GM Niles Rippers Campaign

Game Master nilesr

Victorian Etiquette
Historical Map of London
Dramatis Personae
Campaign Timeline
Status and Favor rules
Lodge Rules
Rippers Edges


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Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

Awesome! Can't wait to see you back in action with us.


Nice! It'll be good to have our Russian friend back in the action.


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

Indeed. We could use the help :P


Encounter Map

@Victoria For sure I'd rule that it lasts at minimum until the end of an encounter, but probably 6 hours or so.


Okay, awesome. By my reading, I think it would also lower the penalty for someone trying to use Healing on me, so that's helpful. I'm definitely going to pop a dose of that then, I just need to check one other thing and then I can post.


1 person marked this as a favorite.
Ehrich "Harry" Weiss wrote:
His eyes go wide at the sight of Victoria just slamming a vial of some sort of drug straight into her chest. Now was probably not the time to argue over whatever that was and if it was even the correct dosage. Or ever, probably. Victoria is the most terrifying Englishwoman he's come across and he'd rather not piss her off.

You're godd*mn right.


1 person marked this as a favorite.

Also, I don't know if anyone else noticed this, but Niles did put up the basics for melee combat. They have a Parry of 5 and a Toughness of 6, so you'll know if you have a raise or not.


Encounter Map

That's why I post their stats, it makes things a bit easier in PBP.

Although, they ARE wild fighting at this point so their parry is a paltry 3 atm


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

Ahh, I completely missed that, my apologies. And usually I try to keep up on that sort of thing...

The good news there is, I guess, that Tristan has probably helped to put this one down for good.


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

Hey. Quick heads up. My sister is going away to college for the first time this weekend and the whole family is going with to help her move in. I'm leaving tomorrow morning and I should have internet, but my posting may be slower than usual until Sunday.


A question for our history-minded people, as I'm not positive on the answer. This could potentially help us in our fight. The pistols in Rippers are clearly built to represent revolvers given the capacity, but are they more modern cartridge revolvers or are they older cap-and-ball style revolvers? If they're older revolvers, it stands to reason that our Rippers would be carrying gunpowder on them... if so, couldn't we use it to try and coat the invisible creature so we could see it?

I know cartridge revolvers became popular in the US in the 1870-1880s, but as we're in England I'm not sure when they made it across the pond in force, to the point where owning one would be the regular occurrence, especially for a private citizen.


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

I was thinking,of grabbing some moist dirt and flinging it onto the creature myself, though the idea of coating it with gunpowder has it's appeals...


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

By this time they're almost guaranteed to be cartridge revolvers. Once cartridges became a reliable option most manufacturers moved away from cap and ball, because cartridges were easier to use, easier to design for (for the most part), and much more popular with... pretty much everyone. There honestly wasn't any real reason to use a cap and ball design other than potentially "bigger bullets," but beyond big game hunters that wasn't really an issue. (And for them, there were still elephant rifles and Howdah pistols.)

Now, if we were carrying flintlocks on us... but then, that would be outdated and silly, wouldn't it?


Encounter Map

Yeah, its all cartridges here.


I figured as much. I just wasn't sure how quickly cartridge weapons traveled across the Atlantic, because I couldn't find a ton of info on it when I went looking.

I'm going to wait to update my Wounds until I hear from you, Niles. I think this can get me back to 100%, but either way I'm in a better place than I was.


Niles, Tristan sent Carl and I a text letting us know his laptop is busted, so he may be gone for a bit. He's looking into other ways to be able to post here, but he's not sure if they'll work. Other than that, he doesn't have the money to fix the laptop so it could be a while before he's able to post.


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

And Tristan here letting you know that it was probably a false flag--things look to be okay for now. It was probably just a crash, but I've had bad luck with computers in the past so I was expecting a worst case scenario. I should be okay, but if I go dark the old message stands.


Hey guys, this is a blanket notice going out to all of my games here on the boards. While I am thankfully outside the path of Hurricane Harvey, current projections for Hurricane Irma are sending it barreling up the coast of Florida to sweep much of the eastern coast of the United States. As I live directly on the ocean, I'm already gearing up for a potential evacuation at the moment. While hopefully all I get is a lot of rainfall, it's likely that by the time Irma hits Maryland it will still be at least a Category 3 storm, if not worse. I will have my laptop and such in the case of an evacuation, but I likely won't be able to post with any real schedule or frequency. Moreover, given that I live more or less directly on the ocean, it's more likely than not that if I'm forced to evacuate there will not be a home for me to come back to after the storm passes. The island is not built to withstand that kind of storm, and the last time something anywhere near that deadly swept through, it made an inlet where there used to be a road. My point being, if I'm hit by the hurricane it's very likely I will be off the boards for a long while, or at least my posting will be sparse and intermittent.

I'm sure I'm not the only one following the storm on the news, but I'll do my best to keep everyone updated on my status. It's likely the storm, if it hits me at all, will make landfall here early next week. If you see on the news that the storm has hit Maryland and you don't hear from me, that's probably why. I just wanted to put this message up now as I'm prone to losing power during storms and I didn't want to leave anyone hanging.

Thanks for understanding,
Jon


Encounter Map

I totally understand Jon. I'm in Louisiana and we are watching Irma like a hawk. (Also, I'm in the National Guard and so I'm looking at being activated as well)


M Russian Human Bennies: 0/3| Wounds: 3/3

It's not a good time to be living anywhere on the Gulf Coast or the eastern seaboard. Best of luck!


Thankfully, Irma veered away from me and I didn't have any real trouble. it's looking like Jose is going to hit me some time next week, but that's not a big deal as it should only be either a weaker hurricane or a tropical storm.

Anyone have any ideas on where we want to go from here? I just feel like we have more we need to learn about here, but I'm not sure what to do from here. We have a lead about the solstice and a sacrifice, do we want to see if we can find a library and learn more about this? We can't be sure the girls are safe until we've completely dealt with it, but maybe we already have? I really don't know. What do you guys think?


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

A little research would be nice to make sure that we cleared up everything. Killing most of the monsters should have helped, but safe is better than sorry.


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

I agree. maybe we can ask him if he has a library we could consult, or look for one in town?


I'm rolling at a -6, so it's... not really worth it for me to try. I'l wait and see if I can help with anything else, though.


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

Looking like we definitely need access to that society.


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

Most likely, but a lucky roll could save us a few favors. No reason not to try unless we're on a strict time limit, which we don't seem to be.

Grand Lodge

Strength d6 Agility d6 Spirit d8 Smarts d6 Vigor d8 Wounds: 0 Toughness: 6(1) Parry: 7 Pace: 6 Charisma: 0 Bennies: 2/3 PowerPoints: 9/10 Status: 5 Reason: 2 // Throwing: d6 Fighting: d10 Notice: d6 Knowledge(Occult): d6 Knowledge(Religion): d4 Faith: d10 Persuasion: d8
GM Niles wrote:

If you are into Early English Historical Fiction, I HIGHLY suggest reading the Last Kingdom Series by Bernard Cornwell. Uhtred of Bebbanburg is my spirit animal.

I will, my good sir, thanks for the suggestion.

GM Niles wrote:
Also, are you guys at 20XP yet?

I have 17 exp listed. That said I am a complete disaster when it comes to updating profiles and I did miss at least one interlude, so assuming the rest sit at 20 I should be at least one behind.

And this chat about numbers made me remember I did forget keeping track of income and favours.
I'll assume Rasheed spends most of his income helping others and giving to charity (as I think I already stated a long time ago) but I'd apreciate some help with the favours.

In any case, sorry for the inconvenience.


Victoria is at 19 XP, as her reward from the last interlude was some excellent Rippertech as opposed to getting an extra point of XP. I believe Rasheed should actually be at 20, though.

I believe with how you regularly award XP, everyone but Tristan and Harry could hit Seasoned with this (Harry could as well, assuming an interlude that gives us +1 XP). Andrej is also close with 18, but seeing as though he wasn't on this adventure with us he probably won't be hitting 20 with us at the moment.


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

Sounds about right for me, this was Harry's first adventure after all.

Grand Lodge

Strength d6 Agility d6 Spirit d8 Smarts d6 Vigor d8 Wounds: 0 Toughness: 6(1) Parry: 7 Pace: 6 Charisma: 0 Bennies: 2/3 PowerPoints: 9/10 Status: 5 Reason: 2 // Throwing: d6 Fighting: d10 Notice: d6 Knowledge(Occult): d6 Knowledge(Religion): d4 Faith: d10 Persuasion: d8

Checking through Rasheed's profile I spotted something...

How dense must I be not to realize my 15 exp's advance got lost due to submit bug or most probably me forgetting to update?

I've been all this time with an effective level of 10 exp... I put the advance to upgrading Persuasion and Kniwledge Occult which are the two things I used the most other than stabbing evil creatures.

I also made a mental note to remember stuff more frequently, hope it works.

As for the exp, I probably should be at 19-20 but until Niles speaks I'll leave it at 17 because I can't be sure right now it was a profile update mistake.


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

Even when the numbers are low, its tough to make sure everyone's on the same page with their experience.


Encounter Map

Ok so. You guys have earned 3XP and 1 favor for this mission. Unless we aren't done in which case we will wait until we are finished before awarding the XP and favors.

(The Research portion of this mission is completely optional and won't net you anymore XP. It would net you other benefits though.)

As an aside, I think Andrej is still wanting to get back into the game even though we are like a month behind schedule.

Edit: If you want to know the baseline XP awarded for the game click the Campaign Timeline link. I have the XP awarded for each mission labeled. However, some of you have interlude XP and so might have 1-2 more XP than the others.


I do think it might be worth our time to get that invite to the historical society. We do get... something for it, and it seems like that could be worth it. Also, it seems odd to leave it unfinished. However, it may be worth it to pass that up just to get Andrej back in the mix a little faster. I know he's been waiting.


M Russian Human Bennies: 0/3| Wounds: 3/3

I am indeed.


Encounter Map

Well, in game, your mission was to investigate the photographs and determine their veracity. That part is done.


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

I think I'm slightly ahead because I've made sure to do every Interlude so far, so I'm a little over 20 XP now. I think I should be at 23.


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

I know I haven't been around much lately, and I apologize for that... but if we want access to the Historical Society to use the better library for this, I can certainly front the cash (and I have more than enough Status to garner the invitation as well). That said, it would be using up some Favors, and those are a little more important and in shorter supply than my money.


Unless we're going to have it happen out of character to get the info we need, I'd rather skip it so we can regroup with Andrej and get him back in the game. I know he's been waiting, and it'll be nice to have the whole team together again.

If we can quickly wrap it up OoC though, spending the favor is probably worth it.


Encounter Map

If you guys wanna spend the cash and favor and just have me narrate the results that's fine. I'm interested in moving on as well...

Because the next plot point actually advances the "campaign"

As an aside, we ARE actually playing a campaign here that's tied together. Basically the way Savage Worlds PP campaigns work is that at certain "points" different events and missions happen. The "Campaign" itself isn't supposed to kick off in earnest until you've reached the "Seasoned" rank and founded your own junior lodge.


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

In response to the Gameplay question, I am still very interested in this game and would like to continue it--particularly if we're about to get into the meat of the campaign! As far as activity, I was kind of waiting on anyone to let me know their preferences; I'd rather not just spend a Favor if we don't really care about this historical society lead.


Yeah, sorry. Let's have Tristan spend the favor and have you narrate stuff to move us forward. Sorry, I thought we had already agreed on that... I was waiting on you to move us along, Niles. Guess I lost track of what was being agreed on. We get a Favor from this anyway, so Tristan would be staying constant with any he already has. I say we do it.


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

Yeah, sorry! I'm ready for us to get going, and I agree that we should at least see what we else we could learn from this case. Could come in handy later on, could simply be fun to read.


Encounter Map

Ok so. Lodges have mechanics.

The four defining aspects of the lodge are Influence,
Membership, Resources, and Facilities.

INFLUENCE (IN):

Every lodge has a degree of influence in the
organization as a whole. Some are remote outposts,
with just a few Rippers patrolling huge
tracts of land and only occasional Cabal contact.
Others are in the thick of things, battling continually
for control of important arcane knowledge.
Influence governs the growth of a lodge and
the Rippers who operate out of it. The more
influential the lodge becomes, the greater the
burden it is expected to shoulder in the struggle
against the Cabal. Likewise, if they want to rise
through the ranks of the organization, Rippers
must find a lodge of sufficient influence to
advance. Until a lodge attains some significance,
Rippers at that lodge are restricted in the ranks
they can achieve.

Importance
There are four degrees of Importance for a
lodge: Local, Regional, National, and International.

The number in parentheses is the
modifier to the GM’s rolls on the Adventure
Generator. The Cabal Threat listed at the end of
the description indicates the level of Cabal activity
in the area, and is only used if the players are
running the lodge. Roll the dice and note the
total on the lodge sheet (the GM has rules for
managing the Cabal Threat on page 71).

Local (–1): A lodge of minor importance is
responsible only for the town or district of a city
it occupies. These lowly lodges are usually in the
most derelict parts of town or in remote, farflung
corners of the globe and are often
little-used. Cabal Threat: 2d4.

Regional (0): As a lodge becomes more influential,
it is expected to monitor Cabal activity over
a greater area. This lodge is one of the most influential
in a large city or county. If there is not already
a larger, more influential lodge in the area, this
lodge is known by the name of the city or county
in which it is located. Cabal Threat: 2d6.

National (+1): The lodge has risen to prominence
and must monitor the action of those
lodges beneath it throughout the country.
Heroes running this lodge must help co-ordinate
national efforts to combat the Cabal. Cabal
Threat: 2d8.

International (+2): Great influence brings
great responsibility. As one of the top lodges in
the world, the Rippers who run it are notable figures
in the organization. Part of their task
becomes the monitoring of Cabal activity around
the globe. Cabal Threat: 2d10.

Renown
Coming from an influential lodge can be beneficial.
Rippers from this lodge gain +1
Charisma when talking to other Rippers. If a
lodge achieves High Renown, this modifier
increases to +2.

Seat on Grand Council
At the pinnacle of the organization is the Rippers’
Grand Council. If a lodge reaches sufficient
eminence, the leaders of that lodge are given
seats on the Grand Council and take a hand in the
planning of global strategy! The lodge continues
to operate as one of international importance,
but the heroes’ responsibilities are much greater.
Every Ripper knows the heroes’ names and does
anything possible to help them.

Rank Threshold
Rippers cannot rise to prominence operating
from a backwater lodge. Until a lodge has reached a
Rank Threshold, the heroes and any extras in the
lodge cannot level up to the listed rank.

Influence Restriction
For a lodge to become truly influential, it must
develop in all areas. When a lodge reaches an Influence
Restriction, its Influence cannot improve until
the value of all other lodge stats is equal to or better
than the number in parentheses.

MEMBERSHIP (ME):

Each lodge must maintain sufficient membership
to cover its responsibilities. If the number
of Rippers in a lodge falls too low, the group cannot
effectively fight the Cabal in that area.
The Membership level indicates the number
of active Rippers of a given rank (N for Novice, S
for Seasoned, and so on) in addition to the characters
who belong to the lodge. Two members
are needed for each facility in the lodge;
unmanned facilities cannot be used. The remaining
Rippers can accompany the heroes as extras
on missions or be sent on missions of their own
to help combat the Cabal.

Novice Rippers use Militia stats (see page 119).

Seasoned Rippers use Irregular stats (see page
119), but add one piece of common Rippertech.

Veteran Rippers use Soldier stats (see page
120), but add one piece of advanced Rippertech.

Heroic and Legendary Ripper NPCs should be
created from scratch and leveled up accordingly.

RESOURCES (RE):

Every lodge needs sufficient income to keep it
running. Rippers draw on the lodge’s funds in
their struggle against the Cabal, so a lodge with
little in the way of available cash cannot allow
Rippers much leeway in their researches and
cannot pay them to travel. The lodge also pays
the Rippers their monthly stipend, dependent
on their rank, so it is important that the Rippers
keep their lodge well funded.

Ripper Monthly Stipend
Novice £10
Seasoned £20
Veteran £30
Legendary £40

Much of this cash comes in the form of donations
from wealthy benefactors, so Rippers must
always be prepared to socialize with potential
backers—though of course, those who finance
the organization seldom know the true purpose
of their investment.

The lodge’s Resources level shows the amount
of money the lodge generates, as well as the quality
of its facilities. In addition to the monthly
income, the Resources level determines the lodge’s
facility modifier, which starts at –4 (if a lodge has a
Resources level of 0) and rises to +2.

Facilities FA:

At their most basic, lodges are nothing more
than an occasional meeting place, though many
have far more to offer. Each lodge’s Facilities level
indicates what is available to the Rippers.
Each facility requires two Rippers to keep it
functioning. If there are insufficient members, the
highest level facilities remain empty and cannot be
used until additional members are recruited.

MORE ON THIS LATER THERE ARE TONS OF AVAILABLE FACILITIES.

Lodges usually begin with 10 points to spent between the 4 Stats. However, in our game you can choose to pick a "premade" Lodge.

Marsh Fishing (Location: Staithes, UK)
Importance 2, Membership 3, Resources 5, Facilities 3 (Sleeping Quarters, Meeting Area, Docks)

Bradford Historical Society (Location: Bradford, UK)
Importance 2, Membership 2, Resources 3, Facilities 6 (Meeting Room, Sleeping Quarters, Library (Extensive))

However, you can choose to make a wholly independent and nonpremade lodge if you like. I'll post more later.


Thinking from an in-character perspective, Victoria would likely want to go with Marsh Fishing; she really bonded with Carolina while we were in Staithes, and given the chance she would likely want to remain based there. Carolina knows something was fishy about this whole business after all, and we have good reason to trust her. It sounds like a good argument from an IC perspective.


Encounter Map

FYI, the Docks facility opens up cheaper travel as well as make it easier to import items without interference.

The Library Facility (as you probably surmised) makes research a whole lot easier, as well as adds to Investigation rolls made in the Library


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

I think Harry would feel most at home with the historical society himself, in part from not being a part of that mission and being one to apreciate knowledge. It would have less resources and a smaller membership however, so that's to take into acount.


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

OOC, I'm pretty much fine with either, or with building our own lodge. In character, Carl would very much like a library of occult knowledge.


Encounter Map

Just FYI, the two premade lodges have the benefit of having free facilities improvements (Docks and Library) a non premade lodge wouldn't have that. It's a reward for 1) Befriending Caroline Marsh (since Jacob died shes the heir to the Company) 2) Becoming members of the Society

(They also get some additional benefits but not until higher importance levels)


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

Well, what do we think, folks? I dunno if we want to go with pure democracy here, since it'll leave some folks unhappy and may even result in a tie (getting us nowhere), but I don't want to just call it or anything. They all have their benefits, although I'd probably go with one of the premade Lodges rather than a custom one, cause it seems like we get more out of them.

Personally, Tristan would probably lean towards opening a Lodge at the Marsh location. We have good history there, having helped Carolina with that whole fiasco, and that means we've got a reasonably powerful ally with some potential funds at her disposal right there. The Historical Society is interesting, but it isn't quite as directly connected to anything we've done, beyond happening to be near a site where we dealt with some nasties. We can also always just visit the society's library if needed, since Tristan got the membership--if time is of the essence, I suppose that might not work, but it's available if we need it. And of course we can always build up a library of our own at our Lodge. The easier/cheaper travel and shipping of goods is also a really nice benefit of the Docks in my mind.

But those are my thoughts, and I don't want to make a decision without everyone's input. I don't want to hold up the game, but this seems like something we should discuss.


M Russian Human Bennies: 0/3| Wounds: 3/3

That makes sense to me. The advantages of the Historical Society seem to be able to be duplicated using other resources.

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