Background/ History

 

Abigail Winsor started life in a fairly wealthy suburban home. And if her parents were more of a scientific bent she might have stayed there. Unfortunately they were a very religious family. So when they finally figured out the fires that kept breaking out around the house were their daughters doing, they didn't realize she was a mutant. They had a different theory for her abilities, demonic possession.

Beginning to home school her, they also mad an effort to purify their daughter. After the third exorcism

failed, they concluded she was far too evil to permit to stay in their house. Abigail finding herself on the street was quickly targeted by the sort who prey on young, vulnerable, beautiful girls. Finding themselves set on fire quickly desuaded them. Then one night a strange young man appeared in the alley she was staying in. She tried scaring him off with her flames, but he just smiled. Suddenly thousands of ghost like creatures surrounded her. Over dinner Spooky told her he'd pay for her to go to his college if she'd work with him. That night Vampyro was born.

 

Personality/ Motivation

 

Vampyro isn't bad. She has however been told by most of the people in her life that she is. Reasoning that as she is evil she must do evil she goes along with the Creeps crimes. But her heart isn't really in it.

Shes far more interested in seeing the world her parents kept her from to protect it.

 

Quote

 

Your strength just fuels my evil. Now burn you who call yourself righteous.

 

Powers / Tactics

 

Vampyro can't really go toe to toe with bricks so she hides behind either Spooky or Greusome until she feels she has drained them enough they won't be much of a danger. Energy users she feels more comfortable with and will get on the front lines.

 

Campain use

 

The conflicted young mutant who just needs a good influence. If you can get her away from the bad ones, and keep from getting burned in the process.

Appearance

 

A stunningly beautiful white 18 year old with long black hair in a veronica lake cut and deep blue eyes.

She uses her hair to hide her face when needed. She wears a Vampiric dress but at her insistance one much more modest and easy to move in than the usual sort. She also has a black cape with a red interior.

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Greusome

 

60 str 50k

18 dex 24

28 con 36

15 body 10

10 int

10 ego

20 pre 10

6 com -2

12/ 26 pd

6/ 26 ed

5 spd 22

18 rec

56 end

59 stunningly12 run 12

4 swim 2

 

Stats 162

 

48 Armor 14 pd/20 ed

9 12pd/6ed resistant

10 lack of weakness -10

5 Superleap +5

 

2 ps laborer 11-

2 ks sports 11-

2 ks cars 11-

2 ak campain city 11-

2 ls Spanish

3 breakfall13-

3 mechanics 11-

10 +2 lv hto h

6 Gambling Sports, Cards, Dice

3 streetwise 13-3 electronics 11-

3 combat driving 13-

3 climbing 13-

 

Powers and Skills 113

total 275

 

25 Hunted police (mp, nci, 11-)

20 Hunted by superteam (Mp, 11-)

20 Distinctive features dripping flesh (c, er)

10 psych dedicates himself to completeing tasks ( c,s)

15 psyche sports nut (c,s)

10 Psyche car buff (c,m)

15 Berzerk when hit with a killing attack (c, 11- gp, 14- stop)

 

Background/ History

 

Ted Jenkins was a big yet simple man. He never had much ambition in life. All he wanted was to work hard so he could enjoy his two great passions, cars and sports. So when he heard the other workers talk about the shady dealings that were probably going on at the warehouse he worked at, he ignored them. Until that one night. The game had gone into overtime, so he hadn't finished unloading the truck. Which caused him to stay late to finish. Which led to him seeing the men in strange suits making some sort of criminal deal with the warehouse manager. Not that Ted cared. He would have ignored the whole thing. Except when they started shooting at him. When he ran.. When the bullets hit those strange barrels the loading crew had been told to ignore. When the strange liquid burned his skin. When Ted had had enough of people trying to kill him over things he didn't care about. When he began thinking clearly again Ted looked around at the pile of corpses, and decided to leave. It wasn't until later he realized that not all the flesh lying around had come from the men he had killed,but it kept falling off his body. For the next few days Ted wandered uncertain what to do. Then one night a man with a young woman approached him. The man smiled and said. “ Now there's a greusome sight. I like it.”

 

Personality/ Motivation

 

Greusome is very much a punch clock villain. When not supervillaining he's friendly and would love to go out for a beer. As long as it can be at an auto show or preferably a sporting event. However he feels he's unemployable now, and the Creeps are among the few people who don't get sick at the sight of him. So he has a new job as a supervillian. And when Greusome takes on a job he work hard at it.

 

Quote

 

“This isn't complicated. I need to steal that, so you can talk to the insurance company, or the hospital when you wake up.”

 

Powers Tactics

 

He's a simple man who can crush steel. He hits people till they fall down. Against really agile opponentes he tends to grab something really big like a house and try to hit them with it.

 

Campaign use.

 

He's the Creeps muscle, and if the heroes are looking for someone to turn against the group is actually the most likely.

 

Appearance

 

Greusome is a six foot tall white man. His skin is in a near constant state of melting off. If he stays in any one place too long a puddle of his flesh will gather. When committing crimes he wears just a pair of blue jeans so his hideous appearance can inflict the maximum terror. Other he'll cover up usually in a trench coat and scarf.

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Hangman

 

20 Str 10

26 dex 48

18 con 16

13 body 6

13 int 3

18 ego 16

15 pre 5

16 com 3

15 pd 11

15 ed 11

6 spd 24

8 rec

36 end

32 stun

12 run 12

2 swim

 

Stats 165

 

39 Strangler Martial Arts

 

5 Missed Me Dodge dcv+5

5 Don't Breathe Chokehold -2 ocv grab 2d6nnd (4d6)

3 Gotcha +10 str holding (50 str)

4 Loosen Grip escape +15 str vs grab (55 str)

3 Fall Legsweep +2 ocv -1 dcv Str +1d6 strike 9d6

3 Kidney punch +1 ocv +2d6 str 10d6

16 +4 dc

 

10 Crazed Mind mental defence 10

10 Rope Swing Swinging 15” -1/2 oif rope

60 Weighted Rope Entangle 6 body 6 def oif -1/2 rope +1/2 takes no damage 8 recoverable charges (60)

7 Stretch Rope Stretching 3” always direct -1/4 range mod -1/4 oif rope -1/2 -1/4 no velocity damage

4 armored costume damage resistanc3 5pd/ 5ed iif-1/4

 

6 +2 levels Strangler Martial Arts

6 +3 ocv Don't Breathe

2 ps sailor 11-

2 ks sailing 11-

2 ks underworld 11-

3 acrobatics 14-

3 teamwork 14-

2 animal handler canines 12-

3 breakfall 14-

3 computer programming 12-

3 concealment 12-

5 defensive maneuver I& II

3 contortionist 14-

3 Stealth 14-

3 Streetwise 12-

3 interrogation 12-

 

25 Hunted buy police (mp, nci, 11-)

20 Hunted by superteam (mp, 11-)

15 Secret Id Sam Franks

15 Psych sadist (c,s)

20 Psych loves to frighten people (vc, s)

15 Feels world owes him something (c,s)

10 Rep Crazed Killer (8- ext)

 

Background/ History

 

Sam Franks had been a sailor all his life. And while he wasn't particularly unhappy with the life he longed for something more. One day while handling the rigging he got an idea for a new kind of strechy rope. It took him years to perfect, but finally his ticket to retiring with millions was ready. So he went into partnership with a businessman to begin manufacturing. A few months later he realized he had been tricked. Instead of becoming partners, he had sold the rights for almost nothing. Enraged he attacked the man late one night at the factory.

 

As he strangled the man with the prototype of the rope Sam felt something change. All his anger at the world for overlooking him, and ignoring him disappeared in the look of terror in the man's face. That was the first life Sam took, but in that moment he knew there would be many more. He hung the man's body from a tree outside, stole the manfuacturing notes, and set the factory on fire. For the next few months papers were filled with reports of a crazed killer stalking his prey and hanging them with an odd sort of rope. Then one night Sam got a shock. As he was chasing his prey an explosion occurred right in front of him. A sinister laugh behind him, made him turn where a nightmare figure riding a jet hovered. It smiled at him and said “Sorry to interrupt your fun but we need to talk.”

 

Personality/ Motivation

 

The Hangman has spent years feeling overlooked. As if he had great potential that no one noticed. He never realized his potential was as a murderer. But now that he has he enjoys it. He dosen't really care who it is as long as they can scream loudly.

 

Quote When dressed as the Hangman Sam has never uttered a word

 

Powers/ Tactics

 

When dealing with a murder victim The Hangman likes to toy with his prey. He'll choose them at random. Follow them for a few days. Then when the time is right strike. He likes to hurt them a little. Then give them a chance to run. It's so nice when they think they can get away, and the scream when the rope coils around them so he can drag them back.

 

With more dangerous foes he's more direct. He fights defensivly until he gets an opening, and tries to strangle them. If he can't find an opening he'll make one by using a rope to tie them up. Then take his time strangleing them.

 

Appearance The Hangman is a 5'9” white man He wears a black hood, a black shirt with metal studs going down each side of the front. Long brown gloves, and ridding boots. He wears dark brown pants. Along his arms are several coiled ropes.

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The Giggling Ghoul

 

20 str 10

24 dex 42

18 con 16

12 body 4

20 int 10

20 ego 20

20 pre 10

14 com 2

4/24 pd

4/ 24 ed

8 recoverable6 spd 24

31 stunningly36 end

10 run 4

2 swim

 

stats 142

 

40 Dirty Tricks 60 oif -1/2

4 Smoke bombs sight group darkness 3” radius (40)

6 Concussion bombs 8d6 eb phy explosion +1/2 (60)

4 Knifes 3d6 rka (45)

6 Shockball 12 d6 eb (60)

 

37 Flight Hovertomb 15” flight oif-1/2 useable by otherx2 +3/4

 

48 Armored costume 20ppd/20 ed armor iif-1/4 (60)

7 Polarized lenses 10 flash defense all sight iif -1/4 (10)

 

 

3 Computer programing 13-

5 electronics 14-

3 mechanics 13-

3 systems operation 13-

3 ps engineer 13-

3 ss Emgineering 13-

3 ss Chemistry 13-

3 ss Electronics 13-

2 ks Campaign city 11-

2 ks Tech World 11-

2 ks Underworld 11-

2 +1 ocv with Shockball

3 High society 13-

3 trading 13-

5 inventor 14-

3 bribery 13-

3 bureaucratics 13

3 Linguist

1 french

1 spanish

1 italian

 

Powers and skills 209

total 351

 

20 Psych life is pointless (vc, s)

15 overconfident (vc,m)

15 Likes to destroy things (vc, m)

25 hunted police (mp. Nci, 11-)

20 hunted superteam (mp, nci, 11-)

15 Secret Id Simon Underwood

10 Distinctive feature eerie laugh (c,n)

 

Background/ History

 

Simon Underwood had it all. A brilliant scientist who was on the fast track at a major tech company. He had a beautiful wife, a handsome young son, and a daughter on the way. Everything was set for a bright future. Then the accident happened. His wife and son were dead. There had to be a reason for it, so he took apart the car. But he could find nothing. And at some point his mind snapped. He came to the conclusion that there was no point to life. Death always won, so why worry about being good? It wouldn't matter in the end. So from parts of the car, and other items he built a flying tombstone he called the hovertomb. He put together various other weapons and placed them in compartments in the hovertomb and in the costume he made. For awhile he just flew around destroying things, but that was petty. He needed to be more organized in causing grief. So he made a play to become a boss in the underworld. It was going alright when his plans got derailed. He lobbed a bomb when suddenly a wall of ghost like things blocked it. Looking around he saw nothing but a young man standing quietly. The man smiled at him and said “Now thats a little Spooky isn't it?”

 

 

Personality/ Motivation

 

The Giggling Ghoul can still act like he did before the accident. But he is filled with a sence of loss and hopelessness, and he wants to share that with the world. Crime is a perfect way to inflict pain and misery on the world at large. But if he ever finds a better way, he'll take it.

 

Quote

 

“Oh look at the symbol of hope and justice. Nah I'd rather look at that family in that car. Catch hero.”

 

Powers/ Tactics

 

The Giggling Ghoul is about mass chaos on the battlefield. Using his smoke and concussion bombs to confuse and distract opponents before trying to finish them off with his shockballs, or if Spoooky isn't around his knives

 

 

Campaign use

 

The Giggling Ghoul is a wanna be minor mastermind. Any sophisticated plans the Creeps use, he made. But he's quite happy to gather some goons, and maybe Hangman and carry out his own scheme.

 

Appearance

 

The Giggling Ghoul is a 5'9” white man. With what appears to be grey skin and a monstrous face, but that is really part of his costume. He wears tattered red robes, and a tattered blue cloak.

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