A Hitchhicker's Guide to the Planes
“OK, if a prisoner acts up, kill’em.
If they start liking the place to much, kill’em.
If they insult us, kill’em.
If they kill another prisoner – "
“I know, I know, kill’em…”
“No! Try and recruit them, we can use more good men.”
- Two Mercykillers, one newly recruited
To Err is Human, to Punish is Divine
The Red Death are one of the most feared factions of the Cage. Seeing as they’re the bashers who lock up cross traders and hang stag turners from the leafless tree, a body oughtn’t be too surprised at that. Nothing about the faction is more grim than their headquarters, however. They make their lair in Sigil’s Prison, and a more foreboding structure you never will find. Even the weather there seems less forgiving than elsewhere in the city; almost as if it’s punishing the faction itself.
As a rule, the Mercykillers are a secretive faction. That mightn’t even be intentional though, berk; it’s just that its members are so sodding unapproachable. Perhaps it’s their somewhat hypocritical philosophy that rubs bashers up the wrong way: All crime should be punished, unless you’re a Mercykiller. See, laws that get broken in the pursuit of catching a criminal don’t count. A cynic would say that so long as a Mercykiller factioneer can come up with a plausible excuse, he could get away, quite literally, with murder.
I’d be careful around ’em if I were you…
Sigil HQ: The Prison (Lady’s Ward)
Home Plane: Acheron
Allies: Harmonium, Guvners
Enemies: Sensates, Signers, Revolutionary League
Truth Sense [Namer] (Sp): In the course of meting out justice to the guilty, Mercykillers may discern lies once per day to a single chosen question. Furthermore, all Mercykillers gain Sense Motive as a class skill.
Sworn to Justice [Namer] (Ex): A Mercykiller may not break any laws, unless obeying the law would allow a guilty person to escape. Under no circumstances may a Mercykiller allow a lawbreaker to go free until the proper sentence has been carried out. Failing to fulfill the Eight Tenets is a serious crime.
Justice Blow [Factotum] (Su): Once per day, a Mercykiller may declare an attack action to be a justice blow. If it connects, it deals damage as an automatic critical hit. The Mercykiller takes half of that damage as backlash from the blow.
Righteous Beating [Factor] (Ex): Powerful Mercykillers are trained to capture dangerous criminals with a minimum of fuss. When using a melee weapon, they may freely choose whether to inflict normal damage or subdual damage, without any penalties or restrictions.