BACK to COTW archive index


Chem the Digger


Chem the Digger; Historical/Horror Swashbucklers villain

(c) copyright 2000 Volker Bach


Total Points: 72 Points

Age about 35; 5'9"; about 165 pounds; a stocky, unkempt, brown-haired Englishman, raw-boned and heavily muscled, with a broad, low-browed face and prominent nose. Usually dressed in old and soiled working clothes.

ST 13 [30] - thrust 1d, swing 2d-1
DX 10  [-] - basic speed 5.5, move 5, dodge 5
IQ 11 [10]
HT 12 [20]
WL 14 [12]

ADVANTAGES: Extraordinary Luck [30]; Literate* [5]; Reputation +2 (a lucky hand, among highwaymen, 10-) [2].
  *default is Semi-Literacy

DISADVANTAGES: Delusion ("I am performing the work of God, and stand under His protection") [-10]; Enemy* (Law enforcement, 9-) [-20]; Obsession (Get revenge on the gentry and clergy) [-15]; Reputation -4 (brutal killer and rapist, among people "in the know", 7-) [-3]; Sadism [-15].
  *counts as medium-sized group due to lack of organisation

QUIRKS: Quotes Scripture; Shows no respect to "Gentlefolk"; Talks a lot about his family; Doesn't care for appearances; Never swears. [-5]

SKILLS: Agronomy/TL4-12 [4]; Area Knowledge (Midlands)-13 [4]; Black Powder Weapons/TL4 (Matchlock Musket)-10* [.5]; Black Powder Weapons/TL4 (Wheellock Pistol)-11* [1]; Brawling-12 [4]; Broadsword-10 [2]; Intimidation-13 [6]; Knife-12 [4]; Leadership-10 [1]; Riding (Horse)-10 [1]; Swimming-10 [.5]; Tactics-10 [2]; Theology (general Christian, specialises in Leveller) 8/14 [1].
  *includes +1 from IQ

LANGUAGES: English (native)-11 [0].

EQUIPMENT

Chem wears old, much-mended and soiled clothing, but always goes armed. He usually carries a large knife and pair of .60 Belt Pistols (Dam 1d+1+, p.HT111, 124) on his person, and owns a cavalry sword which he wears "on the job". Generally, he does not put much store in worldly possessions.

BIOGRAPHY

Born to Essex cottagers in 1628, Chem Taylor grew up in poverty, earning his keep as a farmhand from an early age. His parents, though poor, were earnest and devout Puritans and taught the boy to read Scripture, work hard and not to swear, gamble, drink or spend his hard-earned money on frivolities; this severe religious education still shows through in many of his mannerisms and beliefs. During the tumultuous years of the Civil War, Chem fell in with the Levellers, a Protestant sect that preached the abolition of social divides, common property and the renunciation of earthly vanities. In 1649 - just secretly married to the daughter of a cottar, Jane, who was then pregnant - he joined the Diggers at St. George's Hill. This small group of Levellers had become serious about common property of land and freehold for all, and moved into an enclosed pasture to settle and farm. For a few months the settlement thrived and Chem thought he had found the fulfillment of his religious vision. His dreams were shattered rudely when Parliament soldiers moved in to clear the land, massacring the Diggers and destroying their cottages and fields. Chem had been away on errands and returned to find his young wife raped and killed, his baby spitted on a cavalry lance and his house burned to the ground. Recognised as a Digger, he fled from the soldiers and hid in the forest for days before leaving the area. Somewhere along the line, his sanity gave out.

Chem spent the next years in and out of temporary employment as a day laborer, with a short stint in the navy. He tried to banish the recurring horror from his mind by work, drink and religious exercise, but nothing helped to lessen the pain. After two years he had finally found the one thing to ease his pain - revenge. To his mind, the rich - and particularly the gentry - are to blame for all the wrongs he suffered. Chem resolved to pay back everything.

Soon afterwards the young man fell in with robbers and highwaymen, among whom he is respected for his strength, his habit of thorough planning and most of all his almost preternatural luck. Chem, of course, sees this as evidence that the Lord approves his actions and goes on to ever more daring deeds. He is also known, more widely, as a disturbing man to be around. Soft-spoken and well-read in the Bible, Chem is not given to pushing people around (though he is very good at it if he wants to). With his upper-class victims, however, a different facet shows through. Not content with theft or murder, he obsessively delights in hurting and humiliating them. Torture and rape are his trademark, the more brutal the better. Unlike some contemporary pirates, he does not particularly care to have his name associated with these deeds, but these things hardly stay secret for long. The words "Chem is abroad" strike terror in the hearts of the gentry from Dover to Carlisle.

ENCOUNTERED

Chem can be met among criminals up and down England anytime between 1651 and 1666. He is often accompanied by temporary associates, but has no regular gang. Low-class characters will find him easy enough to get along with, though reluctant to talk to strangers. If he has any money (depending on recent successes, his Wealth fluctuates between Comfortable and Dead Broke) he will readily give small sums to the needy. Criminal characters may even be approached by him about a "job". Upper-class characters will rarely encounter Chem, except as his victims. He studiously avoids gentlemen.

Anyone who has heard the terrible stories about Chem the Digger will find it hard to believe that this quiet, somewhat scruffy man is that monster. Characters seeing Chem committing his handiwork will probably be repelled and terrified, and resolve to stop him.

CANONICALITY

Chem the Digger uses the standard GURPS rules; the only break from convention is that his Strong Will +3 is listed with his attributes (although the cost is unchanged).

WHAT IF?

This is a "realistic" version of Chem, as an obsessive serial killer appropriate for a 17th-century historical game, or a low-fantasy game set at TL4. GMs wishing to be even more realistic can remove Chem's Luck advantage, and attribute his successful career to the ineptitude of contemporary law enforcement.

Horror: In a game of low-tech Horror, Chem might be treated as a Pyscho Killer (pp.H52-53), and be given Toughness and several levels of Hard to Kill. For a more cinematic villain, the GM might also want to raise his combat skills a few notches.

Psychological Horror: Although serial killers doubtless existed in the 17th century, the law enforcement and medical communities of the day had nothing approaching our modern notions about these monsters, or their motives. Chem fits the bill ideally; an outwardly normal and unassuming man, driven by an almost alien thirst for revenge... A popular (if narrow) sub-genre of crime fiction is to experiment with modern psychological and forensic techniques in a historical setting; examples include Ellis Peters' Cadfael books, and Caleb Carr's tales set in turn-of-the-century Manhattan. Chem the Digger would make an ideal villain in such a game, in which the PCs (be they clergy, local constables, concerned gentry, etc.) try to catch their killer by piecing together the psychological context that makes him what he is. In such a campaign, Chem should work anonymously and have no Reputation advantages or disadvantages; the PCs will be forced to assemble their profile based on his choice of victims, pattern of attacks and other modern detective methods. In a desperate and horrific story of killing and sleuthing, the PCs must identify and capture Chem before another clergyman is brutally slain...

Supernatural: A campaign with a supernatural bent could find a different explanation for Chem's sudden urge to inflict pain and suffering. What if his feverish, grief-maddened mind was possessed by some malevolent entity, a bloodthirsty spirit or demon? Legend already speaks of his "Devil's luck", and maybe there is more to this than idle talk. If it is possible to sell one's Immortal Soul for revenge, Chem would surely have done so...

ADVENTURE SEEDS

Vigilante Justice: Tragedy has struck the tiny town of Wrotham, a day's ride south-east of London. The minister's daughter was raped and killed, and the local sheriff's men have no suspects, no leads and nothing further to say. The minister - the pragmatic and ironically-named Mr. Gamble - decides that that is not enough, and dips into his savings to assemble his own team of mean to track his daughter's killer down, and bring him to justice. The PCs may be from a wide range of professions and walks of life; Mr. Gamble will hire anyone with skill and a willingness to use it. The killer, meanwhile, has doubtless moved on; the PCs will have to follow the tales of his crimes, which will lead them to their man. It could become a simple man-hunt, Chem's identity widely known. Or it be a jigsaw puzzle of clues and hints, with Chem's identity as elusive as his capture.

Race Against Time: Word has spread quickly across Devon, Dorset and Somerset counties: Chem the Digger - thief, murderer and rapist - has been caught, and he is to be hanged in two days' time. The PCs will be glad to see him go, until they are visited late at night by a mysterious stranger, who tells them a terrible tale. Chem is no longer a man, but a man possessed; his string of vile crimes is the work of the Demon that nests in his Soul. And when Chem is hanged, that Demon will escape and take up residence in another man. The stranger makes the PCs understand that this cannot be allowed to happen; if the Demon moves, he will be lost, and by the time he is found again, countless good Christians will already be dead. The PCs are asked to do the unthinkable: they must save Chem the Digger from the sheriff's men while they are moving him to the execution grounds... And if they are successful, will the stranger be able to exorcise the Demon? Will the heroes be saving Chem's neck from the hangman's noose, or saving his soul from the clutches of the Devil himself?

- written by Volker Bach (volker_bach@public.uni-hamburg.de)
- formatting and additional material by andi jones (andi@angelwerks.com)

TOP

BACK to COTW archive index

SJG's
GURPS website | GURPSnet archives | email me at angelwerks