Wednesday, November 27, 2013

Takers (Wermspittle)

Some, maybe, they will train to hunt us..."

The War of the Worlds, Book 2, Chapter 7: The Man on Putney Hill

  1. Baljesk never liked the Imperial Franzikaner Navy. The 'discipline' just never caught-on with him, though he did rather fancy the officer's coats, with all those shiny brass buttons. Left for dead after a particularly brutal flogging (he'd more than earned it), Baljesk roused himself before the corpse-carters could fob off his worthless bones on the port-town ghouls. He murdered the carters, escaped the ghouls and stole a small boat only to succumb to a vicious fever. He must have been delirious when he took the boat down that cursed river. The stinking thing ran aground upon a River Clot and sunk as he passed beneath Wermspittle. He barely missed drowning. Now he prowls the darkened warehouses around the High Pier watching, waiting for an airship to take him away to some exotic locale. Preferably somewhere warm. In the meantime he oversees a rag-tag band of misfits whom he refers to as his 'marines.'  They prey upon ignorant Refugees and unwary Foragers, mostly. Slavers, Comprachicos, Butchers--even resurrectionists, viviesectionists or clandestine surgeons--Baljesk doesn't care whom he deals with, so long as they pay a good price. Lately he's getting the best offers from representatives he suspects of working for the Mucoids, not that it really matters to him.
    Baljesk [(1), Franzikaner deserter, AL C, MV 120', AC 5 (Heavy War-Coat), HD 6 (34 hp, suffers from wracking cough due to exposure to Black Smoke), #AT 1, DG 1d6 (Rifle-butt), SV F6, ML 6.]

    Baljesk's 'Marines' [(2d4), AL N, MV 120', AC 6 (Studded Leather & Shield), HD 1, #AT 1, DG 1d6 (make-shift blunt objects), SV F1, ML 4. special: most are afflicted or infected. None can swim. They will desert their leader if at any time it appear that he might lose to a stronger opponent.]
  2. Glisk left Dush'Ivra, the infamous City-State of the Red Pearl, within a week of hatching. He'd been taken by a sailor on an airship. It had been a good life, clambering about in the rigging, handling freight, hunting harpies and the rest. They left him here. In this wretched place. Years ago. When the rum runs out Glisk runs down anyone with a price on their head. He isn't picky. For those who pay extra he'll bring back more than just the head. He is horribly scarred over two-thirds of his body with the irregular striations of the warrior-cult of Gashmal and is immune to all pain/sensation spells or fear effects. Glisk had a place in the Near Deep where he hibernated through the worst of last Winter. Or at least he did, until a group of Feral Children discovered it and trashed the place. Now he needs to make new plans, find a better lair, and winter, as always is coming. He's considering capturing some of those rotten kids for the Comprachicos.
    [Neuter Yellowscale reptillian humanoid, AL N, MV 60' (20'), AC 5 (Lacquered-Rope Cuirass), HD 4 (32hp), #AT 1, DG (1d4+2 Bell-Mace/1d4 claws/1d4 bite/60% chance to trip with tail sweep), SV F4, ML 11 (4 if drunk/suffering flashbacks). Special: Glisk has 18 STR and a 6 CHAR.]
  3. Dulin woke up in the mud, just outside the Eastern Rampart. The Wall Patrol found him. He was a mess. Lost most of his left leg and arm, half the fingers on his right hand, all the toes on the right foot. But he survived the Grood field surgeon's ministrations and the replacements he received have all grown-in and fleshed-out reasonably well, though he does have a limp and his left arm is a tad longer than the right. They could rebuild his shattered flesh, but they did nothing for his broken mind before turning him out onto the streets. One soldier gave him the trench-knife he still carries. He wanders the back-alleys, the low streets, through the shanty-towns and impromptu encampments of the Refugees who flock to this place. When he gets a good opportunity, he abducts whomever he can and delivers them to whomever will pay. It never occurs to him to ask questions. He doesn't even know when he began doing this, nor even how he learned to do it. He just does what it takes to survive.
    Dulin [Male, Forsaken, AL C, MV 120' (40'), AC 5 (rusty, muddy trench-mail), HD 5 (45 hp; regenerates 1hp per hour), #AT 1, DG 1d6+1 (Trench-knife) or 1d4+1 (Red Creeper Constrictor-Snare), SV F5, ML 6. Special: Base 20% chance to recognize someone whom he might have known before whatever happened 'out there.' Dulin tends to be ruled by instincts, not rational thought.]
  4. Sarmus Bonjay gave himself up to the Soulless just under a hundred years ago. Now, at this late date, he has acted upon his growing regrets and disaffection for the cult and left them after stealing away what he was sure was the Opal that held his own soul. Unfortunately it wasn't. His former liege tricked him with a spell. The Opal he carries belongs to another. If Sarmus does not find a way to recover the correct Opal, his own soul is in dire jeopardy. So far, his liege has either not noticed his defection, or perhaps they are cruelly toying with him. In either case Sarmus has found himself forced into a most distasteful trade; he now tracks, captures and returns runaway slaves. Having no conscience helps, however even devoid of principles, he cannot avoid the obvious hypocrisy of his situation.
    Sarmus Bonjay [Male, Soulless (Interdicted), AL N, MV 120' (40'), AC 4 (Banded-Mail), HD 7 (62hp), #AT 1, DG 1d6+1 (Inert Black-Alloy Morningstar: ignores magical 'pluses' on defending armor), SV F7, ML n/a (Immune to Fear, Charm, Emotional/Sensory magic). Special: As a Soulless, Sarmus cannot benefit from clerical healing (unless administered by an atheist). They also are currently Interdicted, meaning they have been cut-off from all their spells and will receive no support or acknowledgement from any other Soulless. See Soulless II for more details.

    Slave-Takers (3d4) AL N, MV 120' (40'), AC 6 (Leather), HD 2, #AT 1, DG 1d4/1d6 (misc. weapons), SV T2, ML 9. Special: +4 when attacking with surprise, strike from behind X2 damage, try to immobilize/incapacitate, not kill...unless pressed.]
  5. Yavnik Uloshigon Arrived in Wermspittle three years ago, just before Winter. He lost his left hand to a chance encounter with a Butcher Boy. He sold the boy's body back to his masters and found himself gainfully employed that winter. Refusing to undergo the rites and assorted other unpleasantries associated with entering into the service of the Butchers, and his seasonal dispensation not carrying over past that first winter, Yavnik abandoned his association with the Butchers and instead fell in with a group of Attic-Pickers. In the course of examining one particular attic he discovered a sect of Mucoids. Now he serves them. Bringing them fresh victims for their transfusion-tubes. They've rewarded him well. He has a new hand. Even if it is a make-shift Mucoid-hand.
    Yavnik [Demi-Mucoid, Male, AL C, MV 120' (40'), AC 4 (Coil-Mail), HD 4 (26 hp, can regain 1d4 by immersing left hand in victim's wounds up to 3/times per day), #AT 1, DG 1d6+Stun (Galvanic Prod) or 1d4x2 (Mercury-filled Club), SV F4, ML 5. Special: Suffers a -2 penalty on all Saves against poison or infection, but has a +2 bonus on Saves versus spells or petrification). Yavnik has a 16 CHAR and is looking to attract and train-up a few good henchmen to help him in his work.]
  6. Lucheevra Delavara was once a great beauty among her coterie of glamorous courtesans. When a depraved ex-monk ruined half her face with acid, she abandoned her former life. She wears a half-mask of yellow metal set with glistening black stones over the still-beautiful part of her face. Her ruined eye has been replaced with one drawn forth from some distant plane by a sorcerer she is rumored to have murdered once the implantation was complete. Lucheevra hunts debtors, runaway whores and anyone with a suitable price on their head. She hates everyone equally. Though she does seem to prefer hunting down ecclesiastical rebels, rogue clericists, heretics, and especially monastics who've abandoned or illegitimately repudiated their vows in particular. She doesn't care what religion or faith, nor even if the charges are true or valid. She just likes to make these sorts of pigs squeal. Before she guts them.
    [AL N, MV 120' (40'), AC 5 (Fighting Gown), HD 4 (21 hp), #AT 1, DG 1d6+1 (+1 gladius), SV T4, ML 10. Special: Discern Ley Line, Discern Magic, See Invisible at will. Commune with Jurodask, Lord of the Verdant Cube once per week (as Commune with Other Plane spell.) There are rumors that Lucheevra is attempting to learn how to cast spells from her other-planar mentor. She prefers to use man-catchers, nooses or other subdual-type weapons to capture her prey, but will use her gladius at the first real sign of trouble.
  7. Mal'kithrik escaped from a chamber of horrors, the one maintained by Bairini's Big Top just over a month ago. He fell in with a small band of highly unlucky mercenaries who sort of adopted his as a sort of mascot. They're all dead now. Killed on the Round Road before reaching the South Western Rampart. Mal only survived by dint of having fallen into an especially deep puddle of mud. He nearly drowned, but he escaped the worst of the Black Smoke that took his friends. Not being particularly bright, Mal took it as some sort of punishment from his Creator, so he returned to the Chamber of Horrors and now serves his master very earnestly and diligently. He is sent out into the low streets every few nights to gather living specimens, what his master refers to as 'volunteers from the audience.'
    Abhuman Amalgam-man [(1), AL C, MV 120' (40'), AC 4 (Padded-Mesh), HD 5 (45 hp), #AT 2, DG 1d4+3 (fists) or 1d6+3 (heavy mace), SV F5, ML 11. Special: Gains second Save when failing first attempt due to unnatural vitality.]
  8. Kambru Dalazig rode out of his last big battle on an officer's horse. Crossing over at the North Eastern Rampart the horse stepped on a mine. He rolled free just in time. His stolen long-coat warded off the worst of the blast. He walked the rest of the way. A deserter falsely claiming to be both a commissioned officer and a Pruztian Noble, Kambru hunts down other deserters under a special warrant issued to him by the Pruztian Ambassador Karlush Bezwenger. It's a good thing that the rails and the mails have all been so disrupted. So far no one has recognized him, nor called him out as a fraud...but that day is coming, of that Kambru has no doubt. He just hopes that he's ready when it comes about. The ailing Ambassador trusts him. There's a good chance that the old man will name Kambru as his successor, should he become unable to carry out his duties. Then his little charade won't matter...neither will his little arrangement with the Mucoids. So far no one seems to have missed a few deserters.
    Kambru Dalazig [Pruztian Cavalry, AL C, MV 120' (40'), AC 4 (Demi-Cuirass and Mail), HD 4 (30 hp), #AT 1, DG 1d6+1 (Pruztian Catchmen's Lance: mandible-guard can be triggered to snap closed on target) or 2d6 (Horsemen's Double-Culverin) or 1d6 (Sabre), SV F4, ML 5. Special: wields a lariat fashioned from Red Creeper fortified hemp. ] 

    Barrier Troops (1d4) AL N, MV 120' (40'), AC 6 (Blackened Leather), HD 2, #AT 1, DG 1d4/1d6 (misc. weapons), SV T2, ML 9. Special: +4 when attacking with surprise, strike from behind X2 damage. They hate Dalazig and suspect him for a fraud. They do not intend to sacrifice themselves on his behalf.]
  9. Urneeva Hald makes her living ambushing would-be abductors and other Takers. She learned the trade from her Morlock grandparents. Good thing she gets her looks from her mother's side of the family.
    Half-Morlock/Half-Eloi [AL N, MV 120' (40'), AC 5 (Elegant Lorica Segmentata), HD 5 (28 hp), #AT 2, DG 1d4+1 (Dagger) or 1d6+1 (Short Bow), SV T5 ML 11. Special: 5th level Thief abilities, with a focus on setting traps, backstabbing and ambush tactics. She is adept at setting up dead-falls, snares, pit-traps, and the like. She also sometimes uses a wire garrotte from behind with surprise, when the situation warrants.]

    The Lady's Own Ambushers [Morlock Scouts/Thieves (2d4) AL N, MV 120' (40'), AC 7 (Studded Leather), HD 3, #AT 1, DG 1d6 (Wire-Loop Snare--Spear or Soft-Clubs), SV T3, ML 11. Special: +4 when attacking with surprise, strike from behind X2 damage.]
  10. Dridigar Pensk grew up in the Arenas. He was sold-off to that life by his old gang once he grew too old to lead them any more. Feral Children are funny that way. He understands. Doesn't hold a grudge. He's wouldn't want such weak sentiment getting in the way of his job. Retired from the fighting end of the business these days, Dridigar prowls the Burned Over Districts scouting out new talent for the stable-masters. He has a way with those Feral Children who do not immediately recognize him for the Taker-Man that he has become. The best damned Taker-Man there's ever been.
    Dridigar Pensk [AL N, MV 120' (40'), AC 3 (Plate-Mail), HD 7 (62 hp), #AT 2, DG 1d6+2 (sword, mace or catch-pole), SV F7, ML 11. Special: 18 STR. Cast Charm Feral up to three times per day.]

    Catcher-Crew (3d4) [AL N, MV 120' (40'), AC 5 (Chain-Mail), HD 3, #AT 1, DG 1d6 (Blunted-Spear or Binding-Clubs), SV F3, ML 11.]


  1. Fantastic stuff! I find Wermspittle to be one of the most unique settings around. Even the armor types are intriguing. With names like "fighting gown" and "trench mail" I immediately want to know more.

    1. Thank you. We're hard at work on putting together more resources, especially as we'll be running a at least one Wermspittle game at Con of the North this coming February. We appreciate encouragement; more stuff is in the works.


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