Post by Hell Hound on Sept 29, 2022 17:44:05 GMT -5

This plot will begin October 1st 2022 & end November 1st 2022.
Happy Halloween Bitches! It’s that time of the year again for our annual October event! Killers have begun appearing from multiple horror movie and game franchises. Like years before, we will be using a system where things progressively become worse as the month goes on. As each week passes in October, the effects of Halloween will be felt more and more and the cbox area will get that more dangerous, allowing members to play one additional killer at the same time. The 3rd week of October will bring the ghosts of deceased loved ones to attack your characters. The final week will be the worst as the Zeppelin City area will literally morph and change into haunted and horrifying locations.

Strange orange flowers have begun growing all over the Zeppelin City area. Their vines and roots are flesh-like and are covered in a slick and slimy substance. They have black leaves that would normally indicate a plant losing it’s life but these do not. The flowering petals are bright orange with black claw-like appendages that surround the center of the flower, where a strange orange glowing substance is created. Whenever extremely close to the plant, a metallic like scent can be smelled coming from them and come across rancid to some while other beings who are attracted to blood find them extremely pleasant. Strangely enough, Hallowed Flowers are able to imitate and mimic any noise. They can sound like people, animals, or even inanimate sounds like branches breaking, rocks being thrown, etc. These strange plants will grow rapidly and each week they cover more and more of the Zeppelin area. They can be seen completely covering trees, walls, and such as they send small tendrils to grip onto things or slip into cracks in order to hang on tightly.
During the first week they can be seen sprouting and populating the woods, the farther from civilization you go the more common they are. The second week you expect to see the plants growing around more populated areas, sprouting in places like yards and the edges of the forests. By the third week, the Hallowed Plants have successfully infiltrated populated areas and can be seen around homes and all throughout town, no matter how hard and much the residents remove them they always come back and seemingly double in quantity. Which means, by the fourth and final week of October the plants have completely taken over. You cannot go anywhere without seeing the plants, as they will cover buildings and even try to break through into buildings through cracks in the floors and walls.
Hallowed Flowers release an orange pollen into the area that evaporates once about two feet away from it’s budding flower. This pollen is spread throughout the area of Zeppelin immediately and is invisible to all. When breathed in, this pollen unlocks unique and strange abilities within people that lasts only for the month of October. Of course, your character would not automatically know that these flowers were to blame and it must be found out in character. These special abilities are known as October Perks, which you will read more about below.
That isn’t the only thing the flowers are responsible for doing, however. Monsters have appeared throughout the area, reminiscent of zombies, they wander the area in search of flesh to consume. Their bodies are completely hijacked by the Hallowed Flowers, the veins growing throughout their body. These creatures can be played by members in place of a killer slot and there is an unlimited amount of these things so everyone can play them at once.
Glossary
These are terms that you may notice are frequently used within this post and event.
Hallowed Flowers/Plants - These are the creepy orange flowers that are responsible for the strange abilities your characters may develop.
Hallowed Petals - This is the October currency that is earned by leveling up and can be spent on event perks for characters.
Killer - Halloween monsters from movies and games that appear during the month.
Save - Deliberate action with the sole purpose of helping someone else who is in danger from an October killer, performed successfully.
Defeat - Defeating a killer means they were killed or otherwise stopped for the rest of October.
Mystery Killer Mode - A mode where the killer can stay in an anonymous state while posting under the “
” name.
Hallowed Petals - This is the October currency that is earned by leveling up and can be spent on event perks for characters.
Killer - Halloween monsters from movies and games that appear during the month.
Save - Deliberate action with the sole purpose of helping someone else who is in danger from an October killer, performed successfully.
Defeat - Defeating a killer means they were killed or otherwise stopped for the rest of October.
Mystery Killer Mode - A mode where the killer can stay in an anonymous state while posting under the “

Playing Your Character
While playing a character during October they will be able to gain XP that will level them up slowly and give them

There are multiple ways your character can gain XP, refer to the following chart:
Ways to gain XP:
Kill a killer (30 XP)
Escape a killer (10 XP)
Save another character from a killer (15 XP)
Survive October (50 XP) *The character is required to be active during October
Create an Open or Join a Open Scene (5 XP)
Kill a killer (30 XP)
Escape a killer (10 XP)
Save another character from a killer (15 XP)
Survive October (50 XP) *The character is required to be active during October
Create an Open or Join a Open Scene (5 XP)
You as the player will be responsible for helping keep track of your character’s leveling. When accomplishing one of the requirements you will post to the “Hallowed Tracking” channel within the Discord server. Every post must be in a separate message, this is so it can easily be deleted as we go.
Examples:
“Dean killed Michael Myers.”
“Sam escaped from Freddy Krueger.”
“Charlie saved John from Jason Voorhees in the kitchen.”
“Rowena survived October 2022.”
“Castiel joined Dean’s open scene.”
“Dean killed Michael Myers.”
“Sam escaped from Freddy Krueger.”
“Charlie saved John from Jason Voorhees in the kitchen.”
“Rowena survived October 2022.”
“Castiel joined Dean’s open scene.”
Each and every level your character reaches will require 10 more XP than the previous level. They will receive petals every level, and every three level ups their Hallowed Petal reward will increase by 1 petal.
Your character can have up to 4 activated perks at the same time, however these perk slots will be unlocked as they level up. You can purchase multiple perks and own them for specific characters, even if they are not equipped. All equipped and owned perks can be found on their individual character applications. You cannot use those perks unless they are equipped and you can only swap perks once a week and cannot do so while in an active roleplay scene with that character.
You can find the October Perk Shop here: LINK
You can track your

Level 1 - 10 XP — Unlocks first perk slot (1 petal)
Level 2 - 20 XP (1 petal)
Level 3 - 30 XP (1 petal)
Level 4 - 40 XP — Unlocks a second perk slot (2 petals)
Level 5 - 50 XP (2 petals)
Level 6 - 60 XP (2 petals)
Level 7 - 70 XP — Unlocks a third perk slot (3 petals)
Level 8 - 80 XP (3 petals)
Level 9 - 90 XP (3 petals)
Level 10 - 100 XP — Unlocks a fourth perk slot (4 petals)
Level 2 - 20 XP (1 petal)
Level 3 - 30 XP (1 petal)
Level 4 - 40 XP — Unlocks a second perk slot (2 petals)
Level 5 - 50 XP (2 petals)
Level 6 - 60 XP (2 petals)
Level 7 - 70 XP — Unlocks a third perk slot (3 petals)
Level 8 - 80 XP (3 petals)
Level 9 - 90 XP (3 petals)
Level 10 - 100 XP — Unlocks a fourth perk slot (4 petals)
Earning Badges
As a player, you are able to earn yourself special badges during the October event. These badges are not only a cool and fun flex but you also get SP for earning them. Each badge has 5 tiers you can earn for them, with each giving you more reward. The 5 tiers are - common, uncommon, rare, epic, and legendary. Just like XP you, the player, will be responsible for helping keep track of your badge progress by posting in the Hallowed Badges channel within the Discord server. Every post must be in a separate message, this is so it can easily be deleted as we go. When you earn a badge a channel will be created specifically where your badges will be posted. This method of posting badges may be temporary as the way I had planned before fell through.
Click For The Badges & Rewards
(Badge appearance changes depending on the killer)

______ Killer (Name changes depending on the killer)

Anthology Player

Classic Slasher - (Halloween, Friday The 13th, Scream, A Nightmare on Elm Street, Hellraiser, Texas Chainsaw Massacre, Child’s Play, Candyman)

Damsel In Distress

Don’t Fuck With The Original

Don’t Split Up

Final Girl

Found Footage

Ghost Writer

Hallowed Horror

Icon

In The Depths

Jump Scare

Monster Slayer

October Survivor

Scarefest

Scream Queen

Slasher

They Always Come Back

______ Killer (Name changes depending on the killer)
Common: Kill a specific killer 1 time.
SP Reward: 10 SP
Uncommon: Kill a specific killer 1 time.
SP Reward: 20 SP
Rare: Kill a specific killer 1 time.
SP Reward: 40 SP
Epic: Kill a specific killer 1 time.
SP Reward: 80 SP
Legendary: Kill a specific killer 1 time.
SP Reward: 160 SP
Total: Killed a specific killer 5 times.
SP Reward: 10 SP
Uncommon: Kill a specific killer 1 time.
SP Reward: 20 SP
Rare: Kill a specific killer 1 time.
SP Reward: 40 SP
Epic: Kill a specific killer 1 time.
SP Reward: 80 SP
Legendary: Kill a specific killer 1 time.
SP Reward: 160 SP
Total: Killed a specific killer 5 times.

Anthology Player
Common: Play at least 3 different franchises during one October.
SP Reward: 50 SP
Uncommon: Play at least 3 different franchises during one October.
SP Reward: 50 SP
Rare: Play at least 3 different franchises during one October.
SP Reward: 50 SP
Epic: Play at least 3 different franchises during one October.
SP Reward: 50 SP
Legendary: Play at least 3 different franchises during one October.
SP Reward: 50 SP
Total: Played at least 3 different franchises for 5 different Octobers.
SP Reward: 50 SP
Uncommon: Play at least 3 different franchises during one October.
SP Reward: 50 SP
Rare: Play at least 3 different franchises during one October.
SP Reward: 50 SP
Epic: Play at least 3 different franchises during one October.
SP Reward: 50 SP
Legendary: Play at least 3 different franchises during one October.
SP Reward: 50 SP
Total: Played at least 3 different franchises for 5 different Octobers.

Classic Slasher - (Halloween, Friday The 13th, Scream, A Nightmare on Elm Street, Hellraiser, Texas Chainsaw Massacre, Child’s Play, Candyman)
Common: Kill a classic franchise killer 1 time.
SP Reward: 10 SP
Uncommon: Kill a classic franchise killer 3 times.
SP Reward: 30 SP
Rare: Kill a classic franchise killer 5 times.
SP Reward: 50 SP
Epic: Kill a classic franchise killer 7 times.
SP Reward: 70 SP
Legendary: Kill a classic franchise killer 9 times.
SP Reward: 90 SP
Total: Killed a classic franchise killer 25 times.
SP Reward: 10 SP
Uncommon: Kill a classic franchise killer 3 times.
SP Reward: 30 SP
Rare: Kill a classic franchise killer 5 times.
SP Reward: 50 SP
Epic: Kill a classic franchise killer 7 times.
SP Reward: 70 SP
Legendary: Kill a classic franchise killer 9 times.
SP Reward: 90 SP
Total: Killed a classic franchise killer 25 times.

Damsel In Distress
Common: Have your character get saved by another player’s character from a killer 3 times.
SP Reward: 10 SP
Uncommon: Have your character get saved by another player’s character from a killer 5 times.
SP Reward: 25 SP
Rare: Have your character get saved by another player’s character from a killer 10 times.
SP Reward: 50 SP
Epic: Have your character get saved by another player’s character from a killer 15 times.
SP Reward: 75 SP
Legendary: Have your character get saved by another player’s character from a killer 20 times.
SP Reward: 100 SP
Total: Had their character saved by another player’s character from a killer 53 times.
SP Reward: 10 SP
Uncommon: Have your character get saved by another player’s character from a killer 5 times.
SP Reward: 25 SP
Rare: Have your character get saved by another player’s character from a killer 10 times.
SP Reward: 50 SP
Epic: Have your character get saved by another player’s character from a killer 15 times.
SP Reward: 75 SP
Legendary: Have your character get saved by another player’s character from a killer 20 times.
SP Reward: 100 SP
Total: Had their character saved by another player’s character from a killer 53 times.

Don’t Fuck With The Original
Common: Kill 1 remake version of any killer within their franchise.
SP Reward: 10 SP
Uncommon: Kill 3 remake versions of any killer within their franchise.
SP Reward: 30 SP
Rare: Kill 5 remake versions of any killer within their franchise.
SP Reward: 50 SP
Epic: Kill 7 remake versions of any killer within their franchise.
SP Reward: 70 SP
Legendary: Kill 9 remake versions of any killer within their franchise.
SP Reward: 90 SP
Total: Killed 25 remake versions of any killer within their franchise.
SP Reward: 10 SP
Uncommon: Kill 3 remake versions of any killer within their franchise.
SP Reward: 30 SP
Rare: Kill 5 remake versions of any killer within their franchise.
SP Reward: 50 SP
Epic: Kill 7 remake versions of any killer within their franchise.
SP Reward: 70 SP
Legendary: Kill 9 remake versions of any killer within their franchise.
SP Reward: 90 SP
Total: Killed 25 remake versions of any killer within their franchise.

Don’t Split Up
Common: Fight a killer with three or more characters in the same scene 5 times. Each character must post at least 5 times in the scene.
SP Reward: 10 SP
Uncommon: Fight a killer with three or more characters in the same scene 10 times. Each character must post at least 5 times in the scene.
SP Reward: 25 SP
Rare: Fight a killer with three or more characters in the same scene 15 times. Each character must post at least 5 times in the scene.
SP Reward: 50 SP
Epic: Fight a killer with three or more characters in the same scene 20 times. Each character must post at least 5 times in the scene.
SP Reward: 75 SP
Legendary: Fight a killer with three or more characters in the same scene 25 times. Each character must post at least 5 times in the scene.
SP Reward: 100 SP
Total: Fought a killer with three or more characters in the same scene 75 times.
SP Reward: 10 SP
Uncommon: Fight a killer with three or more characters in the same scene 10 times. Each character must post at least 5 times in the scene.
SP Reward: 25 SP
Rare: Fight a killer with three or more characters in the same scene 15 times. Each character must post at least 5 times in the scene.
SP Reward: 50 SP
Epic: Fight a killer with three or more characters in the same scene 20 times. Each character must post at least 5 times in the scene.
SP Reward: 75 SP
Legendary: Fight a killer with three or more characters in the same scene 25 times. Each character must post at least 5 times in the scene.
SP Reward: 100 SP
Total: Fought a killer with three or more characters in the same scene 75 times.

Final Girl
Common: Fight the same killer in 3 separate scenes and survive.
SP Reward: 10 SP
Uncommon: Fight the same killer in 5 separate scenes and survive.
SP Reward: 25 SP
Rare: Fight the same killer in 10 separate scenes and survive.
SP Reward: 50 SP
Epic: Fight the same killer in 15 separate scenes and survive.
SP Reward: 75 SP
Legendary: Fight the same killer in 20 separate scenes and survive.
SP Reward: 100 SP
Total: Fought the same killer in 53 different scenes and survived.
SP Reward: 10 SP
Uncommon: Fight the same killer in 5 separate scenes and survive.
SP Reward: 25 SP
Rare: Fight the same killer in 10 separate scenes and survive.
SP Reward: 50 SP
Epic: Fight the same killer in 15 separate scenes and survive.
SP Reward: 75 SP
Legendary: Fight the same killer in 20 separate scenes and survive.
SP Reward: 100 SP
Total: Fought the same killer in 53 different scenes and survived.

Found Footage
Common: Find 1 of the killer’s predetermined item locations.
SP Reward: 10 SP
Uncommon: Find 3 of the killer’s predetermined item locations.
SP Reward: 20 SP
Rare: Find 5 of the killer’s predetermined item locations.
SP Reward: 30 SP
Epic: Find 7 of the killer’s predetermined item locations.
SP Reward: 40 SP
Legendary: Find 9 of the killer’s predetermined item locations.
SP Reward: 50 SP
Total: Found 25 of the killer’s predetermined item locations.
SP Reward: 10 SP
Uncommon: Find 3 of the killer’s predetermined item locations.
SP Reward: 20 SP
Rare: Find 5 of the killer’s predetermined item locations.
SP Reward: 30 SP
Epic: Find 7 of the killer’s predetermined item locations.
SP Reward: 40 SP
Legendary: Find 9 of the killer’s predetermined item locations.
SP Reward: 50 SP
Total: Found 25 of the killer’s predetermined item locations.

Ghost Writer
Common: Be rewarded the Ghost Writer Award by the Head Admin for exceptional horror RP 1 time.
SP Reward: 100 SP
Uncommon: Be rewarded the Ghost Writer Award by the Head Admin for exceptional horror RP 1 time.
SP Reward: 100 SP
Rare: Be rewarded the Ghost Writer Award by the Head Admin for exceptional horror RP 1 time.
SP Reward: 100 SP
Epic: Be rewarded the Ghost Writer Award by the Head Admin for exceptional horror RP 1 time.
SP Reward: 100 SP
Legendary: Be rewarded the Ghost Writer Award by the Head Admin for exceptional horror RP 1 time.
SP Reward: 100 SP
Total: Was awarded the Ghost Writer Award by the Head Admin 5 times..
SP Reward: 100 SP
Uncommon: Be rewarded the Ghost Writer Award by the Head Admin for exceptional horror RP 1 time.
SP Reward: 100 SP
Rare: Be rewarded the Ghost Writer Award by the Head Admin for exceptional horror RP 1 time.
SP Reward: 100 SP
Epic: Be rewarded the Ghost Writer Award by the Head Admin for exceptional horror RP 1 time.
SP Reward: 100 SP
Legendary: Be rewarded the Ghost Writer Award by the Head Admin for exceptional horror RP 1 time.
SP Reward: 100 SP
Total: Was awarded the Ghost Writer Award by the Head Admin 5 times..

Hallowed Horror
Common: Play the Hallowed Creatures during October as one of your killer slots.
SP Reward: 50 SP
Uncommon: Play the Hallowed Creatures during October as one of your killer slots.
SP Reward: 50 SP
Rare: Play the Hallowed Creatures during October as one of your killer slots.
SP Reward: 50 SP
Epic: Play the Hallowed Creatures during October as one of your killer slots.
SP Reward: 50 SP
Legendary: Play the Hallowed Creatures during October as one of your killer slots.
SP Reward: 50 SP
Total: Played the Hallowed Creatures during 5 Octobers as one of their killer slots.
SP Reward: 50 SP
Uncommon: Play the Hallowed Creatures during October as one of your killer slots.
SP Reward: 50 SP
Rare: Play the Hallowed Creatures during October as one of your killer slots.
SP Reward: 50 SP
Epic: Play the Hallowed Creatures during October as one of your killer slots.
SP Reward: 50 SP
Legendary: Play the Hallowed Creatures during October as one of your killer slots.
SP Reward: 50 SP
Total: Played the Hallowed Creatures during 5 Octobers as one of their killer slots.

Icon
Common: Play at least 1 final girl during the last week of October.
SP Reward: 50 SP
Uncommon: Play at least 1 final girl during the last week of October.
SP Reward: 50 SP
Rare: Play at least 1 final girl during the last week of October.
SP Reward: 50 SP
Epic: Play at least 1 final girl during the last week of October.
SP Reward: 50 SP
Legendary: Play at least 1 final girl during the last week of October.
SP Reward: 50 SP
Total: Played at least 1 final girl for 5 different Octobers.
SP Reward: 50 SP
Uncommon: Play at least 1 final girl during the last week of October.
SP Reward: 50 SP
Rare: Play at least 1 final girl during the last week of October.
SP Reward: 50 SP
Epic: Play at least 1 final girl during the last week of October.
SP Reward: 50 SP
Legendary: Play at least 1 final girl during the last week of October.
SP Reward: 50 SP
Total: Played at least 1 final girl for 5 different Octobers.

In The Depths
Common: Have a character attacked by a killer while they are in a body of water 1 time.
SP Reward: 10 SP
Uncommon: Have a character attacked by a killer while they are in a body of water 5 times.
SP Reward: 20 SP
Rare: Have a character attacked by a killer while they are in a body of water 10 times.
SP Reward: 30 SP
Epic: Have a character attacked by a killer while they are in a body of water 15 times.
SP Reward: 40 SP
Legendary: Have a character attacked by a killer while they are in a body of water 20 times.
SP Reward: 50 SP
Total: Had a character attacked by a killer while they were in a body of water 51 times.
SP Reward: 10 SP
Uncommon: Have a character attacked by a killer while they are in a body of water 5 times.
SP Reward: 20 SP
Rare: Have a character attacked by a killer while they are in a body of water 10 times.
SP Reward: 30 SP
Epic: Have a character attacked by a killer while they are in a body of water 15 times.
SP Reward: 40 SP
Legendary: Have a character attacked by a killer while they are in a body of water 20 times.
SP Reward: 50 SP
Total: Had a character attacked by a killer while they were in a body of water 51 times.

Jump Scare
Common: Defeat 1 killer within the first 7 days of October.
SP Reward: 15 SP
Uncommon: Defeat 2 killers within the first 7 days of October.
SP Reward: 30 SP
Rare: Defeat 3 killers within the first 7 days of October.
SP Reward: 45 SP
Epic: Defeat 4 killers within the first 7 days of October.
SP Reward: 60 SP
Legendary: Defeat 5 killers within the first 7 days of October.
SP Reward: 75 SP
Total: Defeated 15 killers within the first 7 days of October.
SP Reward: 15 SP
Uncommon: Defeat 2 killers within the first 7 days of October.
SP Reward: 30 SP
Rare: Defeat 3 killers within the first 7 days of October.
SP Reward: 45 SP
Epic: Defeat 4 killers within the first 7 days of October.
SP Reward: 60 SP
Legendary: Defeat 5 killers within the first 7 days of October.
SP Reward: 75 SP
Total: Defeated 15 killers within the first 7 days of October.

Monster Slayer
Common: Defeat 3 killers.
SP Reward: 30 SP
Uncommon: Defeat 5 killers.
SP Reward: 50 SP
Rare: Defeat 10 killers.
SP Reward: 10 SP
Epic: Defeat 15 killers.
SP Reward: 150 SP
Legendary: Defeat 20 killers.
SP Reward: 200 SP
Total: Defeated 53 killers.
SP Reward: 30 SP
Uncommon: Defeat 5 killers.
SP Reward: 50 SP
Rare: Defeat 10 killers.
SP Reward: 10 SP
Epic: Defeat 15 killers.
SP Reward: 150 SP
Legendary: Defeat 20 killers.
SP Reward: 200 SP
Total: Defeated 53 killers.

October Survivor
Common: Have 1 character survive October.
SP Reward: 100 SP
Uncommon: Have 1 character survive October.
SP Reward: 100 SP
Rare: Have 1 character survive October.
SP Reward: 100 SP
Epic: Have 1 character survive October.
SP Reward: 100 SP
Legendary: Have 1 character survive October.
SP Reward: 100 SP
Total: Had 1 character survive 5 different Octobers.
SP Reward: 100 SP
Uncommon: Have 1 character survive October.
SP Reward: 100 SP
Rare: Have 1 character survive October.
SP Reward: 100 SP
Epic: Have 1 character survive October.
SP Reward: 100 SP
Legendary: Have 1 character survive October.
SP Reward: 100 SP
Total: Had 1 character survive 5 different Octobers.

Scarefest
Common: Have a character in a roleplay with at least 5 different killers at once in 1 scene.
SP Reward: 15 SP
Uncommon: Have a character in a roleplay with at least 5 different killers at once in 3 different scenes.
SP Reward: 30 SP
Rare: Have a character in a roleplay with at least 5 different killers at once in 5 different scenes.
SP Reward: 60 SP
Epic: Have a character in a roleplay with at least 5 different killers at once in 10 different scenes.
SP Reward: 120 SP
Legendary: Have a character in a roleplay with at least 5 different killers at once in 15 different scenes.
SP Reward: 240 SP
Total: Had a character in a roleplay with at least 5 different killers at once in 34 different scenes.
SP Reward: 15 SP
Uncommon: Have a character in a roleplay with at least 5 different killers at once in 3 different scenes.
SP Reward: 30 SP
Rare: Have a character in a roleplay with at least 5 different killers at once in 5 different scenes.
SP Reward: 60 SP
Epic: Have a character in a roleplay with at least 5 different killers at once in 10 different scenes.
SP Reward: 120 SP
Legendary: Have a character in a roleplay with at least 5 different killers at once in 15 different scenes.
SP Reward: 240 SP
Total: Had a character in a roleplay with at least 5 different killers at once in 34 different scenes.

Scream Queen
Common: Survive from 5 different killers.
SP Reward: 30 SP
Uncommon: Survive from 5 more different killers.
SP Reward: 60 SP
Rare: Survive from 5 more different killers.
SP Reward: 90 SP
Epic: Survive from 5 more different killers.
SP Reward: 120 SP
Legendary: Survive from 5 more different killers.
SP Reward: 150 SP
Total: Survived from 25 different killers.
SP Reward: 30 SP
Uncommon: Survive from 5 more different killers.
SP Reward: 60 SP
Rare: Survive from 5 more different killers.
SP Reward: 90 SP
Epic: Survive from 5 more different killers.
SP Reward: 120 SP
Legendary: Survive from 5 more different killers.
SP Reward: 150 SP
Total: Survived from 25 different killers.

Slasher
Common: Kill 1 character or NPC you do not control as an October killer.
SP Reward: 10 SP
Uncommon: Kill 3 characters or NPCs you do not control as an October killer.
SP Reward: 30 SP
Rare: Kill 5 characters or NPCs you do not control as an October killer.
SP Reward: 50 SP
Epic: Kill 7 characters or NPCs you do not control as an October killer.
SP Reward: 70 SP
Legendary: Kill 9 characters or NPCs you do not control as an October killer.
SP Reward: 90 SP
Total: Killed 25 characters or NPCs they did not control as an October killer.
SP Reward: 10 SP
Uncommon: Kill 3 characters or NPCs you do not control as an October killer.
SP Reward: 30 SP
Rare: Kill 5 characters or NPCs you do not control as an October killer.
SP Reward: 50 SP
Epic: Kill 7 characters or NPCs you do not control as an October killer.
SP Reward: 70 SP
Legendary: Kill 9 characters or NPCs you do not control as an October killer.
SP Reward: 90 SP
Total: Killed 25 characters or NPCs they did not control as an October killer.

They Always Come Back
Common: Have your character defeat 1 killer they fought the prior year and didn’t manage to kill them.
SP Reward: 35 SP
Uncommon: Have your character defeat 1 killer they fought the prior year and didn’t manage to kill them.
SP Reward: 50 SP
Rare: Have your character defeat 1 killer they fought the prior year and didn’t manage to kill them.
SP Reward: 75 SP
Epic: Have your character defeat 1 killer they fought the prior year and didn’t manage to kill them.
SP Reward: 115 SP
Legendary: Have your character defeat 1 killer they fought the prior year and didn’t manage to kill them.
SP Reward: 125 SP
Total: Had their character defeat 5 killers they fought in previous years and didn’t manage to kill them.
SP Reward: 35 SP
Uncommon: Have your character defeat 1 killer they fought the prior year and didn’t manage to kill them.
SP Reward: 50 SP
Rare: Have your character defeat 1 killer they fought the prior year and didn’t manage to kill them.
SP Reward: 75 SP
Epic: Have your character defeat 1 killer they fought the prior year and didn’t manage to kill them.
SP Reward: 115 SP
Legendary: Have your character defeat 1 killer they fought the prior year and didn’t manage to kill them.
SP Reward: 125 SP
Total: Had their character defeat 5 killers they fought in previous years and didn’t manage to kill them.
Playing A Killer
The killers that appear during the October event have their own unique abilities that can be read under each individual killer’s entry. Their abilities will involve games of chance by using different numbered dice. As a killer, you cannot instantly kill someone’s character. When joining a scene, you can choose to put your killer in “Mystery Killer Mode”, within mystery killer mode a player must post as the “

You have 4 killer slots that you can fill, when one killer dies you can take another franchise in its place. If you are not playing your killer actively, staff reserves the right to take them from you. Every week you get to play one more killer at one time, until the final week of October where you can possibly play four franchises at once. Some killer’s abilities are set up in a way where they can use multiple killers and only take one slot. Hollowed Creatures are in unlimited supply and every member reserves the right to play them as one of their killer slots.
If there is a killer that you would like added to this list, you will be required to come up with their abilities and DM the Head Admin who will determine if they can be added and if the abilities will be approved. If there is a killer below that you have a problem with how their abilities work then you can also DM the Head Admin to discuss possible changes but it will be your responsibility to come up with the new ability and the Head Admin has discretion whether or not to approve the ability.
All killer powers abilities are subject to change.
Please make sure you know the killer's personalities that you take and that you can write them as it is required to know who you are playing.
Cliches
It seems like the orange pollen isn’t only giving our characters abilities… It may be messing with their brains in other ways as well. If you’ve ever watched a horror movie you know the genre has it’s only cliche tropes. Watch any horror movie and you’re bound to run into at least one of them. While playing a Killer, you as a player have the ability to enact the power of a Cliche. You can only activate one Cliche per scene. So that means even if you play two or more killers in one scene, you will only be allowed to activate a Cliche once for that specific scene. However, if you and another player both have a killer in the scene then you both are able to activate a Cliche. Every Cliche accomplishes something different and can be situationally useful. These Cliches can also be used before a killer joins a scene as well. When enacting a Cliche, make sure to announce it to the players involved.
Betrayed By The Slightest Sound - While a character is hiding from a killer, this Cliche can be activated. While they are hiding a sound will go off to reveal their location. Whether it be their cell phone, a frightened rodent or animal, or knocking something over.
Everyone’s Entitled To One Good Scare - When all characters manage to lose sight of a killer, this Cliche can be activated. The killer is able to jump out right in front of a character and scare them.They are unable to harm the character but they can attempt to grab them. In order to see if a grab is successful a 6-sided die will be rolled and if it lands on an odd number they are able to grab them, if it is even they manage to slip their grasp.
I Gotta Hide! - While a character is attacked by a killer and tries to run away while inside of a building with an upstairs, this Cliche can be activated. Instead of running out the door, they will attempt to go upstairs in order to hopefully hide or figure something else out.
I’m Not Getting Any Signal - While characters attempt to use their cellphones, this Cliche can be activated. They will be unable to gain reception in the current location they are in, unable to send text or make phone calls. In order to determine if they can get a signal once moved to a different location it must be Head Admin approved.
It Was Just The Wind - When a character(s) hears a sound in the distance or nearby, this Cliche can be activated. They will just assume that it was the wind, or maybe an animal, or some other kind of explanation for the sound they heard.
It Won’t Start! - While a character tries to start a vehicle, this Cliche can be activated. The engine of the vehicle will stall and will not be able to start for 3 full turns of the character who is trying to start the vehicle.
Let’s Split Up - In a scene with at least 4 characters, this Cliche can be activated. For whatever reason the characters will decide to split up, it is the responsibility of the writers to figure out why. The group must split in half or possibly all go by themselves.
Lose Footing - While a female character is running from a killer, this Cliche can be activated. This will cause them to trip and fall, over their own feet, air, root, stair, etc. They will be forced to fall and remain down for one entire post before being able to get back up.
No, No, No, Please, Not Now - While a character is using something as a source of light such as a flashlight, lighter, etc, this Cliche can be activated. The item will begin to flicker and then die out completely. They are unable to turn it on for the remainder of the roleplay scene.
One Last Scare - When a killer is seemingly killed or defeated, this Cliche can activate. The killer may pop up once more for a final scare. Rolling a 6-sided die, if it lands on an odd number they will come back, and if it lands on an even number they will not. This must be Head Admin approved.
Sex = Dead - While characters are in the process of having or had sex, this Cliche can be activated. All rolls for the entire roleplay are rolled with disadvantage. Meaning, they roll twice and whatever the worse outcome is, that is what they get.
Shit, I Dropped The Keys! - While a character is attempting to unlock something with keys, this Cliche can be activated. The character will drop the keys and they will be forced to pick them up for an entire post, before being able to unlock whatever it is.
The Lights Are Out - While a character is within a building, this Cliche can be activated. By rolling a 6-sided die it will determine whether or not the power goes out for the entire building. Rolling an even number will keep the power on, rolling an odd number will shut them off. The power cannot be restored for a total of 10 rounds.
The Stereotypes - While there are a total of at least 5 characters in a scene, this Cliche can be activated. 5 characters must be chosen by the killer to take on stereotypical roles. When assigned a role, the character’s personality will shift slightly in order to fulfill it. Meaning even if a character was exceptionally smart, if they were assigned a role that was stupid then they would suddenly be acting more stupid. None of the affected characters would notice how they are changing.
Jock - Dumb, tries to fight everything, has angry issues.
Geek - Super smart, very scared and would rather hide than fight, is painfully awkward.
Clown - Is a big goof always cracking jokes, doesn’t take anything seriously, is a big stoner/drinker.
Virgin - Is quiet, is innocent acting and quite timid/shy, has luck when rolling and gets to roll with advantage.
Whore - Is trying to sleep with one of the other 4, is extremely stupid and naive, is a partier and wants to dance and drink.
We Were Too Late - When a character makes a phone call to the police, this Cliche can be activated. It will take 15 full rounds until the police arrive.
Why Don’t They Believe Me?! - While a character attempts to talk to an adult while being a teenager or child, or while a character attempts to talk to a police officer, this Cliche can be activated. Whoever is being spoken to cannot be an actually played character and must be a NPC. They will not believe the character’s claims about a killer or will assure them everything is alright when it is not.
1st - 7th
Hallowed Flowers can be seen sprouting and populating the woods, the farther from civilization you go the more common they are. Horror movie/videogame icons have started to appear. Players are limited to using one killer at a time.
Slasher Bash
Just like the years before, horror movie icons have come to terrorize C-Box! Below is a collective list of villains, which anyone can reply to this thread stating they want to play the character and it's theirs. First come first served. Also like before, this year the limit of villains you may have reserved at a time is four. If you do not play your horror villains, they may be opened up and taken from you. And as always if one is defeated you may take another. If there are other horror movie monsters or killers you want to play and they are not on this list contact Hell Hound to see if they are available. This year, movie monsters that were defeated in the previous six years are able to return. Creepypasta and Horror Video Game characters are allowed as well.
If a name is crossed out, that means they have been defeated this year! Good riddance!
Alien | Played By Angel Johnson
Xenomorphs

Primary Ability - The Hive: There are a total of 3 Xenomporhs, one being the Queen and the other two being the more basic of the species whose job is to abduct and take people to the hive in order to implant embryos into them. The Xenomorph’s player must choose a location within the area to act as their hive for the year. The Queen will stay hidden within this hive, as she is responsible for laying the eggs that the Facehuggers will spawn from. If a character or an NPC that the Xenomorph’s player does not control gets taken to their Hive, they will have 24 hours to escape. If they don’t succeed, a Facehugger will be latched onto their faces and implant them with an embryo, which will then mature into a Chestburster, effectively killing them when it emerges. The creature will then mature and grow into another Xenomorph, increasing their player’s playable number.
Number of current active Xenomorphs: 2
Queen’s Status: Alive
Special Ability - Apex Predator: Xenomorphs are hunters by nature, and as such they are very clever and tactical in how they pursue their prey. Each Xenomorph is allowed to ambush and attack a character which will require a 6-sided die to be rolled. For this to work, the Xenomorph must be hiding and stalking a character for at least 3 turns and when it finally makes it’s ambushed attack the die will be rolled. If it lands on 1, 3, or 5 the Xenomorph’s attack will be successful. Their goal is to always kidnap a character to take to the Hive unless they have proved to be a threat. This ability can only be used once by each Xenomorph in every RP scene.
Secondary Abilities:
Acid Blood: If injured and in close proximity to the Xenomorph, the attacking character will be damaged by their acidic blood.
Mobility: Xenomorphs can move up to 150% faster than a regular human being. They can also climb on walls and ceilings and chase down vehicles with ease.
Strength: Xenomorphs are 100% stronger than a regular human being.
Alien vs. Predator: If Predator finds itself in a scene with a Xenomorph, they immediately attack each other and lose focus of whatever they were doing first.
A Nightmare On Elm Street | Played By OPEN
Freddy Krueger

Primary Ability - Welcome To My World, Bitch:
Freddy is able to manipulate the entirety of the Dream World, the only thing he is unable to control is the characters themselves. While in the Dream World, a character could wake up if they successfully hurt themselves significantly. However, a character can wake up on their own and rolls are done to see if they accomplish it. A 20-sided die is rolled and if it lands on 16 - 20, they will awaken. They can only roll to wake up every other turn.
Special Ability - 1, 2, Freddy's Coming For You:
Freddy’s player has the ability to try and get characters to fall asleep. This can be at any time aside from those that would harm the character. If the character is doing something that causes it to be too difficult to fall asleep during it, then they will just become extremely tired and will need to go lay down and sleep. A 10-sided die is rolled by a staff member who is not a part of the current roleplay if at all possible, if not possible they must DM admin only. If the die lands on 1, 3, 5, 7, or 9 then the character will fall asleep. This ability can only be used 5 times within 24 hours and a singular character cannot be targeted more than once a day.
Secondary Abilities:
Dream Immortality: Freddy is completely immortal while inside the Dream World.
Candyman | Played By OPEN
Candyman

Primary Ability - Be My Victim: Candyman is filled with killer bees as if he was a living beehive. Opening his jacket can reveal his ribs that act as a giant nest. He can use the bees and command them to kill characters. It takes two turns for Candyman to summon enough bees in order to attack a character. This ability can be used once per rp scene.
Special Ability - What's Blood If Not For Shedding?: This killer’s player must determine where the mirror that contains his soul is located within the area and DM the location to the Head Admin. Candyman can use mirrors as a means of travel. He can go from one mirror to the other no matter how far away they might be, and he can see through them while he’s inside. Characters are also able to see him when he’s looking through a specific mirror. If someone recites his name 5 times and then turns off the light, he will be summoned.
Secondary Abilities:
Supernatural Strength: Candyman is supernaturally strong, 100% stronger than a regular human being.
Immortality: Candyman cannot be killed, unless someone destroys the mirror that contains his soul.
Carrie | Played By Dean's Amulet
Carrie White

Primary Ability - They're All Going To Laugh At You: When Carrie joins a scene she brings with her a chaotic telekinetic force that acts upon her will without her consciously needing to control it. When she activates this ability and is inside a location, all exits will be supernaturally sealed. With them unable to be opened or even broken through due to a telekinetic barrier. In addition to this, objects will move on their own and attack those living who are around her. This does not count towards Carrie’s conscious movement of objects, and these subconscious attacks can only happen every other turn. A 6-sided die will be rolled in order to determine how dangerous the objects are that can attack a character. A roll is done for each specific character.
1: An object as large as a vehicle or large tree flies at the character.
2: Pipes burst and the water all rushes at the character or wires, rope, etc. move to grab the character. It takes one entire turn to escape when caught.
3: Multiple smaller objects fly at the character, such as rocks, knives, broken glass, etc. A 6 sided die is rolled to determine if the character is hit by any of the objects. If it lands on 1, 3, or 5 then they will be hurt by the objects.
4: An object as large as a big piece of furniture or housing appliance flies at the character.
5: A decent sized object is thrown at the character, such as a coffee pot, large rock, a car tire, etc.
6: A small object is thrown at the character such as a rock, knife, a shard of broken glass, etc.
Special Ability - Satan's Power: Carrie has the power to overwhelm the minds of every living person around her within a mile. By doing this, images of Carrie, her name, and memories of hers will flash through their minds and cause an intense headache that will incapacitate a character for three rounds. A telepath is able to attempt to withstand this telepathic attack and in order to see if they succeed a 6 sided die will be rolled. If it lands on 2, 4, or 6 the telepathic character will be able to keep Carrie’s influence out of their mind. This ability can only be used once every 24 hours.
Secondary Abilities:
Telekinesis: Carrie is a powerful telekinetic, able to move things consciously and subconsciously.
Telepathy: Carrie is able to read someone’s thoughts and communicate within tmentally if she chooses.
Child's Play | Played By Hell Hound
Chucky & Tiffany

Chucky


Primary Ability - Playtime's Over: When Playtime’s Over is activated, Chucky can get out of sight and hide from a player. When this ability is activated, the killer’s player will give three options of where the doll could be hiding, they must DM a staff member as to which of the three locations Chucky is hiding. The DMed staff member cannot be a part of the current roleplay if at all possible, if not possible they must DM admin only. The player gets one chance to pick one of the three hiding spots in character. If they fail to choose the correct one, Chucky gets a free surprise attack, this attack cannot be fatal. This ability can be used once per rp session, per character.
Detection Ability - I'm Your Friend Till The End: A 6-sided die is rolled upon Chucky’s player’s request while Chucky is in the scene with any male character. If it lands on 1, 3, or 5 then Chucky will be interested in taking their body as his own. This result transfers over to every year, whether he wants their body or not. If Chucky does in fact want the character’s body, then he will automatically know where their location is at all times.
Compatible Characters:
Uncompatible Characters:
Secondary Abilities:
You Just Can’t Keep A Good Guy Down: Chucky is able to take a lot of damage, and is basically immortal. During the final week of October, Chucky’s doll body will become human-like and make him easier to defeat.
Hide The Soul: Chucky has the ability to transfer his soul into a body through a voodoo chant. He cannot transfer his soul during the last week of October.
Tiffany


Primary Ability - Barbie, Eat Your Heart Out: If Tiffany is in the same scene as Chucky and he uses his ‘Playtime’s Over’ ability and is found by the character then Tiffany has the chance to do the surprise attack instead. A 6-sided die is rolled, and if it lands on 1, 3, or 5 then Tiffany will successfully attack the character and distract them from Chucky. This attack cannot be fatal.
Detection Ability - Well Hello, Dolly: A 6-sided die is rolled upon Tiffany’s player’s request while Tiffany is in the scene with any female character. If it lands on 1, 3, or 5 then Tiffany will be interested in taking their body as her own. This result transfers over to every year, whether she wants their body or not. If Tiffany does in fact want the character’s body, then she will automatically know where their location is at all times.
Compatible Characters:
Amber Maes
Uncompatible Characters:
Secondary Abilities:
Chucky Look At Us, We Belong Dead: Tiffany is able to take a lot of damage, and is basically immortal. During the final week of October, Tiffany’s doll body will become human-like and make her easier to defeat.
Christine | Played By Tamara Young
Christine

Primary Ability - As If The Car Were Jealous: Christine is able to choose a character to be her owner. A 6-sided die is rolled and if it lands on a 1, then the character will be their chosen owner. They are only allowed to attempt to make a specific character their owner once per year. Whoever she does choose, the car will stalk them, appearing wherever the character may be as it follows while they are not looking. After 3 days of following Christine’s chosen owner, they will begin to become affected by it. This will cause them to become obsessed with the car, and they’ll begin to love and care for it as if it were a person. Christine in turn will protect them if anything or anyone tries to hurt them, but she will also become extremely jealous of anyone who has any type of relationship with the character that might threaten Christine’s relationship with the owner. The owner is reset after every year.
Special Ability - Okay...Show Me: Christine is capable of repairing itself from any damage that might be caused throughout October. This can only be done once every 24 hours.
Secondary Abilities:
Operate Autonomously: Unlike regular cars, Christine can operate on her own. She does not need a driver.
Dead By Daylight | Played By Hell Hound
Multiple Killers

Evan MacMillian - The Trapper


Primary Ability - Bear Traps: The Trapper has 5 bear traps that he can set to help him trap and injure characters. The traps must be placed before he reveals himself and must DM a staff member as to where those trap placements are. The DMed staff member cannot be a part of the current roleplay if at all possible, if not possible they must DM admin only. A trap cannot be placed somewhere too close to a character if it’s in the range of their hearing. If the trap’s set in a specific place (f.e: front door of the house), and a character moves through said doorway, they will automatically hit the trap. However, if a trap is placed somewhere more vague (f.e: out in the woods),and a character runs through the woods then it becomes a game of probability and a 20-sided die will be rolled. The Trapper’s player will choose what numbers count as a trap, and for each vague trap placed they will get to choose another number. They will DM a staff member the numbers and then the die will be rolled. If the die lands on the number(s), the character will land in the bear trap. If a character is caught in a bear trap, The Trapper cannot kill them but only take them to a hook in a miscellaneous location.
In order to get out of the bear trap a 6-sided die will be rolled every turn trapped. Upon the first attempt a 1 must be rolled, if they fail to achieve the number then they will remain trapped until their next turn. On their next post the die will be rolled again, with the next lowest number being added into the roll requirements in order to escape. So for the second turn, the numbers 1 and 2 will free the character with it increasing each post.
Special Ability - Rusted Jaws: The Trapper’s player can choose to only have one trap to set up, and if a survivor hits that trap then they are unable to escape at all. The Trapper cannot kill them but only take them to a hook in a miscellaneous location.
Philip Ojomo - The Wraith


Primary Ability - Wailing Bell: The Wraith can cloak and uncloak himself at will, by ringing his bell. When it’s moving The Wraith has near total invisibility, only appearing as a transparent blur. However, if he’s standing still, he’s completely invisible. While using his primary ability, The Wraith has no physical form, therefore it cannot attack characters. In order to go from incorporeal to corporeal form again, the killer has to ring the bell too. The transition from one state to the other takes one turn, meaning the killer cannot attack at the same time as it goes back to his physical form.
While cloaked, The Wraith has enhanced speed and can easily keep up with even the fastest person, and he moves in complete silence.
Detection Ability - All Seeing Spirit: While being uncloaked, The Wraith is able to see through walls and objects around him.
Max Thompson Jr. - The Hillbilly


Primary Ability - Chainsaw Sprint: The Hillbilly can activate Chainsaw Sprint, which makes him 100% faster when using his chainsaw. But while using his ability, he can only run in a straight line. A 10-sided die is rolled and if it lands on 1, 2, or 3 then the Hillbilly will hit who they are sprinting at.
Special Ability - Apex Muffler: The Hillbilly’s chainsaw can become completely silent, giving characters no auditory warning of his quick arrival. This ability can only be used once every 24 hours.
Sally Smithson - The Nurse


Primary Ability - Blink: The Nurse floats a few feet off the ground at all times and has the ability to teleport within a range of half of a mile. Every time she uses this ability, she shrieks and it causes fatigue that will take one turn to recover from. If a character is in her vision when she uses a Blink, she can hit them as soon as she appears, but still has to recover.
Special Ability - Chain Blink: The Nurse is able to chain her blinks up to 3 times, this means she can automatically go into another Blink after her first and second ones. She does not suffer from the fatigue until she is done chain blinking. She can do this once per rp session.
Lisa Sherwood - The Hag


Primary Ability - Phantasm Trap: The Hag has 7 traps that she can set to teleport to whenever someone triggers them by walking or running past them. The traps must be placed before The Hag reveals herself, and must DM a staff member as to where those traps placements are. The DMed staff member cannot be a part of the current roleplay if at all possible, if not possible they must DM admin only. A trap cannot be placed somewhere too close to a character if it's in the range of their vision. When triggered the traps manifest an illusion of The Hag that looks and sounds completely real, making it dangerous and impossible to tell when The Hag teleports to one or if it’s a fake.
If the trap’s set in a specific place (f.e: front door of the house), and a character moves through said doorway, they will automatically trigger the trap. However, if a trap is placed somewhere more vague (f.e: out in the woods), and a character runs through the woods then it becomes a game of probability and a 20-sided die will be rolled. The Hag’s player will choose what numbers count as a trap, and for each vague trap placed they will get to choose another number. They will DM a staff member the numbers and then the die will be rolled. If the die lands on the number(s), the character will trigger the trap.
Special Ability - Trap Teleportation: The Hag is capable of teleporting to one of her set traps, even if they have not been set off. Doing so will cause the trap to disappear. This ability can be used two times per rp session.
Herman Carter - The Doctor


Primary Ability - Shock Therapy: The Doctor has the ability to shoot out static blasts that travel through the ground, affecting characters that are in front of The Doctor within a range of 6 feet, that slowly deteriorates a character’s sanity. Every time he uses Shock Therapy on a character, they enter a tier, depending on how many times they’ve been shocked. The tiers are the following:
Tier 1 - Auditory hallucinations
Tier 2 - Auditory and tactile hallucinations
Tier 3 - Visual, auditory and tactile hallucinations and no complex motor skills
There’s a 2 turn cooldown after each time The Doctor uses his ability.
Special Ability - Play Doctor: Once a character has reached Tier 3 of insanity the Doctor is able to send them into Tier 4 of madness which will cause the character to believe they are The Doctor themselves. This ability can only be used twice per year.
Anna - The Huntress


Primary Ability - Thrill Of The Hunt: The Huntress has 7 hatches that she can throw to attack characters from a distance. The number of hatchets she has is reset after every roleplay. There are two types of throws:
Close Proximity Throws: When The Huntress is within 50 feet of proximity, if she throws one of her hatches at a character a 10-sided die will be rolled. Depending on what it lands on will determine if and where it hits.
1: torso or back; 2-3: leg ; 4-6: shoulder/arm
7-10: she misses
Long Distance Throws: When The Huntress is within 100 feet of proximity, if she throws one of her hatches at a character a 20-sided die will be rolled. Depending on what it lands on will determine if and where it hits.
1: torso or back; 2-3: leg ; 4-6: shoulder/arm
7-20: she misses
Special Ability - Bullseye: The Huntress’ player can choose to only have one throwable hatchet during a RP that will not miss. They cannot activate this ability if they’ve already thrown a normal hatchet in a scene, and are unable to throw any others afterwards. A 6-sided die will be rolled to determine where the hatchet hits. This ability can only be used once every 24 hours.
1: torso or back; 2-3: leg ; 4-6: shoulder/arm
Jeffrey Hawk - The Clown


Primary Ability - Afterpiece Tonic: The Clown can make 7 tonics every 24 hours that he can use to knock characters out in order to kidnap them / take prisoners. The killer can use the 7 tonics within the 24 hours, and they will reset after that. When he throws one of them at a character(s) within 10 feet of proximity, a 6-sided die will be rolled. If it lands on 1,3 or 5 the tonic will work and they will pass out; if it lands on 2,4 or 6, it won’t work. The Clown cannot kill a character while they’re under the effect of the Afterpiece Tonic.
Special Ability - Afterpiece Ruffie: While a character is written drinking something, the Clown’s player can activate this ability. This will cause the substance to become tainted and automatically cause the character to become lightheaded and dizzy until passing out and allowing the Clown to take them. This ability can only be used once per year.
Rin Yamaoka - The Spirit


Primary Ability - Yamaoka's Haunting: The Spirit has the ability to enter her own unique plane called the Ethereal Realm and travel through it for short periods of time in order to surprise attack victims. When doing so her physical body enters the realm, while she leaves a stationary husk behind that is corporeal. She is unable to see living beings while in this realm but can hear them, which increases her odds of missing attacks. The Spirit must take an entire post traveling before she is allowed to try and attack a character. When she does a surprise attack, a 6-sided die will be rolled. If it lands on 1,3 or 5 the Spirit will land an attack with her katana, or perhaps grab the character. This ability can only be used 3 times per rp session.
Special Ability - Yamaoka's Curse: The Spirit is able to bring another character into her Ethereal Realm. When she does this, her stationary husk is left behind and the only way for a character to escape the realm is for it to be dispersed with salt or iron. The character and Spirit within the Ethereal Realm are unable to see other living beings while in this realm but can hear them. The real world can be seen by looking through glass, as if it’s a window to the real world. The Spirit cannot see the real world through glass. A character can only escape themselves by physically jumping through glass. This ability can only be used once every 24 hours and only one character is allowed to be taken into the Ethereal Realm at a time.
Frank, Julia, Susie, Joey - The Legion


Primary Ability - Feral Frenzy: The Legion can enter the Feral Frenzy state in order to move 200% faster. In this state, they can’t pay attention or perceive what’s around them, only focusing on their victims when they’re in front of them. While using this ability they get a blood thirst, which makes them want to injure as many characters as possible. The Frenzy can keep going as long as they don’t miss an attack. Feral Frenzy lasts up to three posts, and they can only attack one character per post. Every time they go into the Feral Frenzy state there’s a cooldown of 4 posts.
Special Ability - For We Are Many: When activated, For We Are Many grants all four of The Legion’s killers the ability to continue with their Frenzy even if they miss an attack. When they use their special ability, the Frenzy also lasts 4 posts. This ability can be used once every 24 hours.
Frank: Alive
Julia: Alive
Susia: Alive
Joey: Alive
Adiris - The Plague


Primary Ability - Vile Purge: The Plague has the ability to vomit upon will at a range of up to 6 feet. When thrown up on the character becomes infected and after a total of three posts they will begin to show symptoms. A character infected with the plague will cough, sneeze, vomit uncontrollably, and will feel weakened and lightheaded until they cleanse themselves of the supernatural sickness.
A character is able to cleanse themselves of the sickness at strange fountains called Pools Of Devotion. These fountains have been blessed so that the character can wash over themselves and once they do, they will be immediately cured. Cleansing takes one entire post without interruption. The Plague must determine and announce where a total of three Pools of Devotion have appeared within close proximity of where the RP is taking place.
Special Ability - Corrupt Purge: When a character cleanses themselves in a Pool Of Devotion, it taints the blessed water within - turning it a very dark red that almost appears black. The Plague can then absorb the tainted water through touch and it will cause her to become even more deadly. It takes one entire post without interruption for The Plague to absorb the tainted water. For four posts after absorbing the tainted water, The Plague’s vomit becomes acidic and can burn through flesh. While Corrupt Purge is activated a character will not become ill from the effects of Vile Purge.
Kazan Yamaoka - The Oni


Primary Ability - Blood Fury: The Oni can absorb blood from injured characters in order to gain power and speed. A significant amount of blood will grant The Oni the ability to go into Blood Fury which makes him 100% faster and 100% stronger.
Special Ability - Blood Possession: The Oni has the ability to telepathically manipulate his blood when it’s outside of his body. His special ability is that he can send some of his own blood into a character’s body, possessing them for up to 6 turns. While possessing a character, The Oni cannot kill them, if they die he dies too; and it can only possess one character at a time.
In order for a character to expel the Oni from their body, a 6-sided die will be rolled every turn they are possessed. Upon the first attempt a 1 must be rolled, if they fail to achieve the number then they will remain possessed until their next turn. On their next post the die will be rolled again, with the next lowest number being added into the roll requirements in order to expel the Oni. So for the second turn, the numbers 1 and 2 will expel him with it increasing each post. This ability can be used once every 24 hours.
Caleb Quinn - The Deathslinger


Primary Ability - The Redeemer: The Deathslinger has a gun that he can use to shoot characters from a distance. He shoots a hook that pierces a character’s body and drags them back towards the killer. The Deathslinger has seven “hooks” per roleplay. The hook can reach up to 50 feet. A 10-sided die will be rolled.
1: torso or back; 2-3: leg ; 4-6: shoulder/arm
7-10: he misses
Special Ability - Get Over Here: The Deathslinger’s player can choose to only have one hook during a RP that will not miss. They cannot activate this ability if they’ve already shot a normal hook in a scene, and are unable to shoot any other afterwards. A 6-sided die will be rolled to determine where the hook hits. This ability can only be used once every 24 hours.
1: torso or back; 2-3: leg ; 4-6: shoulder/arm
Dead Silence | Played By OPEN
Mary Shaw

Primary Ability - She Had No Children, Only Dolls: Mary Shaw was a very successful ventriloquist and had made 101 dolls that she had buried with her after her death. She is able to move and use these dolls to scare and torment her victims. She’s also capable of controlling any other puppets around and is capable of making the “Perfect Doll” which is made out of a human’s body and they appear and act like a normal living being. This can be done to any killed character or NPC.
Special Ability - She'll Rip Your Tongue Out At The Seam: Mary Shaw is able to completely remove the sound from all things aside from people when she is near. When she does this, all of the sound will slowly die down until falling completely silent until she makes her appearance. If a character screams while in her presence after she has revealed herself, a 20-sided die is rolled and if it lands on 1 then their tongue will be ripped out.
Secondary Abilities:
Ventriloquist: Mary Shaw is able to throw her voice and speak through her puppets from the afterlife.
Dead Space | Played By Croatoan Virus
Necromorphs

Special Ability - The Marker: The Necromorphs player must choose a location in which the Marker exists, this thing is the size of a giant building. If it’s destroyed, all necromorphs will die as this is what creates them. Each individual Necromorph type counts as one killer slot, meaning in week one of October both Lurkers and Leapers cannot be played. In the third week, 3 types can be played at once, etc. Before joining a scene with a Necromorph, a 6-sided die will be rolled in order to determine how many of the chosen type are in the scene. If they roll a 1, only one of that type will join, but if they roll say a 5, then five of them will be in the scene. This does not count towards the killer slot limit.
Primary Ability - Attack From The Shadows: The Lurker specializes in ranged attacks. They can use their tentacles to attack their target by throwing projectiles at them. Whenever this ability activates, one of the projectiles will hit the target. A 6-sided die will be rolled to determine where it lands:
1: torso or back; 2-3: leg ; 4-6: shoulder/arm
Special Ability - Tentacles Of Death: The Lurker can use their tentacles to reach and attack their victims, slashing them if they’re within 6 feet from them. Whenever they attack, a 6-sided die will be rolled, if it lands on 1, 3 or 5, the attack is successful.
Primary Ability - Undead Swipe: Leapers have long scythe-tipped tails made from victims intestines and legs, that they use to whip and stab with. When a victim is within 6 feet from them, a 6-sided die will be rolled, if it lands on 1, 3 or 5, the attack is successful.
Special Ability - Leap Of Death: Leapers have the ability to leap long distances toward their prey. Whenever a character is between 10 to 20 feet away from them, they can activate Leap of Death. When the ability is activated, they attempt to pounce to catch their target. A 6-sided die will be rolled, if it lands on 1, 3 or 5 the attack will be successful. They cannot kill a character while using this ability.
Primary Ability - Screeching Charge: Stalkers are able to charge towards their prey while emitting a high pitched screeching sound. They are able to withstand a lot of damage while charging head first at their prey. A 10-sided die will be rolled, if it lands on 1, 3 or 5, the attack is successful.
Special Ability - Dangerous Stalking Predator: If Stalkers watch their targets for three turns while hidden they are able to do a surprise headbutt attack which odds will be increased more than their primary ability. A 10-sided die will be rolled, if it lands on 1, 3, 5, 7, or 9 the attack is successful.
Primary Ability - Bladed Arms: Spitters have elongated arms adorned with biological blades and talons that they can use to slash at victims. When a victim is within 6 feet from them, a 6-sided die will be rolled, if it lands on 1, 3 or 5, the attack is successful.
Special/Detection Ability - Not A Swallower: Spitters can spit a fast glob of acidic bile at their victims. When they are within 4 feet of distance, a 6-sided die will be rolled to determine if they successfully hit their target and where. This ability has a cooldown of two turns.
1: torso or back; 3: leg ; 5: shoulder/arm
2, 4, 6: they miss.
Primary Ability - Baby Go BOOM: Crawlers have an organic explosive substance under their skin and are able to self detonate. In order to activate Baby Go BOOM, they have to crawl towards their target and they slip and fall a lot so it takes 3 posts to reach a character’s location unless the character moves away.
Lurker


Primary Ability - Attack From The Shadows: The Lurker specializes in ranged attacks. They can use their tentacles to attack their target by throwing projectiles at them. Whenever this ability activates, one of the projectiles will hit the target. A 6-sided die will be rolled to determine where it lands:
1: torso or back; 2-3: leg ; 4-6: shoulder/arm
Special Ability - Tentacles Of Death: The Lurker can use their tentacles to reach and attack their victims, slashing them if they’re within 6 feet from them. Whenever they attack, a 6-sided die will be rolled, if it lands on 1, 3 or 5, the attack is successful.
Leaper


Primary Ability - Undead Swipe: Leapers have long scythe-tipped tails made from victims intestines and legs, that they use to whip and stab with. When a victim is within 6 feet from them, a 6-sided die will be rolled, if it lands on 1, 3 or 5, the attack is successful.
Special Ability - Leap Of Death: Leapers have the ability to leap long distances toward their prey. Whenever a character is between 10 to 20 feet away from them, they can activate Leap of Death. When the ability is activated, they attempt to pounce to catch their target. A 6-sided die will be rolled, if it lands on 1, 3 or 5 the attack will be successful. They cannot kill a character while using this ability.
Stalker


Primary Ability - Screeching Charge: Stalkers are able to charge towards their prey while emitting a high pitched screeching sound. They are able to withstand a lot of damage while charging head first at their prey. A 10-sided die will be rolled, if it lands on 1, 3 or 5, the attack is successful.
Special Ability - Dangerous Stalking Predator: If Stalkers watch their targets for three turns while hidden they are able to do a surprise headbutt attack which odds will be increased more than their primary ability. A 10-sided die will be rolled, if it lands on 1, 3, 5, 7, or 9 the attack is successful.
Spitter


Primary Ability - Bladed Arms: Spitters have elongated arms adorned with biological blades and talons that they can use to slash at victims. When a victim is within 6 feet from them, a 6-sided die will be rolled, if it lands on 1, 3 or 5, the attack is successful.
Special/Detection Ability - Not A Swallower: Spitters can spit a fast glob of acidic bile at their victims. When they are within 4 feet of distance, a 6-sided die will be rolled to determine if they successfully hit their target and where. This ability has a cooldown of two turns.
1: torso or back; 3: leg ; 5: shoulder/arm
2, 4, 6: they miss.
Crawler


Primary Ability - Baby Go BOOM: Crawlers have an organic explosive substance under their skin and are able to self detonate. In order to activate Baby Go BOOM, they have to crawl towards their target and they slip and fall a lot so it takes 3 posts to reach a character’s location unless the character moves away.
Five Nights At Freddy's | Played By OPEN
The Fazbear Crew

Special Ability - Showtime!: The FNAF crew all appear hidden within the scene but only one can be active to begin with. In order to determine what animatronic activates an 8-sided die will be rolled. For every five rounds the scene continues, another animatronic can become active up until the entire gang is activated and on the prowl. The 8-sided die must be rolled by a staff member who is not a part of the current roleplay if at all possible, if not possible they must DM admin only. What animatronics that are rolled will not be publicly revealed with only the FNAF’s player and the staff member knowing. When an animatronic is chosen, they can join the scene in Mystery Killer mode at any point of the scene but another animatronic cannot join until they are revealed.
When all animatronics are active, electric light sources cease to function. If one of the members dies, they will be removed from the roll until next year, and the dice will get progressively smaller with any existing members numbers being rolled.
1 - Freddy
2 - Chica
3 - Bonnie
4 - Foxy
5 - Mangle
6 - Springtrap
7 - Balloon Boy
8 - The Marionette
Primary Ability - IT WAS ME!: If Freddy has been detected he is capable of shorting out all lights and technology in the area he is in and is able to enter Mystery Killer Status or completely disappear and deactivate. Depending on what he does, will give him the following abilities.
Surprise Attack - If Freddy went into Mystery Killer he is able to reveal himself with a surprise attack. A 6-sided die is rolled, if it lands on 1,3 or 5 Freddy will land an attack with his fist, or successfully grab the character. If he has recognized a player before this, he will try to target them. This ability can only be used 3 times per rp session.
Tag You’re It - If Freddy deactivated and disappeared, then the die to decide a random animatronic will be rolled in order to see who his replacement is. See “Showtime!” for the die requirements. This ability can only be used once per rp session.
Detection Ability - Facial Recognition: If someone does not obscure their face when dealing with Freddy and he gets a chance to see them for five rounds of posting he will be able to track them at all points through the scene until they escape the area they are in and leave a mile radius of him.
Secondary Abilities:
No Light: If in a dark place, Freddy can vanish even in plain sight and reappear immediately in front of another character, no matter if they are in a place with light, making the lights briefly flicker on his arrival so he can appear. Freddy is unable to teleport into a place with natural daylight or fire, the light must be electronic based. This ability can be used once per rp session.
Time To Play: Freddy is more dangerous and aggressive in dark places, if in a dark room he will move 50% faster and operate more aggressively and become 50% stronger.
Primary Ability - Band Set: When Chica begins chasing after a character, she makes a lot of noise and chiding remarks that are loud enough to lure in other animatronics. This allows either Bonnie or Freddy to be activated and join the scene. Chica must accomplish at least one post with her causing a ruckus before either can join. A coin will be flipped to determine which activates with heads being Freddy and tails being Bonnie. While Chica is in play she, Bonnie, and Freddy share the knowledge of their respective information and detection abilities.
Detection Ability - Good Acoustics: Chica is sensitive to sound. If a character makes any sort of sound that is louder than normal breathing she will be drawn to their location and begin searching for them. Once per RP, if Chica cannot locate a character, she can heighten her sensitivity to sound and begin tracking the survivor by their breathing and heartbeat for five rounds.
Primary Ability - Don't Leave: If Bonnie catches a character, he is able to either hold them in place to anchor them or throw them at another nearby animatronic. If Bonnie holds onto the character a 6-sided die will be rolled every turn held. If it lands on 2, 4, or 6 the character will break free from Bonnie’s grasp. If Bonnie throws a character to another animatronic then another 6-sided die will be rolled, if it lands on 1, 3 or 5 the other animatronic will land an attack. The killers cannot kill a character by using this ability.
Special Ability - We're Friends!: When Bonnie begins chasing a character, every post he will gain a 10% speed boost, maxing out at a 100% speed boost within 10 posts of chase.
Primary Ability - Pirate's Pillage: Foxy cannot move for five rounds if he is being actively observed. However - if he is continually observed for five rounds within a single scene, he will fly into a rage which will cause him to move 100% faster and become 100% stronger. This effect lasts for 5 posts. This ability can be used once per rp session.
Detection Ability - Shy Fox: Foxy is aware of when he is being looked at even if he cannot actively perceive the person looking at him, be it by eyes or electronic means, and he is able to trace the source to the person viewing him with perfect accuracy if he is perceived for 3 RP rounds.
Primary Ability - Signal Jammer: When Mangle is active and in proximity characters, no electronics will function correctly and a deafening shriek of radio signals will fill the air causing lights, phones and any other electronics to cease to function or begin to violently glitch.
Special Ability - I'M SORRY: Once a year, if Mangle is damaged and believed to be destroyed, it is capable of reactivating itself despite being damaged, however it will be easier to destroy in the next encounter and will be more fearful and evasive.
Primary Ability - Backstage Horror: The very presence of Springtrap afflicts characters with emotional and mental agony that slowly increases the longer the scene continues. Once Springtrap reveals himself it takes a total of 3 rounds before he begins to agonize the character(s). Once in Tier 1 of Agony, it will take a total of 5 additional posts before they reach Tier 2. Once in Tier 2 of Agony, it will also take a total of 5 additional posts to reach Tier 3. The effect of Agony that Springtrip afflicts the characters with will cause them to possibly blackout for the entirety of one of their RP posts. If a character blacks out, Springtrap is unable to kill them.
The Agony Tier effects are the following:
Tier 1 - The character(s) will get an inexplicable feeling of extreme anxiety that will manifest as physical symptoms such as heavy breathing, sweating and increased heart rate. In addition to this, there’s a 15% chance of them blacking out every other post. A 20-sided die will be rolled and if it lands on 1, 3, or 5 then they will black out.
Tier 2 - In addition to the previous symptoms the character(s) will begin to experience hallucinations of animatronics and their loved ones being murdered in gruesome ways. In addition to this, there’s a 25% chance of them blacking out every other post. A 20-sided die will be rolled and if it lands on 1, 3, 5, 7, or 9 then they will black out.
Tier 3 - In addition to the previous symptoms the character(s) anxiety will reach such high levels that it will turn into a panic attack; they will become desperate and will start losing perspective of where they are, and what’s happening around them will seem extremely dangerous, accompanied with an irrational fear. In addition to this, there’s a 50% chance of them blacking out every other post. A 20-sided die will be rolled and if it lands on 1, 3, 5, 7, 9, 11, 13, 15, 17, or 19 then they will black out.
Special Ability - RELEASE ME: Springtrap pries open his chassis to reveal the destroyed, rotting corpse inside of it that is still alive. Activating this ability makes Springtrap become indestructible for the duration of the scene and 100% stronger and faster, but less tactical. At the end of the scene this ability is activated, Springtrap dies permanently until the start of the next October regardless of damage taken.The characters fighting Springtrap when he uses this ability will gain the XP from the kill. This ability can only be used once per year.
Primary Ability - Awful Giggle: Whenever Balloon Boy is nearby, his giggle will be perceived as if it was coming from all directions at the same time, making it very hard to find and/or spot him. This will enable him so he can annoy and pester the characters in ways that will help his fellow animatronics out. Balloon Boy will be required to roll a 6-sided die anytime he tries to interfere by turning lights off, stealing phones, etc. Rolling a 1, 3, or 5 will allow Balloon Boy to accomplish his goals while hidden, but if it lands on an even number then he will be spotted by the character(s).
Special Ability - Teamwork Makes The Nightmare Work!: If survivors do not keep an eye on Balloon Boy, he will disappear and reappear with a damaged animatronic not presently within their line of sight and will begin to repair that animatronic. If this is not discovered in three rounds, the animatronic will be fully repaired and be given the last known location of the characters that any of the animatronics know of.
Secondary Abilities:
Teleportation: If Balloon Boy is not actively being observed, he can teleport elsewhere, even to places not actively in view.
Primary Ability - Awful Lullaby: When the Marionette is chosen to activate, they are required to be in passive mode with their music box playing. A 10-sided die is rolled to determine how long the music box will play, and in turn how long the Marionette will be in passive mode. I.E: If it lands on 5, it will take 5 posts for the box to stop. The die must be rolled by a staff member who is not a part of the current roleplay if at all possible, if not possible they must DM admin only. Only that staff member and Marionette’s player will know how long the box will play.
Once the box stops playing its song, the Marionette activates and immediately knows the location of all characters in the area at the time of the music stopping (perks involving detection can work against this). The box can be reactivated in 5 turns to make the Marionette passive again, a mode in which it is vulnerable. When the Marionette leaves a passive state it becomes highly aggressive and will move extraordinarily fast, 200% faster than a regular human being. It will launch itself at characters and attempt to separate them while it attacks them, often trying to break bones or strike them. After a single attack has been made, the Marionette will drop the character and attack another within visual range. If no other character is within visual range, it will attempt to attack the same character again. If other animatronics are active at the time, it will drop the character in front of one of them.
Special/Detection Ability - I WILL FIX YOU: The Marionette can resurrect one of the animatronics who has been destroyed previously for the duration of a scene — however they will appear as “withered” forms of themselves with the same abilities. Doing this leaves the Marionette vulnerable for the duration of the scene, as if in a passive state. The withered animatronic dies again at the end of the scene whether or not the Marionette survives. This ability can only be used once per year.
Secondary Abilities:
Protected: When the Marionette is passive, the music box will rapidly lure any other active animatronics within the same round who will move in protection of the vulnerable Marionette and attempt to keep characters from reactivating the music.
When all animatronics are active, electric light sources cease to function. If one of the members dies, they will be removed from the roll until next year, and the dice will get progressively smaller with any existing members numbers being rolled.
1 - Freddy
2 - Chica
3 - Bonnie
4 - Foxy
5 - Mangle
6 - Springtrap
7 - Balloon Boy
8 - The Marionette
Freddy Fazbear


Primary Ability - IT WAS ME!: If Freddy has been detected he is capable of shorting out all lights and technology in the area he is in and is able to enter Mystery Killer Status or completely disappear and deactivate. Depending on what he does, will give him the following abilities.
Surprise Attack - If Freddy went into Mystery Killer he is able to reveal himself with a surprise attack. A 6-sided die is rolled, if it lands on 1,3 or 5 Freddy will land an attack with his fist, or successfully grab the character. If he has recognized a player before this, he will try to target them. This ability can only be used 3 times per rp session.
Tag You’re It - If Freddy deactivated and disappeared, then the die to decide a random animatronic will be rolled in order to see who his replacement is. See “Showtime!” for the die requirements. This ability can only be used once per rp session.
Detection Ability - Facial Recognition: If someone does not obscure their face when dealing with Freddy and he gets a chance to see them for five rounds of posting he will be able to track them at all points through the scene until they escape the area they are in and leave a mile radius of him.
Secondary Abilities:
No Light: If in a dark place, Freddy can vanish even in plain sight and reappear immediately in front of another character, no matter if they are in a place with light, making the lights briefly flicker on his arrival so he can appear. Freddy is unable to teleport into a place with natural daylight or fire, the light must be electronic based. This ability can be used once per rp session.
Time To Play: Freddy is more dangerous and aggressive in dark places, if in a dark room he will move 50% faster and operate more aggressively and become 50% stronger.
Chica


Primary Ability - Band Set: When Chica begins chasing after a character, she makes a lot of noise and chiding remarks that are loud enough to lure in other animatronics. This allows either Bonnie or Freddy to be activated and join the scene. Chica must accomplish at least one post with her causing a ruckus before either can join. A coin will be flipped to determine which activates with heads being Freddy and tails being Bonnie. While Chica is in play she, Bonnie, and Freddy share the knowledge of their respective information and detection abilities.
Detection Ability - Good Acoustics: Chica is sensitive to sound. If a character makes any sort of sound that is louder than normal breathing she will be drawn to their location and begin searching for them. Once per RP, if Chica cannot locate a character, she can heighten her sensitivity to sound and begin tracking the survivor by their breathing and heartbeat for five rounds.
Bonnie


Primary Ability - Don't Leave: If Bonnie catches a character, he is able to either hold them in place to anchor them or throw them at another nearby animatronic. If Bonnie holds onto the character a 6-sided die will be rolled every turn held. If it lands on 2, 4, or 6 the character will break free from Bonnie’s grasp. If Bonnie throws a character to another animatronic then another 6-sided die will be rolled, if it lands on 1, 3 or 5 the other animatronic will land an attack. The killers cannot kill a character by using this ability.
Special Ability - We're Friends!: When Bonnie begins chasing a character, every post he will gain a 10% speed boost, maxing out at a 100% speed boost within 10 posts of chase.
Foxy


Primary Ability - Pirate's Pillage: Foxy cannot move for five rounds if he is being actively observed. However - if he is continually observed for five rounds within a single scene, he will fly into a rage which will cause him to move 100% faster and become 100% stronger. This effect lasts for 5 posts. This ability can be used once per rp session.
Detection Ability - Shy Fox: Foxy is aware of when he is being looked at even if he cannot actively perceive the person looking at him, be it by eyes or electronic means, and he is able to trace the source to the person viewing him with perfect accuracy if he is perceived for 3 RP rounds.
Mangle


Primary Ability - Signal Jammer: When Mangle is active and in proximity characters, no electronics will function correctly and a deafening shriek of radio signals will fill the air causing lights, phones and any other electronics to cease to function or begin to violently glitch.
Special Ability - I'M SORRY: Once a year, if Mangle is damaged and believed to be destroyed, it is capable of reactivating itself despite being damaged, however it will be easier to destroy in the next encounter and will be more fearful and evasive.
Springtrap


Primary Ability - Backstage Horror: The very presence of Springtrap afflicts characters with emotional and mental agony that slowly increases the longer the scene continues. Once Springtrap reveals himself it takes a total of 3 rounds before he begins to agonize the character(s). Once in Tier 1 of Agony, it will take a total of 5 additional posts before they reach Tier 2. Once in Tier 2 of Agony, it will also take a total of 5 additional posts to reach Tier 3. The effect of Agony that Springtrip afflicts the characters with will cause them to possibly blackout for the entirety of one of their RP posts. If a character blacks out, Springtrap is unable to kill them.
The Agony Tier effects are the following:
Tier 1 - The character(s) will get an inexplicable feeling of extreme anxiety that will manifest as physical symptoms such as heavy breathing, sweating and increased heart rate. In addition to this, there’s a 15% chance of them blacking out every other post. A 20-sided die will be rolled and if it lands on 1, 3, or 5 then they will black out.
Tier 2 - In addition to the previous symptoms the character(s) will begin to experience hallucinations of animatronics and their loved ones being murdered in gruesome ways. In addition to this, there’s a 25% chance of them blacking out every other post. A 20-sided die will be rolled and if it lands on 1, 3, 5, 7, or 9 then they will black out.
Tier 3 - In addition to the previous symptoms the character(s) anxiety will reach such high levels that it will turn into a panic attack; they will become desperate and will start losing perspective of where they are, and what’s happening around them will seem extremely dangerous, accompanied with an irrational fear. In addition to this, there’s a 50% chance of them blacking out every other post. A 20-sided die will be rolled and if it lands on 1, 3, 5, 7, 9, 11, 13, 15, 17, or 19 then they will black out.
Special Ability - RELEASE ME: Springtrap pries open his chassis to reveal the destroyed, rotting corpse inside of it that is still alive. Activating this ability makes Springtrap become indestructible for the duration of the scene and 100% stronger and faster, but less tactical. At the end of the scene this ability is activated, Springtrap dies permanently until the start of the next October regardless of damage taken.The characters fighting Springtrap when he uses this ability will gain the XP from the kill. This ability can only be used once per year.
Balloon Boy


Primary Ability - Awful Giggle: Whenever Balloon Boy is nearby, his giggle will be perceived as if it was coming from all directions at the same time, making it very hard to find and/or spot him. This will enable him so he can annoy and pester the characters in ways that will help his fellow animatronics out. Balloon Boy will be required to roll a 6-sided die anytime he tries to interfere by turning lights off, stealing phones, etc. Rolling a 1, 3, or 5 will allow Balloon Boy to accomplish his goals while hidden, but if it lands on an even number then he will be spotted by the character(s).
Special Ability - Teamwork Makes The Nightmare Work!: If survivors do not keep an eye on Balloon Boy, he will disappear and reappear with a damaged animatronic not presently within their line of sight and will begin to repair that animatronic. If this is not discovered in three rounds, the animatronic will be fully repaired and be given the last known location of the characters that any of the animatronics know of.
Secondary Abilities:
Teleportation: If Balloon Boy is not actively being observed, he can teleport elsewhere, even to places not actively in view.
The Marionette


Primary Ability - Awful Lullaby: When the Marionette is chosen to activate, they are required to be in passive mode with their music box playing. A 10-sided die is rolled to determine how long the music box will play, and in turn how long the Marionette will be in passive mode. I.E: If it lands on 5, it will take 5 posts for the box to stop. The die must be rolled by a staff member who is not a part of the current roleplay if at all possible, if not possible they must DM admin only. Only that staff member and Marionette’s player will know how long the box will play.
Once the box stops playing its song, the Marionette activates and immediately knows the location of all characters in the area at the time of the music stopping (perks involving detection can work against this). The box can be reactivated in 5 turns to make the Marionette passive again, a mode in which it is vulnerable. When the Marionette leaves a passive state it becomes highly aggressive and will move extraordinarily fast, 200% faster than a regular human being. It will launch itself at characters and attempt to separate them while it attacks them, often trying to break bones or strike them. After a single attack has been made, the Marionette will drop the character and attack another within visual range. If no other character is within visual range, it will attempt to attack the same character again. If other animatronics are active at the time, it will drop the character in front of one of them.
Special/Detection Ability - I WILL FIX YOU: The Marionette can resurrect one of the animatronics who has been destroyed previously for the duration of a scene — however they will appear as “withered” forms of themselves with the same abilities. Doing this leaves the Marionette vulnerable for the duration of the scene, as if in a passive state. The withered animatronic dies again at the end of the scene whether or not the Marionette survives. This ability can only be used once per year.
Secondary Abilities:
Protected: When the Marionette is passive, the music box will rapidly lure any other active animatronics within the same round who will move in protection of the vulnerable Marionette and attempt to keep characters from reactivating the music.
Friday The 13th | Played By OPEN
Jason Voorhees

Primary Ability - Kill Them For Mommy: The longer Jason is in a scene and the more damage he takes will build his Rage meter. After a total of 10 rounds, Jason will become an unstoppable killing machine that can walk right through walls and doors with ease. He also will walk extremely fast, instead of the slower pace when not in Rage. Every time Jason is stabbed, hit, or otherwise injured, one round is cut from the round requirement. F.E: If Jason joins the scene and then is hit by a character after his initial post, he would only have 8 more turns until he goes into Rage.
Jason’s player must DM the Head Admin the location of his mother’s head and sweater as it can be used to defeat him. If a female wears the sweater, they can call out to Jason and stun him. After the first initial stunned post, Jason’s player must roll a 6 sided die every turn to see if he can break through the stun. If it lands on 1, 3, or 5 Jadon will be freed from the stun. This can only happen once every rp scene.
Detection Ability - It's Got A Death Curse!: If a character is having sex, drinking alcohol, smoking pot or participating in any drug abuse then Jason is able to sense where they are. A 6-sided die is rolled and if it lands on 1, 3, or 5 then Jason will pop out and attempt to kill the character(s). If it lands on an even number, Jason will appear outside of the location they are currently at. If they are already outside, he will appear within 50 feet.
Secondary Abilities:
Off-Screen Teleportation: Jason is able to teleport virtually anywhere in the area as long as he is unseen. This ability can be used once per rp session.
Brute Strength: Jason Voorhees has incredibly heightened strength to the point that he can crush a person’s skull with his hands, bend metal with his hands, etc.
Durability: Jason Voorhees is virtually immortal - able to be stabbed and shot multiple times and still get up.
Halloween | Played By Hell Hound
Michael Myers

Primary Ability - The Devil's Eyes: Michael’s power comes from his dark obsession that he gets when stalking his victims. While stalking his prey he begins to build levels of evil and with each tier he reaches he gains new benefits against the specific character he is stalking, no longer affected by their Hallowed Perks or powers.
Tier 1 - Evil Within: Gains by stalking/chasing a character for 10 posts. Michael becomes undetectable to his obsession, regardless of their powers and perks. When in pursuit of his obsession, if Michael would be knocked out or injured greatly, he can roll a 6 sided die and if it lands on 1, 3, or 5 then he is unaffected by the attack.
Tier 2 - Evil Personified: Gains by stalking/chasing a character for 15 additional posts. Along with the abilities from the previous tier, it becomes impossible for a character to hide from Michael, regardless of their powers and perks.
Tier 3 - Evil Incarnate: Gains by stalking/chasing a character for 30 additional posts. Along with the abilities from the previous tiers, Michael has tunnel vision and can no longer be distracted from his prey regardless of powers or perks.
Whoever Michael becomes obsessed with will transfer over to future years.
Michael's Obsessions:
Bethany Clark - Evil Personified
Becca - Evil Within
Special Ability - The Night He Came Home: While in a scene with a character(s), his presence strikes fear as a dark air surrounds him. All rolls made by characters are now at a disadvantage.
Secondary Abilities:
Off-Screen Teleportation: Michael is able to teleport virtually anywhere in the area as long as he is unseen. This ability can be used once per rp session.
Brute Strength: Michael Myers has incredibly heightened strength to the point that he can crush a person’s skull with his hands.
Durability: Michael Myers is virtually immortal - able to be stabbed and shot multiple times and still get up.
Hellraiser | Played By OPEN
Cenobites

Special Ability - Demons To Some, Angels To Others: Pinhead is the only Cenobite that is able to join a scene freely, having to do so before any of the others can appear. For every five rounds the scene continues, another Cenobite can appear up until the entire gash has arrived. A 10-sided die must be rolled in order to determine which Cenobites will join Pinhead, with each having their own number. If a number is rolled of a Cenobite who is already in the scene, then no Cenobite will appear and the player must wait another 5 rounds to attempt another roll. When appearing they can choose where they come from and how. This is reset every time the scene ends.
1 - Pinhead
2 - Sister
3 - Chatterer
4 - Butterball
5 - Doctor
6 - Angelique
7 - Wire Twins
8 - Torso
9 - Abigor
10 - Pentagram
Secondary Abilities:
Lament Configuration: The player of the Cenobites must choose where the puzzle box is located within the area. As this is the only way to banish the Cenobites. In order to send them back to Hell, a character must resolve the puzzle box and it is done in a series of rolls. A 6-sided die will be rolled and if it lands on 2, 4, or 6 then they will succeed in one section of the puzzle.There is a total of 3 sections they must solve and if they ever land on 1, 3, or 5 during a roll - they will be set back one level. Each section must be solved in a round and cannot be interrupted.
Primary Ability - We'll Tear Your Soul Apart: Pinhead has the ability to supernaturally summon chains with hooks on the ends out of anything, and anywhere. When he attempts to send a chain flying at a character, a 10-sided die will be rolled. If it lands on a 1 then it will hook into the character. For each chain hooked into a character, it will increase their odds of being hit by more. For example if the character has one hook in them, then if a 1 or 2 is rolled they will be hit by another. However, if they have say 6 hooks in them, then a 1 - 7 will cause them to get hooked by another. If Pinhead manages to get ten hooks into a character, he can rip them apart. Hooks can only be removed by a character one at a time, and during every other post.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Primary Ability - Voice Of A Demon: Whenever Sister speaks, she does so in a raspy and dark voice. It can supernaturally scare any who hear it, causing them to freeze in place. A 6-sided die is rolled and if it lands on 1, 3, or 5 then the character will freeze in total terror for one entire post. The character will also suffer from disadvantage for their rolls for the remainder of the scene. This ability can only be used once per RP.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Primary Ability - Gnawing Torment: The Chatterer has the ability to send flames shooting from its mouth like a flamethrower. These flames can be felt burning on a spiritual level and cause much more intense pain than normal fire. A 6-sided die is rolled and if it lands on 1, 3, or 5 then the character will be hit by the flames from its mouth. The characters must be within 6 feet of Chatterer and after this ability is used he must wait 3 turns before being able to do so again.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Primary Ability - Hell Slime: Butterball generates a disgusting slime-like substance from his skin that he spreads onto characters through touch or throwing up onto them if they are within 6 feet. The substance almost seems to have a mind of its own and be ‘alive’. When a character is covered in this substance a 6-sided die will be rolled to see if they are able to accomplish interacting with things or running without slipping and falling. If it lands on 1, 3, or 5 then the character will fail at whatever it is they are trying to do - the slime making them too slippery. The slime stays on a character for a total of 3 posts and Butterball can only do this once to each individual character per RP scene.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Primary Ability - You Will Be My First Patients: The Doctor has the ability to supernaturally summon nasty tentacles out of his hands that have sharp medical instruments at the ends of them, such as scalpels, etc. The tentacles can reach out to about 50 feet. The Doctor can attempt to slice and stab at a character, being able to attack with three tentacles at one time. Three 6-sided dice will be rolled and for each that lands on 1, 3, or 5 he will land an attack with the even rolls meaning he misses.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Primary Ability - Reflections Of The Soul: Angelique has the ability to travel through mirrors as a means of transport and while inside she cannot be harmed. She is capable of pulling characters through the mirrors as well and if she lets go of them while they are transporting in between then she can essentially chop them in half, or remove body parts.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Primary Ability - Meeting Under The Skin: The Wire Twins have the power to mix pain with pleasure. A simple touch from either of them will cause a character to feel euphoria. The twins are able to supernaturally slide their hands under an individual’s skin, using the supernatural euphoria effect to mask what they do to their victims.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Primary Ability - Jaws Of Anguish: The Torso has an extremely powerful jaw that can break even through bone. When they bite down onto a character, it’s jaw will lock and it will not let go regardless of what the character does to hurt it. A 6-sided die will be rolled every turn Torso has them caught in it’s mouth. Upon the first attempt a 1 must be rolled, if they fail to achieve the number then they will remain caught until their next turn. On their next post the die will be rolled again, with the next lowest number being added into the roll requirements in order to escape. So for the second turn, the numbers 1 and 2 will free the character with it increasing each post.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Primary Ability - Hellish Grin: Abigor has two zippers sewn into their cheeks. They are able to unzip these and reveal a gigantic mouth full of razor sharp blades that can shred through things with ease.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Primary Ability - The Dark Arts: Pentagram is able to move things telekinetically with her mind and the use of magic does not work against her whatsoever, as she will just absorb it and then she can shoot out the spells used against her.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
1 - Pinhead
2 - Sister
3 - Chatterer
4 - Butterball
5 - Doctor
6 - Angelique
7 - Wire Twins
8 - Torso
9 - Abigor
10 - Pentagram
Secondary Abilities:
Lament Configuration: The player of the Cenobites must choose where the puzzle box is located within the area. As this is the only way to banish the Cenobites. In order to send them back to Hell, a character must resolve the puzzle box and it is done in a series of rolls. A 6-sided die will be rolled and if it lands on 2, 4, or 6 then they will succeed in one section of the puzzle.There is a total of 3 sections they must solve and if they ever land on 1, 3, or 5 during a roll - they will be set back one level. Each section must be solved in a round and cannot be interrupted.
Pinhead


Primary Ability - We'll Tear Your Soul Apart: Pinhead has the ability to supernaturally summon chains with hooks on the ends out of anything, and anywhere. When he attempts to send a chain flying at a character, a 10-sided die will be rolled. If it lands on a 1 then it will hook into the character. For each chain hooked into a character, it will increase their odds of being hit by more. For example if the character has one hook in them, then if a 1 or 2 is rolled they will be hit by another. However, if they have say 6 hooks in them, then a 1 - 7 will cause them to get hooked by another. If Pinhead manages to get ten hooks into a character, he can rip them apart. Hooks can only be removed by a character one at a time, and during every other post.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Sister


Primary Ability - Voice Of A Demon: Whenever Sister speaks, she does so in a raspy and dark voice. It can supernaturally scare any who hear it, causing them to freeze in place. A 6-sided die is rolled and if it lands on 1, 3, or 5 then the character will freeze in total terror for one entire post. The character will also suffer from disadvantage for their rolls for the remainder of the scene. This ability can only be used once per RP.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Chatterer


Primary Ability - Gnawing Torment: The Chatterer has the ability to send flames shooting from its mouth like a flamethrower. These flames can be felt burning on a spiritual level and cause much more intense pain than normal fire. A 6-sided die is rolled and if it lands on 1, 3, or 5 then the character will be hit by the flames from its mouth. The characters must be within 6 feet of Chatterer and after this ability is used he must wait 3 turns before being able to do so again.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Butterball


Primary Ability - Hell Slime: Butterball generates a disgusting slime-like substance from his skin that he spreads onto characters through touch or throwing up onto them if they are within 6 feet. The substance almost seems to have a mind of its own and be ‘alive’. When a character is covered in this substance a 6-sided die will be rolled to see if they are able to accomplish interacting with things or running without slipping and falling. If it lands on 1, 3, or 5 then the character will fail at whatever it is they are trying to do - the slime making them too slippery. The slime stays on a character for a total of 3 posts and Butterball can only do this once to each individual character per RP scene.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Doctor


Primary Ability - You Will Be My First Patients: The Doctor has the ability to supernaturally summon nasty tentacles out of his hands that have sharp medical instruments at the ends of them, such as scalpels, etc. The tentacles can reach out to about 50 feet. The Doctor can attempt to slice and stab at a character, being able to attack with three tentacles at one time. Three 6-sided dice will be rolled and for each that lands on 1, 3, or 5 he will land an attack with the even rolls meaning he misses.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Angelique


Primary Ability - Reflections Of The Soul: Angelique has the ability to travel through mirrors as a means of transport and while inside she cannot be harmed. She is capable of pulling characters through the mirrors as well and if she lets go of them while they are transporting in between then she can essentially chop them in half, or remove body parts.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Wire Twins


Primary Ability - Meeting Under The Skin: The Wire Twins have the power to mix pain with pleasure. A simple touch from either of them will cause a character to feel euphoria. The twins are able to supernaturally slide their hands under an individual’s skin, using the supernatural euphoria effect to mask what they do to their victims.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Torso


Primary Ability - Jaws Of Anguish: The Torso has an extremely powerful jaw that can break even through bone. When they bite down onto a character, it’s jaw will lock and it will not let go regardless of what the character does to hurt it. A 6-sided die will be rolled every turn Torso has them caught in it’s mouth. Upon the first attempt a 1 must be rolled, if they fail to achieve the number then they will remain caught until their next turn. On their next post the die will be rolled again, with the next lowest number being added into the roll requirements in order to escape. So for the second turn, the numbers 1 and 2 will free the character with it increasing each post.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Abigor


Primary Ability - Hellish Grin: Abigor has two zippers sewn into their cheeks. They are able to unzip these and reveal a gigantic mouth full of razor sharp blades that can shred through things with ease.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Pentagram


Primary Ability - The Dark Arts: Pentagram is able to move things telekinetically with her mind and the use of magic does not work against her whatsoever, as she will just absorb it and then she can shoot out the spells used against her.
Detection Ability - You Opened It, We Came: Whenever anyone touches the box, all Cenobites know exactly where they are and can appear to them if they have already appeared in RP.
Hush | Played By OPEN
The Man

Primary Ability - I Bet If I HIt The Right Spot, I Can Make You Scream: The Man has a crossbow that he is very proficient with. When he aims his crossbow, different numbered dies are rolled depending on what his target is. The more deadly he aims his shots to be, the harder the chances to hit become in order to strike the character. After he shoots a bolt, he must take one entire post to reset the crossbow. This can be done at any point after the initial shot.
6-Sided: 1, 3, or 5 will cause the bolt to strike the target’s shoulder, hand, or foot.
8-Sided: 1, 3, or 5 will cause the bolt to strike the target’s upper-arm or lower-leg.
10-Sided: 1, 3, or 5 will cause the bolt to strike either the upper thigh or the character’s stomach. The Man’s player gets to choose.
20-Sided: 3 or 5 will cause the bolt to strike the target’s chest, while a 1 will be a headshot.
Special Ability - I Can Come In At Anytime: If the Man is tormenting or attacking a character who is hiding within a building or vehicle, I Can Come In At Anytime activates. The Man is able to stay hidden from those within the house, his location being unknown and making escaping an extremely dangerous task. That is because if they choose to do so, he is able to do a surprise attack immediately from wherever they emerge with his knife. A 6-sided die is rolled, if it lands on 1, 3, or 5 then he will be able to successfully stab a character. This can be anywhere as long as it is not an immediate fatal location.
Secondary Abilities:
Stealth: The Man is able to move in complete silence when he chooses.
IT | Played By Impala
Pennywise The Dancing Clown

Primary Ability - I'm Every Nightmare You Ever Had: Pennywise feeds off people’s fears. It can shapeshift and make characters hallucinate their biggest fears, and the more scared they are, the stronger he gets. Once I’m Every Nightmare You Ever Had activates, every character in the scene will face their worst fear in the form of hallucinations that can manifest physically and harm them the same way the killer can. A 8-sided die will be rolled every turn Pennywise is using his Primary Ability. Upon the first attempt a 1 must be rolled, if they fail to achieve the number then they won’t be able to overcome their fears until their next turn. On their next post the die will be rolled again, with the next lowest number being added into the roll requirements in order to escape. So for the second turn, the numbers 1 and 2 will free the character with it increasing each post.
Special/Detection Ability - They All Float Down Here: Pennywise’s player must determine a location for it to take as their lair. This is where Pennywise will take victims in order to feed on them. It is able to show a character the Deadlights by opening up it’s mouth, which will cause their eyes to glow orange and they will be in a trance-like state. This will also cause them to float up into the air, and they will remain in this state until Pennywise has devoured their fear. If used outside of its lair, the character will only be in a trance for a total of 3 posts. This ability can only be used once every 24 hours when Pennywise is outside of its lair.
Secondary Abilities:
Invisibility: Pennywise is able to stay invisible to whoever he wishes, and only appears to those he wishes.
Jeepers Creepers | Played By Hell Hound
The Creeper

Primary Ability - Every 23 Years For 23 Days: The Creeper is able to smell people’s fear and use it to determine what organs he wants to eat from them. It’s almost impossible to hide and get away from The Creeper because he can track the scent of your fear. A 6-sided die will be rolled and if it lands on 1, 3, or 5 then The Creeper will want to consume something from a character. Individual rolls must be done for each character.
The longer The Creeper is in a scene with characters, the more his terrifying presence can be felt. Every 23 posts with a given character will cause an invisible fear meter to build up to 3 different tiers, with the character reaching a new tier every 23 posts with the Creeper. The number of posts transfer from scene to scene but resets once October is over.
Tier 1 - Any rolls must be done in 3’s, with the middle number being what must be taken.
Tier 2 - Any rolls must be done with disadvantage, meaning rolling in 2’s and taking whatever the lowest number is.
Tier 3 - All Hallowed event perks are completely negated with the Creeper in a scene. All rolls are also done with disadvantage.
Special Ability - BEATNGU: The Creeper has multiple different weapons that he uses to capture and kill his prey. Just some of those weapons are 3 special daggers that he crafted and hold some kind of mystic ability. When throwing one of these daggers, the Creeper is able to pin something to an object. In order to get free, the person or someone else must be able to physically grab the blade and pull on it to remove it. However, it is not that easy as the knives have a special power to them which makes it hard to pull them out.
When throwing a knife a 10-sided die will be rolled. Depending on what it lands on will determine if and where it hits.
1: torso or back; 2-3: leg ; 4-6: shoulder/arm
7-10: it misses
In order to get free from a blade a 6-sided die will be rolled every turn. Upon the first attempt a 1 must be rolled, if they fail to achieve the number then the blade will remain inside of them until their next turn. On their next post the die will be rolled again, with the next lowest number being added into the roll requirements in order to escape. So for the second turn, the numbers 1 and 2 will free the character with it increasing each post.
Secondary Abilities:
Where’d You Get Those Peepers?: The Creeper can regenerate by eating people’s body parts. Whatever it eats, it uses it to replace what it lost. I.E.: if he eats someone’s eyes, they replace their own lost eyes.
Flying: The Creeper has bat-like wings to fly.
Superhuman Strength: The Creeper is able to overpower any normal human easily.
Durability: The Creeper is able to withstand a lot of damage, being an immortal demon.
Jurassic Park/World | Played By Croatoan Virus
Dinosaurs

Primary Ability - The Carnivores: When joining a scene with a carnivore a 8-sided die must be rolled to determine what dinosaur will appear. Another die will then be rolled to determine how many of that dinosaur will appear. Every type of dinosaur counts as 1 killer slot.
1 - T-Rex: A 6-sided die is rolled. Odd numbers will cause 2 T-Rex to appear while even numbers will only cause 1 to appear.
2 - Raptors: A 8-sided die is rolled to determine how many will appear.
3 - Spinosaurus: A 6-sided die is rolled. Odd numbers will cause 2 Spinosaurus to appear while even numbers will only cause 1 to appear.
4 - Indominus Rex: Only 1 can appear.
5 - Dilophosaurus: A 8-sided die is rolled to determine how many will appear.
6 - Dimorphodon: A 6-sided die is rolled to determine how many will appear.
7 - Pteranodon: A 6-sided die is rolled to determine how many will appear.
8 - Compsognathus: A 20-sided die is rolled to determine how many will appear.
Special Ability - The Herbivores: During a scene with carnivores already out, random herbivores or other passive dinosaurs can randomly appear in the area and cause possible chaos.
Leprachaun | Played By OPEN
Lubdan

Primary Ability - Nobody's Steals A Leprechaun's Gold!: Lubdan is able to cast a magical spell against his enemies that has random effects that not even he can control. When casting the spell he will wave his arms and must chant - “Try as they will and try as they might, who steals my gold won’t live through the night!” A glowing green energy will shoot from his hands and transform into various magical effects. A 20-sided die will be rolled in order to determine what his magic will do.
1 - The character’s soul is sent flying out of their body and forces them into the astral plane while their body falls into a coma.
2 - A random flavored pie flies at the character.
3 - The character is paralyzed for 2 turns.
4 - It dyes the character’s hair to a random color.
5 - A blast of electricity is sent towards the character.
6 - Nothing happens.
7 - A hellhound is summoned that will attack the character.
8 - It turns the character invisible.
9 - An irrational sense of fear will come over them, making them terrified of literally everything for 3 turns.
10 - A cute puppy is summoned.
11 - A blast of freezing icy wind is sent at the character, which will freeze their skin instantly.
12 - The character is healed from any and all injuries.
13 - A telekinetic blast sends the character flying across the room/several feet away from where they’re standing.
14 - The character is turned into a chicken for 2 turns.
15 - A fireball flies at the character.
16 - A bunch of coins and paper money appears above the character, raining down onto them.
17 - A telepathic blast hits the character, giving them an extremely painful migraine that will partially incapacitate them.
18 - The character disappears and ends up somewhere random in the area and a bunch of wedges of cheese fall in place of where they once were.
19 - The character loses their sense of sight, unable to see anything for 5 posts.
20 - The green blast bounces off the character and hits the leprechaun, sending him away. He cannot return to the scene.
Detection Ability - I Want Me Gold!: Lubdan’s gold is spread out all over the Zeppelin area. When he joins a scene, his goal will be to retrieve his gold and if anyone is in the location he will believe they stole his gold even if they don’t have it. If a character does touch his gold or has it near them, he will be able to sense it and will appear.
Secondary Abilities:
Teleportation: Lubdan has the ability to teleport in a flash of green light.
Predator | Played By OPEN
Predator

Primary Ability - You're One Ugly Motherfucker: Primarily the Predator uses a clawed gauntlet on his arm in close quarters. The blades of this gauntlet can cut through metal, stone, and people with relative ease. The Predator's main ranged weapon is a powerful plasma cannon that is mounted to his shoulder. This cannon can blast apart metal and gravely injure anyone it impacts.
Whenever Predator uses this ability, a 20-sided die will be rolled to determine the aiming, if it lands on 1, 3, 5, 7 or 9, the attack will be successful. A 6-sided die will be rolled to establish how damaging the impact will be:
1: torso or back; 2-3: leg ; 4-6: shoulder/arm
Special/Detection Ability - Get To The Choppa!: When the Predator dies, his wrist gauntlet will begin a countdown. If the characters have not vacated the area within 5 posts, the Predator’s gauntlet will detonate in a large plasma explosion which incinerates its body as well as much of the area within 50 feet, causing immense damage.
Secondary Abilities:
Thermal Vision: The Predator sees exclusively in thermal vision and is able to track heat signatures.
Cloaking: The Predator can activate and deactivate its cloaking at will. It is harder to see when it is moving very slowly or standing still, a character would have to roll a 20-sided die and get a 16 - 20 in order to spot it. However, when the Predator moves at a more normal pace or quickly he can be seen without a roll, and if he’s within 6 feet of the character they can also see him without a roll.
Alien vs. Predator: If Predator finds itself in a scene with a Xenomorph, they immediately attack each other and lose focus of whatever they were doing first.
Pumpkinhead | Played By Angel Johnson
Witch & Demon

Pumpkinhead


Primary Ability - Demon Of Veangance: Once Haggis has attached a character or NPC to Pumpkinhead and successfully summons it, a link is created between the monster and the individual. Pumpkinhead cannot and will not target this individual under any circumstance as their death will result in Pumpkinhead’s own demise. The monster will act as a force of vengeance for that individual, whether they want it to or not. Whatever the monster is avenging depends on the character, it can be something major or insignificant. Pumpkinhhead will also kill anyone who interferes with its goals, or anyone who gets in its way.
The individual linked to Pumpkinhead also feels all of the physical pain that the demon causes its victims. A 6-sided die is rolled when Pumpkinhead kills a character or NPC, if it lands on 1, 3, or 5 the character linked to them will have a vision of the killing through Pumpkinhead’s point of view. The only way to stop the demon is by killing the linked individual or finding other means to break the supernatural connection.
Detection Ability - Marked By The Devil: Anyone who interferes with its mission or gets in the demon’s way, they become Marked. This allows Pumpkinhead to sense the locations of those Marked and travel to them in order to kill them. Once a character is Marked by Pumpkinhead, they are so every year. If there are any survivors from Pumpkinhead's onslaught, Pumpkinhead will seek after those old targets and finish its previous assignment before finally going on to its new task. When a character becomes Marked, Pumpkinhead’s player must DM the Head Admin.Pumpkinhead can only sense the location of a Marked character once every 24 hours.
Marked Characters:
Secondary Abilities:
Pain Immunity: Pumpkinhead does not feel pain, unless any pain is done to who it is supernaturally linked to.
Demonic Regeneration: Pumpkinhead is unable to be killed and regenerates any damage done to it. The more damage done, the longer it will take for it to recover.
Haggis


Primary Ability - Old Witch Of The Woods: When a character or NPC not controlled by Haggis’ player enters the woods, a 6-sided die can be rolled to see if Haggis is able to sneak up and abduct them. If it lands on 1, 3, or 5 then she will successfully take them. Haggis is only able to attempt taking a specific character once a day. She is also able to roll multiple times for each character if they are not alone, and if she gets a 1, 3, or 5 for multiple she will be allowed to choose which character to take. This ability cannot be used while Pumpkinhead is already active.
Special Ability - For Each Of Man's Evils: Haggis is able to summon and link Pumpkinhead to an individual by pouring some of their blood over a body which will transform into the demon. This must happen first in order to summon Pumpkinhead into Zeppelin every year. When the connection takes place, the character Pumpkinhead is tied to will fall unconscious.
Puppet Master | Played By Croatoan Virus
The Puppetshow

Special Ability - Puppet Show: The Puppets work together in order to capture and kill their victims. In order to determine what puppet joins a scene an 8-sided die will be rolled. For every three rounds the scene continues, another puppet can appear up until the entire group is out and about. The 8-sided die must be rolled by a staff member who is not a part of the current roleplay if at all possible, if not possible they must DM admin only. What puppets that are rolled will not be publicly revealed with only the Puppet Master’s player and the staff member knowing. When a puppet is chosen, they can join the scene in Mystery Killer mode at any point of the scene. If the die lands on a number belonging to a puppet already in the scene, the player has full control of who to bring in next.
1 - Blade
2 - Pinhead
3 - Jester
4 - Tunneler
5 - Leech Woman
6 - Six Shooter
7 - Torch
8 - Player’s Choice
Primary Ability - From The Shadows: Blade can perform fast surprise attacks. He can run past a character and attack them with his blade or hook. These attacks cannot be fatal. A 6-sided die will be rolled, if it lands on 1, 3 or 5 the attack will be successful. Every time Blade uses this ability, there’s a one turn cooldown.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Primary Ability - Big Hands: Pinhead is supernaturally strong. Despite his size, he can easily drag a full grown human being with ease as well as deliver strong punches.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Primary Ability - Trickster Lookout: When the Jester joins a scene, he is able to stay completely hidden and act as a lookout for the rest of the puppets. He’s able to watch and spy on characters, his knowledge spreading to all of the other puppets telepathically.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Primary Ability - Drill Head: Tunneler must spend one turn turning on his drill head and aiming to run at a target. If a character does not move, he will run at them and essentially drill into whatever it is he targeted.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Primary Ability - Leech Vomit: Leech Woman is able to throw up supernatural leeches, and they will slowly drain a character of all their blood. When the first leech is placed onto a character, it takes 100 posts for it to drain them completely of blood. The Leech Woman is able to throw up one leech every turn, and for each additional one placed onto a character it will lower the post countdown by 10. So if she manages to get say, 4 leeches onto a character it would take a total of 70 posts to kill them, meaning by the time she gets 10 onto a person they would be certainly dead since by then the requirement would only be 10 posts and it would’ve taken that long to get the leeches onto a character.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Primary Ability - I Ain't Gonna Miss: Whenever Six-Shooter activates I Ain’t Gonna Miss, he gets to shoot all of his six guns. A 6-sided die will be rolled to determine how many of the bullets hit the target with each number representing how many bullets. Afterwards, a 20-sided die will be rolled for each bullet that hits in order to decide the damage:
1: head, 2-5: chest/back, 6-10: arms/legs, 11-20: shoulder
After each time Six-Shooter uses this ability, there’s a cooldown of three turns where he has to reload his guns.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Primary Ability - Arm Of Flames: Torch has a flamethrower for one of his arms that he can use to blow flames at characters. A 6-sided die is rolled and if it lands on 1, 3, or 5 then the character will be hit by the fire. The character must be within 6 feet of Torch in order to use this ability, and he must wait 2 turns before being able to do so again.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
1 - Blade
2 - Pinhead
3 - Jester
4 - Tunneler
5 - Leech Woman
6 - Six Shooter
7 - Torch
8 - Player’s Choice
Blade


Primary Ability - From The Shadows: Blade can perform fast surprise attacks. He can run past a character and attack them with his blade or hook. These attacks cannot be fatal. A 6-sided die will be rolled, if it lands on 1, 3 or 5 the attack will be successful. Every time Blade uses this ability, there’s a one turn cooldown.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Pinhead


Primary Ability - Big Hands: Pinhead is supernaturally strong. Despite his size, he can easily drag a full grown human being with ease as well as deliver strong punches.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Jester


Primary Ability - Trickster Lookout: When the Jester joins a scene, he is able to stay completely hidden and act as a lookout for the rest of the puppets. He’s able to watch and spy on characters, his knowledge spreading to all of the other puppets telepathically.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Tunneler


Primary Ability - Drill Head: Tunneler must spend one turn turning on his drill head and aiming to run at a target. If a character does not move, he will run at them and essentially drill into whatever it is he targeted.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Leech Woman


Primary Ability - Leech Vomit: Leech Woman is able to throw up supernatural leeches, and they will slowly drain a character of all their blood. When the first leech is placed onto a character, it takes 100 posts for it to drain them completely of blood. The Leech Woman is able to throw up one leech every turn, and for each additional one placed onto a character it will lower the post countdown by 10. So if she manages to get say, 4 leeches onto a character it would take a total of 70 posts to kill them, meaning by the time she gets 10 onto a person they would be certainly dead since by then the requirement would only be 10 posts and it would’ve taken that long to get the leeches onto a character.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Six-Shooter


Primary Ability - I Ain't Gonna Miss: Whenever Six-Shooter activates I Ain’t Gonna Miss, he gets to shoot all of his six guns. A 6-sided die will be rolled to determine how many of the bullets hit the target with each number representing how many bullets. Afterwards, a 20-sided die will be rolled for each bullet that hits in order to decide the damage:
1: head, 2-5: chest/back, 6-10: arms/legs, 11-20: shoulder
After each time Six-Shooter uses this ability, there’s a cooldown of three turns where he has to reload his guns.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Torch


Primary Ability - Arm Of Flames: Torch has a flamethrower for one of his arms that he can use to blow flames at characters. A 6-sided die is rolled and if it lands on 1, 3, or 5 then the character will be hit by the fire. The character must be within 6 feet of Torch in order to use this ability, and he must wait 2 turns before being able to do so again.
Special Ability - Now You See Me, Now You Don't: The puppets are extremely fast, able to run and hide virtually anywhere due to how small they are. In order to be caught, a 10-sided die is rolled and if lands on 2, 4, or 6 the puppet will be found. Each puppet can hide 3 times a scene, and a character can only look once every time a puppet hides.
Saw | Played By OPEN
Jigsaw

Primary Ability - Make Your Choice: Jigsaw traps must be winnable for all player characters. The Pig can activate Make Your Choice right after a character wakes up in a trap. A 6-sided die will be rolled to determine the trap’s difficulty. 1 being the easiest and 6 the hardest to get out of.
1 - Traps are winnable through psychological pain. Example being, they have to cut a key for their trap out of a loved one’s stomach.
2 - Traps are winnable through moderate pain. Example being, they have to retrieve a key from a pit filled with needles.
3 - Traps are winnable through considerable pain. Example being, they have to push their face through sharp knives which will cut their face up badly in order to get free.
4 - Traps are winnable through tremendous pain. Example being, they have to break a body part, crush a body part, or endure a deep flesh wound and blood loss in order to get free.
5 - Traps are winnable through a versus against an NPC who will get a roll to determine how well they do throughout the scene.
6 - Traps are winnable through excruciating pain, they can be life changing. Example being, they have to lose a limb or other body part in order to escape.
Special Ability - I Want To Play A Game: Jigsaw can use I Want To Play A Game in order to put a character through a Trial, which is a series of traps that are not meant to kill them but test them. This ability has to be related to a character’s personal life and their struggles. In order to be able to use this ability, the killer will have to roll a 6-sided die. If they get 1, 3, or 5 they will get information on the specific character they choose and win the roll; if they manage to get three wins on one character, they can put them through a Trial at any time during October. These rolls all reset every year. Jigsaw will be allowed only one roll per day, and they have to choose characters that belong to players who are actively participating during the Halloween event. These rolls will only be done between Jigsaw’s player and the Head Admin.
Secondary Abilities:
Game Over: Jigsaw, dressed as The Pig, can use Game Over in order to get a surprise attack on a character, this way he can activate Make Your Choice automatically. A 6-sided die will be rolled. If it lands on 1, 3 or 5 the attack will be successful and the character will be injected with a sedative. This ability can be used once every 24 hours.
Scream | Played By Revan
Ghostface

Primary Ability - Mimic: Ghostface can mimic any voice to trick and lure people into his traps. Ulness Ghostface’s presence has been revealed to a character, they won’t be able to tell it’s not the real person. He will 100% fool them, and they will not be able to evade the trap.
Special Ability - It Was Them!: Once per year, Ghostface has the ability to frame a character for another character(s) or NPC’s murder. This can result in a character spending 3 days in Jail. This ability cannot be used during the final week of October.
Secondary Abilities:
Stealth: Ghostface is allowed to escape and vanish in plain sight once every 24 hours.
Two Is Better Than One: There are two Ghostfaces, they share abilities and cooldown timers.
Silent Hill | Played By Tamara Young
Manifestation

Primary Ability - The Otherworld: In order for a Silent Hill monster to join a scene, The Otherworld must manifest, causing a thick fog as well as the surroundings starting to deteriorate at a very fast pace. This process takes 1 round of posts from all characters participating in a scene. Then a 6-sided die will be rolled to determine which monster is going to appear. Each roll takes 1 killer slot, meaning the most that can ever be played in one scene is 4 during the final week of October. The Nurses, Grey Children, and Double Heads can join a scene multiple times. If Pyramid Head, The Siam, or Scarlet is already in the scene and the die lands on their number again then it must be rerolled.
1 - Pyramid Head
2 - The Nurses
3 - The Siam
4 - Grey Children
5 - Scarlet
6 - Double Heads
Pyramid Head


Primary Ability - Executioner Of The Guilty: Whenever Pyramid Head is in close proximity, characters get an uncontrollable feeling of anxiety. Executioner Of The Guilty gives them visions of whatever makes them feel guilty, tormenting them as long as the killer is nearby. Due to this, any rolls done by characters in a scene with Pyramid Head must be done with disadvantage.
Special Ability - Forced Penance: Pyramid Head is able to imprint onto the souls of characters who feel immense guilt. By doing so, Pyramid Head constantly hunts and goes after the character until he has successfully executed them. The only way to break this link is for the character to have an emotional breakthrough and release the guilt. He can only be linked to one character at a time, and he is unable to change targets. By using this ability, the player can choose to ignore the rolling rule for Silent Hill monsters and automatically put him into the scene as long as it is with his target.
Secondary Abilities:
Enhanced Strength: Pyramid Head is incredibly strong, able to drag along his large blade and use it to attack.
Enhanced Durability: Pyramid Head is able to withstand a lot of damage and get back up.
Nurses


Primary Ability - Repressed Shadow: For every 1 character they are in a scene with, there can be up to 3 nurses. Whenever The Nurses are in close proximity, characters get an uncontrollable feeling of anxiety. When using Repressed Shadow, the nurses turn into whatever makes the characters insecure or sexually frustrated, tormenting them as long as they are nearby.
Detection Ability - Silent Night: The Nurses are drawn to lights and sounds. When this ability is activated, a 6-sided die will be rolled to determine how silent a character can be in order to hide from them. If it lands on 1, 3, or 5 the Nurses are alerted. If it lands on 2, 4, or 6 they are able to stay silent.
Secondary Abilities:
Enhanced Durability: The Nurses are able to withstand a lot of damage and get back up.
Enhanced Speed: The Nurses are able to move extremely quickly towards their prey.
The Siam


Primary Ability - Helpless Relationships: Whenever there are characters who have some type of relationship whether this be familial, romantic, or platonic, the Siam is able to choose one of those characters to have disadvantage on a roll once every round.
Special Ability - Swift Charge: The Siam is able to charge at a character with impressive speed in order to knock them prone. A 6-sided die is rolled in order to see if the Siam hits their target. If it lands on 1, 3, or 5 it hits and if it’s an even number the Siam misses. On a successful hit, the character will be knocked over and prone for one of their turns and must use that turn to get back up and nothing else.
Grey Children


Primary Ability - Babysitting: When Grey Children are chosen to join a scene, a 20-sided die is rolled to see how many will appear. Afterwards every 5 posts a 4-sided die can be rolled to see how many more are able to join the scene. This ability no longer works once all active Grey Children are killed.
Special Ability - Burning Touch: A Grey Child’s touch is burning hot, and the longer they hold on the hotter it becomes, melting clothes and flesh. When a Grey Child grabs a character, they must roll a 20-sided die in order to see if they can shake them off. If the die lands on 6 or higher then they will be able to get free from the Grey Child.
For every turn the Grey Child holds onto a character, the more it burns their flesh.
1 Post - A burn similar to if you touched a hot stove burner. It doesn’t burn through fabric.
2 Posts - It begins to burn through fabric and cause more extensive damage to the skin.
3 Posts - It begins melting through their skin and reaching muscle.
4 Posts - It is able to burn through flesh and reach bone.
Secondary Abilities:
Cry Baby: At first, Grey Children don’t seem to be aggressive. They will try to reach out to any character they see, crying like a normal child to get them to pick them up. They only start acting violently when characters run and attack them instead; they do this by trying to swarm the characters.
Flame Attraction: These creatures are attracted to fire, and will attack anyone who is carrying a torch or any type of fire.
Scarlet


Primary Ability - Sorrow: Whenever Scarlet is in the area, characters suddenly become sad. They start bringing up sad memories, the longer they are there the worse the memories become. Characters will roll a 20-sided die to determine how much the memories are affecting them. The character who rolls the lowest number and therefore is more affected will be targeted by Scarlet.
Special Ability - Tears For Fear: Once Scarlett has suffered enough damage to her form, she changes into a spider like creature that moves on all fours with heightened speed and strength, also gaining the ability to climb walls.
Double Heads


Primary Ability - Pack Animals: A Double Head is a pack animal, hunting in groups of two to four. A 4-sided die will be rolled to see how many are in the pack. Upon encountering a character, the Double Head will howl to alert the rest of the pack of their presence.
Special Ability - Meat Eaters: If they are busy eating a corpse or a significant amount of meat then a 6-sided die will be rolled in order to determine if they take interest in any characters within the scene. If it lands on 1, 3, or 5 then the Double Heads will attack the characters but if it lands on 2, 4, or 6 they will be distracted.
Sleepy Hollow | Played By Dean's Amulet
Headless Horseman

Primary Ability - The Legend Of Sleepy Hollow: When the Horseman appears, he does so with a supernatural fog that will slowly begin to fill the air. It takes 5 rounds for the fog to fully cover the area and make it hard for characters to see even 6 feet ahead of them. Once the fog has fully appeared, The Horseman is able to disappear and reappear within it, in order to attempt surprise attacks on his victims. A 6-sided die is rolled and if it lands on 1, 3, or 5 he will successfully attack the character he is targeting. These attacks cannot be fatal. After his attacks, the Horseman disappears back into the fog.
Special Ability - Whip Of Anguish: The Horseman has the ability to create a supernatural whip made out of it’s victim’s spines. Those who are struck by it will begin to bleed profusely and experience immense pain, even if the target is a supernatural creature. Each consecutive strike from the spine whip results in progressively worse injury and lowers the movement speed of the character(s) by 10% alongside their bleeding, making it harder and harder to flee from the Horseman. This supernatural spine can only be made by killing a character or a NPC that the Horseman’s player does not control. The Horseman must flee with the body, creating the whip “off screen”. The whip can only be used a total of 10 times before it breaks, and another must be made. The Horseman can also only whip one character once per RP post.
Secondary Abilities:
The Bell Has Tolled: While on his horse, he is given a 100% speed increase and is capable of keeping pace with vehicles and supernaturally fast characters. The Horseman’s player must DM the Head Admin as to the location of his skull which if salt and burned, will destroy the horseman.
Undead Horse: If the horse is stopped, injured, or killed it cannot be resummoned by the Horseman until 24 hours have passed.
Slenderman | Played By OPEN
Slenderman

Primary Ability - Slender Sickness: Slenderman stalks his targets without attacking from several dozen feet at first. When Slender Sickness activates, he will start getting closer as the scene progresses. He will start at 50 feet away from the character(s). When Slenderman’s player chooses to stalk a character they can do so within the “Mystery Killer’ status. When they do choose to stalk a character their player must DM the Head Admin in order for them to keep track of which characters have fallen under the Slenderman’s influence. Slender sickness activates when their player decides to stalk a character, but in order to progress from Tier 1 to 2, and 2 to 3, he has to stalk them for at least 4 different scenes with each being on a different day. Slenderman can choose to keep stalking a character without going from one Tier to the other. Slenderman has no limit to how many characters he can stalk at once.
After stalking a character in tier 3 for 4 different scenes with each being on a different day, Slenderman can then attempt to abduct a character and take them in the woods where he will impale them on a tree’s branches. He can only attempt to kidnap the character once a day at this point, a 6-sided die will be rolled and if it lands on 1, 3, or 5 then he will successfully take the character. When he does manage to take a character out into the woods, he loses his ability to teleport with “Slender Walking” and will not regain the ability until his next scene.
After a character has been kidnapped, a 20-sided die will be rolled. If the character rolls a 1, they get impaled to a tree. Otherwise, if they get from 2 to 20 they will manage to get free from Slenderman and the fate of the character will be left in their player’s control in order to have them survive. After surviving a kidnapping from Slenderman, the character is no longer suffering from Slender Sickness and Slenderman will have to start all over if they wish to continue to target them.
Sickness Tier 1 - Paranoia, anxiety, light cough, nightmares, periodic nosebleeds. By this point, Slenderman will be 50 feet away from its target at minimum.
Sickness Tier 2 - In addition to the previous symptoms, characters will develop a regular cough, profuse sweating, night terrors, exhaustion. By this point, Slenderman will be 25 feet away from its target at minimum.
Sickness Tier 3 - In addition to the previous symptoms, characters will vomit, have convulsions. By this point, Slenderman can be as close to the targets as he wishes.
Detection Ability - Slender Stalking: Slenderman is automatically linked to whoever he begins to stalk. This allows him to know where those characters are at all times, making it impossible to hide from him.
Secondary Abilities:
Slender Walking: Slenderman has the power of teleportation between locations. He can appear seemingly from nowhere in a place. He rarely actually moves, and instead goes from standing still to teleporting within the blink of an eye, being able to do it several dozen times to various locations in a few seconds if he wishes. Slenderman cannot attack a character right after teleporting, the player has to wait an entire turn before doing so.
Stranger Things | Played By Hell Hound
Monsters

Primary Ability - The Upside Down: The Upside Down is a realm opposite of the real world, looking exactly like it besides no signs of life aside from the monstrous creatures. The Stranger Things’ player must choose a location in which a Mother-Gate is located. If it is closed, all monsters from The Upside Down will die as they are a hive-mind which also means if one learns something, all of them learn it. Each individual Stranger Things monster type counts as one killer slot, meaning in week one of October both Demogorgons and Demobats cannot be played. In the third week, 3 types can be played at once, etc. The Upside Down is a dangerous place and if a character is taken here they will periodically need to make rolls to be sure that they do not get grabbed by any of the tentacles which exist throughout the entire realm of the Upside Down. Every 3 to 5 posts within the Upside Down a 6-sided die must be rolled and if it lands on 1, 3, or 5 then the character will be grabbed by one of the tentacles. If unable to free themselves, the tentacles will insert into the person’s mouth and move down their throat in order to leave larvae that will eventually grow and leave the host to begin its life cycle of becoming a Demogorgon. A character stuck in the Upside Down for a week will become extremely ill and eventually will die if they do not escape as the air is toxic.
Demogorgon


Primary Ability - Dimensional Wounds: The Demogorgon is able to create portals between the Upside Down and normal world which it can drag victims into.
Special Ability - Demo-Dogs: While the Demogorgon is in a scene a 6-sided die can be rolled in order to determine how many Demo-Dogs can also join the scene.
Mindflayer


Primary Ability - Hive Mind: The Mind Flayer is able to take over the minds of individuals by implanting larvae into a victim. After the Mind Flayer has control over the individual, it has access to all of their memories and knowledge and is able to control them constantly. A character may be reached by people they care about talking about meaningful memories or be shown/reminded of their memories they cherish the most. When this happens a 20-sided die is rolled for each round attempted. If it lands on 17 to 20 then they are able to take control over themselves and fight the Mind Flayer’s influence. The only way to fully be freed of the Mind Flayer is for it to die or October to end.
Detection Ability - I Want You To Build: The Mind Flayer is able to take a physical shape in the normal world through the bodies of living things that it has taken control of. This cannot be done to a player character.
Demobats


Primary Ability - The Swarm: When joining the scene with Demobats a 20-sided die is rolled to see how many will appear. Afterwards every 5 posts a 6-sided die can be rolled to see how many more are able to join the scene. This ability no longer works once all active Demobats are killed.
Special Ability - Pack Mentality: Three Demobats at a time are able to target a victim in order for a special attack. They do this by one of them wrapping their long tails around the victim’s neck and pulling them down to the ground and keeping them in place as the other two Demobats bite and rip into the stomachs and sides of the victim with their sharp fangs. When attempting to grapple a character by the neck a 6-sided die is rolled. If it lands on 1, 3, or 5 then it will successfully wrap its tail around their neck and pull them to the ground. If it lands on 2, 4, or 6 the Demobat misses. This ability can only be used to target one character at a time.
Vecna


Primary Ability - Running Up That Hill: Vecna targets the minds of people who have trauma and a damaged psyche so that he can easily infiltrate. A 20-sided die is rolled and if it lands on 5 or lower then Vecna will invade a mind and begin to affect them. A character can only be made to roll once a week to see if Vecna can enter their mind. When being targeted by Vecna, a character will start having nightmares, progressively entering different stages such as starting to experience headaches, nosebleeds and ultimately being stalked by their own memories as if they were happening in real life, as hallucinations. The curse lasts about a week, and 24 hours after the visions from the last stage start, the character enters a drawn-out trance where Vecna is able to kill them.
Special Ability - Its Time For Your Suffering To End: In order to merge the Upside Down with the real world, Vecna has to take 4 victims. In the locations of where he kills his victims, rips in the normal world’s reality and the Upside Down are made and can act as portals into the other dimension.
Secondary Abilities:
Would You Like To Join Them?: Vecna has very powerful telekinetic prowess, he typically uses this ability to levitate his victims in midair before breaking all of the bones in their body and crushing their eyes into the back of their skull.
Terrifier | Played By Tamara Young
Art The Clown

Primary Ability - Demonic Miming: Art the Clown is able to create imaginary items that others nor he himself can see. He uses these objects to help slow and trap characters. Even though he is unable to see the invisible objects, he can control where they appear so he at least knows where they are. A 6-sided die is rolled to determine what Art can summon, with the invisible objects disappearing after two rounds. This ability can only be used once every five posts.
1 - A Wall.
2 - A Box With A Door.
3 - A Box Without A Door.
4 - Invisible Ice On The Ground
5 - A Rope.
6 - A Gun With One Bullet.
Special Ability - Mimicking Death: When activated, Mimicking Death allows Art the clown to come back to life after he either kills himself or another character kills him. He can use this ability to get out of a dire situation where he can’t win. This ability can be used once per year.
Secondary Abilities:
Durability: Art the Clown is able to withstand a lot of damage.
The Boy | Played By OPEN
Brahms

Primary Ability - Never Leave Brahms Alone: Brahms’ player has to choose one character to be their “caretaker”. Whoever this person is, Brahms will be obsessed with keeping them in the house at all times and making them take care of him. This usually takes place in the form of a look-alike doll but if pushed Brahms himself may make an appearance. By doing this, Brahms targets anyone who threatens him by getting close to his “caretaker”. Brahms will supply the character with rules they must follow and if they do not and if they break the rules three times, this ability activates and Brahms gets to automatically kidnap them. They will awaken tied or chained to a bed somewhere within the walls.
Special/Detection Ability - No Guests: Brahms knows who is within the Main House at all times, and where exactly they are. If he feels threatened by them, he may attack. If a character is trying to hide from Brahms, within the house a 6-sided die is rolled and if it lands on 1, 3, or 5 then he will automatically find them.
Secondary Abilities:
Temper Tantrum: When Brahms feels threatened or is upset, Temper Tantrum activates and he becomes 100% stronger, 70% faster and 50% more durable.
The Conjuring | Played By Dean's Amulet
Ghosts & Demons

The Nun


Primary Ability - The Profane Marquis Of Snakes: Once The Nun manages to break a character’s faith or if they are faithless, it can activate The Profane Marquis of Snakes. If a character doesn’t have faith (or it has already been broken) they will automatically go into Infestation stage. After that, every time The Nun uses this ability, a 6-sided die will be rolled. If it lands on a 6, they will go into the next possession phase. For every roll that the die does not land on 6 for a specific character, that number will be removed from their possible future rolls if The Nun makes another attempt to put them into the next possession stage. This ability can be used 3 times every 24 hours, and a singular character cannot be targeted more than once a day.
Infestation - They are haunted. They have typical “haunted house” things start happening around them: they see things out of the corner of their eye, hear whispers, and smell horrible odors with no discernible source. Rather than physically affecting a character, this only affects property, objects, or even animals. This is usually done through a facade, The Nun trying to hide that it’s actually behind these doings. Examples being it may try to take advantage of a location’s grim history, pose as a character’s loved one, etc.
Oppression - The Nun steps up the game with physical attacks to a character. They suffer from things such as sleep disturbances like frequent nightmares, illnesses, anxiety and depression, and things even start supernaturally affecting things such as financial and employment issues and relationship troubles.
Obsession - At this stage the character has a hard time functioning, being constantly preoccupied with thoughts of demonic activity commandeering their life along with frequent thoughts of suicide. Sleep becomes nearly impossible. When The Nun manages to get someone to this stage, it can actually manifest physically, enough to strangle and kill a character.
Possession - The Nun has now fully been able to possess the character. In order to expel the spirit, it will rely on outside forces. It becomes very ‘The Exorcist’ like, with the character losing complete control whenever the demon wants to emerge. They look deathly sick, and are unable to live any resemblance of a normal life. The Nun’s goal will be to kill and hurt all of those around the character, and rot the character from the inside out. If the character is possessed for a week, they will wither and die. The Nun can only possess one character at a time. She cannot haunt other characters while possessing a character.
Detection Ability - All Ye Faithful: The Nun has the ability to sense all characters' sense of faith. Those with no faith are automatically susceptible to ‘The Profane Marquis of Snakes’ ability. Those with faith are able to fight off the demonic entity, as long as their faith doesn’t falter. A Faith Check can be conducted onto any characters in a scene that The Nun wants to join or is already in. A 20-sided die is rolled to see how resistant a character is to her evil. A player at any time can choose to have their character’s faith to falter. It is also up to the player how the following affects their character. If a character is known to be faithful within a religion, whatever it may be, they will be able to roll with advantage every time - so they would get to roll twice and take the best outcome. Whether or not a character gains advatage is Head Admin approved only and will be based off of things seen in RP and their background.
1-5: Their faith is quickly and easily broken through horrendous visual and/or auditory hallucinations. They can be targeted by The Nun’s ‘The Profane Marquis of Snakes’.
6-10: They have enough faith to keep the visual and/or auditory hallucinations from breaking them.
11-15: The character only gets an echo of the effects: they might see something out of the corner of their eye, hear a vague whisper but it can be easily dismissed as nothing.
16-20: They are not affected by the hallucinations at all.
Every different day that a character interacts with The Nun, they lose 1 point for their next roll. I.E.: If a character has interacted 3 times with The Nun, the fourth time when the killer activates All Ye Faithful the die will be rolled. If the character gets a 13, 3 points will be subtracted from the result and they will end up with a 10.
A religious character, that is admin approved, has an advantage when it comes to the Nun’s influence. When the Nun joins their scene, they are given a faith counter which starts at 20. Every scene with the Nun will cause the counter to drop by 2. Use the above chart to determine the effects the Nun has on the religious character. Due to this, an approved religious character does not conduct rolls.
Once a character’s faith breaks, there’s no going back from that and they will stay in that state until the end of October.
The Grudge | Played By OPEN
Kayako and Toshio Saeki

Primary Ability - The Disease Of Rage: The Grudge is created by a violent death or deaths resulted from a strong manifestation of rage. When the player takes this killer they will have to choose the location of where the curse is placed upon for this year. They will DM the Head Admin with their choice, and no one else will know until it’s figured out through the roleplay. The location must have a past of a violent death filled with rage, being something that has happened already in roleplay or a custom story can be created. Anyone who enters the location will become cursed and the ghosts will follow them and attempt to kill them. In turn the deaths they commit will just strengthen the curse and spread it to any locations where the ghosts managed to kill a character or NPC not controlled by the Grudge’s player. They can attempt to kill a character only once every 24 hours.
Detection Ability - The Curse Is Carried With You: When someone dies in the grip of a powerful rage… a curse is born. The curse gathers in place of death. Those who encounter it will be consumed by it’s fury. Those who survive will carry the curse with them… until it's reborn. Once Cursed the spirits of the Grudge know exactly where a character is at all times.
Secondary Abilities:
Cursed Location: The Grudge ghosts are able to infect more than one location, if they manage to kill characters or NPCs in other places. In order to defeat the Grudge all infected locations must be cleansed either through magic means, fire, or other approved religious methods.
The Ring | Played By OPEN
Samara

Primary Ability - Water In The Well: Samara has the ability to manipulate water, literally leaking it everywhere she goes. She can use it to attack other characters, immobilize them or even defend herself from minor, physical attacks. She can burst pipes, control water coming out of faucets or even a tub full of water or a puddle.
Special Ability - Seven Days: There is a cursed video tape that can summon the killer when people watch it. The player of Samara must choose where the video tape is located within the area, the location needs to be disclosed to the Head Admin. Destroying or getting rid of the tape is the only way to get rid of her. If a character watches the video tape be it because they decided to, or even accidentally, they will die within 7 days if they don’t manage to get rid of the tape.
Secondary Abilities:
Electronic Manifestation: Samara can use electronic devices such as television screens, computer screens, and phone screens as a means of travel. Samara is also capable of communicating through these devices, showing images or sounds.
The Strangers | Played By OPEN
The Strangers

Primary Ability - Because You Were Home: There are three different Stranger characters, all three share the same power but count as different characters. The Strangers are incredibly good at hiding. When Because You Were Home gets activated, they can stay in Mystery Killer status for as long as they wish to while tormenting a character. While in this status, they can mess with the surroundings, doing things such as stealing phones, messing with the lights, cars, etc. When activated, Because You Were Home grants The Strangers a surprise attack. In order to use this ability, they have to torment a character for a total of 5 posts. This attack cannot be fatal, but a 6-sided die will be rolled in order to determine whether the character gets knocked out or not. If it lands on 1, 3 or 5 the character will lose consciousness and may be contained by The Strangers at the location they were attacked. All three of the Strangers can use this ability once in a RP scene each, but once used they are forced to reveal themselves and cannot re-enter the Mystery Killer status.
Special/Detection Ability - You're Gonna Die: The Stranger’s player has the ability to cause an action a character is trying to perform fail. This could be anything from causing a gun to jam when trying to shoot a Stranger, a car failing to start, a step to break under the character’s foot and cause them to get stuck for a moment when they run, etc. This ability can be used once every 24 hours.
Secondary Abilities:
Stealth: The Strangers are incredibly silent, they can hide and move around without being easily spotted or heard.
The Texas Chainsaw Massacre | Played By Angel Johnson
Leatherface

Primary Ability - Bubba's Tantrum: Leatherface gets triggered by frustration. Bubba’s Tantrum activates whenever he fails to get his target or if he’s injured. Whenever this happens, he will go into a fit, swinging his chainsaw. A 20-sided die will be rolled. Depending on what it lands on will determine if and where it hits. This attack cannot amputate or kill a character.
1: torso or back; 2-6: leg ; 7-11: shoulder/arm
12-20: he misses
This ability can be used 3 times per rp.
Special Ability - Ain't I Pretty?: When Leatherface manages to kill a character or NPC not controlled by his player, then he can skin them and make a mask out of their face. Doing so will give him a speed, strength, and durability boost by 100% for each. The effects of this lasts an entire 24 hours of getting the new face.
Secondary Abilities:
Heightened Strength and Speed: Leatherface isn’t supernaturally strong or fast, but he is a very large man and stronger and quicker than most humans
Wishmaster | Played By OPEN
Djinn

Primary Ability - Careful What You Wish For: Whenever a mortal character makes a wish, Careful What You Wish For automatically activates and the Djinn appears to grant said wish to them. The Djinn always twists what the person wishes for, typically making it very dangerous and deadly. If he manages to get three wishes out of one person, he'll be able to free the legions of the Djinn. Despite his powers, he can not grant wishes that cause cosmic paradoxes. For example, a character cannot wish for a world without evil in order to get rid of him; the Djinn can refuse the wish because good could not exist without evil, and therefore there would be only nothing. A character also cannot wish for another character to die.
Special Ability - Wish You Were Someone Else?: The Djinn is able to cut and peel a character’s or NPC who their player does not play, face off and then wear it. This will allow him to shift into that person at any point thereafter. This ability transfers over to each year.
People The Djinn Can Shift Into:
Secondary Abilities:
Teleportation: The Djinn can teleport when someone makes a wish, automatically getting their location.
Immortality: The Djinn is not capable of being killed. The Djinn can only be defeated by sealing it within the fire opal stone in which it came. The Djinn’s player must decide where in the area this stone is hidden. A character can use a wish to seal him back inside of the stone.
Infinite power: The Djinn is considered god-like in the sense that he has infinite power, his only limitation is that he can only use it to grant people’s wishes.
Wrong Turn | Played By Impala
Cannibalistic Hillbillies

Saw Tooth


Primary Ability - The Hunter: Saw Tooth usually attacks its prey from a distance, using a bow and arrow. He has extremely good aim. When The Hunter is activated, as long as Saw Tooth is between 50 and 60 feet from his target, the arrow will automatically hit them. A 6-sided die will be rolled to determine where it hits.
1: torso or back; 2-3: leg ; 4-6: shoulder/arm
He has 24 arrows per RP session, and can only use The Hunter 5 times per RP session. His amount of arrows must be tracked by his player at all times and he is able to retrieve arrows he shot to replenish his quantity.
Detection Ability - Took A Wrong Turn: The three cannibalistic mutants are excellent trackers. They can easily find a target after they have seen it once. Took A Wrong Turn activates after they have already shared a scene with a character. Saw Tooth can choose one of those characters and be able to follow them around and know where they are at all times until the scene is over. A character can attempt to hide, and in turn a 6 sided die will be rolled to see if they can successfully achieve it. If it lands on 2, 4, or 6 then they will successfully be able to hide from Saw Tooth and the killer can then roll a 6 sided die every turn until they find them. If it lands on 1, 3, or 5 the character will be found by Saw Tooth.
Secondary Abilities:
Regeneration: The cannibalistic brothers have the ability to regenerate, surviving attacks that would be fatal to regular humans. The regeneration takes 24 hours to heal from fatal injuries, and can only activate once they leave the scene.
Three Finger


Primary Ability - The Trapper: Three Finger is a very skilled trapper. He can come up with creative ways to trap the brothers’ targets. Whenever a vehicle is driving down the road, he can activate The Trapper to set a barbed wire line trap in order to stop the vehicle. The trap is unavoidable, but a 6-sided die will be rolled in order to determine if the vehicle gets in an accident. Depending on the damage, the character might not be able to fix the car until October is over.
1 - Car’s totaled, and the characters inside are in considerable pain. A 6-sided die will be rolled to determine whether they broke any bones or not. (If it lands on 1, 3 or 5 they will break a significant bone)
2, 3 - They get into an accident and the characters will have to roll a 6-sided die to determine how much pain they’re in. (If it lands on 1, 3 or 5 they will be in considerable pain)
4, 5, 6 - There is no accident, the car stops and the tires are ruined and wrapped in the barbed wire.
Detection Ability - Took A Wrong Turn: The three cannibalistic mutants are excellent trackers. They can easily find a target after they have seen it once. Took A Wrong Turn activates after they have already shared a scene with a character. Three Finger can choose one of those characters and be able to follow them around and know where they are at all times until the scene is over. A character can attempt to hide, and in turn a 6 sided die will be rolled to see if they can successfully achieve it. If it lands on 2, 4, or 6 then they will successfully be able to hide from Three Finger and the killer can then roll a 6 sided die every turn until they find them. If it lands on 1, 3, or 5 the character will be found by Three Finger.
Secondary Abilities:
Regeneration: The cannibalistic brothers have the ability to regenerate, surviving attacks that would be fatal to regular humans. The regeneration takes 24 hours to heal from fatal injuries, and can only activate once they leave the scene.
One Eye


Primary Ability - The Dummy: One Eye is the dumbest out of the three brothers. Unable to realize a situation might be dangerous, when upset he can charge at a character and get into a fit of rage with the sole purpose of getting their target. After a character escapes one of Saw Tooth’s arrows or Three Finger’s trap, The Dummy will activate, and for five turns One Eye will become 200% stronger, 100% faster and will stop at nothing to attack a character unless killed. This ability can be used one time per rp session.
Detection Ability - Took A Wrong Turn: The three cannibalistic mutants are excellent trackers. They can easily find a target after they have seen it once. Took A Wrong Turn activates after they have already shared a scene with a character. One Eye can choose one of those characters and be able to follow them around and know where they are at all times until the scene is over. A character can attempt to hide, and in turn a 6 sided die will be rolled to see if they can successfully achieve it. If it lands on 2, 4, or 6 then they will successfully be able to hide from One Eye and the killer can then roll a 6 sided die every turn until they find them. If it lands on 1, 3, or 5 the character will be found by One Eye.
Secondary Abilities:
Regeneration: The cannibalistic brothers have the ability to regenerate, surviving attacks that would be fatal to regular humans. The regeneration takes 24 hours to heal from fatal injuries, and can only activate once they leave the scene.
Hallowed October Event | Played By ANYONE
Hallowed Creatures

Primary Ability - Swarm Of Orange: Whenever the Hallowed Creatures come into a scene, a 20-sided die will be rolled in order to determine how many creatures will appear into the scene. Hallowed Creatures are not able to run and move slowly.
For each week of October, an additional roll can be done in order to determine how many appear and then the player can pick which number they want to use. So for week 2, 2 dice will be rolled, week 3 will have 3 dice, and week 4 will have 4 dice. However, during the final week of October, week 4, they will be allowed to choose TWO of the dice and add them together to determine how many Hallowed Creatures can join a scene. This means during the final week of October, you could run into a horde of up to 40 Hallowed Creatures.
Detection Ability - The Scent Of Blood: The Hallowed Creatures only live to feed. They naturally go towards movement and sound but if they sense the smell of blood, their special ability will activate and they will inevitably follow the scent and attack as soon as they reach the target, attempting to eat them. They have tunnel vision when it comes to this, so they cannot help it but go after the blood.
Secondary Abilities:
Regeneration: Hallowed Creatures cannot be killed by any means aside from fire. If they are cut into pieces, the vines in their body will just quickly reassemble their host.
Supernatural Strength: Once one gets its grip onto a living being, it is extremely hard to shake it loose as the plant strengthens them considerably. In order to get out of the grasp of a Hallowed Creature 6-sided die will be rolled every turn captured. If a 2, 4, or 6 is rolled they are able to get free otherwise the Hallowed Creature will keep it's hold on a character. This ability does not work if a character has supernatural means of escaping.
8th - 14th
Hallowed Flowers have begun growing around more populated areas, sprouting in places like yards and the edges of the forests. Limits on how many killers allowed to be played at once are raised to two.
15th - 24th
Hallowed Flowers have successfully infiltrated populated areas and can be seen around homes and all throughout town, no matter how hard and much the residents remove them they always come back and seemingly double in quantity. Limits on how many killers allowed to be played at once are raised to three. The dead begin to rise.
Rise Of The Dead
As if the above freak fests wasn't enough you have a whole other problem to worry about.... Dead one's are coming back as ghosts. Coming back to haunt and destroy who they once loved or hated. Whether it be someone who cared about you deeply or a son of a bitch who wants your head on a silver platter, well you're just fucked. Let's hope you haven't lost many people in your life because that's the only thing saving you from the torment of these revived spirits.
Even your beloved mother or your ex best friend... Even your deceased husband or elderly grandmother... They are back and they want to hurt you in every way possible. Mentally. Physically. It doesn't matter. They all have one goal though. To damn your soul to hell.
25th - 31st
"Ah shit, you made it this far? Well... Good luck."
Hallowed Flowers have completely taken over. You cannot go anywhere without seeing the plants, as they will cover buildings and even try to break through into buildings through cracks in the floors and walls. Horror Franchise's Final Girls begin to appear in the Zeppelin area. Limits on how many killers allowed to be played at once are raised to four. The C-box area has began to morph into a horror landscape.
Final Girls
Sorry fellas, it’s all about the gals right now. During the final week of October the franchise’s Final Girls are appearing in the Zeppelin area as well. They retain all of the knowledge from their respective movies and that’s it. At the end of October they all vanish and when they appear the next year their memories will be wiped clean of what happened to them in Zeppelin years prior. Unless somehow a Final Girl is affected by magic or other means, that ruling is concrete.
Final Girls are completely ready to fight the killers from their franchises and because of it, they gain a double advantage with all rolls while facing their respective killers. That means they get to roll 3 times and take the best outcome. They aren’t useless against other killers either however, as each of them are equipped with 4 Hallowed Perks already.
Final Girl characters start at level 10 and the XP they gain never resets even though their memories do. Final Girls are unable to buy perks with petals they earn, but they are, however, able to give those petals to characters they interact with while fighting a killer. So if Dean Winchester helps Lori Strode fight a killer, she can give Dean her petals. A Final Girl can only give petals to characters they interact with when fighting a killer and are limited to gifting up to 3 petals at a time for a character per encounter. When gifting petals just post they are doing so in the Hallowed Tracking channel within Discord.
RESERVATIONS ARE ONLY ALLOWED DURING THE FINAL WEEK OF OCTOBER. (This is to insure activity of a member.) You are limited to TWO final girls, if they die you may take another. You MUST know and have seen the movies that are listed under each individual Final Girl that you wish to play.
Note: For characters who share face claims with these Final Girls, in character it can be noticed that they look extremely similar.
Ellen Ripley | Played by Angel Johnson
Alien

"Final report of the commercial starship Nostromo, third officer reporting. The other members of the crew — Kane, Lambert, Parker, Brett, Ash and Captain Dallas — are dead. Cargo and ship destroyed. I should reach the frontier in about six weeks. With a little luck, the network will pick me up. This is Ripley, last survivor of the Nostromo, signing off."
Actress: Siogourney Weaver
Movies: Alien, Aliens, Alien 3, Alien Resurrection
Info: Ellen Louise Ripley, often referred to simply as Ripley, is a fictional character and protagonist in the Alien film series. She is a Warrant Officer who served aboard the USCSS Nostromo and one of the most experienced individuals known to have survived encounters with different types of Xenomorphs.
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Nancy Thompson | Played by OPEN
A Nightmare On Elm Street

"Whatever you do... DON'T... FALL... ASLEEP..."
Actress: Heather Langenkamp
Movies: A Nightmare On Elm Street, A Nightmare On Elm Street 3: Dream Warriors, Wes Craven’s New Nightmare
Info: Nancy Thompson is a fictional character and protagonist in the A Nightmare on Elm Street film series. She first appears in A Nightmare on Elm Street (1984) as a teenager hunted in her dreams by an enigmatic serial killer who killed her friends.
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Sue Snell | Played by OPEN
Carrie

"We're not trying to hurt her, Miss Collins. We're trying to help her!"
Actress: Amy Irving
Movies: Carrie
Info: Susan D. Snell, best known as Sue Snell is a fictional character and protagonist in the Carrie film series. She first appears as a student at Ewen High School in Chamberlain, Maine and is the popular teenage girl dating Tommy Ross. After tormenting Carrie White in the locker room, Sue begins to feel remorse for her actions. She asks Tommy to do her a favor and take Carrie to the prom in an attempt to make Carrie feel accepted and to ease her own conscience.
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Kyle | Played by OPEN
Child’s Play

"You heard of those dolls that pee? This one bleeds."
Actress: Christine Elise
Movies: Child's Play 2
Info: Kyle is a fictional character and protagonist in the Child's Play film series. She first appears in Child’s Play 2 as the 17 year old foster sister of the main protagonist, Andy. She grew up in an orphanage - her father left before she was born, and her mother put her up for adoption when she was three.
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Lori Campbell | Played by OPEN
Freddy VS Jason

"Welcome to my world, bitch!"
Actress: Monica Keena
Movies: Freddy VS Jason
Info: Lori Campbell is a fictional character and protagonist in the Freddy VS Jason film. She's the daughter of Dr. Campbell and Mrs. Campbell and was the only teenager seeking revenge from Freddy Krueger while Jason Voorhees was in Springwood.
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Chris Higgins | Played by OPEN
Friday The 13th

"No! You can't be alive!"
Actress: Dana Kimmel
Movies: Friday The 13th Part III
Info: Chris Higgins is a fictional character and protagonist in the Friday the 13th film series. She is a young woman who returns to a family homestead to face trauma when all of her friends are butchered.
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Tina Shepard | Played by OPEN
Friday The 13th

"We took care of him."
Actress: Lar Park Lincoln
Movies: Friday The 13th Part VII: The New Blood
Info: Tina Shepard is a fictional character and protagonist in the Friday the 13th film series. She is gifted with immense telekinetic and precognitive abilities. After she accidentally drowned her father at a young age, Tina was kept in a psychiatric institute for seven years, before returning to Crystal Lake. Tina accidentally freed Jason Voorhees from the lake with her powers, subsequently did battle with him, and emerged victorious.
Special: When attempting to use her telekinetic ability a 6-sided die must be rolled to determine if she is successful or not. If it lands on 2, 4, or 6 she is successful with her ability. If it lands on 1, 3, or 5 she fails. In order to keep a being in a telekintic hold she will roll against whoever it is she is keeping held every round with a 20-sided die. Whoever has the highest roll wins. Every round the being is held gifts them a +1 to their rolls, making it harder for her to keep her hold as time goes on.
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Laurie Strode | Played by OPEN
Halloween

"He waited for this night. He’s waited for me. I’ve waited for him. Come on, Michael."
Actress: Jamie Lee Curtis
Movies: Halloween, Halloween (2018), Halloween Kills
Info: Laurie Strode is a fictional character and protagonist in the Halloween film series. While babysitting in 1978, her friends were butchered and she barely managed to survive the night. 40 years later Michael escaped and started killing the people of her town once again and she is ready to hunt him down and end it once and for all.
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Karen Nelson | Played by OPEN
Halloween

"Mom? Help us! I can’t do it. I’m sorry, I can’t do it!......... Gotcha.
Actress: Judy Greer
Movies: Halloween (2018), Halloween Kills
Info: Karen Nelson is a fictional character and protagonist in the Halloween film series. She is the daughter of Laurie Strode and mother to Allyson Nelson. She was taught survival skills from an early age and ended up being taken from her mother when she was 12. She had a lot of resentment towards her due to the paranoia and neurosis that was instilled in her but soon learns it was more of a reality when Michael begins killing the people in her town.
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Allyson Nelson | Played by OPEN
Halloween

"Everyone in my family, like, turns into a nutcase this time of year."
Actress: Andi Matichak
Movies: Halloween (2018), Halloween Kills
Info: Allyson Nelson is a fictional character and protagonist in the Halloween film series. She is the daughter of Karen Nelson and granddaughter to Laurie Strode. She grew up being estranged from her grandmother who she tried to connect with, but her obsession with Michael Myers got in the way. She told her grandmother to get over the events that happened to her in 1978, but soon was faced with her own traumatic experience as her friends and family began to get slaughtered by the same psychopathic killer.
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Kirsty Cotton | Played by OPEN
Hellraiser

"It was a mistake! I didn't... I didn't mean to open it! It was a mistake! You can... Ah! GO TO HELL!"
Actress: Ashley Laurence
Movies: Hellraiser, Hellbound: Hellraiser II
Info: Kirsty Cotton is a fictional character and protagonist in the Hellraiser film series. She was one of only two characters to face the Cenobite Pinhead and outwit him. After accidentally summoning the Cenobites, Kirsty made a deal with them to help return her Uncle Frank who had escaped in order to escape herself.
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Maddie Young | Played by OPEN
Hush

"I can't run, I can't hide, and we can't wait. You go outside, you're dead. Too many endings. They're all the same, which means there is only one ending he won't expect."
Actress: Kate Siegel
Movies: Hush
Info: Maddie Young is a fictional character and protagonist in the Hush film. She is a writer living in a secluded house with her cat when she is attacked by a sadistic psychopath. She lost her hearing and speech at the age of 13 after contracting bacterial meningitis. She has what her mother called a "writer brain", with which she can visualize any possible outcome and the many different endings.
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Beverly Marsh | Played by OPEN
IT

"Just so you know, I never felt like a loser when I was with all of you."
Actress: Jessica Chastain
Movies: IT, IT Chapter Two
Info: Beverly “Bev” Marsh is a fictional character and protagonist in the IT film series. The character is seen as a member of "The Losers Club" and a romantic interest of fellow members Bill Denbrough and Ben Hanscom. She faced Pennywise the Dancing clown as a child and is now an adult and ready to fight it again.
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Trish Jenner | Played by OPEN
Jeepers Creepers

"You know the part in scary movies when somebody does something really stupid, and everybody hates them for it? This is it."
Actress: Gina Philips
Movies: Jeepers Creepers
Info: Trish Jenner is a fictional character and protagonist in the Jeepers Creepers film series. She is driving home from college alongside her brother when an evil entity begins hunting them. After losing her brother to the monster, Trish wants nothing more than to hunt down the creature.
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Naru | Played by OPEN
Prey (Predator)

"You think that I'm not a hunter like you. That I'm not a threat. That's what makes me dangerous."
Actress: Amber Midthunder
Movies: Prey
Info: Naru is a fictional character and protagonist in the Predator film series. Raised as a healer, Naru's true aspirations were in hunting, and she desired to follow in her brother Taabe's footsteps and prove herself worthy enough to partake in hunting. She came into conflict with the Feral Predator somewhere in the Northern Great Plains in 1719, and was ultimately able to defeat and kill the creature.
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Gale Weathers | Played by OPEN
Scream

"I’ve still got it."
Actress: Courtney Cox
Movies: Scream, Scream 2, Scream 3, Scream 4
Info: Gale Weathers is a fictional character and protagonist in the Screams film series. She appears in the Scream films as an ambitious, strong-willed journalist and writer who is initially built up as an antagonist, but ultimately joins forces with Sidney Prescott and Dewey Riley, the latter of whom she eventually falls in love with and marries, in order to investigate and stop the Ghostface murders.
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Sidney Prescott | Played by OPEN
Scream

"God, why don’t you stop your whining and get on with it? I’ve heard this shit before!"
Actress: Neve Campbell
Movies: Scream, Scream 2, Scream 3, Scream 4
Info: Sidney Prescott is a fictional character and protagonist in the Screams film series. The character appears in the Scream films as the target of a series of killers who adopt the Ghostface persona, a ghost mask and black cloak, to pursue her. In each film, the Ghostface killers often murder people close to Sidney and taunt her by phone with threats and intimate knowledge of her life or the murder of her mother, leading to a final confrontation where the true killer is revealed.
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Jane Hopper (Eleven) | Played by OPEN
Stranger Things

"What if I'm not good? What if I'm the monster?"
Actress: Millie Bobby Brown
Movies: Stranger Things
Info: Eleven is a fictional character and protagonist in the Stranger Things television series. Eleven was kidnapped as a newborn by Dr. Martin Brenner and raised in Hawkins National Laboratory, where she was experimented on for her inherited psychokinetic abilities.
Special: When attempting to use her telekinetic ability a 6-sided die must be rolled to determine if she is successful or not. If it lands on 2, 4, or 6 she is successful with her ability. If it lands on 1, 3, or 5 she fails. In order to keep a being in a telekintic hold she will roll against whoever it is she is keeping held every round with a 20-sided die. Whoever has the highest roll wins. Every round the being is held gifts them a +1 to their rolls, making it harder for her to keep her hold as time goes on.
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Greta Evans | Played by OPEN
The Boy

"You wouldn’t hurt me, would you Brahms?"
Actress: Lauren Cohan
Movies: The Boy
Info: Greta Evans is a fictional character and protagonist in the The Boy film. She is a young woman from Montana who used to be in an abusive relationship which caused her to lose her unborn baby. She manages to escape the relationship by getting a job babysitting for a British family, only to find out things are not what they seem.
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Lorraine Warren | Played by Dean's Amulet
The Conjuring

"Your name gives me dominion over you, demon, and I do know your name!"
Actress: Vera Farmiga
Movies: The Conjuring, The Conjuring 2, The Conjuring 3: The Devil Made Me Do It
Info: Lorraine Warren is a character based off of a real woman with the same name and a protagonist in the The Conjuring film series. She and her husband were American paranormal investigators and authors associated with prominent cases of alleged hauntings. Edward was a self-taught and self-professed demonologist, author, and lecturer. Lorraine professed to be clairvoyant and a light trance medium who worked closely with her husband.
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Erin Hardesty | Played by OPEN
The Texas Chainsaw Massacre

"What’s wrong with you fucking people?!"
Actress: Jessica Biel
Movies: The Texas Chainsaw Massacre
Info: Erin Hardesty is a fictional character and protagonist in The Texas Chainsaw Massacre film series. She, along with her boyfriend Kemper, her friends Andy, Pepper and Morgan were on their way to Dallas, Texas for a Lynyrd Skynyrd concert when a hitchhiker they picked up killed herself in their van. Trying to contact the authorities, they soon find themselves the victims of a cannibalistic family in Texas.
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Jessie Burlingame | Played by OPEN
Wrong Turn

"We're gonna stay alive. We're gonna get out of this. We're gonna get out of these woods, we're gonna find the police and we're gonna make sure those motherfucks are punished for this."
Actress: Eliza Dushku
Movies: Wrong Turn
Info: Jessie Burlingame is a fictional character and protagonist in the Wrong Turn film series. After a breakup with her boyfriend, her friends took her on a camping trip in West Virginia. However, while driving down a dirt road they ran over a strip of barbed wire set up by maniacal hillbilly cannibals who began to hunt them.
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A Whole New World
What the hell is going on? What's happening? Everything's changing... The locations in C-Box have all warped and are now haunted locations or another. Can we save our new found home and revert it back to how it was or will we be consumed by the evil that lurks deep within the shadows?...
(All monsters/creatures/etc. are NPC'd for the plot A Whole New World)
House - Wait, what the hell? I swear we were just inside a nice large rustic type country home... Oh well. The house is no longer the safe place it once was. It's morphed into the Amityville Horror house... It's filled with angry spirits from the Indian burial ground, the devil worshiper who tortured poor Indians and slit his own throat so he could live on forever on the grounds, and let's not forget the boy who shot his whole family while they were asleep.
Woods - What the--- Wait, is that a skeleton hanging in that tree? The woods all around the area has morphed into what is known as the Screaming Woods in England... While you walk through it you may find that you hear screaming. Sometimes off in the distance, sometimes right next to you. Though if you try to find whoever's screaming, you won't. It's impossible. The forest is filled with the vengeful spirits of people that were once sacrificed by some dark-sided cult and now they're out for blood. If it wasn't dangerous to go for a walk now, well... I think you get the point.
Town - It's back... And it's scarier than ever. You thought a town full of monsters was bad well get a load of this. The town has morphed into the town known as Cold Oak. You may remember it, from when Azazel took Sam and tossed him there with a bunch of other 'special' kids.... Well since then the town has literally become swarming with spirits. Every kind you can imagine... Vengeful, death omens, and the town has even numerous acheri that inhabit it now... Something's drawing spirits to this place, what is it? Eh, screw it. I don't even want to know.
Road - The never ending road has gained a name it seems.... Clinton Road of New Jersey. From sightings of phantom headlights that appear from outta nowhere, sometimes following drivers at alarmingly close distances, and then suddenly disappearing. A small bridge called Old Boy Bridge haunted by the ghost of a drowned kid somewhere along the still never ending pavement. And if that's not enough, Clinton Road is a hot spot for Satan worshipers, druid temples, bizarre Halloween masks strewn about, and wait for it.... The Jersey Devil. So if you decide to take a nice little stroll down our never ending road, I'd think twice before going anywhere.
Lake - The lake has become filled with bodies anchored down to the bottom with chains and cement blocks. They are victims of a killer, so it can be believed... The lake is full of spirits, water being a perfect medium for ghosts to draw energy from. Don't take a swim here, you might be dragged down to the depths never to be seen again.
BUT! It's not all bad. The C-Box area is throwing it's annual festival!

The festival will take place every night of October, except for the last week when the town has morphed!
Rides: Ferris Wheel, Bumper Cars, Pendulum Ship Ride, Drop Tower, Swings, Kite Ride (Laying on stomach), Tilt-A-Whirl, etc!
Activities: Bobbing for Apples, Face Painting, Haunted House (lol, irony.), Pumpkin Patch, Games for Kids/Games to win prizes, Pumpkin Carving Competition, Pumpkin Pie Eating Competition.
Trick Or Treat Event
We're having an Out of Character Halloween Event! Hidden around the board are NINE costumed monsters that you the members are responsible for finding! You can help each other by sharing their locations if you like. What are these monsters for you may ask?
You as the player are trick or treating this year! You only get to trick or treat from THREE of the costumed monsters so you will have to choose wisely on who you do so with. It's ultimately your call to find all nine before making your decision on the three, but of course nothing is stopping you from just finding only three of the costumed monsters and choosing to trick or treat from them. Again - members can help each other if they choose to.
Now, the catch. Some costumed monsters have tricks while others have treats. So if everyone goes to the same monster they will all get the same trick or treat. When choosing who to trick or treat from, you must do so with a character. Example: If I was to trick or treat from the goddess then I would choose one of my characters to do so with it. So I say Dean trick or treats from the goddess. That way, Dean will be the one to gain the trick or treat if it's specific to an account or character. You can trick or treat from multiple characters, so you could trick or treat with the same character or you can use the same one for each of the three. Trick or treat at your own risk.
This year has a special reward! If you manage to have all of your characters trick or treat from only monsters with treats then you will win a bonus reward! You will be able to give one of the characters your trick or treated with the ability Lucky from the SP shop.
You will DM me your trick or treats in Discord along with the locations of where the monsters are that you are visiting and once I have all active member's trick or treats, I will reveal them. Otherwise the end date will be October 24th 2022.
Contact Hell Hound With Any Questions