"Well, well, well, looks like we got ourselves some proper fresh and pink meat for the Cabal to chomp on, eh? Let's have a look at you."
-L. Sparland
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Editions & Timeline Notes
This Campaign makes use of the Savage Worlds (Adventure Edition) and the Rippers Resurrected sourcebooks, but there are some minor changes to the timeline that should be noted:
-This Campaign is set in 1892, before the events that take place in the original Rippers Plot Point Campaign.
-Currently, the Cabal is still at full strength, and Dr. Jack and Count Dracula are still (un)alive and kicking. The battle for the night between the Rippers and the Cabal still rages across the world.
-Use of Rippertech and the Magical arts of the Rosicrucians are still hotly debated topics among the Rippers, but the Rosicrucians are still a formal part of the organization as a whole and have not been ousted. In these trying times, can the Rippers really afford to be picky about whom they fight alongside?
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House Rules
Bennies: You can spend a Benny to re-roll any one roll you make (including damage), or any one roll that is made directly against you (like an attack or damage roll, etc).
Wounds: No matter how many raises you score on a damage roll, a Wild Card (that means bad guys, too) cannot suffer more than one Wound at a time. Heroes do not get one-shotted.
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Character Creation
The vast majority of the Character Creation process is the same as detailed in the SWAE, with some minor differences detailed below.
Step One: Hindrances
You can take up to 4 points worth of Hindrances (a Major Hindrance is worth 2 points, and a Minor is worth 1.) For example, you could take four minor Hindrances, two Major Hindrances, or two Minor Hindrances and one Major Hindrance.
You can then spend these Hindrance Points to improve your character in the following ways:
For 2 points you can:
-Raise an Attribute by one die type (Yus, please), or
-Choose an Edge (Also a good move)
For 1 point you can:
-Gain another Skill Point (Doing this will make me cry,) or
-Gain an additional 10 Pounds of starting wealth ( : [ )
Dave Note: In case you didn't notice, taking the 1 point options are total sucker bets. If you're going to take Hindrance points, then please spend them on things that are actually worth it. I only want the best for you and your family :]
Step Two: Attributes
You begin play with a d4 rating in the five Attributes of Agility, Smarts, Spirit, Strength and Vigor. No Attribute may exceed d12 (yet...)
You have 6 points to spend to increase these ratings. Each point you spend ups a die type by one. Rippers are made of sterner stuff, so they begin play with one extra Attribute point (6 instead of the normal 5.)
Step Three: Skills
Core Skills: You begin play with a free d4 in the following five skills: Athletics, Fighting, Shooting, Notice, and Common Knowledge. Rippers are men and women of action, and all are trained in the basics of these all-important skills.
After noting your Core Skills, you have 12 additional Skill Points to purchase and raise your Skills.
-Raising a Skill by one Die type costs 1 Skill point as long as it does not exceed the rating of the Attribute it is linked to.
-Raising a Skill above the Die type of the Attribute it is linked to costs 2 Skill Points.
Example: Dave is an uncoordinated mess and has an Agility Attribute score of d4. He begins play with a Fighting skill of d4 (it is one of his Core Skills), but doesn't find that adequate enough for his antisocial intentions. Dave wants to raise his Fighting skill higher, so he spends 2 Skill Points to raise his Fighting from a d4 to a d6 (Because Fighting is linked to Agility). If Dave wanted to raise it from d6 to d8, he'd need to spend another 2 Skill points to do so.
Rippers Skill List
Academics (Smarts)
Athletics (Agility)
Battle (Smarts)
Common Knowledge (Smarts)
*Faith (Spirit)
Fighting (Agility)
Gambling (Smarts)
Healing (Smarts)
Intimidation (Spirit)
Notice (Smarts)
Occult (Smarts)
Performance (Spirit)
Persuasion (Spirit)
*Psionics (Smarts)
Repair (Smarts)
Research (Smarts)
Riding (Agility)
Science (Smarts)
Shooting (Agility)
*Spellcasting (Smarts)
Stealth (Agility)
Survival (Smarts)
Taunt (Smarts)
Thievery (Agility)
*Weird Science (Smarts)
Rippertech (Smarts)
*Must have appropriate Arcane Background Edge to purchase.
Step Four: Edges
You're a Human being. Congratulations. Take one Edge.
Step Five: Derived Statistics
-Pace: 6 (unless altered by Rippertech, Edges or Hindrances)
-Parry: 2 + Half your Fighting die type. Someone with Fighting d6 would have a Parry of 5, for instance. It is highly recommended that you invest in as good a Parry score as possible. Rippers are constantly seeing field action, and the minions of evil don't play nice. You will be in danger.
-Size: 0 (unless altered by Edges or Hindrances)
-Toughness: 2 + Half your Vigor Attribute Die type. Someone with a Vigor score of D8 would have a Toughness of 6.
-Languages: You can read and write a number of languages equal to half your Smarts Die type. Someone with a Smarts score of d6 would know 3 languages. Since the Rippers are based out of England, one of these languages should be English.
-Wealth: Begin play with 5 Pounds.
-Reason: 2 + Half your Spirit die type.
-Status: 2 (Unless modified by Edges or Hindrances)
Bonus: Factions
There are several secret societies and fraternities within the Rippers organization, each with their own particular areas of expertise and abilities. Not all Rippers are part of a Faction, and joining one is not mandatory.
You can choose to belong to any Faction listed below, or be unaligned. Either choice gets you some goodies. To liven things up and add color to the game, no two PCs can be members of the same Faction.
-Lemme join! Lemme join! What do I get?
Each Faction has a list of Faction Perks that all members freely enjoy. Note these on your character sheet.
-I don't want to join a goofy Faction. I stand on my own and don't need no man! You don't wanna get mixed up with a guy like me. I'm a loner, a rebel...
That's cool, man. Instead of getting Faction Perks, you begin play with one Extra Edge and 3 extra Skill Points.
Frazer's Fighters
Globe trotting adventurers with a thirst for travel and discovery! Exotic locales and an insatiable wanderlust are a way of life for these daring heroes.
Faction Perks
-Traveler's Tongue: You begin play knowing a number of language equal to your Smarts Die type, instead of half your Smarts die type.
-Cosmopolitan: You blend in seamlessly with cultures and societies far different from your own, and you can adopt native customs with ease. You never suffer from the Outsider penalty when traveling abroad as long as you have spent at least one week studying your location beforehand.
-Are we there yet?: You've been everywhere, and know shortcuts and alternate routes like few others. Your travel time is roughly halved, and it never takes you long to get acclimated to a new environment.
Old Worlders
Shunning Technology and preferring to lean upon Tradition and the wisdom gleaned from the past, these staples of the Rippers organization focus their study on ancient menaces like Werebeasts, Fair Folk and other legendary beings spoke about in hushed tones over roaring campfires.
Faction Perks
-Hearth Wisdom: Pragmatic and level-headed, the Old Worlders do away with modern convenience and prefer to live simple lives. This stoic outlook bolsters their mental resolve. You gain +1 Reason.
-Loremaster: Every Old Worlder is stuffed full of tales of ancient curses, monstrous shifters, and mischievous Fae. When confronting any of these sorts of adversaries, Old Worlders are a font of information about the habits and weaknesses of such creatures, and the GM should supply the Old Worlder with more detailed information that most others would not be privy to.
Masked Crusaders
Outlandish and bold, Masked Crusaders take to the night in flamboyant costumes, concealing their identity behind colorful costumes to keep their identities secret. These alter egos lend the Rippers not only firepower, but mystique and panache as well.
Faction Perks
-Dramatic Exit: If you are not being directly observed and you are not in combat, you can spend a Benny to make a dramatic exit from any scene. One moment, someone is in conversation with you, but (in true super hero fashion), when they turn to face you, you're gone into the night! You must be in costume to use this ability.
-Bold Soul: Of all the Factions, Masked Crusaders have some of the most legendary stories and feats under their belt. Whenever you spend a Benny for any reason, roll a d6. On a result of 6, that Benny is immediately refunded to you. Once you receive a Benny in this fashion, the ability cannot be used again until the next Dawn.
Slayers
This secretive fraternity of Vampire Hunters specialize in one of the Rippers' most cunning and devious foes, vowing to bring all the blood-drinking parasites of Dracula's ilk kicking and screaming into the roiling rays of the sun.
Faction Perks
-Night Person: Whenever you spend a Benny between the hours of Midnight and 4am, you gain a +2 bonus to the result.
-Bad Blood: The Blood of a Slayer is nauseating to a Vampiric opponent, who recoils at the stench and taste of it. Due to the secretive rites performed on you when you were formally inducted into the Slayers, you can never be turned into a Vampire. Furthermore, all Slayers gain Immunity to any attempts by a Vampiric opponent to control or read their mind.
Rosicrucians
Some suspicious, unenlightened souls claim that sorcery always leads to the corruption of the practitioner, but the studious minds of the Rosicrucians beg to differ. Focusing on using magical disciplines for the cause of good instead of evil, this controversial Faction believe in fighting fire with fire, delving into the unknown in order to battle the forces of darkness with their own otherworldly power.
Faction Perks
-Sorcerous Study: The members of the Rosicrucians are all learned (some would say obsessed) with magical learning, and you begin play with the Arcane Background (Magic) Edge for free at character creation.
-Arcane Reserve: Rosicrucians are trained to draw upon a wellspring of potent magical energy from the very depths of their souls, and you've been well trained in such techniques. Once per day, you can spend a Benny to immediately gain d4 Power Points. This die cannot Ace.
Witch Hunters
The Rosicrucians claim that they alone can wield sorcerous magic without the fear of being tainted by its promises of otherworldly power, but the Witch Hunters know better, dedicating themselves to the eradication of all who would claim to bend supernatural forces to their will. As you might expect, relations between the Rosicrucians and the Witch Hunters are frosty, at best, and it's only a matter of time before both Factions opposing ideologies openly clash. For the time being, however, the two groups begrudgingly work together against the common enemy of the Cabal and other such monstrosities.
Faction Perks
-Eldritch Resistance: Numerous rites of protection and charms protect a Witch Hunter from the worst of a spellcaster's offense. Whenever you are the target of a harmful Spell, roll a d6. On a result of 1-3, the spell functions normally. On a result of 4-5, the Spell has no effect on you. On a result of 6, the spell is directed at a target of your choosing.
-Fervor: Whenever you make an attack or damage roll against a target with the Arcane Background (Magic) Edge, roll the test twice and use the better result.
The Order of St. George
These blessed souls arm the Rippers with the valuable weapons of faith and piety, lending religious zeal and divine inspiration to the never-ending crusade against the forces of darkness.
Faction Perks
-Miracle Worker: Being a member of this Faction grants you the ability to purchase the Arcane Background (Miracles) Edge. Not all members of the Order weave these divine powers, but the secrets of such knowledge are only available to its members.
-Defender of the Faith: Whenever you are on Holy Ground, you gain a +1 bonus to all attack and damage rolls.
-Reliquary: Every member in good standing with the Order of St. George is entrusted with a holy item of some kind to aid them in their fight against evil. Choose one of these blessed items from the list below.
Exorcist's Bible
Any member of the Order of St. George can take one Action to read a fiery hymn from this ancient tome, radiating a powerful divine shockwave of force that greatly pains any Demon within a large blast radius. Non-Wild Card Demons must make a Spirit roll at -4 or immediately be destroyed. Wild Card Demonic entities make the Spirit roll at -2, and take 3d8 damage on a failure. This ability can be used once per day.
Sacred Hearth Lantern
This simple looking lantern emits a constant, comforting golden light in a 25 foot radius. All those within the light of the Lantern are immune to the effects of cold weather, no matter how extreme the temperature. Furthermore, evil beings who enter the radius of the Lantern's glow cause the Lantern's Flame to intensify dramatically, alerting all in the vicinity of the interloper's black heart. Evil beings have difficulty remaining near the Lantern's flame, and suffer a -1 penalty to all rolls when within 25 feet of its hallowed glow.
Rosary of Protection
This simple wooden adornment grants the wearer +1 Toughness against attacks made by Undead or Demonic beings.
Blessed Vial of Holy Water
Once per day, the blessed water of this small, simple flask can be poured over a wounded target, immediately healing them of the Shaken condition and one Wound. It takes one action to empty the flask. At the dawn of each day, the empty Flask magically refills itself. Water from this vial sizzles the flesh of undead and demonic beings, and the flask's contents can be sprayed at any such fiend, who must make an immediate Agility test at -2 to evade it. If hit by the searing water, the unholy abomination is immediately Shaken and suffers a -2 penalty on all rolls to break out of it.
Strip of Saint Jasmine's Cloak
This small patch of Fabric is an actual piece of the hallowed cloak of Saint Jasmine, and offers the owner divine health in abundance. Possession of this relic makes you immune to all natural disease, as well as grants you immunity from hunger and thirst.
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