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Rippers (2005)
Great White Games
Date Reviewed: 1-18-11
Critical Kobold Rating:
(5 out of 5 Dice)
Things That Go
Rip In The Night
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In
1800’s London, people bar their windows tightly after sunset. They
smile and say it’s to keep out the chill, nothing more, and assure
themselves that stories of creatures skulking the night are
children’s fairy tales. But superstition is based in fact, and what
most civilized folk won’t admit even to themselves is that these
figments that creep from the darkness to prey on the unlucky are not
born of the imagination. Oh, they do exist! And no amount of
whispered prayer around a bright lamp will protect you.
But there are those few people who uncover the secrets of the
dark, who know what lurks in the night, and strive to combat those
shadowy horrors. These brave vigilantes are the Rippers; stalwart
defenders of the innocent, sworn to battle the monsters who are a
very real part of our world… if they can only keep from becoming
monsters themselves.
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Rippers
is a totally sweet fantasy-historical horror setting and a Plot
Point campaign sourcebook for the Savage Worlds game. Players
assume the roles of agents for a clandestine Victorian society of
monster hunters from around the globe who track down vampires,
werewolves, ghosts, spooks, demons, and the corrupted humans in
cahoots with them. This is a sourcebook only, lacking character
creation rules, so you’ll still need the Savage Worlds core
rules to play. This review won’t cover the basic mechanics of the
Savage system; however, you are indeed lucky little xvarts,
because you can check out my review of
Savage Worlds
here for the lowdown on that game.
The Background
In
the late 1500s, a doctor in the court of Queen Elizabeth, a man
named John Dee, slew a werewolf. Amazed at encountering such a
legendary creature, he experimented on the body, and discovered that
tissues and organs removed from the lycanthrope and implanted in
other animals produced faster, stronger, more resilient bodies,
although the animal hosts often also took on the more violent or
unpredictable traits of the werewolf. After several more years of
hunting down supernatural specimens and experimentation, the doctor
was able to re-create many of the supernatural abilities of these
monsters in more common animals as well. He eventually experimented
on himself, and was able to greatly prolong his own lifespan. As the
decades passed, he had to fake his own death, and invent a new
identity. He renamed himself “Doctor Jack.”
Over
the following century, Dr. Jack initiated several protégés into his
tutelage, including the renowned doctors Victor Frankenstein,
Abraham Van Helsing, Moreau, and Jekyll. He taught them all the art
of stalking and capturing the monsters that lurk in the world’s dark
corners, and of transplanting the harvested supernatural tissues
into common bodies. They called this harvesting and tissue
transferal process rippen transferre, or “tear and transfer.”
Later, it would simply become known as “ripping.” Over time it
became apparent that too many monstrous alterations eroded the
humanity of the subject, eventually turning them into the very
beasts they hunted. At Van Helsing’s urging, Dr. Jack turned away
from ripping, realizing the dangers it posed to the subjects and
society, and the group focused solely on killing monsters. They
named their secret group of monster slayers the Rippers.
However, several
of the original Rippers had become either flush with arrogance at
their power, or in the case of Dr. Jack, already corrupted by the
supernatural organs they’d accepted into their bodies. Eventually,
Dr. Jack succumbed to madness, and transformed into one of the
horrific monsters the group had sworn to defeat. Dr. Jack, now known
as Jack the Ripper, began making alliances with his erstwhile
monstrous enemies, and formed a sinister new band of organized evil
creatures from around the globe. He calls this evil cadre the Cabal,
and they are determined to put an end the Rippers.
The Characters

Enter the player characters, as
neophyte Rippers, into the world of Victorian London near the turn
of the nineteenth century. Armed with the knowledge passed down from
the Van Helsing family, as well as training from veteran Rippers,
the PCs are tasked with carrying on the crusade against the Cabal
and other supernatural threats to mankind. Their fight will take
them to every continent, and put them up against beasts both
legendary and mythological, most of which are more powerful than the
characters. In order to defeat their foes and thwart the plans of
the Cabal, the Rippers will have to take advantage of the research,
weapons, equipment, occult skills, and pure luck provided by their
Lodge.
The
Rippers sourcebook provides an excellent background for all
these supernatural horror shenanigans. On the setting side, there
are descriptions of the world of the Victorian time period,
including common vehicles, weapons, medicine, and other technology
of the period, and a look at the society of 1800's London. Key
cities and locations of note are outlined with succinct but useful
descriptions. The various types of magic available in the game world
are examined as well, and several new Advantages and Hindrances
specific to the Rippers setting are offered.
One
of the new facets of play introduced into Rippers that
differs from standard Savage World settings is the importance
of the PCs’ social standing; in Victorian England, one’s reputation
greatly affected one’s position and influence amongst the echelons
of society. This is reflected in the Rippers game with a stat called
Status. Gaining and losing status during social interactions
will mechanically affect both your characters' and their Lodge's
Status score. This score imposes penalties or bonuses to
interactions with NPC individuals or groups, modifying future social
endeavors (i.e., skill checks.) Doing and saying the proper thing,
wearing the appropriate attire, and partying with the right people
should be concerns forefront in PCs’ minds whilst they jaunt about
the world hunting gremlins.
Another new secondary stat for Rippers is your Reason
score. This tracks how much of your humanity you hold onto over time
as you battle the forces of darkness. The lower your Reason score,
the closer you are to becoming one of the evil monsters you detest.
Seeing undead rise from the grave and berserk flesh-eating demons
ravage your neighbors can have a debilitating effect on one’s morale
and mental well-being, and these events can affect your Reason. And
Rippertech implants? Incredibly useful, sure – indeed, arguably a
necessity for a Ripper to have a realistic chance at long-term
survival - but they're one of the fastest causes of Reason loss.
(Too much monster mojo pulsing through one’s body can turn one into
a frothing axe-wielding lunatic.) So PCs have a haunting choice: get
Rippertech transplanted into their bodies and maybe, just maybe,
gain the edge they need to survive another battle, or forgo the lure
of super speed and inhuman strength, and in so doing keep their soul
intact... but accept an on-the-job life expectancy of six months?
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Campaign Material
Aside from the sweet
historical information presented that gives just the right amount of
flavor and detail to run a Victorian era campaign, a big treat in
Rippers is the Lodge creation chapter. Each group of PCs belongs
to a Ripper Lodge, which acts as their secret lair from which they
plot their next move against the forces of evil. A Lodge may be as
simple as a basement with a cot to crash on, or as extravagant as
the Van Helsing manor, which provides research libraries, medical
facilities, training grounds, equipment stores, and armories.
Fledgling Rippers are assumed to be founders of a new Lodge,
possibly the only one in their city. The players receive points to
spend to design a Lodge to suit their needs. As PCs increase in
Status, level, and wealth, they may improve their Lodge by investing
in resources such as operating theaters, alchemy or Rippertech labs,
prison cells for monsters, foundries, and more. As their Lodge grows
in size and status, so does the number of NPC members the PCs may
recruit, thus providing more manpower for their organization. These
NPCs may be other Rippers under the jurisdiction of the PCs, or
perhaps scientists or researchers who stay out of harm’s way to
provide less combat-related help, such as intel and R&D. Of course,
as their Lodge’s status increases, so does the PCs’ responsibility
to the larger world-wide Rippers’ society.
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Many common pieces of
Rippertech are detailed, for those PCs who brave (or foolish?)
enough to risk their Reason to undergo the implant procedure. There
are also less common (and more dangerous!) Rippertech items that may
be discovered, invented, or researched by the PCs as they gain the
knowledge to delve into the secrets of their construction. For those
who'd like to hedge their bets and not, you know, go bat-frickin'-
insane from having a demon's heart pumping inside their chest, some
of the Rippertech products can be distilled down into potions or
pills that can be ingested instead of implanted. Often the danger of
adverse reactions and Reason loss are lessened by using Rippertech
this way, but the effects of the abilities are normally not as
potent, and are very limited in duration.
The entire second half of
the book is devoted to pre-made scenarios in the Savage Tales Plot
Point campaign. These are loosely connected stories that, over the
course of a campaign, will lead the adventurers to unravel an
ever-deepening plot by the Cabal, until its epic climax that will
leave the Fate of the Rippers, and maybe the world, in the balance.
(Dun dun DUUUN!) These Tales are intended to be sprinkled
throughout the Game Master’s own campaign adventures, and offer a
couple of scenarios for Rippers of every level of experience.
There’s also a handy adventure-creation section which randomly
creates an outline for all sorts of exploits; five minutes with
these tables and any GM can have a fitting plot for the night’s
action-adventure story, in case they're having a creative brain burp
or a lack of planning time, and can't think of anything themselves.
The Plot Point tales are
all pretty interesting and offer a wide variety of pace: some
require stealth, others research and planning, and some require good
old fashioned guts and guns a-blazin’. If you don’t like the
overarching plot of the campaign, the individual adventures are
still great to use separately; just alter some of the names and
maybe locations to fit your own storyline. However, PCs who do
embark on the Plot Point tales as written will have the chance to
discover the untold origins of the Rippers, uncover the truth about
the Cabal and Dr. Jack’s plans, unearth the shocking reality of
who’s who in history, glimpse the future of Rippertech, and maybe
even face the infamous Count Dracula in a showdown of cinematic
proportions, all in a campaign that will take them to Hell and back!
(Um… literally.)
One of the aspects of the
Rippers sourcebook that I found intriguing is that it makes a
sly choice to meld with other Savage World games. I happen to be
fond of the sci-fi setting of Necropolis 2350, for example,
and it wouldn’t be a hard thing at all to introduce Rippertech to
the planet Salus. Sure, it may technically be heresy for a holy
warrior to dabble in the dark practice of necrotic implantation… but
then again, wouldn’t a knight of the Ordo Penitentia, forbidden as a
punishment from wearing armor, find it mighty tempting to have his
bones hardened to provide a Toughness bonus when charging a skirmish
line of powerful undead Rafaim? Suuuure, and who would have to know?
Or maybe a snake oil salesman in the Deadlands just happens
to have vials of corpse dust, which has healing properties when
snorted like snuff. Why, what harm could it do for an honest bounty
hunter or buffalo soldier to use a pinch of that here and there?
Surely that would have no lasting consequences, or attract the
notice of darker spirits. Heh heh!
So, to wrap up, I am
surprisingly enthusiastic about Rippers. Honestly, I hadn’t
even intended to like it. Victorian historical adventuring isn’t
exactly my thing, and the premise sounded a bit silly when I’d heard
about it. But as I began reading just the first chapter, I was
impressed by the background, style, and excitement of this Savage
Worlds setting. It’s everything a Fast, Furious, Fun role
playing game should be. Now, I wouldn't mind at all getting a
campaign started! If a book can change this jaded kobold's opinion
that fast and that dramatically, you could certainly do worse than
to check it out.
But before you do, can I
interest you in this werewolf spleen? The procedure won’t hurt a
bit…
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