Night Creeper Leaders

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Night Creeper Leaders, depsite rumors to the contrary, are but normal humans - albeit highly skilled ones. Sure, each is a criminal mastermind in his or her own right, and is typically armed to the teeth even while asleep, but Night Creeper Leaders have no known special powers.

Known Powers:


Limitations / Enhancements:



Crossbow: though they're packing rocket launchers, Night Creeper Leaders still carry this intimidating ranged weapon. It can fire a bolt that inflicts rank value 10 Piercing damage, and the Night Creeper Leaders typically carry five of them ready on the weapon itself.

Grenades: supplementing their Shock Gun, Night Creeper Leaders carry two Cobra baseball grenades. They can toss these explosives anywhere within their normal range, which then detonate to inflict rank value 30 Slashing damage to uncovered targets within that sector.

Katanas: the Night Creeper Leaders usually have at least two swords on them at all times, even in bed! They may wield these long bladed implements, of m.v. 50, to inflict their Brawn value +1 RS in Slashing damage with each deadly assault.

Knives: supplementing their swords, Night Creepers have at least two blades on their person at all times. They may wield these implements, of m.v. 40, to either inflict Slashing damage in melee or to cut through items of up to a like m.v., given enough time.

Shield: occasionally worn on their off hand, Night Creeper Leaders may use this primarily defensive item to block incoming attacks. Its reinforced wood is only of m.v. 20, however, so it will not stand up to particularly strong physical assaults.

Shock Gun: turning in their laser pistols, Night Creeper Leaders instead carry a man-portable rocket launcher! Giving them great destructive power with considerable range, the Night Creeper Leader's Shock Gun fires projectiles which behave as follows:

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Shuriken: when other ranged weaponry fails them, Night Creeper Leaders always carry these standbys. These bladed implements can be flung by their wielder to inflict their Brawn value in Thrown Slashing damage, and Night Creepers usually have several of these on hand.

Slice-proof Pants: in addition to being comfortable, these trousers are highly resistant to slashing attacks. Useful in a world full of ninjas, these pants transduce Slashing and Thrown Slashing damage into Bashing damage, reducing it by -1 RS in the process.

Smoke Grenades: helping them ambush enemies and escape the authorities, these defensive weapons detonate to quickly fill their current sector with obscuring smoke! This smoke lasts for 1d10 turns, requiring rank value 20 efforts (of an applicable type) to diffuse it early.


High Pain Threshold: the rigorous training of the Night Creepers imparts a high tolerance for pain in its survivors. Those members of the Night Creepers that rise to the rank of Leader can resist the effects of pain and Concuss results as if their Fortitude was +2 RS in value.


Advanced Guns: sure, they have their crossbows and throwing stars and even daggers in a pinch, but Night Creepers like to embrace the future. As such, they're well-versed in the use of most directed energy weapons, and should receive a +1 RS bonus when wielding them.

Business / Finance: sharks in the board room as well as on the field of battle, Night Creepers constantly research the world's corporations, the better to raid them at a later date! Their Intellect in such matters should be considered +1 RS, whether for legal or illegal purposes.

Crime: picking locks, sneaking about, disguising themselves, and a whole lot more are skills of the trade where Night Creepers are concerned. Experts in all things illicit, Night Creepers may add a +1 RS when attempting such actions, for they truly are professional criminals.

Detective / Espionage: where press releases fail, espionage work begins! Night Creepers are proficient in all modern espionage tactics, and excel at digging up secrets others would prefer to remain, well, secret. They should gain a +1 RS on ACTION rolls applicable to such work.

Leadership: while one must prove their worth as a potential master of the Night Creepers, many that have held this position possess considerable leadership qualities as well. This allows them to add one hundred Fortune to any Pool they're currently directing.

Martial Arts styles A, B, and E: being ninjas, Night Creepers are master martial artists. They gain a +1 RS to hit and a +1 initiative bonus when attempting unarmed attacks, and may Pound or Concuss foes regardless of their comparative Brawn or Fortitude traits.

Martial Arts Weapons: supplementing their unarmed fighting prowess, Night Creepers can readily bring numerous martial arts weapons to bear with competence. Whether wielding katanas, nunchaku, kris, sais, staves, or even wakizashi, a Night Creeper may do so without penalty.

Stealth: whether or not they are aided by advanced technology, Night Creepers excel at remaining unnoticed - they often do so even while wearing garish and conspicuous clothing! While attempting stealth, a Night Creeper inflicts a -1 RS penalty on others trying to find them.


The Night Creepers are a tightly-knit organization, and their Leaders can rely upon their subordinates for aid without question - unless their very leadership is being challenged. Night Creeper Leaders can count most of their clan's clients as reliable contacts, as well.


The first known Night Creeper Leader uniform, originally seen in 1993, is comprised of loose-fitting orange trousers featuring black tiger stripes, black 'soft step' ninja footwear, black wrist bands and web gear, a black skull cap, and an orange bandana often worn over their eyes.


Those aware of the Night Creepers' existence know to never, ever underestimate them. One does not become a Night Creeper without a lethal gestalt of financial, criminal, and martial skill, after all. And that's just regular members of this criminal organization!

They who would call themselves Leader of the Night Creepers must stand out beyond all the rest. This can come in the form of unmatched skill in one of their arenas of influence, the acquisition of untold riches for themselves and the Creepers, or some combination of the two.

Once recognized as the greatest of their peers, their Leader may don a uniform only they may wear in battle, as opposed to the usual Night Creeper ensemble. And this uniform itself may change over time, typically doing so when a new Leader is chosen by a plurality of Night Creepers.

This most often happens when the current Night Creeper Leader falls, as was the case when Aleph was slain by Snake-Eyes. Should a Night Creeper Leader prove unworthy of their position, however, they may be voted out - though violence between the would-be Leaders could occur.

1994 Variations


The second known Night Creeper Leader uniform, first seen in the year 1994, is primarily comprised of loose-fitting purple trousers, along with orange 'soft step' ninja footwear, orange wrist bands and web gear, a brown skull cap, and a purple bandana often worn over their eyes.

2015 Variations


Kunai: supplementing their usual daggers, Night Creeper Leaders recently began carrying these m.v. 30 blades. While useful in melee like a regular knife, these excel as thrown weapons, allowing a Night Creeper Leader to inflict Thrown Slashing damage at will.

Submachine Guns: trading their rocket launcher in for twin Uzis, Night Creeper Leaders may fire one round to inflict rank value 6 Piercing damage, a short burst of such to inflict rank value 10 Piercing damage, or burn through a magazine to inflict rank value 20 Piercing damage.


The third known Night Creeper Leader uniform is a variation on the second, and primarily consists of loose-fitting purple trousers, along with orange 'soft step' ninja footwear, orange wrist wraps and web gear, a black skull cap, and a purple bandana often worn over their eyes.

Extra Goodies:

Night Creeper Leaders 4C System: Edition 13 Text File Download

Cobra directories featuring a version of Night Creeper Leaders:

  1993 1994 2015  

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