Friday, September 25, 2009

Reason

Now that JP has implanted some Ripper Tech, I knew there was something we were neglecting regarding his sanity.

Here is the technical information on Reason:

A hero’s Reason modifies all Spirit and Spirit based skill rolls, rolls on the Fright Table, as well as all Knowledge (Rippertech) rolls made during the creation or implanting of Rippertech. If you ever roll a 1 on any such check (regardless of the result of the Wild Die), your hero’s Reason is reduced by 1. Any time you improve your hero’s Spirit die type, you also add 1 to his Reason. As long as your hero has no Rippertech implants, his Reason cannot go below 0.


So - we will need to check everyone's Reason next time we play.

+1 for anyone to have increased their Spirit die type

Tuesday, August 25, 2009

Getting back in the swing of things...

Experience after the 3rd Adventure

Garry - 16 XP
JP - 16 XP
Greg - 13 XP (Bonus point so he does not feel left out)
Steve - 10 XP (Bonus point to 'catch up')
Andy - 10 XP (2 Bonus points to 'keep up')


JT

Monday, February 2, 2009

Character Background (Optional)

You can earn some bonus experience by completing a short background on your character. The basic idea here is that in some way, you have had contact with something that goes bump in the night.

Maybe your sister was kidnapped and found dead with some puncture wounds in the neck.

Maybe your parents were killed by an unknown animal attack.

Maybe you yourself encountered something that the authorities dismiss as your active imagination.

Think of something, but keep in mind we are dealing with the early 1890's. As a frame of reference, here is a historical timeline for you to review.

1857 - George Pullman invents the Pullman Sleeping Car for train travel.
1860 - Pony Express begins.
1861 - Confederate States of America (the Confederacy) established in Montgomery, Alabama.
1862 - Richard Gatling patents the machine gun.
1863 - Battle of Gettysburg
1865 - Robert E. Lee surrenders on April 9. The Civil War ends.
1866 - Alfred Nobel invents dynamite.
1867 - Alaska Purchase from Russia
1869 - Golden spike nailed in, completing the First Transcontinental Railroad (North America)
1871 - Great Chicago Fire
1876 - Alexander Graham Bell patents the telephone.
1877 - Thomas Edison invents the cylinder phonograph or tin foil phonograph.
1879 - Thomas Edison invents light bulb.
1885 - Harim Maxim invents the machine gun.
1888 - Nikola Tesla invents the AC motor and transformer.
1890 - Wounded Knee Massacre
1892 - General Electric Company founded
1893 - The Columbian Exposition - Chicago Worlds Fair

More events can be found in countless timelines on the web...

JT

Character Creation Rules

Standard Savage Worlds character creation applies for this campaign. I have a license to print the Rippers Players Guides for all of my players - so that means you guys. Each of you will have a copy waiting for you. You will still need the standard Savage Worlds rules to create your character (I have one copy of that on hand).

Here are the basics...

1. Traits
  • Attributes - Your Ripper starts with a d4 in each of his five attributes: Agility, Smarts, Spirit, Strength, and Vigor. You have 5 points to distribute among them as you choose - 1 point to raise an attribute by 1 die type. You cannot raise an attribute above a d12.
  • Skills -You have 15 points to buy your skills. Raising a skill by one die type (which include the first d4) costs 1 point, as long as you do not go above the corresponding attribute. Doing this costs 2 points. Characters with an arcane background have access to arcane skills in Rippers which are limited to: Faith, Psionics, Spellcasting, and Weird Science. Knowledge: Rippertech would be needed to research, build, and implant in this weaponry.
  • Languages - You know the number of languages equal to half your Smarts die - you are able to speak, read, and write these languages.
  • Secondary Statistics - these include Charisma (+0 unless altered by edges or hindrances), Pace (6" unless altered by edges or hindrances), Parry (Equal to 2 plus half your fighting die type - can also be altered by edges, hindrances, or equipment), Toughness (Equal to 2 plus half your Vigor die type - edges, hindrances, and armor can modify), and Reason (new to Rippers - start at +0 with edges, hindrances, and other sinister influences that can alter it).
2. Special Abilities
  • Hindrances - you can select one major (worth 2 points) and two minor (worth 1 point) hindrances for a total of 4 points maximum per character. Any additional taken will not give additional points. With 1 such point, you can purchase another skill point or gain additional starting money. With 2 points, you can take an additional Edge, or increase an Attribute by one die.
  • Edges - you start with one free edge and any additional edges selected (if applicable) as a result of points earned for Hindrances.
Other areas of character creation - Status, Possessions, Background, Name - will be covered when we meet on Sunday.

To get a Rippers character sheet, go here: http://www.peginc.com/downloads.html