GREMLINS

F: GD (10)
A: RM (30)
S: TY (6)
E: EX (20)
R: FE (2)
I: TY (6)
P: PR (4)
H: 66
K: 12
R: 0
P- (-5)

Powers: Gremlins have no real powers, save for their natural tendency to destroy.

All Gremlins start life as Mogwai. Mogwai are cuddly, furry creatures about one foot tall. They generally are quite mischevious, and will attempt to become Gremlins if possible. The only non?mischiveous Mogwai ever seen was Gizmo, who had been raised by a kindly Asian shopkeeper. Mogwai have all physical stats at PR (4).

To become a Gremlin, a Mogwai must eat after midnight. This is rather nebulous, and it can be assumed that Mogwai have an internal clock that takes timezones into account. After eating, a Mogwai will find a nice, cool, dry, dark spot, and spin a cocoon. These cocoons are roughly GD (10) material Strength. The Mogwai remain in the cocoons for roughly one day, and then, that night, emerge as Gremlins.

Water: Mogwai AND Gremlins are susceptible to water. If a Mogwai/Gremllin is touched by so much as ONE DROP of water, a new Mogwai/Gremlin will be created. Should a Mogwai/Gremlin TOTALLY immerse themselves in water, the result will be about 100 or so new Gremlin/Mogwai.

Weaknesses: HOMICIDAL TENDENCIES: Gremlins can NOT pass up an opportunity to destroy. Gremlins must make a Psyche FEAT against the Tech level of the item to resist destroying it. Subtract -1CS from the Psyche if the item is potentially dangerous (traffic lights). Subtract -2CS if the item is DEFINITELY dangerous. (Snowplows, cars, high tech armor...)

SUNLIGHT: Gremlins/Mogwai are quite susceptible to light. Bright lights, like a car's high beams, or a camera flash, will blind or disorient Gremlins/Mogwai for as long as the light is kept on them, and one turn following. High-UV light, like the sun's rays, or those of a greenhouse, will deal AM (50) damage to Gremlins/Mogwai, quickly killing them.

Talents: Destroy/Tinker (the opposite of Repair.), Demolitions.

Roleplaying Notes: Gremlins are seemingly cute and harmless creatures that are really QUITE vicious. Play the initial Gremlins as goofy, almost dumb creatures... until they strike, in which case, they are lethal. They are still prone to do silly things while attacking, wearing human clothing and taking on human mannerisms (i.e., poolsharks, flashers, pimps, etc.)

Using Gremlins In Your Campaign: One, if the heroes have an *extremely* large amount of high-technology, and you want to see how they do with out it, have a villain send a cute and cuddly Mogwai as a pet for the heroes. That is, until someone gets him wet, or feeds him at night... or lets him get food at night.

Two: If the heroes are based out of a small town, do the same as above, but let them get into the streets, wreaking havoc with cars and what not.

By EmarZero


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