Savage Worlds Rippers Setting Pdf
The follow up for our Rippers setting for Savage Worlds, The Rippers Compendium takes players deep into new mysteries. Savage worlds rippers pdf free download. Cthulhu is a terrifying World War Two setting, fully compatible with the Call of Cthulhu, Sixth Edition and Savage Worlds roleplaying games.
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Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.' Yeah, The variability of Player strengths and enemy strengths is just too much to deal with. For example: I had a character with a +12 dodge, and another character with +22 armor. So any encounter I would need to design with one type of attack that can hit the speedy guy, and another that could hurt the tank.
Otherwise, either one would be invincible, but if I make an attack that could do both, it would simply kill the speedy guy if it ever hit him. I also had a professor X type character running around. Just an old man, but he could instantly use mind control on any human without super countermeasures. This made it very difficult to have any long term plans, because a character like that could always find a loophole, but if I make it so he couldn't use his power his character would be worthless and he would not have fun. The enemies in the book were just generic tanks.
Tons of armor, Tons of damage, and crazy high fighting scores. Which made for really lousy encounters, so I had to improvise each and every time. Now, I've been DMing for a long time, so I was able to handle it, but it was absolutely the most work I've ever put into a game.
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I've also learned a lot, and could probably run it better if I decide to try it again, but the experience was simply not fun, and how could my players have fun if I'm not? Anyway, if anyone wants to run it I got a couple of suggestions. DO NOT use the high power points option (20 I think), the players can get more powers as they level up. I know it's tempting, but trust me on this one. If your players really want to explore more PPs, encourage them to draw up a power plan that they can follow as they level up. DO NOT use the enemies from the box, instead make baddies on your own with just generic abilities you can change on the fly. Don't try to make enemies who are within the rules of the game.
Just say to yourself 'This guy has fire powers', and make up his damage and attacks as you go. Do ask your players not to make broken characters. Part of the story is that all the ultra powerful supers are already dead, so if they were really that powerful they wouldn't be around. If you are not having fun, stop the game and reavaluate. One of the fluff aspects of Necessary Evil is that the V’sori are very smart and analytical, and adapt their tactics based on their opponents. The GM could play that up with some introductory examples for the players, explaining how the V’sori have been collecting and analysing data on all known supers, and have already killed most of the one-trick ponies by ruthlessly targeting and exploiting their weaknesses.
Remind the players that the V’sori will do exactly the same thing to them, and they're far better off creating well-rounded characters. As a general rule I strongly dislike rendering a player's powers worthless, but in Necessary Evil it can easily be justified as part of the setting, and I think it can actually be quite fun as long as you're up front with the players about it. If they're new to the rules, you could also help them with character creation by explaining how each power might be exploited. When I ran Necessary Evil, I kept track of whatever tactics the PCs used that could reasonably make their way into the V’sori database. If the PCs killed all witnesses and destroyed all recording devices then they were fine, but they invariably ended up having fights in the street or against networked drones, and as they rose in prominence the V’sori began sending specially modified drones after them, and using weapons designed specifically to fight them (the powder-paint-spray gun was particularly hated by the two invisible PCs).
You get to hunt and target the PCs with good reason. As the PCs improve, the opponents do as well. If the PCs start getting too successful one can work to isolate the bricks and pick off the ones that might have effective ranged attacks but are softer targets for melee. Ranged nullifier weapons can be used, and reasons can be had as to what prevents their more wide-spread use, such as number of charges per power pack. Perhaps constant use would cause a local and violent loss of cohesion in non-living materials. Also, ranged nullifiers can be accounted to be for specific powers or power sets: the wide-field beam now rendering Electro-mensch helpless had no effect on Rough Trade, the team's psychic brick. Any thoughts?
Came here to say Beasts & Barbarians. As a S&S setting, it has a nice framework in place for making adventures: diverse (but genre-appropriate) settings that have color but not so much color that they dictate the kinds of adventures that can take place there. It has setting-based character options that aren't overwhelmingly good (with the exception of the Loincloth Barbarian/Bikini Heroine Edge), but that help B&B characters feel a little different than standard Savage Worlds fantasy characters. The adventures are built to offer a variety of play experiences, from chases to social navigation to strange encounters to combat in unique environments. It really does the genre right, in my opinion.
So far I have tried (and reviewed), and and. The next addition to my rules library is Rippers: The Horror Wars.
Using the same Savage Worlds game engine as Solomon Kane and the weird west game, I am interested to see what this slim 80-page volume has to offer. The Shiny One of the smaller rulebooks I have read lately, Rippers has colour cover and spread of colour plates in the centre. I always like pictures of the game 'in action' and there are plenty of miniatures to look. The rest is b&w but has a pleasantly sized text which is comfortable to read, with clear headings.
It has more content and substance than you realise at first glance. Rippers has their own box sets. Old Glory sell warband boxes of 11 minis for $25. Apparently made by West Wind but I can't find any info in their shop. I'm wondering if they are rebadged 'Gothic: Vampire Wars' minis The Fluff The 'backstory' is that the 'Rippers' are Victorian-era monster slayers like Van Helsing who have modified themselves with body part implants 'ripped' from the very monsters they hunt.
Naturally many of the have gone 'dark side' as the implants have corrupted and warped their minds. These have formed the 'Cabal' the necromancer-cackling scientist-werebeast conglomerate. The Game Mechanics Rippers uses the Showdown system (available for ) seen in many other Savage Worlds games such as Deadlands.
A deck of normal playing cards and various dice (d4, d6, d8, d10, d12, d20) are employed. Each turn, each unit or hero is dealt a card, and this determines move order (i.e. Joker, Ace, King, Queen, and so on, with Two moving last). A unit can go on 'hold' so it can act later in the turn. It must make an opposed roll using Agility to move before an opponent it is 'interrupting.' For skills and abilities, the higher the dice, the better - you roll the dice and need to pass 4 or more to succeed. You can take more than one action, but you have to -2 off any rolls for a second action, -4 for a third action, etc.
There is an 'exploding dice' mechanic where any maximum throw (say a 8 on a d8) earns a re-roll. Every 4 points you exceed your target roll gives you a 'raise' - say you needed a 4 on a d12 and rolled a 9 - then you would succeed and get a 'raise.' This adds bonuses, like an extra damage in an attack.
Heroes (or'Wild Cards') can roll an extra d6 in addition to their usual roll, and choose the best result. You also get three 'Bennies' (free re-rolls) to spend each game, and an additional two for each Wild Card (hero) which adds an element of resource management. Combat Shooting and close combat is simply passing the 4+ (shooting) or the opponent's Parry (melee), with additional ranged penalties for long range and cover where appropriate. The attack then uses the strength of the wielder (melee) or weapon (ranged) and if it beats the opponent's toughness, the target is Shaken (can take no actions, can move only half speed - characters can attempt a recover roll next turn).
If the attack if it beats toughness with a raise (+4) the target is Wounded (which kills non-hero characters). Heroes can usually take 3 wounds. There are rules for area attacks (scatter) and ways to target specific areas (i.e.
Shoot the eyeslits of a robot, or a tentacle off a monster). Players can also 'defend' which adds to their Parry score. Players can dual wield, suppress with automatic weapons, go prone and make 'all out attacks' which reduces their defence in favour of attacking bonuses. Units must make guts checks if they lost 25% of their force - also when facing opponents who cause 'Fear.' Magic is simple and follows the combat mechanics but you have to track how many 'power points' worth of spells you have spent. Jack the Ripper. Surgeon, royal - or mad scientist who implanted too many vampire body parts?
Powers There are about 13 powers which I though was surprisingly small. Most games have 20-30 powers but it has the benefit of being easy to remember. There are about 18 generic weapons which also was quite a modest number. It did cover all the main weapon types, so this isn't a problem.
Scenarios and Missions This is the 'guts' of the game as the rest you could download for free or read on the blurb of the game. There are rules for innocent bystanders, and bonuses for evil creatures at night. However there are only four basic missions. There are 11 scenarios which extend these with a few extra rules, adding a bit more 'fluff'.
They are specific but characterful - bringing to life a Frankenstein monster, fighting Old Ones in a defiled church, rescuing a loved one from cultists, etc. Terrain There is a terrain generator which is a nice idea and allows you to have some input over the arrangement of terrain whilst keeping things interesting. This is a welcome feature. There are also special terrain features such as haunted houses, graveyards, storm drains, strange ruins, a fountain of blood. If Borat was a vampire, he'd use this to fight gypsies.
Savage Worlds Rippers Resurrected Pdf
Advancement Wounded figures make a roll to patch up wounds and return the next game. Reinforcements can be bought. Heroes can 'level up' any skill or attribute one level - i.e. D6 to a d8 - and they can add up to 32 special abilities if their base stats are high enough - i.e.
A hero needs a d8 level agility before it can take the 'Acrobat' ability. Warbands There are a few stock warbands - Van Helsing's slayers, the Harker's gypsy/wolf hunter band, the Warriors of St. George (warrior monks and nuns), Puritan witch hunters, the tomb raider/explorer/archeologist faction, dime-novelesque 'masked crusaders', as well as freelancers who can work for any faction. The evil 'cabal' warbands tend to have largely interchangable troops, but included werewolves, vampires, mummies and their servants, evil scarecrows and headless horsemen, circus freaks including killer clowns (my particular nightmare, even now!), a witch coven, Dr. Moreau hybrids beast-men, witchdoctors and zombies, Victorian villans a la Jack the Ripper, Invisible Man, Hyde. All heroes and units have a points system to balance games.
Equipment, Relics and Rippertech There is about 30 equipment types ranging from mini-crossbows, silver daggers and throwing knives to whips, holy water, wolfsbane and ripper claws. There are a dozen holy relics such as Bibles and blessed weapons. 'Ripper' implants included gills, cat eyes, demon blood, werewolf claws and vampire fangs.
Evil cabals do not have Rippertech but can upgrade their monsters with 'bloodlines' which upgrades particular abilities. TL:DR The ubiquitous Savage Worlds system is solid as usual. Unsurprisingly, Rippers has a more Victorian slant than the excellent Solomon Kane (which is more 16th/17th century). In addition, it meshes neatly with the if you want additional flavour. The terrain system is good, the limited missions are expanded upon, there is managable equipment and special ability lists, and Rippers has its own miniatures line, to boot. My normal reason not to buy a Savage Worlds game is the bargain 'Explorer's Edition' rules contain pretty much the toolkit for any setting you'd want, but Rippers has enough well-focussed content to get the nod.
In fact it has a surprising amount of content packed into 80 pages, far more content than you'd expect at first look. It sits alongside and as a warband-focused competitive system with the Mordhiem-like ability to upgrade and equip warbands in a campaign. I'll have to do a direct comparison between them one day, but generally I'd say choosing between them is more a matter of personal preference.
Cost-wise, EotD is a shiny hardback 'production' ($40+), CiC is a $10 pdf. and Rippers sits somewhere in between at about $25. However Rippers (published 2004) seems to be out of print so your best bet is eBay or similar.
Savage Worlds Rippers Pdf 4shared
Simple rules, campaign experience/advancement, and the ability to build and modify diverse warbands? A solid competitor in the Victorian horror field, with slightly wider scope than its rivals.Edit: Blue Moon and OG also have $25 print copies.