TEXT:  
  Version 4/15/2007 - Page 1 of 3 
  RRiippppeerrss  ––  SSeerrvvaannttss  ooff  tthhee  CCaabbaall  
  A Netbook by Pythagoras (http://www.hardpoints.de) 
   
  Maureo da Fia 
  Maureo da Fia is a false priest and merce-
  nary servant of the Cabal. Unwilling to risk 
  his life, he likes to pull his strings from the 
  shadows and cause a maximum of fear and 
  terror. 
  Background and Agenda 
  Maureo was born as the son of a Portu-
  guese peasant but early on there were ru-
  mours that something from the sea had 
  impregnated his mother instead. Early on, 
  Maureo was a troublemaker and at the age 
  of 14, he left his parent’s home and joined 
  the crew of a sailing ship. 
  His career from then on included grave 
  robbing, slavery, and murder. Eventually, 
  he kidnapped a Sufi mystic who was also a 
  Ripper and extorted the secrets of Psionics 
  from him. Equipped with those supernatu-
  ral powers, da Fia became a mercenary for 
  the Cabal. 
  Today, the alienist-for-hire travels dis-
  guised as a Catholic priest. He offers his 
  disruptive talents to those of the Cabal 
  willing to pay him money for what he likes 
  to do anyway – causing fear and terror. His 
  most common routine involves conjuring 
  demons and letting them lose on the gen-
  eral populace. 
  Personality 
  Mauro da Fia is a cruel and insane man. 
  While he is generally calm, he is prone to 
  sudden outbursts of anger that seem to 
  come out of nowhere and pass in the same 
  way. The false priest has a definite mean 
  streak and will often go out of his way to 
  inflict harm on others, even if this endan-
  gers his goals or his own safety.  
  Appearance 
  Maureo is a tall and slender man of Portu-
  guese origin. He has cream-coloured skin 
  and thick, black hair that he normally 
  wears in a short braid. His differently-
  coloured eyes of black and green give him 
  a slightly other-worldly appearance. This 
  impression is reinforced by his intense 
  emotionless stare, which is only disturbed 
  by his occasional outbursts of strong emo-
  tions. 
  Typically, Maureo wears a priest’s frock, 
  complete with a slightly odd looking cruci-
  fix. (A close inspection reveals that the 
  person nailed to the cross has a cloven foot 
  and tiny horns.)  
  Statistics 
  Attributes: Agility d8, Smarts d8, Spirit 
  d6, Strength d6, Vigour d6 
  Skills: Climbing d10, Fighting d6, Guts 
  d8, Healing d6, Intimidation d8, Knowl-
  edge (Demons) d10, Lockpicking d10, 
  Notice d6, Psionics d8, Shooting d6, 
  Stealth d8 
  Status: 4 
  Charisma: +0, Pace: 6, Parry: 5, Rea-
  son: +0, Toughness: 5 
  Hindrances: Sadist 
  Edges: Arcane Background (Psionics), 
  Combat 
  Reflexes 
  (+2 
  to 
  overcome 
  Shaken), Nerves of Steel (ignore one level 
  of wound penalty) 
  Psionics: 10 power points, Boost Trait, 
  Deflection, Telekinesis  
  Gear:  
  � Ritual Dagger (+1 on any rolls required 
  to conjure demons) 
  � Cursed Crucifix (+3 damage, only heals 
  naturally) 
  � Scroll of Banish Entity1 
                                                   
  1 Horror GM’s Toolkit, pg. 35 
  
   
  Version 4/15/2007 - Page 2 of 3 
  Gregor McDunnil 
  Gregor McDunnil is a highlander who was 
  infected with lycanthropy 15 years ago 
  while traveling alone as a shepherd. He has 
  acted as strongman for the Cabal ever since 
  and has even risen to a commanding rank. 
  Background and Agenda 
  It was a fateful night 15 years ago when 
  McDunnil surprised the werewolf Baron 
  von Arnheim during a transformation in 
  the Scottish highlands. Von Arnheim at-
  tacked the shepherd and turned him into a 
  werewolf. Faced with the choice between 
  lonely exile and well-rewarded service for 
  the forces of evil, the already-outsider 
  chose the latter path. 
  Today, Gregor is a lieutenant of von Arn-
  heim’s forces. He is often put in charge of 
  lesser undead or acts as an enforcer to keep 
  troublesome allies in line. While he acts 
  completely loyal, McDunnil hopes to even-
  tually replace his master, should he have a 
  weak moment. 
  Personality 
  McDunnil was always an outsider and is 
  pretty isolated even among the forces of 
  the Cabal. He does not make friends easily 
  and only the protection of the Baron en-
  sures his position of power. Vengeful and 
  brutal, the highlander is a beast in shape 
  and in character. 
  Appearance 
  Gregor McDunnil is a bear of a highlander 
  with a scruffy beard and beady eyes. His 
  kilt is dirty and his appearance generally 
  untidy. His face remotely reminds one of a 
  Bernardino dog. 
  Statistics 
  Human Form 
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d8, Vigour d6 
  Skills: Fighting d6, Guts d6, Intimidation 
  d6, Notice d6, Shooting d6, Stealth d4 
  Status: 2 
  Charisma: -2, Pace: 6, Parry: 5, Reason: 
  +0, Toughness: 5 
  Hindrances: Outsider 
  Edges: Command (+1 to recover from 
  Shaken within 5”), Natural Leader (give 
  bennies to troops) 
  Special Abilities: 
  � Transformation: McDunnil can trans-
  form into his wolfman form when dealt a 
  face card. On a deuce, he transforms 
  back. 
  Gear: Pistol (12/24/48, 2d6, AP 1), Corpse 
  Dust Snuff (2 doses, heals one wound, no 
  side effects) 
  Wolfman Form 
  Attributes: Agility d8, Smarts d4, Spirit 
  d6, Strength d10, Vigour d6 
  Skills: Fighting d8, Guts d6, Intimidation 
  d6, Notice d8, Stealth d6, Tracking d4 
  Pace: 8, Parry: 5, Toughness: 5 
  Hindrances: Sadist 
  Edges: 
  Special Abilities: 
  � Improved Frenzy: 2 attacks per round 
  without penalty. 
  � Fear+1: Make a Guts check +1 or roll 
  on the fear effect table. 
  � Weakness (Silver): +4 damage from 
  silver 
  � Weakness (Wolfsbane): -2 to attack 
  somebody carrying wolfsbane.  
  Gear: Teeth (d10+2), Corpse Dust Snuff 
  (2 doses, heals one wound, no side effects) 
  
   
  Version 4/15/2007 - Page 3 of 3 
  Robert Masaaraq 
  While pretending to be an Inuit harpooner, 
  this tragic creature is a Frankenstein mon-
  ster that hides its scars under elaborate 
  tattoos. Rejected by all others, it works for 
  the Cabal. 
  Background and Agenda 
  Robert was built 30 years ago by a crazed 
  scientist who operated in a secluded place 
  in Northern Canada. The scientist used a 
  lucky find of 5 Inuit that froze to death and 
  threw in parts of aquatic animals for good 
  measure. For ten years, the faithful crea-
  ture served its master before being sold to 
  Baron von Arnheim. 
  Ever since, Robert has served as a har-
  pooner on a ship paid for by the Baron, 
  which was on the lookout for giant sea 
  creatures to use as material for the creation 
  of a giant construct monster. 
  Personality 
  While being an artificial creature, Ma-
  saaraq has the emotions and fragmented 
  memories of a group of Inuit that occa-
  sionally give it flashbacks. Anything that 
  reminds it of its past life gives the creature 
  a pause. 
  Otherwise, Masaaraq is driven by the feel-
  ing that it is incomplete and less than hu-
  man. It is very curious about human cus-
  toms and biology but can react quite angry 
  when treated as inferior or stupid. 
  Appearance 
  Robert looks like an Inuit covered by many 
  scars and tattoos. Due to the complex pat-
  terns on his skin, it is difficult to notice 
  that he seems to be assembled from 
  slightly different parts (Notice-3). Typi-
  cally, the sailor wears light clothing but 
  always covers his neck with a big scarf to 
  hide his gills. 
  The most disturbing aspects of Robert are 
  its eyes. Slightly milky, they seem almost 
  blind and many people at first assume that 
  the creature is blind. 
  Statistics 
  Attributes: Agility d8, Smarts d6, Spirit 
  d4, Strength d12, Vigour d8 
  Skills: Boating d8, Fighting d10, Guts d6, 
  Intimidation d6, Notice d8 (-1 visual), 
  Swimming d10, Throwing d10 
  Status: 1 
  Charisma: -2, Pace: 5, Parry: 7, Reason: 
  +0, Toughness: 8 
  Hindrances: Outsider, Poor Eyesight (-1 
  to visual notice rolls) 
  Edges: Level headed (act on best of two 
  cards),  
  Special Abilities: 
  � Gills: Can breathe underwater normally 
  � Natural Armour+2 
  � Construct: +2 to recover from being 
  shaken, no extra damage from called 
  shots, half damage from piercing attacks, 
  immune to poison and disease. 
  � Shuffling Gait: Running die is d4. 
  � Weakness Explosives: Takes +4 dam-
  age from explosives 
  Gear: 2 silver harpoons (3/6/12, d12+2), 2 
  cold iron harpoons (3/6/12, d12+2)  
   
   
  
SOURCE: textdata/thevault/Savage Worlds/Rippers/Netbooks & Addons/Savage Worlds - Rippers - Servants of the Cabal.pdf