Rippers Resurrected Game Master S Handbook
Rippers Resurrected Game Master S Handbook
Rippers Resurrected Game Master S Handbook
GAME MASTER’S
HANDBOOK
by Simon Lucas with Matthew Cutter, Clint Black, John Goff, and Shane Hensley
Based on the original Rippers by Chris Dolunt, Simon Lucas, Paul “Wiggy” Wade-Williams,
Piotr Koryś, Clint Black, and Shane Hensley
Art Director: Aaron Acevedo
Graphic Design & Layout: Aaron Acevedo, Matthew Cutter, Alida Saxon, Thomas Shook
Editors: Jodi Black, Matthew Cutter, Piotr Koryś, Preston DuBose
Cover Illustration: Aaron Riley
Interior Illustrations: Bruno Balixa, Colin Boyer, Donald Crank. Dennis
Darmody, James Denton, Sebastien Eccose, Irina Kovalova, Chris Malidore, Will
Nunes. Claudio Pozas, Manfred Rohrer, Mike Wolmarans, Steve Wood
Cartography: Alida Saxon
To my little monsters, Dylan, Evelyn, and Angelina. And to Kirsty, for everything.
WWW.PEGINC.COM
Savage Worlds, all unique characters, creatures, and locations, artwork, logos, and the Pinnacle
logo are © 2015 Great White Games, LLC; DBA Pinnacle Entertainment Group. .
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RIPPERS
R
ippers is a game of Victorian horror Make sure the Extras in your world are polite
for the Savage Worlds roleplaying to each other and to the heroes—at least until
system. The Rippers Resurrected provoked. Victorian society thrives upon civility.
Player’s Guide contains the essential Players not acting appropriately should be penalized
information players need to know to play. This with frequent Status losses. As their Status slips,
book contains additional information to help a they should also find themselves being treated with
GM create and run exciting Rippers stories. less respect. They are of course still expected to give
In addition to some extra rules for rippertech it—especially to those in authority (and this is a
and some secrets the players should not know, time when it is perfectly acceptable for a policeman
this book contains an adventure generator to help to give someone a firm slap for being “cheeky”).
you quickly create countless tales for your players
with just a few dice rolls. What’s more, there are
some ready-made Savage Tales and a full-fledged DEAD OF NIGHT
Plot Point Campaign that threatens the Rippers’
very existence, if they cannot overcome Rippers is also a horror game. This is the spooky,
an ancient evil. Finally, the last chapter eerie horror of an old movie or a good ghost story
contains monstrous foes to throw at your rather than more modern tales of blood and
heroes, as well as a few minions who may guts (though there’s some of that too!).
be able to come to their aid. Much of the horror should come
It should be noted that Rippers is a game from the realization that the
of Victorian horror and you want to heroes are facing powerful
make sure you capture the two aspects supernatural creatures
together. The setting is the Victoriana and that the only hope of
of our imagination, so it only needs to matching their foes is the
have the right feel or flavor. With that use of rippertech—as
in mind, this chapter contains some unpleasant as that is.
advice to help cultivate a suitable tone The monsters of the
for your games. Cabal frequently operate
at night, either due to
EVERYDAY supernatural weaknesses
or to keep their existence
LIFE or lairs secret. This means
the Rippers also exist in
All you need are the broad the twilight, giving ample
strokes to set the tone. Steam opportunity for night-
trains and gas lamps, horse- shrouded mysteries.
drawn hansom cabs and fog-filled, The dark makes
cobbled streets capture it perfectly. everything seem
Technology is making rapid advances, so worse and this
there are always new wonders to witness, should be true
like moving pictures, electricity, and the for your heroes.
automobile. The Rippers Resurrected Ordinary objects
Player’s Guide has more information take on sinister
about the latest inventions. shapes, and sounds are
strangely amplified.
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Then, of course—there are the actual things
that go bump in the night. Try to be evocative and RIPPERTECH
describe the creatures rather than naming them. “A
crooked old man shuffles awkwardly toward you. Rippers can use more rippertech with fewer
Pale skin hangs limply on misshapen bones and the damaging results than before, due to improved
stale stench of soil and decay assaults your senses,” science and ongoing refinement of the methods
sounds better than, “You see a zombie.” It also gives used to harvest and create implants. Of primary
your players some clues how to react, but keeps importance, though, was Johann Van Helsing
them in the dark as to what exactly they are facing. going to the Rosicrucians for help, as told in the
Rippers Resurrected Player’s Guide.
A WORLD OF As the players learn during the Return of Evil
Plot Point Campaign, the “key to victory” wasn’t
SHADOWS to defeat the Cabal but to overcome rippertech’s
damning aspects. Johann was successful…but at
In the Rippers world, monsters really are under a terrible cost. He became a martyr, taking the
beds, in closets, and hiding in the shadows. No one entirety of rippertech’s curse upon himself. And
can ignore their primal response to such pervasive his soul’s burden soon proved too heavy for his
horror. At the Plot Point Campaign’s start, with the body to bear. He took his secret to the grave.
Cabal broken, Fear checks suffer no penalty. The In practical terms, this means using rippertech
world is scary, but not especially so. no longer damns one to Hell, nor do the forces of
Once the Cabal leadership begins returning, the evil benefit from its use.
world’s overall “Fright Level” rises. After Jack the
Ripper’s resurrection in the Jack’s Back Plot Point, New Rippertech
all Fear checks suffer a –1 penalty, increasing to –2
when Dracula returns. At the adventure’s end, the Your players are bound to try to research new
Cabal returns and Fear Checks suffer a –4 penalty! and improved rippertech. Here are some guidelines
This allows Mina Harker to convince the Order to help you balance the risks and rewards of
of St. George and the Witch Hunters that the rippertech and guide their studies.
Rippers need the Rosicrucians. If the players bring Each time they research something new, decide
the faction back into the fold during the Plot Point if you want to use a Research Adventure to put
Forbidden Knowledge, it inspires Rippers around obstacles in their way and encourage them to
the world and reduces the Fear penalty to –3. travel. Hints of wonderful facilities in foreign
The next opportunity to modify the Fright Level lodges or rare components in far-off lands can
occurs during The Battle for Rome Plot Point. If draw the heroes into further adventure and get
the heroes are victorious, the Cabal is demoralized them to experience more of the Rippers world.
and humanity’s will is strengthened, reducing
the penalty to –2. If the Cabal wins, the penalty Designing Enhancements
increases to –4 as fear pervades the world. When your players want to devise new
The modifier does not change again unless the rippertech, they should prepare a design based
Rippers fail to stop Apep’s ascension. If that occurs, on the way existing rippertech is set out. Work
the world becomes a land of death, and the penalty through their design and see if what they have in
to Fear checks is –6! mind seems balanced.
Start with the rippertech’s Benefits. Depending
on how powerful the basic effect is, give the
STATUS enhancement a rippertech modifier (this is the
Reason cost of the enhancement and reflects how
Using Status in Rippers should add to the difficult it is to make). A penalty of –2 is roughly
atmosphere and lend a veneer of Victorian the equivalent of an advance, Edge, or Attribute
respectability rather than dictate the course of increase. If the enhancement is more versatile and
the game. The Status and favor rules allow you to useful, the higher the penalty, or for a more specific
easily simulate the Victorian social contract. Don’t or restrictive function, it may go as low as –1. No
let Status get in the way, but use it to reinforce that rippertech has a modifier better than –1.
society is different in Victorian times, and certain
expectations should be met.
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Balance & Flavor
Work with the players to balance the cost and RELICS
effect, and alter the modifier accordingly, but
always consider the concept of the enhancement. Relics are objects imbued with mystical powers.
For example, if it makes sense for the rippertech to Rippers cannot simply make these items—they
be restricted to an implant or extract only, reduce gain power from the great (or terrible) individuals
the penalty by 1, but the player shouldn’t choose to who once possessed them, from veneration, and
apply such a limit simply to decrease the cost. If it’s from the passage of time.
logical for the rippertech to inflict a side effect, the
cost could drop by one if troublesome or even 2 if Blessed and Magical Items
particularly debilitating. Some minor side effects
may be worth no reduction in the penalty, but add If a character with a Reason less than 4 attempts
significant flavor to the rippertech (such a touch to use a blessed item, or if any character with a
may be worth a bonus to one of the creation rolls). Reason of 4 or higher attempts to use a cursed
Don’t forget there are other ways to limit the item, he must make a Spirit roll each round or take
effectiveness too. An implant may cause Fear if 2d6 damage. Magic items can be used by both the
revealed or an extract could be foul or disgusting pure and the corrupt to equal effect.
applying a –2 penalty to the Vigor roll, either worth Blessed/Cursed/Magic Vestments: These robes
a one point reduction. Extremely rare raw materials weigh no more than normal clothing and protect
(something only available from Dracula) or those the torso, arms, and legs. Roll a d6: On a 1–2 the
with a penalty to harvest may be worth a decrease vestments are blessed, on a 3–4 they are cursed,
as well. The Reason loss should also be weighed and on a 5–6 they are magic. Blessed or cursed
against usefulness. Unless the GM is running a sea- vestments provide Armor +3 against supernatural
going campaign, breathing underwater isn’t going attacks (including magic and Fighting attacks from
to be as useful in a Rippers game. monsters). Magic vestments provide Armor +2
The ultimate goal is to help the player create a against any attack.
cool new piece of rippertech not something game- Flying Carpet: This decorative eastern rug is
breaking. Make sure everyone is happy with the enchanted and allows up to five characters to fly
design before the player commits her character’s at a Pace of 6 with Climb 0.
time and effort to the process. Hermetic Chest: This ornately carved chest
is magically sealed. Anything placed into it is
preserved until removed.
Holy Bible: Martyred priests carried these
CAPES & blessed bibles. Once per day, if the bearer is the
target of a spell or arcane effect, he may use his
CYBORGS Spirit die to resist the arcane skill roll. If successful,
the effect is directed back at the caster (or negated
Game Masters with the Science Fiction if more inappropriate).
Companion and/or Super Powers Companion Cold Iron Flask: This is a cold iron cylinder
can use them to help design rippertech. The with a lead stopper. When opened, any demon or
point costs for Racial Abilities, Cyberware, ghost with a weakness to Cold Iron within a Small
and Powers correlate to the Reason penalty for Burst Radius must make a Spirit roll or be pulled
rippertech. Of course, setting and usefulness into the jar.
still need to be considered in the final modifier. Lab Journal/ Prayer Book/Psychoanalytic
If using a Power from the Super Powers Journal/Spellbook: This magical book contains
Companion as the basis for an enhancement, the formula required to use a new power chosen
limit the power to no more than 5 points of by the GM. If a character with the appropriate
effect (even if modifiers reduce the penalty to Arcane Background (Weird Science for Lab
a lower value). The higher the base cost, the Journal, Miracles for Holy Prayers, Psionics for
more likely the rippertech requires a special Psychoanalytic Journal, Magic for Spellbook)
Research adventure to create. spends 1d20 days reading and deciphering its
secrets, the character learns to use the power.
Large Blessed/Cursed/Magic Weapon: Large
weapons include swords, staves, and similar items.
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They inflict Str+d10 damage, and wounds they
cause can only be healed naturally.
Random Relic Table
Lion’s Tongue: Anyone who inhales smoke d20 Relic
from this ornate silver pipe and makes a successful 1 Blessed, Cursed, or Magic Vestments
Spirit roll can project his mind into the body of 2 Hermetic Chest
someone who lived in the past. The GM can use the
3 Holy Bible
Lion’s Tongue to run Savage Tales set in the Middle
Ages, Classical Greece, or even the time of ancient 4 Cold Iron Flask
Egypt. The pipe could even project the characters’ 5 Psychoanalytic Journal, Prayer Book, Lab
minds into another Savage Setting. Journal, or Spellbook
Magic Lamp: The lamp is a plain brass oil lamp, 6 Large Blessed, Cursed, or Magic Weapon
very old and dirty. If polished, the lamp releases 7 Lion’s Tongue
a djinni—a magical entity trapped in the lamp
8 Magic Wand, Psychic Battery, Relic of the
and bound to grant wishes. Wishes are typically
Saints, or Tesla Battery
limited, and the djinni seeks every opportunity
to misinterpret wishes for its own amusement. 9 Martyr’s Cross
It is bound in the lamp indefinitely, and seeks its 10 Ouija Board
pleasure in distorting human desires. 11 Rippertech Research Notes
Magic Wand/Psychic Battery/Relic of the 12 Rod of Transformation
Saints/Tesla Battery: If a character with the
13 Scroll
appropriate Arcane Background (Magic for Magic
Wand, Psionics for Psychic Battery, Miracles for 14 Scrying Crystal
Relic of the Saints, Weird Science for Tesla Battery) 15 Small Blessed, Cursed, or Magic Weapon
carries this item, the character gains 10 additional 16 Soul Mirror
Power Points.
17 Veteran’s Badge
Martyr’s Cross: The holy symbols of those who
have died in battle against evil sometimes become 18 Magic Lamp
enchanted. Supernaturally evil creatures cannot 19 Vampire Hunter’s Revolver
approach within 4” of a character holding this 20 Flying Carpet
cross without making a Spirit roll.
Ouija Board: If two people using this relic
make successful Spirit rolls, the board (in a voice Scrying Crystal: Gazing into this crystal ball
rather like the GM’s) answers a question of their and making a successful Spirit roll grants the gazer
choosing. The answering spirit is mischievous and visions as determined by the GM.
misinterprets the question whenever possible. If Small Blessed/Cursed/Magic Weapon: Small
the board is used more than once per week, or if weapons include daggers, holy symbols, and
Spirit rolls are failed, the users instead summon up similar items. They inflict Str+d8 damage, and
an angry ghost (see page 85), which immediately wounds they cause can only be healed naturally.
attacks. Soul Mirror: If a character looks at his
Rippertech Research Notes: If a character reflection in the mirror, the reflection “comes to
with Knowledge (Rippertech) reads these notes, life.” It has a base Reason of 0, but completely
he or she learns how to make a new, previously ignores the owner. If the character is injured, the
unavailable rippertech device. The GM should injury appears on the image in the mirror instead.
decide the device’s type and powers. If the character suffers from an episode of Ripping
Rod of Transformation: This magical device is Psychosis, the image loses a point of Reason
the bane of shapeshifters. If struck by the rod, a instead. The image even ages in place of the
wolfman or werewolf must make a Spirit roll or character, but cannot heal or regain lost Reason.
instantly revert to human form! If it suffers more than three wounds, has a Reason
Scroll: Reading the words written on this of –4, or ages more than 100 years, it shatters, and
scroll requires a successful arcane skill roll, and the effects are immediately transferred back to the
activates a single power chosen by the GM. If the original character.
character using the scroll does not have an Arcane
Background, he uses the default skill of d4–2.
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TRAVELING
Diversions
In the course of their adventures, Rippers must
d20 Diversion
travel around the globe by whatever means they
1 Delay can find, so a significant portion of their time may
2 New Friends be spent in trains; on hot air balloons or horseback;
3 Fortuitous Find ocean liners and tramp steamers; or traveling by
4 Bad Weather cart, coach, or carriage.
Many of these trips pass without a hitch, but
5 Theft
occasionally the heroes find that their journey to
6 Fine Conditions the adventure in fact becomes the adventure. Below
7 Cancellation is a selection of distractions and events to break up
8 Wild Animals the tedium of long-distance travel, and give you
9 Forced Friendliness some hints for ways to torment your players. Used
occasionally, these diversions should ensure your
10 Travel Sickness
players realize that the world is still a very big place
11 Malfunction in Victorian times; traveling is a time-consuming
12 Death and dangerous necessity.
13 Lend a Hand Roll a d20 on the Diversions Table at left, once
14 Diversion
for the journey and once for each additional week
it lasts, and consult the results below. Alternatively,
15 Red Tape
simply choose a result.
16 Atrocious Conditions Delay: A serious hold-up means the heroes’
17 Chance Meeting journey takes twice as long as expected. Decide
18 A Little Wager what the cause is and what takes so long to resolve.
New Friends: During the journey the heroes
19 Important Passengers
manage to make a new acquaintance, who proves
20 Eventful Journey to be useful in some way to their goals.
Fortuitous Find: Someone on the trip has
something the heroes want. How they get it is up
Vampire Hunter’s Revolver: This highly prized to them; just decide how they learn of the object.
revolver is said to have once belonged to Abraham Bad Weather: Conditions worsen and cause
Van Helsing himself. It is elaborately engraved and delays. In the wilds or at sea, this could be very
plated with silver along its length. The muzzle of dangerous.
the gun is engraved with a crucifix, to distract Theft: Something important to the heroes’
vampires as the hunter takes aim. The gun fires mission (research notes or a special key, for
custom bullets hand-carved in silver and engraved example) is stolen during the trip. Decide who
with Rosicrucian charms. These bullets can only took it and why.
be created in a Rosicrucian lodge equipped with Fine Conditions: The heroes make good time
a gunsmith. The vampire hunter’s revolver always on their journey, arriving earlier than expected.
counts as an Improved Trademark Weapon when Cancellation: Whether it is the entire journey
fighting vampires, even if the hunter does not have or just one leg of it, a cancellation interrupts the
that Edge. In addition, the elaborate engravings heroes’ travel plans. They must wait or make other
provide +2 to attempts to Taunt vampires. arrangements
Veteran’s Badge: These old medals were given Wild Animals: At some point the heroes
to soldiers who secretly fought the horrors in encounter wild creatures, which track their
wars long past. All friendly allies within 12” of progress. If the journey is in the wilds and the
the wearer are inspired by it and add +1 to their creatures are predators, they attack.
effective Toughness. Forced Friendliness: The heroes find themselves
compelled to travel with an unwelcome companion.
Perhaps the person is simply irritating, or maybe
he or she is an enemy the heroes must tolerate due
to the public place.
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Travel Sickness: One of the heroes or someone Eventful Journey: This is just one of those
they are traveling with falls ill. This may be only journeys. Roll twice on this table and apply both
unpleasant or uncomfortable, or it may be very results. Try to weave the different elements together
serious. so the heroes find they have to untangle a couple
Malfunction: The team’s means of transport of threads to make sense of what is happening.
suffers some kind of breakdown and must be fixed. That should keep them guessing until the journey
This is generally a mere inconvenience on land or is over.
at sea; in the air it could be fatal.
Death: A passenger dies during the journey. Ripper Hospitality
Whether it is a natural death or foul play is suspected,
the heroes are drawn into the matter, which may When Rippers travel abroad, they invariably stay
drag on after they have reached their destination. at the local lodge. It saves on expensive hotel bills,
Lend a Hand: An incident occurs en route and but also allows the heroes to discover local customs,
the heroes must get involved. This could be very pick up rumors, and learn of developments in
minor (an argument between two fellow travelers, Cabal activity. If the lodge’s facilities are extensive,
for instance) or could be something very important there is also the opportunity to conduct research
(perhaps a passenger’s child vanishes at a rest stop). or learn new ripping techniques.
Diversion: Somehow the heroes end up at Lodges are generally secret by nature, so some
the wrong destination. Perhaps this is simply a inside information may be required to find the
temporary detour, or maybe fate lends a hand local lodge. Once there, Rippers may be required to
and they end up precisely where they are meant prove who they are before being welcomed. Once
to be. In this way, diversion in fact leads to a new trusted, however, the facilities of the lodge are
mystery. usually at the visitor’s disposal, including research
Red Tape: There is an administrative problem and medical facilities, ammo and additional allies,
with the heroes’ travel documents. Perhaps they and a place to sleep.
have the wrong stamps in their passports or their For more important Lodges, just choose the
visas are incorrect. Of course, it could be ruse by an values they have in each aspect from the chart,
enemy to delay or imprison the heroes and prevent and fill out a lodge sheet.
them from achieving their goal. The warm welcome may turn chilly, however, if
Atrocious Conditions: The Rippers get less than a stuck-up Ripper opts to stay at a hotel rather than
they bargained for and have to travel third class, share a room, and the team may find that the usual
share a cabin, sit on the floor, or otherwise suffer an support does not materialize. Rippers must always
undignified journey. If anyone important sees the try to be diplomatic while traveling!
way they traveled, the heroes lose a point of Status Some of the main Lodges around the globe are
each. Of course, they could always complain! detailed in the chapter on the Rippers world in the
Chance Meeting: Someone making the same Rippers Resurrected Player’s Guide.
journey turns out to be involved in the struggle
between the Rippers and the Cabal. Which side The implant doesn’t seem to
the individual is on determines whether the trip be taking. Ever since I took on
is pleasant and informative or tense and fraught the hag’s heart I’ve been having
with danger. dark thoughts. I dream of dark
A Little Wager: Whether it is an all-night poker woods and candy houses and the
game in the first class dining room, or a bet on how taste of tender flesh.
long the horses can go before tiring, the heroes I dare not tell the others. I
are expected to put some money on the line and have seen what they do to the
gamble with one or more of their fellow passengers. creatures of the night. They say
See the Gambling skill in Savage Worlds. they are monsters, but perhaps
Important Passengers: Someone on the WE are the butchers. Perhaps
voyage has to protect their identity. Maybe they the horrors have it right...the only
lock themselves away from the other passengers, rule is our own might...we should
arousing suspicion, or maybe they are heavily each take what is ours...and
disguised. The heroes can choose to respect their damn the consequences!
anonymity, or try to discover who the mysterious
personage is.
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ADVENTURE GENERATOR
R
ippers lead strange and complicated Investigation
double lives, juggling the roles of The heroes are out looking for clues to a mystery.
monster hunter and respectable The puzzle may be mundane, such as a missing
member of Victorian society. They person case, or it could be supernatural. Either
must be versatile individuals, able to adapt to a way, it involves the Rippers leaving the comfort
range of situations. They may research forbidden of their lodge and seeking answers to the mystery
lore in a remote monastery one day and track a in the field.
werewolf through dense forests the next, before
changing into evening wear for the social function Recruitment
of the year! The Adventure Generator tables in this Even with the diminished threat from the Cabal,
chapter cover a wide range of possible activities. the dangers inherent in an average Ripper mission
mean they are always in need of additional support
MAKING for their Ripper lodge. These may be people of
influence and wealth, or they may be potential
ADVENTURES monster hunters with exceptional abilities.
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1. Location 3. Details
First determine where the monster is. If the Now that you know what the heroes are hunting,
team is in a relatively desolate spot, such as the where, and why, you must fill in the details. What
Egyptian desert, modify your roll by –2. In bustling do they find there, what reward do they receive,
areas, such as London, modify it by +2. and who else do they meet?
d8 Location To ensure the adventure is not too
straightforward, throw in some red herrings or a
1 Wilderness
side plot to keep the heroes guessing. Roll twice on
2–3 Remote the Distractions Table on page 20, to give you
4–5 Rural some ideas or create your own events.
6–7 Urban
8+ City Investigation Adventures
Wilderness: Whether the English moors or the The Rippers are constantly scanning the
Egyptian desert, the adventure takes place in the newspapers and listening to society gossip for
middle of nowhere. The heroes must travel to get rumors of the weird or reports of unusual events.
there and, when they arrive, are on their own. Any indications that some new fear has manifested
Remote: The adventure takes place far from itself in their current location should get the
help, perhaps in an isolated farmhouse, or an eerie players itching to get involved.
castle. The characters and the other inhabitants of
that locale are the only people for miles around. 1. Source
Rural: The heroes must pursue their quarry out First, discover where the Rippers get their
in the countryside, away from large settlements. information.
Small agricultural communities are the only d6 Source
habitations in the area.
1 Newspaper Report
Urban: A sizable town or city is the setting for
the adventure. Choose whether the story is based 2 Society Gossip
in a residential area or a business district. This 3 Myth
helps you decide the types of building that might 4 Criminal Case
be around, the hours people keep, and so on. 5 Orders
City: The story is based in a slum or other very
6+ Consulted
overcrowded area of the city. Keeping things quiet is
very difficult and there are plenty of opportunities Newspaper Report: The various newspapers
for innocent bystanders to be threatened. always carry reports of strange occurrences, and
Rippers everywhere monitor the press carefully for
2. Victim suspicious articles.
Roll a d4 to determine what type of victim is Society Gossip: The rumor mill keeps turning
threatened by the Cabal. and what seems like innocent or titillating gossip
d4 Victim to the gossiper hints at a mystery worthy of
investigation.
1 Innocent
Myth: The strange myths and folklore of
2 Socialite the regions Rippers visit are not always simple
3 Relative superstition. The heroes learn of some peculiar
4 Associate local phenomenon that requires an explanation.
Criminal Case: The Rippers encounter the
Innocent: The target is an innocent, but has mystery through an involvement in a criminal
secrets or items desired by the Cabal. case. Whether the heroes are victims, suspects, or
Socialite: A wealthy, bright young thing is in involved in some other capacity, the crime is the
trouble. lead-in to the adventure.
Relative: The victim is a family member of one Orders: Sometimes the heroes are simply
of the Rippers. instructed to undertake a task. The more important
Associate: The victim is a fellow Ripper or the heroes are, the higher rank the individual
friend. must be who does the ordering—right up to
Mina Harker herself. Of course, there are other
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authorities outside the organization to whom the Scandal: The investigation centers on a delicate
Rippers may be beholden. Perhaps the orders come situation of some sort. The scandal can be minor,
from the military, the church, or a government. such as an inappropriate love affair, or major—a
Consulted: The Rippers learn of the mystery royal personage in a compromising position, for
from a good old-fashioned paying customer. instance. The heroes could be engaged to conceal
Consulting detectives are commonplace, and one the event or to bring it into the open, possibly
of the Rippers’ friends or previous customers has making powerful friends or enemies on the way.
passed their names on to the needy soul. Betrayal: The root of the problem turns out
to be a betrayal. Maybe a public servant turns to
2. Problem treason or a policeman reveals the whereabouts
Next, roll 1d6 to determine the nature of the of a witness to the Chinese gangs in London.
mystery. Alternatively, perhaps the Rippers themselves are
d6 Problem sold out by another member of the organization or
by a supposed ally. Whatever the detail, this sort
1 Missing Person
of breach of trust is always serious and hard to
2 Crime deal with.
3 Scandal Mysterious Creature: The investigation leads
4 Betrayal to a creature, perhaps mundane or of the Cabal.
5 Mysterious Creature Maybe the creature arrived recently, or it was just
discovered. Roll a d4 to see what type of danger
6+ Strange Phenomenon
the heroes face; 1: Haunting, 2: Cabal Creature, 3:
Missing Person: The investigation centers on Animal, 4: Unaffiliated Monster.
a missing individual. Maybe the person has been Strange Phenomenon: Pick an odd event.
kidnapped, maybe he or she has run away from Whether spontaneous combustion, meteor strikes,
something, or has left to join some cause. Decide or rains of frogs, the heroes must look into it and
whether the person has left of their own will or not, find the reason behind it.
and how happy they are to be found.
Crime: A crime must be solved. Pick a crime 3. Cause
and figure out how it took place. Crime roleplaying Roll to find out what lies behind the problem the
is great fun to play, but hard on the GM. You Rippers are to investigate.
need to make the mystery complex enough to be d6 Cause
mysterious, but not impossible to solve.
1 Accident
2 Misunderstanding
3 Common Criminals
4 Rippers Rival
5 Secret Society
6+ Cabal Activity
Accident: The center of the problem is simply
an accident. The missing person was knocked
down by a runaway carriage and is unconscious
in hospital, or the scandal involves the heir to
the throne accidentally killing a rival in a brawl.
However the accident occurred, the heroes won’t
know the truth until the mystery has been solved.
Misunderstanding: The incident was sparked by
some kind of misunderstanding. Maybe minions
of the Cabal suspect an innocent of being a Ripper
and kidnapped him, or thieves stole worthless
china they thought valuable. Whatever the
misunderstanding, the heroes still have to solve the
mystery to find out how it started and may still have
to fight the forces of darkness to get at the truth.
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Common Criminals: The investigation leads unwelcome scrutiny or publicity. Perhaps they
back to a non-supernatural criminal. Maybe it is attract the attention of a reporter or become minor
just street thugs (in which case their scheme should celebrities among the bored young aristocrats
probably be sloppy or ill-prepared), or perhaps a they have helped in a difficult situation. This fame
organized crime syndicate (whose plans are more makes it difficult to keep a low profile, and may
elaborate, are better funded, and much better also jeopardize their families, their lodge, and
prepared). Though there is no Cabal involvement, other Rippers.
the criminals can be just as dangerous and the Innocents Imperiled: During the investigation,
heroes may make bitter enemies in the criminal a group of innocent civilians ends up in danger.
underworld. Perhaps a party of schoolboys emerges into the
Rippers Rival: The investigation leads the street in front of a werewolf, or a pair of nuns
heroes back to a Ripper colleague. The individual find themselves at the mercy of the kidnappers.
may come from a different lodge in a different The heroes must try to save the innocents (even
country or may be a close and valued friend. if they fail) or lose their favors as people learn of
Regardless, the heroes must weigh (based on the their disgrace.
nature of the investigation) what action to take. Do Disaster Strikes: In the middle of the
they protect the Ripper or not? What consequences investigation, some unrelated incident of great
may there be for hiding the truth or handing over importance takes place. Perhaps a war is declared,
their colleague? or perhaps there is an outbreak of some disease
Secret Society: There are many secret societies that interrupts the course of the investigation. Roll
in the Rippers world, including dark cults, religious twice for Distractions on page 20.
sects, and secret government organizations. Escalation: Whatever the Rippers are
Whoever is behind the plot wishes to remain investigating proves to be bigger than previously
unknown; decide what the organization is and to expected. The problem is the same, just on a bigger
what lengths it goes to maintain its anonymity. scale. So instead of involving only one person, for
Cabal Activity: Whatever is going on is the instance, it involves a whole family. Or perhaps,
work of the Cabal’s minions. They may be minor instead of a criminal gang it’s a global conspiracy.
thugs operating on their own or it may be part of
some major Cabal plot. Recruitment Adventures
4. Complication The dangerous nature of the work and the
Finally roll for an additional complication that often tragic results of the Rippers’ access to arcane
slows or distracts the Rippers from their tasks. wisdom mean there is always a need to find and
d6 Complication recruit new members. These are individuals with
special talents or resources the Rippers can use.
1 Bad to Worse
Recruitment adventures tend to be heavy
2 Ripper Accused on roleplaying and should not come down to a
3 Unwanted Attention single Persuasion roll. The benefits to the Rippers
4 Innocents Imperiled of success in recruiting are well worth the effort
5 Disaster Strikes required to secure the ally.
6+ Escalation
1. Intended Recruit
Bad to Worse: The initial investigation is beset The Rippers often find potential recruits in
by problems. Roll twice on this table to find out the course of play. If they are just looking for any
what the Rippers discover as they probe deeper recruit, however, or if a superior orders them to
into the puzzle. take the mission, roll to determine who has been
Ripper Accused: A Ripper is implicated in the identified as a potential member. Use the roles
current investigation. Decide whether it is one described in the Rippers Resurrected Player’s Guide
of the heroes or another Ripper in the frame. If to decide what the individual is like.
it is another Ripper, decide whether he or she is
actually responsible.
Unwanted Attention: The Rippers are a
secretive bunch and they do their best to keep a
low profile. Somehow, the investigation brings
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The new recruit uses the Militia stats (see page excellent replacement. Advance the recruit to the
79) with the following changes. same Rank as the heroes.
d10 Person Connected: Roll d6 to determine the recruit’s
1–2 Scholar (any 2 Knowledge skills d8) connections. Feel free to create extra connections
but remember that the heroes must socialize with
3 Detective (Investigation d10)
each connected or wealthy recruit every month.
4 Alienist (Alienist Edge) 1 Priest: The priest has connections within the
5–6 Officer (Knowledge: Battle d10) Church and can make contact once per month
7 Doctor (Healing d10) with one specialist priest (blessed with powers).
2 Policeman: As long as the heroes are in the
8 Scientist (Knowledge: one Science d10)
same city as their lodge, this recruit can call upon
9–10 Sponsor (see Qualities, below) the services of five local constables once per month
Sponsor: This person has been selected purely (see page 78 for the constables’ stats). They can
for their money or connections. Modify the roll for accompany the heroes or assist in legal matters.
the next step by +2. The sponsors are peripheral 3 Soldier: This individual is an officer and a
members of the Rippers, rarely accompanying the gentleman and is able to summon a detachment
heroes on missions, but providing support when of 3d6 soldiers (see page 79). Once per month,
called upon. They must be continually kept up to wherever they are in the world, the heroes can wire
date on the lodge’s work. Each month, the heroes this recruit to send a small detachment to help
must maintain all of their contacts with social calls, them. The troops arrive from the nearest base as
lunches, or dinners. soon as possible.
This endless round of engagements helps keep 4 Aristocrat: By recruiting an aristocrat the
the heroes both busy and poor, limiting the number heroes have access to his or her wide circle of
of contacts they can recruit. If Rippers neglect their friends and acquaintances. Once per month,
recruits, the individuals become disillusioned and characters who choose to use a favor can drop this
no longer support the lodge. contact’s name to reduce the cost of the favor by
1. The recruit can always name a contact for any
2. Qualities non-scientific matter. If all the heroes in the team
Recruits are chosen for what they can offer. It is have a Status below 3 at any time, all aristocrat
not enough to be brave or strong. The person must recruits are lost.
be able to further the group’s goals in some way. 5 Industrialist: Having this individual as a
d8 Quality recruit gives the heroes access to his wealth and
expertise. The industrialist provides £25 each
1–2 Sensitive
month to the lodge for the Rippers’ work and can
3–4 Tough provide a contact for any scientific subject the
5–6 Connected heroes may need help with, providing a +1 bonus
7–8 Wealthy to all scientific research.
6 Secret Society: The new recruit is a member
Sensitive: This individual is particularly of some secret organization and can call upon the
sensitive to the effects of the spread of the Cabal. services of one alienist or a psychic (gifted with
He or she can sense the presence of the Rippers powers) once per month.
and detect the minions of the Cabal. These recruits Wealthy: This person has been chosen because
give the players advance warning of attacks by the they are incredibly wealthy. Each month they have
servants of darkness and the actions of the Rippers. £100 to spend on the Ripper’s lodge, its research,
Give the recruit an Arcane Background, d6 in an and the heroes’ activities. This is in addition to
arcane skill and 10 Power Points. He only has the the Rippers’ usual income. If the lodge routinely
detect/conceal arcana power. spends more than this, the Rippers must recruit
Tough: The recruit has fought monsters in the more wealthy patrons. Remember, these contacts
past and lived to tell the tale. He or she is made of withdraw their support (and their cash) if they
sterner stuff than most and would be a valuable are ignored; the team must invest significant time
addition to the organization. If successfully maintaining these contacts (using socializing
recruited, they can call on the new recruit as needed adventures to court their benefactors).
(he or she joins the team as an allied Extra) and,
should one of the heroes die, the recruit makes an
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3. Complications 4. Details
Finally, roll d6 to find out what complication Once you have the outline of who the characters
the heroes face as they attempt to convince the are trying to recruit and why, fill in the details you
intended recruit to join the Rippers. Remember need to round out the adventure. Where does the
that these adventures are opportunities for recruit live, how open are they to the goals of the
roleplaying. Heroes must make an argument to Rippers, how are they likely to react? Finally, throw
convince the individual, perhaps using the Social in a Distraction from the table on page 20.
Combat rules in Savage Worlds. The discussion
shouldn’t be settled by a single Persuasion roll! Research Adventures
These obstacles often result in the intended
recruit not living up to expectations and the The Rippers don’t always hunt and fight
Rippers going home empty-handed. This means monsters. Often they need to find out secrets, reveal
that the heroes must work for the contacts they weaknesses, or devise new rippertech. All this
want, and ensures that the organization remains a requires research and, rather than collapse this vital
small and secretive group, fighting evil from the aspect of their work into downtime between games,
shadows of Victorian society. or a single roll, the characters must occasionally
d6 Complication play out these studies. Use the rippertech research
rules (see the Rippers Resurrected Player’s Guide)
1 Servant of the Cabal
for other types of research as well, but note that
2 Ridicule large libraries, private collections, museums, and
3 Insanity universities can all have facility modifiers for non-
4 Charlatan rippertech research.
5 Attack
1. Object
6+ Missing
The object of a research mission is usually
Servant of the Cabal: The recruit turns out to defined by the characters. Once the players decide
be either a monster or one of the Cabal’s minions. what it is they are looking for, use the following
Once the Rippers become aware of this, the tables to define the adventure. This ensures the
mission turns into a Hunting Adventure. Roll on research process is not simply a matter of time:
the Hunting tables to complete the adventure. The Rippers have to work to get what they need.
Ridicule: The individual mocks the idea, and
is very hard to convince. Only firsthand evidence 2. Requirements
is convincing, and even then the potential recruit Roll to see what the Rippers need before they
looks for ways to denounce it all as nonsense. can finish their research. If they opt to conduct
Insanity: When the heroes are on the brink of their research without meeting these requirements,
success, this recruit goes mad! The heroes must impose an additional –2 or –4 penalty on their
deal with the gibbering wreck and should seek research rolls.
help for the poor soul. Decide whether or not he d6 Requirements
or she is able to recover sufficiently to be useful to
1 Additional Information
the heroes.
Charlatan: The heroes find this individual is not 2 Better Facilities
what they expected. The reasons for recruitment 3 Scholarly Insight
were false. Decide if the would-be recruit was keen 4 Specialist Knowledge
to join (in which case the team must try to put the 5 More Time
charlatan off) or not.
6+ Unique Material
Attack: The heroes are attacked by a monster
intent on killing the recruit. Although a deadly Additional Information: The Rippers’ research
encounter, the attack should make it easier to only highlights how little they know. Far from
convince the recruit (should he or she survive). completing their research, the team realizes it
Missing: The recruit is not there and there is has only begun. Roll twice on this table and apply
clearly something wrong. This adventure now both results (rolling this result again means further
becomes an Investigation mission (roll on the throws—this could turn into a very big task)!
Investigation tables). Better Facilities: In order to discover what they
are seeking to learn, the heroes are going to need
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better tools for the job. This may be a better library, Interconnectedness of Things: The Rippers
more advanced workshop, or a better-equipped lab make several discoveries, linking discreet aspects
but, whatever their needs, the team must travel to of their problem into a unified theory. Roll twice
a lodge with a better facility modifier to overcome on this table, and add +1 to the Results roll in step
this problem. The better the facilities and modifier four.
of their own lodge, the harder it is for the Rippers Dire Warning: The team discovers dark hints
to find better facilities. about some potential research they have yet to
Scholarly Insight: The team’s research requires undertake. Whether they heed the warnings or use
a deep understanding not available in their current them as clues to making new discoveries depends
location. Depending on what they are trying to on the players, but they have been warned!
learn, they may have to conduct research into who Forbidden Knowledge: In the course of their
might be able to help them with their original research, the heroes learn a secret Man Was Not
query! The sure thing is that whoever holds this Meant to Know. Choose a Savage Tale you don’t
knowledge is located either in a great university, plan to run for a while and give the team some
a large museum, or in a major place of religious vague insight as to how the adventure might be
study. Decide who the team must find and where solved. When the tale comes up, they should
he is. remember the eerie forewarning.
Specialist Knowledge: As above, but the Secret History: The team’s research relates to
information required is known by an expert in a some aspect of the Cabal or to the Rippers. This
practical field. The heroes must track down the could be a monster’s back-story revealing its
most accomplished doctor, lawyer, engineer, or weaknesses, or a secret about a fellow Ripper. The
military officer to find out what they need to know. insight could be useful to the team or it could just
Again, the team must travel to find the answers be some juicy gossip!
they seek. Decide how far they need to go, and who Scientific Discovery: In the course of their
they are looking for when they arrive. research, the team makes an important scientific
More Time: The heroes have everything they breakthrough. Usually this means refining,
need at hand, but underestimated how long the developing, or miniaturizing existing technology,
research would take. The task takes twice as but occasionally it is a completely new discovery.
long as usual. Often, this is nothing more than Magical Lore: In addition to anything else they
an inconvenience. Occasionally, it is of great find, the Rippers discover some clues to a magical
importance. secret. This could be a new power or an old relic,
Unique Material: Something special is needed but it is a hook to adventure rather than the thing
in the research, something not easily obtained. itself.
Perhaps the team needs to find a supply of cold iron,
or even a specific artifact. Whatever it is, there is 4. Results
no substitute for the material and the Rippers must Finally, roll to see what the outcome of the
either find it or suffer a –8 to their research rolls! heroes’ efforts are. At the end of the adventure, the
The quest to find the unique material becomes a heroes conducting the research get to make their
separate Research or Investigation adventure in Investigation roll as usual.
itself. d6 Results
1 Disappointment
3. Findings
Next, roll to find what else the heroes learn in 2 New Tangent
the course of their research. 3 Forgotten Wisdom
d6 Findings 4 Deeper Understanding
1 Interconnectedness of Things 5 Revelation
2 Dire Warning 6 Success
3 Forbidden Knowledge Disappointment: The research turns up evidence
4 Secret History that it has been tried before—unsuccessfully. The
5 Scientific Discovery heroes make their Investigation rolls for this
research at –4.
6 Magical Lore
New Tangent: The heroes’ Research takes them
off in an unexpected direction. They may not
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discover what they originally set out to discover,
but what they do find should have some practical
use in the future.
Forgotten Wisdom: The research leads the
Rippers to discover how things used to be done
in times gone by. They find a better way of doing
whatever they were trying to achieve, increasing
its effectiveness or efficiency (assuming they make
their research rolls).
Deeper Understanding: The process of
researching the topic reveals a new world of
possibilities. The next research the team undertakes
is quicker or easier.
Revelation: In the course of their studies the
team finds a dazzling new insight. Instead of
discovering what they intended, they stumble
across an entirely different invention. Decide what
the heroes have found out.
Success: The heroes manage to achieve their
aim and successfully research the object of their
endeavors. The additional material makes their
studies easier and the heroes gain a +2 bonus to
their Investigation rolls for this research.
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THE RIPPERS’ WORLD
T
he Rippers Resurrected Player’s Guide
contains detailed information on PACIFIC OCEAN
prominent people, places, and events
in the Rippers world. This chapter Like the Atlantic, the Rippers are most likely to
adds a wealth of information about what the Cabal encounter creatures here while traveling between
has planned, secret places the heroes can discover, missions, though the Pacific also holds countless
and the various adventures they can undertake in unexplored islands.
the world.
Encounters
Regions & Savage Tales The sea monsters of the Pacific include creatures
descended from the dinosaurs, as well as more
Each entry begins with a short introduction, modern horrors like the giant squid. Though it
followed by descriptions of the region’s Strange is possible they have been living in the oceans all
Locales as appropriate. along, it is also possible they are escapees from the
Any Savage Tales linked to the location are Underworld.
marked with a special torch symbol (t) and a page
• Sea Monster: Treat sea monsters as a Giant
number for quick reference. Make sure to read a
Monster (see page 85). Replace the Boulder
Savage Tale before you mention the hook to your
Throw Ability with Aquatic (Pace 12).
group. Some have special requirements that should
be fulfilled before you run the adventure.
Finally, each region ends with a short list of
creatures the Rippers might face while exploring AFRICA
this area.
This huge continent contain many different
habitats and climates, and is home to a vast range
ATLANTIC OCEAN of possible encounters, depending what part of
Africa the Rippers visit.
Generally, Rippers only need to encounter
the ocean when crossing it, so they are unlikely Congo Free State
to spend much time exploring. As a result, the
creatures they are most likely to encounter are sea The prize of King Leopold’s fledgling empire,
monsters and ghost ships. the Congo is a remote jungle wilderness, home
to some fierce creatures. The interior jungles are
Encounters populated by great apes and a rare species of giant
• Giant Squid: Treat these as Giant Monsters ape, unknown to western science. Locals also
(see page 85), but replace the Boulder report sighting a huge flying reptile thought long
Throw Ability with Aquatic (Pace 24). extinct.
• Ghostly Pirates: Treat as Ghosts (see page
tt Leopold (page 62): The heroes are asked
85).
to visit Lake Tanganyika in the neighboring
• Night Ship: The heroes encounter a crew
country of Burundi to seek out the hide of
of ravenous nosferatu trapped on a rotting
alleged giant crocodiles.
vessel!
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Encounters minor relics. A bead can be crushed while casting
• Giant Ape: Treat as a Giant Monster (see a spell with a fire-related trapping, providing a +4
page 85). bonus to the Spellcasting roll. Locating a bead takes
• Kongamato: Treat this flying reptile as a at least a day of digging and a successful Knowledge
Giant Monster (see page 85), but replace (Archeology) roll. The Rosicrucians are apparently
the Boulder Throw Ability with Flight (Pace aware of the power of these objects, as they are
12” and Climb 0). currently negotiating rights to excavate the site.
E gypt Encounters
• Blood River Zombie: Treat as a Zombie (see
The shifting sands and ruins of Egypt hold a page 95) but with Fighting d8.
mysterious fascination as the home of one of
humanity’s most enduring civilizations. But the Sudan
lands of the pharaohs are home to creatures from
antiquity, and remain a hotbed of cultist activity. Strange Locales
Souq al Arabi: Ali’s store is home to a rare and
Strange Locales dangerous tome, The Book of All Languages and
Cairo Museum: The rumors of magical scrolls None. It seems at first as though whoever reads it
containing spells is true. The Cabal as well as the is absorbing information at an amazing rate, but
many cults that operate in Egypt occasionally in fact the book is taking over the reader’s mind.
discover clues to which scrolls contain what magic. Soon after, the book draws every thought from the
Frazer’s Rippers often find themselves struggling reader’s head, leaving them a drooling idiot. The
with arcane evil in the museum, and any Ripper book is in fact possessed by a powerful and spiteful
visiting Cairo is also called upon to help keep these efreet. Even Ali does not know how dangerous this
magical secrets from falling into the wrong hands. archaic book can be.
Karnak: The rites to appease Sekhmet have not
been performed regularly for centuries. A small cult Encounters
has sprung up that believes they can harness the • Efreet: Use Djinni on page 83.
fierce powers of this hoary deity if they worship • Mahdist Fanatic: Treat as a Cultist (see
her as their ancestors did in antiquity. page 80). Mahdists have no fear of death.
Encounters
• Cultist: See page 80. ASIA
• Servitor Mummy:
See page 88. The spread of
• Royal Mummy: the British Empire
See page 87. has opened all of Asia up
to trade, and the many
South Africa mysteries of the East tempt the
Cabal in the search for a return
Troubled and violent, South Africa is a to power. The Cabal has only ever had
place filled with death and magic. a minor presence in Asia, and in its
weakened state, that has been further
Strange Locales diminished. Most encounters in Asia
Blood River: The slaughter that took are not with the Cabal, but with
place here has stirred up a great deal of minions of the age-old vampires who
dark magic, including something called secretly control the global opium
the “Impundulu.” trade.
Mgungundlovu: King Dingane’s
dwelling is the site of an unusual miracle. Afghanistan
Columns completely covered by glass
beads supported the roof of Dingane’s The remote outposts of the
dwelling, and the intense heat of the Empire on the northwest frontier
fire transformed the beads into are Britain’s first line of defense
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against encroachment by the Russian Empire. The Strange Locales
presence of British soldiers does not sit well with Flora Fountain: Unbeknown to most people,
the fierce tribesmen of the area, and British rule is the statue of Flora is alive and at war with the statue
constantly under threat. of Laxmi in the Mahalaxmi temple. Though the
statues rarely get up and wander around town, they
Encounters do have human followers who war with each other.
• Afghan Tribesmen: Treat as Militia (see Mahalaxmi Temple: The flowers left for Laxmi
page 79). have not only given life to her statue, but also
animated the jealous statue of Flora at the nearby
China Flora fountain.
Phansigar Temple: The thuggee cult is once
The Qing dynasty is encountering some trying again on the rise after 50 years. A group of cultists
times, with resentment to western powers growing are able to animate the statue of Kali in the temple
among both the nascent boxer movement and the by means of a foul rite involving human sacrifice
old and powerful Chinese vampires. of their kidnapped victims.
The Black Hole of Calcutta: The poor
Strange Locales souls who perished in the foul dungeon were
Yuyuan Garden: This elaborate garden dates condemned to never see daylight again. Now they
from the Ming dynasty and contains over 30 wander the streets of the city at night, the doomed
different halls and pavilions. The rooftops of the dead, feasting on the living before vanishing into
buildings form an elaborate stone dragon. In a cramped tunnels and caves before dawn. Each one
time of great trouble, legend has it, the dragon shall can only be laid to rest by being exposed to the
wake and save Shanghai. Scrolls in an old Buddhist day’s first rays of light and then decently buried.
monastery nearby actually contain the incantation
that can bring the stone dragon to life in defense Encounters
of the city • Statue of Flora: Treat the Statue of Flora as a
The Jade Buddha Temple: These statues are Wild Card Animated Statue (see page 81).
actually relics: Anyone who meditates or leaves an • Statue of Laxmi: Treat the statue of Laxmi
offering before one of the statues gains an “instant as a Wild Card Animated Statue (see page
Benny” that can be used for any Knowledge check. 81).
The Benny must be used immediately or it is lost. • Doomed Dead: Treat as Zombies (see page
95) but with a Weakness to sunlight (the
tt The Departed (page 68): During a stay
creatures die in the light of dawn).
in Shanghai, a string of mysterious murders
lead the Rippers to a confrontation with a
dangerous conjurer. Japan
As is the case in many parts of the world,
Encounters resentment against the British presence here is
• Stone Dragon: Treat this creature as a growing.
Dragon with the Construct Ability (see
Savage Worlds). Strange Locales
• Jiangshi (Hopping Vampire): Treat as Nagasaki: Of particular annoyance is the special
Young Vampires, page 93. treatment foreign traders receive in Treaty Ports
• Vampire Lord: See page 94. in the far east. China and Japan’s vampires are
determined to see this disgrace end, tightening
India their stranglehold on the global opium trade.
In Japan, vampires use various spirits to make their
The Jewel in the Crown of the British Empire is attacks, rather than openly revealing themselves.
a vast area teeming with mystery and mysticism.
It is a fertile ground for Rippers to work and for Encounters
the Cabal to rebuild. • Onryō: Treat as a Ghost (see page 85).
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Tibet Austria-Hungary
If the heroes venture into this strange and One of Europe’s oldest and most powerful
snowy land, they find there’s more there than just empires, the future of Austria-Hungary hangs in
mountains. As with India, the Cabal uses Tibet as a the balance.
staging post to try to rebuild its power, away from
the more concentrated attentions of the Rippers. Strange Locales
Castle Buda: The castle is under continuous
Strange Locales construction, but once housed the Harkers’ own
Jokhang Temple: Any visitor can meditate lodge. However, the lodge’s location became
before the wheel at Jokhang to change his Reason known to the Cabal. Mina subsequently took over
to a new random number. Roll a d8 then apply all running the Rippers and returned to London,
rippertech modifiers to the hero’s roll to determine so Jonathan relocated to a secret new location
the new Reason score. beneath a restaurant. Rumor has it that the Cabal
repurposed the old lodge during a remodeling of
tt Best Served Cold (page 60): The team
the castle.
is asked to stop a resurgence of yetis in the
It is also said that Prince Rudolf is at the head
Himalayas.
of resurgent Cabal activity in the area. Learning
of his mother’s former affiliation with the Rippers,
Encounters he faked his own death to join the Cabal in the
• Yeti: See page 95. shadows. Whether he plans to return after his
mother’s death and claim the Empire is unknown,
but the sheer might of the Austro-Hungarian
AUSTRALIA Empire in the hands of the Cabal is a sobering
thought for any Ripper.
The former penal colony is thriving in its own The Astronomical Clock: As might be surmised,
right, its large mineral deposits fueling a gold the clock is a relic. The time on the clock can be
rush. For all that, Australia is mostly wilderness adjusted from inside the clock tower, allowing
with frequent conflicts between the indigenous anyone inside to travel up to one day into the past
people and brash newcomers. Cabal activity is still or future. However, this travel is not without risk.
relatively minor here. All those who use the clock’s power must make
Spirit rolls or be struck irrevocably blind.
Strange Locales Hofburg: Only one of the nails in the palace’s
Bill’s Lodging House: This lodging house is treasury is a real relic, and can be used to stake
very popular with visitors to Sydney, though it vampires, automatically destroying such a creature
doesn’t seem to get much repeat business. on a successful Called Shot to the heart. None of
the royal family, including Sisi, knows about the
Encounters nail’s power.
• Aboriginal Spirits: Treat as Ghosts (see page Riesenrad: The giant Ferris wheel is cursed.
85). Anyone who rides the Riesenrad must make a
Spirit roll or suffer from recurring nightmares of
falling from a great height. On a roll of 1 (regardless
EUROPE of the result of the Wild Die), the victim loses one
Reason per month and begins sleepwalking. If the
The birthplace of the Rippers and the Cabal, afflicted individual’s Reason ever reaches –4, the
Europe continues to be their main battleground. poor soul leaps to his or her death from the top of
As the Cabal has been driven back and all but a building, bridge, or other high place, waking just
defeated, it has spread its horizons, looking for before impact! Any improvement in Reason that
remote places away from prying Rippers to lick its leaves the sufferer’s Reason above 0 cures them of
wounds and recover. The majority of the Rippers the affliction.
and their lodges are found in Europe. Spanish Riding School: Vampires have made
numerous attempts to infiltrate the Riding School
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balls in order to destroy the lodge, but so far have exists, but it still functions. The tower drains life
been unsuccessful. force from the people of the city, and transmits it
Thomas’ Barbershop and Margery’s Pie Shop: through the air to the city’s vampires. The vampires
These unassuming establishments are operated by absorb this stolen life force, eliminating their need
English expatriates, and located across the street to feed directly on the living and greatly reducing
from each other. the risk of discovery. At the same time, the tower
Zentralfriedhof: This large cemetery is also creates tremendous aetheric disturbances that
home to dozens of vampires. are indirectly responsible for both the social
unrest and artistic flowering in Paris. The Rippers
tt No Asylum (page 65): A case of mistaken
know something is wrong, but they have not yet
identity in Austria leads the Rippers to the
discovered what. When they do, they must face
depths of an insane asylum.
the vampires and dismantle the “psychic battery”
energizing the tower. The sudden surge of hunger
Encounters in the local vampire population causes an orgy
• Hyde: See page 86. of violence, as the vampire population of Paris
• Night Guard: See page 91. suddenly feels once more what it is like to thirst…
• Vampire: See page 92. and to hunt.
• Werewolf: See page 87. Templar Headquarters: The Templars’ HQ
is haunted by ghosts of archaic knights seeking
France eternal rest.
tt Circus of the Damned (page 73):
One of Europe’s most beautiful and romantic
Dracula’s heirs do not take his murder lightly.
cities, beneath the surface Paris is a hotbed of
They travel about Europe looking for his
political unrest and Cabal activity.
killers—and gruesome revenge.
Strange Locales
Eiffel Tower: The Eiffel Tower incorporates Encounters
an antenna built at the behest of Cabal scientists • Night Guard: See page 91.
to gather and transmit supernatural energies. • Vampire: See page 92.
Nobody in the Cabal now remembers the thing • Witch: See page 90.
25
Michael Wall (Order #42994217)
stealthily infiltrates this unstable country and
Germany embeds itself in the newly unified nation’s political
workings.
Though its monarchy is waning, Germany is
growing stronger. And the rise in power feeds the Strange Locales
resurgence of the Night Guard. German Rippers Ruins of Pompeii: Many “ash mummies” still
are fighting the old menace of werewolves and lie waiting beneath the surface for someone to dig
other horrors, but the growing political influence them up. The Cabal has heard rumors of these
of the Night Guard is worrying. creatures, and plans to recruit into its ranks a
group of evil cultists who worship the creatures
Strange Locales as gods.
Castle Frankenstein: Though Frankenstein Roman Catacombs: The location of the
claimed to be from Geneva, his castle is actually Rosicrucian lodge is known to the Cabal, but since
located just outside the city of Darmstadt. the schism with the Rippers, the Cabal has watched
Brandenburg Gate: Originally built in 1791, the Rosicrucians to see if they can be corrupted. If
the Brandenburg Gate in Berlin is adorned with the heroes are not careful, they could have some
a statue of a woman driving a chariot with four powerful new enemies.
horses. The gate is a relic, and anyone passing
tt Toccata and Fugue (page 69): The reading
through the center arch (usually reserved for
of a will hands the Rippers a dark mystery of
royalty) gains 3 Power Points and the ability to
treachery and deceit.
use the puppet power (which affects all targets in
a Large Burst Template) once in the next 24 hours.
A character without an Arcane Background uses Encounters
Smarts (–2) as his Arcane Skill. • Ash Mummies: Treat these creatures as
Granitschale: This eight-ton polished granite Servitor Mummies (see page 88), except
bowl, created by Christian Gottlieb Cantian, they have no Weakness to fire. Ghost: See
sits outside the Königliches Museum in Berlin. page 85.
It is an evil relic used for the performance of • Night Guard: See page 91.
human sacrifices. Draining the blood of a human • Vampire: See page 92.
sacrifice into the bowl provides a spellcaster with • Werewolf: See page 87.
considerable power. For the next 24 hours, the
priest gains a +2 bonus to all Spellcasting rolls. Ottoman Empire
Sacrificing additional victims provides another
+2 bonus per victim, to a maximum bonus of +8. Fading Ottoman power is an open invitation to
the Cabal to start exerting influence. If the Cabal
Encounters can recover in time to exploit the situation, it will
• Hyde: See page 86. rule more effectively and ruthlessly than any sultan
• Night Guard: See page 91. in the Empire’s long history.
• Old World Wolves: See page 95. A sultan who is a puppet of the Cabal is a
• Werewolf: See page 87. nightmare scenario for the Rippers. Despite their
• Witch: See page 90. triumph over the Cabal, their numbers have
dwindled and they are not the force they used to
Iceland be.
Strange Locales
Strange Locales Uruk: This ruined city in Persia was once the
Mount Sneffels: Snæfellsjökull glacier is an home of the great hero Gilgamesh.
extinct volcano. One of its many lava tubes leads
to the Underworld. Romania
Italy This strange, wild land was once part of the
Ottoman Empire, but is now an independent
While Italy seeks overseas territories to bolster kingdom once more.
its international reputation, the Night Guard
26
Michael Wall (Order #42994217)
Strange Locales 221B Baker Street: This unassuming townhouse
Castle Poenari: Once the secret lair of Count is the London residence of Sherlock Holmes, the
Dracula, the ruins of Castle Poenari have been world’s greatest consulting detective.
rebuilt by his loyal Cossack guards. The area is a Cleopatra’s Needle: The needle is, in fact, a
Cabal stronghold still, despite the Rippers’ best powerful magical source. Cultists working for the
efforts. Cabal enchanted this needle and the one in New
York to allow instant teleportation between the
Encounters two. They have used the needle to discreetly send
• Night Guard: See page 91. representatives to the Americas, where they work
• Vampire: See page 92. tirelessly to awaken mummies in Peru and other
• Werewolf: See page 87. South American countries.
• Witch: See page 90. Though the Cabal had no idea, there was a
more ancient and powerful magic working on the
Russia needles, too…which is revealed in the Plot Point
Campaign starting in the next chapter.
The Russian Empire is expanding, but domestic Madam Tussauds: In fact, several of the
problems have been too long ignored. An out-of- dummies in Madam Tussauds come to life. The
touch and uncaring aristocracy will soon be the death mask used to mold the character’s face
nation’s undoing. infuses the spirit of the dead person into the grisly
mannequin. Now they animate in the dead of night
Strange Locales and roam London’s streets in search of victims.
Ministry of Internal Affairs: Emperor Speaker’s Corner: Any Rippers making a
Alexander maintains a semi-secret police force successful Streetwise roll at Speaker’s Corner come
called the Okhranka, headquartered in St. across an orator who is actually telling the truth
Petersburg. The Okhrana know about the Rippers, about some mission or other. This might be a new
and monitor the activities of the Hospitalers and adventure (use the Adventure Generator on page
other Ripper groups. What their agenda is remains 10 to see what the mission might be), or it might
uncertain. be a clue to their current investigation.
tt A Serious Undertaking (page 67): It’s little
Encounters
surprise an undertaker’s shop is haunted.
• Night Guard: See page 91.
Laying the spirit to rest is a job suitable only
• Werewolf: See page 87.
for the Rippers.
• Witch: See page 90.
tt The Walpole Curse (page 74): The
Walpole family suffers a hideous curse.
United Kingdom Lifting it requires research and battle with
an angry spirit from centuries past.
The Empire is still the force to be reckoned with
tt Wolf in Sheep’s Clothing (page 64):
around the world, and British naval power ensures
The Rippers attempt to recruit a wealthy
her dominance of world trade. But resentment
industrialist to their cause.
against British rule or interference is felt in all the
corners of the globe. British troops are garrisoned
all over the world, but the Victorian age is coming Encounters
to an end, and the Empire’s decline has already • Hyde: See page 86.
begun—though few in Britain would accept it yet. • Saucy Jack: See page 89.
• Witch: See page 90.
Strange Locales
Malkin Tower: This farm in Pendle was the
home of the famous Lancashire witches. It is now NORTH AMERICA
little more than a ruin, though locals report strange
happenings still. Cabal activity in North America has not been as
Rosslyn Chapel: This famous Scottish church widespread as elsewhere. America’s isolation means
has mystical associations with the Freemasons, the Cabal has always operated independently here.
Templars, and many other secretive groups. The Rippers have yet to establish a strong grip on
the continent.
27
Michael Wall (Order #42994217)
Strange Locales
United States Fernando De Noronha Islands: These islands
are still overrun by hideous mutant creatures, the
The USA is currently the most bitterly contested result of Cabal experiments.
battleground between the Rippers and the Cabal, Amazon Jungle: Many fearsome creatures live
as it is one of the few regions in the world where in this primal forest, including lost tribes and
the Cabal is not in retreat. forgotten dinosaurs.
28
Michael Wall (Order #42994217)
RETURN OF EVIL
T
his is the second Plot Point advance the main storyline and must be played to
Campaign set in the Rippers world. finish the campaign.
The first saw the Rippers take on Events that should occur before the GM runs
their arch-nemesis of old, Jack the each Plot Point are listed at the start of each
Ripper, along with his Cabal cohorts, Dracula, adventure. They should be played in the order
Frankenstein, Prometheus, and more. At the presented here, but don’t rush through them too
end of that campaign, the Cabal was crushed, its quickly.
leaders dead, and the Rippers triumphant. It is
not necessary for your players to have completed Plot Point Overview
that campaign (though if they have, great!). That
is the state of the world as described throughout Between each Plot Point the heroes should have
the Rippers Resurrected Player’s Guide and this other adventures (using the Adventure Generator
book. When the Rippers start their adventures, the on page 10, other Savage Tales, or spun from
Cabal will be the hunted and chased; hounded and your devious imagination).
hiding in the dark places of the world.
This Plot Point Campaign sets the Rippers Opening Moves
against a new enemy: a small cult bent on The Plot Point Campaign begins innocently
restoring to power an ancient evil. As the Rippers enough in London with a search for The Vanishing
oppose them, the cult uses its arcane knowledge Professor (page 31). The Rippers’ hunt takes
to resurrect the Rippers’ foes in order to distract them to a notorious opium den and on to the
them from the cult’s dark aims. The intent London docks. In rescuing the professor, they
here is that the Rippers will likely believe the discover some foul things at large in London
return of these enemies is the whole point and a conspiracy to send the professor
of the campaign. It isn’t, and by the time overseas. But why?
they realize, the cult will be on the brink of The Bankes Affair (page 33)
causing a catastrophe. sees the Rippers sent to recruit a
The Rippers should then focus on prominent amateur archeologist.
averting disaster, even if it means that Instead of a quiet weekend in
the likes of Jack the Ripper and Dracula a country house, the team is
are given time to grow powerful once caught up in a brutal murder
more. With success the heroes destroy and must sift through the
the Cult of Apep. suspects to identify the culprit.
But there’s no need for your A sudden attack on the house
campaign to end there. Whether throws everything into chaos
or not the Rippers are successful and the Rippers are suspected
in thwarting the cult, the Cabal has of complicity in the plot.
been given another chance and aches In Jack’s Back (page 36),
for bloody revenge. A Ripper’s work is the players are introduced
never done! to the major subplot. Jack
the Ripper is back with a
Playing the Campaign string of gruesome crimes
that echo his original
Plot Points are the key parts of the depravities…including the
Rippers storyline, the chapters that murder of Jonathan Harker.
The Rippers are drawn into
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Michael Wall (Order #42994217)
the investigation—and may think Jack the Ripper The break-in is a smoke screen to cover an attack on
is the thrust of the campaign. He is not. the Egyptian obelisk in the Place de la Concorde.
Sent to Paris to open talks with the Rosicrucians
about rejoining the Rippers, the team is attacked Fog of War
by a well-armed squad of Vatican operatives in The subplot thickens in An Old Acquaintance
Forbidden Knowledge (page 39). In the fight’s (page 41), when the Rippers are summoned by
aftermath, they are alerted to a break-in at the Mina Harker to investigate the loss of contact with
Egyptian Museum in Paris and hurry to intervene. some notable lodges in Eastern Europe, including
one run by Tara LaGrange. Investigating the
problem, the team discovers that Dracula has also
returned from apparent oblivion. But is it a deadly
plot…or a mere distraction?
Watson, the Needle! (page 29) finds Sherlock
APEP’S RISE Holmes on the trail of Jack the Ripper, or so he
thinks. He calls the team to join him in New York
Apep was a demon from the dawn of to catch their man, but instead finds the Cult of
time, when chaos reigned and the old gods Apep in the process of destroying the Egyptian
were young. Apep was reviled by the ancient obelisks in Central Park and London. The players
Egyptians and their gods; even Set was may be able to stop the first attack, but not the
worshipped, but Apep was evil incarnate. second—the London obelisk is set to blow.
After a terrible struggle in which the gods By now the investigators have likely detected
confronted Apep with their combined might, that the Egyptian obelisks are a target of some
he was vanquished at last. Banished by the group whose identity remains hazy. Research turns
unyielding light of the Egyptian sun and up the fact that of those obelisks that remain, the
bound by Ra’s magic, Apep was condemned majority of these great monuments lie in a single
to an eternity in exile. The lynchpins of this city: Rome.
magical prison were the towering obelisks For The Battle of Rome (page 49) Apep’s Cult
that adorned the temples of the Egyptian marshals all the remaining forces of the Cabal—
gods. Symbolic of the sun’s rays, these obelisks Jack and Dracula providing influence in return
focused and strengthened the magical bonds. for their resurrection—in an all-out attack on the
Over the centuries the Romans Eternal City. The players arrive in time to see the
unknowingly weakened that protection when night alive with monsters and the city ablaze. In the
they removed the monuments to decorate confusion the cult makes its own attacks—precise
their capital cities, allowing Apep to stir strikes against each of the Egyptian needles in the
again. Over the ages, the demon whispered city, destroying as many as they can before quitting
dark promises of earthly power and unearthly Europe for good.
delight to the weak and greedy, and slowly
a cult began to grow. As each obelisk was Endgame
moved, first by the Romans and then by later After the horrors of Rome, the players follow
civilizations, Apep’s power grew. the clues east to the Sultan’s Prize (page 49).
The Cult of Apep remains small and The Cult of Apep has destroyed the majority of
secretive, but the demon has rewarded his the needles in the west and has now turned its
followers with forbidden knowledge to aid attention eastward. The Rippers know some of
their quest to free him once and for all. these facts, but there are some things they still
Among these esoteric arts are the traditional lack, such as the location of a lost city filled with
Egyptian rites of reincarnation. In the forbidden lore. In the ancient palace of the Sultan
course of this campaign, the cult uses its the Rippers must locate the lost key to this mystery.
blasphemous knowledge to distract its new In Secrets of the Ancients (page 51) the
enemy, the Rippers, from getting too deeply Rippers search for the Library of Light and the
involved in its plan. Cult of Apep. They must descend into the darkness
beneath Alexandria in search of the library and
acquire the Sultan’s Prize: the key to the catalog.
They discover the cult’s base abandoned but find
clues to the timing of the final ritual. Now they
30
Michael Wall (Order #42994217)
know when and where the cult plans to strike… disturbance, they find the gallery plunged into inky
but one act of diplomacy remains to help ensure darkness. Moving into the gallery their feet crunch
victory. on broken glass near one of the Egyptian exhibits.
In Enemy of My Enemy (page 53), the team is Somewhere across the room, in the darkness, the
charged with brokering an 11th-hour deal between floor creaks as someone tries to move stealthily.
the Rippers and the Cabal. To succeed, they must The kidnappers are a group of thugs hired by a
present oratory impressive enough to sway the mysterious cult to seize the professor and deliver
Cabal’s top leadership—including Count Dracula! him alive. The gang has grabbed a couple of
The campaign comes to a close with Dying of random artifacts in an effort to make the robbery
the Light (page 54), in which the Rippers travel appear to be the prime motive.
up the Nile to find the Lost City around the time While half the gang distracts the Rippers—
of a total solar eclipse. The Cult of Apep intends to leading them through the galleries in the dark if
raise their dark master from the pits to rule over they can, fighting if they have to—the ringleader
the Earth. If the Rippers are able to find and stop Marchant with two confederates subdues the
them, they may be able to battle the demon and professor and carries him away. Once he’s
thwart his plan. Otherwise, the world is plunged abducted, a shrill whistle calls the rest of the gang,
into perpetual night. who scatter and flee.
It is up to the Rippers—while fighting the demon
• Street Thugs (2 plus 1 per character): Use
Apep and all the arrayed forces of his Cult—to
Misguided Minion stats on page 91.
make a stand against the darkness and find a way
to save the world.
Missing!
1. THE VANISHING When the characters gather together again,
they find their host has vanished, kidnapped.
PROFESSOR Little evidence can be found at the scene of the
abduction, but a successful Investigation roll turns
When: At the campaign’s start. up a broken fragment of some small flat trinket
The Plot Point Campaign begins in London, partly decorated with Chinese writing. Any
as the Rippers enjoy dinner at a local university. Ripper with Gambling d8+ or a gambling-related
They are guests of Arthur Harmsworth, a professor Hindrance can identify it as part of a gambling chip
in ancient civilizations. If this is the players’ first from some Chinese gambling house. Searching the
session, they can spend a few minutes describing bodies of defeated enemies yields a small amount
their characters and relationship with Harmsworth. of opium wrapped in paper marked with a small
yellow flower.
Break-In If the Rippers question survivors, successful
Persuasion or Intimidation rolls glean a few scraps
Having indulged in pleasant reminiscence over of information. Each success or raise reveals the
after-dinner port, the professor regales the group following facts:
with details of his recent work translating Egyptian
• The gang’s leader is Freddie Marchant.
texts when suddenly, the lights go out. Cursing
• They were supposed to “nab the prof,” while
the electricity the university has just installed, the
making it look like a “smash and grab.”
professor mutters, “This never used to happen with
• The gang members were paid in opium.
gas,” as he fumbles with some matches to light one
• They never met the people who paid.
of the candelabra on the dining table. Just as the
candle flickers to life, a loud crash comes from a A visit to Marchant’s lodgings reveals an untidy
nearby room. The professor exclaims, room littered with wallets and watches, presumably
the proceeds of crime. A successful Investigation
“That’s one of the galleries! The objects in
roll there discovers some gambling slips indicating
there are priceless. There shouldn’t be anyone
substantial debts to a gambling den marked with
in there at this time of night…”
a small yellow flower symbol along with a few
He rises to investigate. If the Rippers leave him, or gambling chips like the fragment found in the
allow him to investigate alone, the professor never university. Anyone who reads Chinese can identify
returns. He is kidnapped and quickly removed the Chinese characters around the symbol as
from the building. If the Rippers investigate the reading, “The Yellow Lotus.” A successful Streetwise
31
Michael Wall (Order #42994217)
roll reveals the place is a Limehouse gambling den. • Yellow Lotus Minders (2 per character):
A raise on the roll reveals there is an opium den in Use Misguided Minions on page 91.
concealed back rooms at the Yellow Lotus. • Opium Guards (1 per character): Use Night
Guard on page 91.
The Den of Iniquity
Spotted!
The Yellow Lotus is a small building in a seedy Unbeknownst to the Rippers, one of the
Limehouse street. The narrow alley is crowded with kidnappers spotted them as they came into the
Chinese merchants, rough-looking street toughs, and Yellow Lotus. The gang retreated to the basement
groups of sailors cramming a few last illicit activities to accelerate arrangements. Professor Harmsworth
into their shore leave. A system of lookouts alerts is drugged in a booth at the back of the basement,
the den’s owners if the police approach. Otherwise separated from the rest of the room by a heavy
patrons must knock and await identification before tapestry.
being allowed entry. It is closed in daylight hours so As the investigators go downstairs, the gang
the Rippers must pay a visit at night. resolves to take the near-unconscious professor
Inside is dark and dingy. The low ceilings and out of the opium den through a trapdoor into the
dark decor lend the den a closed-in feel and narrow alley at the side of the building. When
tobacco smoke mingles with burning incense to one of the gang spots the Rippers he cries, “That’s
add a haze over the many gambling tables that them!” The heroes need to defeat the four thugs
fill the main room. Chinese women in elegant still in the basement before the Lotus staff arrive.
silk gowns serve drinks and run the games, while If the gang escape, Wei Le knows they planned
sharp-dressed heavyset Chinese men watch from to take the drugged man to the docks, but not
a raised dais in the center of the room. exactly where or for what purpose. She was repaid
None of the workers acknowledge the opium all of Marchant’s gambling debts by some foreign
rooms’ existence, but if the Rippers gamble for a while gentleman in return for allowing the gang to use
without arousing suspicion they can make a Notice roll the place.
to spot the occasional patron moving surreptitiously
to a corridor in an unlit part of the room. The Chase Is On
The gloomy passageway is lined with prettily If the Rippers make it back up to street level
decorated panels depicting coiled dragons quickly, the gang has tossed Harmsworth into a
soaring amid clouds. At the end of the corridor is large wooden shipping crate loaded on a horse-
a short flight of steps leading up to a locked and drawn wagon. Three gang members turn to waylay
bolted back door to a littered side alley. A close the heroes while the remaining three, including
examination and an Notice roll indicate that the Freddie Marchant, leap onto the wagon. Marchant
door hasn’t been used in some time. cracks the whip and starts the wagon away toward
the main road.
Going Below After two rounds, the guards from the Yellow
Lotus spill out into the alley, angry to have so
Pushing one of the dragons’ eyes activates a well- much commotion at their usually very low-key
concealed door. This leads down into darkness and establishment.
a basement level divided into numerous private If the heroes are quick, they can give chase
booths. The atmosphere here is even more dark (see Chases in Savage Worlds). The wagon takes
and cloying, choked with sweet, sickly opium three rounds to make it out into traffic, and then
smoke. In the booths people lie on thick cushions, a further three rounds to get up some speed. After
smoking, murmuring softly to one another, or lost six rounds, it will have vanished from sight of the
in a stupor. Everyone who comes downstairs is led end of the alley. If the heroes make it to the main
by an elderly woman, named Wei Le, to a vacant road before then, they can give chase on horseback
booth and made comfortable before the old lady or carriage. The wagon is headed for the East India
takes their money and brings them opium. Burly docks, but if the pursuers are successful in their
guards remain hidden in the gloom, but watch chase, it might not make it. Remember that fighting
each newcomer closely until they are ensconced from a moving platform at night is difficult, but
in their booths, drifting away. Trying to investigate it makes for a dramatic and exciting scene. If the
down here brings their immediate attention, and a heroes decide to simply tail their quarry, they
fracas summons the staff from upstairs. arrive at the docks shortly after the wagon.
32
Michael Wall (Order #42994217)
brought upstairs and unpacked by the staff). The
The Docks Rippers are left to change for drinks before dinner.
Their fellow guests at Kingston Lacy this
When the Rippers arrive at the docks they see weekend are an eclectic bunch: Colonel Armstrong
no sign of the wagon immediately. The many Prothero, a retired officer of the British Army;
warehouses and piled crates of cargo form a maze. Chief Superintendent Maxwell Puget of the local
Suddenly a terrifying scream and loud crash rend constabularly; Enrico Gambuccini, somber Italian
the air. Homing in on the sounds of carnage the art collector; Jonathan Jellicoe, an up-and-coming
Rippers come across a fearful scene. The wagon is politician; and Omar Muhammed, a visiting
splintered into shards, the horse lies slaughtered, archaeologist from Cairo University, fresh from a
and the passengers lie scattered in hideous poses, dig in the Middle East.
broken remnants of men. Standing on top of the The Rippers are here to recruit Bankes, but
crate is a hideous beast, which turns to snarl at the should invent some plausible excuse for their
Rippers as they arrive. presence for the weekend. The other guests
are interesting individuals and make amiable
• Shadow Beast: See page 80.
company. Roleplay dinner conversation with the
various guests.
Aftermath
rr Sir William Bankes: Use Soldier on page
Once the creature is defeated, the professor can
79 but add Knowledge (Archaeology) d4.
be rescued from the crate. He is still drugged and
has no idea who took him or why.
The cult has been successful in kidnapping
a number of other Egyptologists from various
academic institutions—a fact the Rippers can
uncover if they choose to follow it up. Otherwise,
they can congratulate themselves on saving the
professor and await the next chapter.
2. THE BANKES
AFFAIR
When: The players undertake a recruitment
adventure.
Though Mina is keen to keep the Rippers more
covert, the organization still needs occasional
new recruits to maintain numbers and bolster its
finances. This mission centers around the latter.
The Rippers are sent to recruit Sir William
Bankes, a wealthy landowner and amateur
archaeologist. Bankes has invited them to his
country home, Kingston Lacy, in Dorset, England.
33
Michael Wall (Order #42994217)
voice. He retired somewhat early, however, after
Secrets and Lies a dalliance with another officer’s wife. He bears a
wicked dueling scar as a result and, rather than
Not all the guests are who they appear to be. bring disgrace on his whole regiment, he resigned
Enrico Gambuccini: He is olive-skinned, with his commission and returned to England in shame.
hawk-like features and thin smile. He is, in fact, Naturally, he would rather this didn’t come out.
a Vatican operative interested in finding out why
• Armstrong: Use Soldier on page 79.
the Rippers have been invited to meet with Bankes.
He knows a good deal about art and is accustomed Jonathan Jellicoe: Agent of the cult. After the
to hiding his true purposes. As a priest he is a Rippers interfered with their attempt to kidnap the
natural listener, but his current mission makes him professor, the cult resolved to learn more about
suspicious of everyone. the characters and their organization. Jellicoe is
a red-faced, portly politician who was caught in
rr Enrico: Use Soldier on page 79, but add
a compromising position, and is now under the
the Trademark Weapon (Castilian rapier)
control of the cult. He is cunning, ruthless and
Edge.
utterly without scruples.
Maxwell Puget: A pleasant, easygoing police
rr Jonathan: Use Cultist on page 80.
officer with a very suspicious mind, he has a chip
on his shoulder about his working-class roots Omar Muhammed: The only guest who is who
and frequently feels terribly out of place among he appears is Omar. Once things begin to happen
this relatively educated and privileged company. around the house, however, he feels people will
This can lead him to throw his weight around and hold him responsible. If his honesty or innocence
generally seem a bit unpleasant. In fact he’s just are called into question, he behaves angrily and
compensating for his own insecurities. inadvertently arouses suspicion (he can’t remember
where he was at any given time, hotly denies things
• Maxwell: Use Constable on page 78.
and then admits to them, and generally makes an
Armstrong Prothero: A retired army officer appalling witness).
with impressive facial hair and a deep loud
• Omar: Use Innocent on page 79, but add
Smarts d8 and Knowledge (Archaeology) d8.
34
Michael Wall (Order #42994217)
• A bloodstained shirt is bundled up and
Saturday shoved into a tall vase at the top of the stairs
(with a raise, this shirt is not Italian and is
The following morning, after breakfast is too large for Enrico).
served, the guests are free to roam about the • A single line of blood spots streaks the ceiling
house and grounds. Bankes and Omar have a of the bathroom (with a raise, some smeared
series of meetings regarding some Egyptian blood on the walls indicates they were hastily
artifacts Omar seeks to borrow for his research. wiped down.
Gambuccini spends the morning examining the • (Notice –4) On a small table in the corridor,
paintings around the house. Prothero and Puget the absence of dust next to a statuette of
play billiards in the games room, while Jellicoe Egyptian god Bastet indicates there was a
latches onto the Rippers and wanders wherever pair standing there until recently.
they go rambling about events around the empire. • (Notice –4) Inside the dumbwaiter near the
Lunch is served in the gardens, one of Kingston master bedroom, the pulley ropes are stained
Lacy’s prime attractions. The large grounds feature with blood.
a sunken garden, at the center of which is an • (Requires the hero specifically look here)
impressive carp-filled pond and a large hedge The bloodied, broken statuette—the murder
maze. At the center of the maze stands an authentic weapon—is hidden in Maxwell’s police
Egyptian obelisk taken from a temple at Philae, greatcoat in the downstairs cloakroom.
and one of Bankes’ rarest treasures.
After lunch, the Rippers are again free to What Happened?
wander for a while, but before too long a great On Friday evening, while the Rippers spoke
commotion arises from the upper floors of the with Sir William, Enrico quizzed people about
house. As the guests return to the foot of the their knowledge of the Rippers. He made everyone
stair, Gambuccini storms down in a furious rage uncomfortable, none more so than Jellicoe—
(see What Happened? for why). Ignoring any though only Omar noticed. The bridge game broke
attempts to speak to him, he stalks out the front up early.
door, slamming it behind him with such force the The following morning, Jellicoe saw Enrico
delicate glass in it shatters. lurking around on his own, but needed to get
The other guests and Sir William emerge one closer to the Rippers. He had to take a risk and
by one to gather at the foot of the stairs, allowing leave the Italian, who was indeed snooping in other
the Rippers to recount what happened. Allow guests’ rooms. Fortunately for Jellicoe, Enrico is
the players a Notice roll to realize that Maxwell more interested in searching for evidence of the
Puget is not present. Searching upstairs reveals his Rippers’ identities, but Jellicoe can’t take a chance
battered corpse in Enrico Gambuccini’s bedroom. that Enrico is onto him.
That afternoon Maxwell caught Enrico snooping
Investigation and challenged him. A heated argument ensued.
Sir William is content to leave the matter to the Jellicoe took the opportunity to sneak upstairs in
Rippers for the time being, so they may investigate the dumbwaiter just as Enrico stormed away from
the house and grounds. There are several clues to the argument in a rage. As Maxwell went to the
be found. Each success and raise on a Notice roll bathroom to regain his composure, Jellicoe picked
(or other appropriate roll, depending on the clue) up a statuette from a table and beat Maxwell over
can glean one of the following insights. the head, fracturing his skull (and the statuette).
Jellicoe took off his shirt and hastily wiped down
• Maxwell appears to have been killed by two
the walls before wrapping it around the head of
blows to the head with a blunt object.
the body to try to stop blood from dripping. He
• A man’s shoeprint is in the blood pooled
dragged the body to Enrico’s room, grabbed a
around the body.
pair of his shoes and made the bloody footprint,
• A pair of Enrico’s shoes have been flung from
dropped the shoes out of the window and fled to his
the window into the bushes below. One is
own room to get a fresh shirt. Once again lowering
covered in blood.
himself down the dumbwaiter, he slinked into the
• A few spots of blood lie on the carpet in the
cloakroom to hide the statuette pieces as the guests
corridor several feet from the entrance to
assembled at the foot of the stair. He then emerged
Enrico’s room.
stealthily and joined the group, looking suitably
35
Michael Wall (Order #42994217)
bewildered.Soon afterward, Enrico returns. He The cult’s plan is underway. It has destroyed
is astonished to learn what happened. His eyes the first of the major obelisks and has collected a
narrow and he looks from one individual to the number of Egyptologists to aid in its translations.
next, sizing them up, but he says nothing. Its plan would be proceeding perfectly were it not
Saturday night involves investigations and for the Rippers. By the end of this adventure, the
interrogations as the Rippers try to solve cult knows the heroes are going to be a thorn in its
the mystery. Bankes knows nothing, Omar side. They resolve to give the Rippers a diversion
incriminates himself and sulks, Enrico refuses to the organization cannot ignore.
cooperate or to recognize the Rippers’ authority
over him, Prothero blusters, and Jellicoe has a
politician’s economy with the truth. If he can slip 3. JACK’S BACK
away without being seen and the statuette has not
yet been found, he takes it to the sunken garden When: After the heroes meet Jonathan Harker.
and drops it in the pond. Now convinced the Rippers will fight them
every step of the way, the cult moves to provide
The Attack a distraction too big to ignore. Using arcane lore
they’ve discovered regarding the lost secrets of
However the players get on with their reincarnation, the cult intends to restore the
investigation, the cult has arranged an attack Rippers’ most implacable enemies. Their rites
shortly after midnight. Jellicoe’s plan is to have are imperfect and the translations incomplete,
the cult kidnap Bankes and himself. Bankes can so the results are flawed but sufficient for the
vanish, as far as he’s concerned, while he will cult’s purposes. As a result of their damnable
manage to “escape” with just a few scrapes, to experiments, both Jack the Ripper and the evil
be found wandering and confused the next day, Count Dracula himself are once again at large!
remembering nothing.
The cult’s attack is made by a single cult leader, Sensational News
Hakim Jaleel, and some hired thugs. Hakim’s main
purpose is the destruction of the obelisk. Bankes All of London is abuzz when sensational news
is a nice extra, while Jellicoe is expendable, if it hits the headlines: Ripper Strikes Again!
should come to that. The thugs strap explosives There have been other such lurid tales, of course,
to the obelisk under cover of darkness before usually trumped up by the press to sell papers. This
attacking the house. They smash in through one, however contains several similarities to the
downstairs windows and make for the master original Ripper murders. Using favors, contacts,
bedroom. Whether or not they succeed, they fall or simple legwork reveals the police are seriously
back through the hedge maze, blowing the charges concerned. Could it be Jack’s back?
on the obelisk as they go. If the Rippers present For the Rippers, this is impossible. The
spirited resistance, Hakim summons a pair of organization’s history tells of how Jack was destroyed
Shadow Hounds to cover his escape. Hakim’s a years ago, along with Dracula, Frankenstein, and
recurring villain, even if the players don’t see him the rest of the Cabal leadership. If they don’t start
yet, so do your best to see that he gets away. investigating, Mina orders them to do so.
The first murder was in fact committed by a
rr Hakim Jaleel: Use Cult Leader, page 80.
reluctant pawn, a politician named Harcourt. His
• Thugs (6): Use Henchman on page 91.
cult masters forced him to commit a ritual act as
• Shadow Hounds (2): See page 80.
part of the rite of resurrection. As a result, the
killing is a copy of one of the earlier murders, based
Aftermath on Harcourt’s remembrance of the newspaper
accounts of the time. The horror has haunted
If Bankes survived uncaptured, he joins the
Harcourt ever since. Within a week of this killing,
Rippers as a recruit. If the cult takes him, he is
the cult raises Jack from the dead and he begins
whisked away to Egypt in a crate.
his own rampage.
If the Rippers implicate Enrico, they have made
a powerful enemy. He is released some weeks later
but never forgets. If Jellicoe is still at large, he too
causes problems for the Rippers.
36
Michael Wall (Order #42994217)
Each successful Notice roll reveals a clue:
From Hell? • A small leather pouch. It contains a few
farthings, a silver American dollar, and a
Just five days after the first murder comes a new
folded piece of paper on which is scrawled,
shock. The papers are once again filled with news
“Meet us tonight behind the Rose and
of Jack. “New Ripper Letter! Read all about it!”
Crown!” The heroes’ names are listed on the
rings through the streets from every corner.
page.
The startling new letter has been delivered
• On a nearby wall in a side alley, daubed in
to George Lusk, formerly chairman of the
blood is the phrase, “Remember Poenari”.
Whitechapel Vigilance Committee during the
• A tooth lies discarded nearby. The police
original Ripper murders. Back in 1888, the original
imagine it to be a dog’s, but a successful
“From Hell” letter had been delivered to Lusk also.
Knowledge (Rippertech) roll, or a Smarts
The papers print the text of the letters in full:
roll at –2, reveals it to be a vampire’s fang.
Dear Boss: It’s been a while old chum, but • A ticket to the visitors’ gallery in the House of
here I am. I ain’t done. Not by half, in fact, I’m Commons. The police supress this evidence.
just getting started.
The note was the reason the Rippers were
You heard from me From Hell, but now I’m
summoned and questioned. The police wanted
back in my old stamping grounds. I am not
to gauge their response by letting them find it.
alone. My friends will be back too. Watch out
For Rippers, the implication is that Dracula is
the whole army of Rippers.
involved—Poenari was the castle where he died—
I ain’t going to quit ripping til I have my
and he intended to implicate them in his crime.
revenge. You’re all fair game now.
Clearly this is a message for the Rippers.
Be seeing you, boss. Jack
If the Rippers ask to see the body, they are taken
to the mortuary where the unfortunate victim has
A Second Tragedy been laid out on a table. He wears the tattered
clothing common to East End’s destitute residents,
Some days after the letter but upon examination the Rippers note he is no
becomes public, the Rippers are vagabond. The victim is none other than their
contacted by the police. This is an colleague, Jonathan Harker!
official call, not from an officer His injuries are gruesome, as would be expected
the Rippers know. The heroes from so violent a crime. He was killed in a frenzy
are escorted to a Whitechapel and viewing the mutilation requires a Fear
police station where they test at –2 to avoid nausea. If the Rippers
are questioned about their reveal the victim’s identity, the police are
whereabouts the night even more baffled. Jack the Ripper was
before. consistent in choosing his victims—
If the Rippers are prostitutes—so this deviation from
able to satisfy the police of the pattern causes them much
their alibis (with success consternation.
on a Persuasion roll), When she is informed of
or if they manage to the tragedy, Mina Harker is
get a police contact devastated. She vows revenge
to vouch for them, on the Cabal and enters a
the investigators are period of mourning.
escorted to the crime
scene. Police have The Plot Thickens
sealed the area, a narrow
alley running behind a seedy Some time after, the
public house. A large pool of blood Rippers are visited by
has stained the cobblestones. Some the illustrious consulting
articles of clothing and a few personal detective, Sherlock Holmes. He
effects lie strewn about. The body has doesn’t know exactly what the heroes
been removed. do, but he knows they are innocent.
37
Michael Wall (Order #42994217)
More Murders
Jack the Ripper is not finished. He intends to terrify
London with another string of murders over the next
few nights, then vanish to rebuild the Cabal under
his control. Jonathan’s murder provided enough
blood for the cult to defile the Kingstead graveyard
and revive his old ally, Count Dracula. The Rippers
read of this blasphemous act in the papers later.
Number 3
Jack’s next victim is the daughter of Victor
Frankenstein. Dismembering her body, he sends
the parts to the cult, with which they can reanimate
the old reanimator.
In her hand is clutched a piece of fabric from
an expensive men’s shirt. Careful analysis can
trace the supplier. Their customer list includes
Harcourt’s name.
The police remain baffled as to why the Ripper is
no longer only killing prostitutes. Half believe this
is a different man; several investigators consider
the heroes prime suspects. They keep the truth out
of the papers, so public opinion is firmly convinced
that Jack is back. The Whitechapel Vigilance
Committee is once again convened in an effort to
keep the East End safe.
41
Michael Wall (Order #42994217)
The heroes should lose no time in catching the
train to the continent. With Tara LaGrange so Raid on Red Wolf Lodge
recently placed in control of the Old Worlders, the
sudden loss of communications with her lodge is On the road to Bucharest is the unassuming
troublesome indeed. tavern named the Red Wolf. Under a creaking
faded sign the red door stands wide open. As the
Budapest Rippers approach the building, read the following:
No welcoming smoke curls from the rough
The trip to Budapest is uneventful and the
chimney, no scents of warm meals waft on
Rippers are free to proceed to the imposing castle
the air, no friendly laughter beckons weary
overlooking the Danube, or they can pause at the
travelers to the door. Everything is eerily still
lodge in Vienna before traveling farther east.
and quiet.
The region is the center of a resurgence in Cabal
Inside is a scene of gruesome carnage. The
influence and the Rippers are under surveillance
tavern lies in ruins, blood and body parts
from the time they enter Hungary. The Cabal does
scattered everywhere. The furniture is stacked
not make any overt moves against them, but agents
in front of the door in a makeshift barricade.
of the Cabal shadow their every move.
The remains of former proprieter Janos Ionescu
Arriving at the Budapest Schnitzel Haus that
lie there beside a large quantity of aged firearms.
acts as a front business to conceal the Rippers’
lodge, the heroes find the building boarded up. A Notice roll reveals a tally carved on the
Investigating inside reveals the lodge has been underside of the table next to his mutilated corpse.
compromised. The evidence of a terrible attack is Fourteen scratch marks seem to indicate Janos sold
most clear in the tunnels beneath the restaurant. his life dearly. Further Notice rolls reveal deep
Bloodstains smear the walls and the structure scratches consistent with powerful claws scoring
bears the scars from the defensive cannons that deeply into the wooden furniture.
protect the tunnels.
Upon reaching the main part of the lodge the Jahrling’s Doom
Rippers can investigate further. A Ripper making a As the Rippers proceed into the building they
successful Notice roll at –2 can learn the following discover the remains of Xavier Jahrling, the Ripper
items with each success or raise: in charge of the lodge. He died a brutal death
defending the entrance. The trapdoor in the cellar
• The Rippers’ files have been ransacked, all
is now splintered and scattered, leaving the tunnel
references to allies and informants have been
to the lodge open. The Red Wolf Lodge was always
removed.
particularly small and not very advanced. In the
• Reports intended to be wired to London
plain meeting room, more bloodstains speak of
are scattered near the telegraph, including
the final struggle. The furniture is overturned and
a warning that something had happened in
broken. Scattered on the floor are a few scraps of
Poenari.
messages to and from the neighboring lodges.
• Several decomposing corpses have been
One brief message relayed from Budapest requests
bundled into a back room. A gruesome close
a report on the latest events at Poenari. A single
examination of these bodies reveals savage
word is scrawled on the paper:
vampire bite marks on their necks (as if done
in haste rather than traditional feeding). Vlad!
• The name Red Wolf Lodge is scrawled on a
A successful Notice roll detects an entrance
scrap of paper clutched in the hand of one of
concealed from view. It leads to the lodge’s escape
the corpses, beneath which is written, “Warn
tunnel. Following the tunnel to its end leads to
them!”
a hollow tree trunk in the forest. It seems the
If the Rippers are not aware of the name of the attackers never found the tunnel, as hiding in the
Transylvania lodge, a Knowledge roll at –2 or a trunk is Voica Ionescu, catatonic with fear. If the
successful Investigation roll reveals its location. Rippers can restore her to her senses—a Knowledge
(Psychology) check at –2, or a Persuasion roll at
–6 penalty—the poor lady recounts that there had
been a lot of activity in the last few months, with
small groups of Old Worlders coming through the
42
Michael Wall (Order #42994217)
lodge. Suddenly one night they were attacked by “Werewolves! They grow bold as the Cabal
werewolves. She doesn’t know when; she has lost rises again. The shapechangers work even more
all track of time. She also knows nothing of her closely with the vampires now.
husband’s fate, and breaks down into inconsolable “Tara LaGrange summoned us all to meet
sobs at the news of his death. at Poenari. The reason? She heard Dracula was
back. It sounds impossible, but the Cabal’s rise,
To Poenari the werewolf attacks, and the coordination of
their activities seems to support it. We had them
Traveling through the wilds of Transylvania is on the run, but no more. Something’s put some
perilous at the best of times. And this is not the fight back in them…and if anything can do that,
best of times! it’s Dracula.”
Apep’s Cult helped Jack return Dracula from the
dead and retake his castle at Poenari. His Cossack A second howl, much closer, rips the darkness.
guards never gave up their allegiance; they’ve “They’re coming,” growls the Old Worlder as he
again organized to terrorize the local peasants and aims his musket into the night.
protect Dracula’s castle. Count Dracula exerts his The Cossacks stay back until their allies arrive,
power once more, and has begun to reforge his taking potshots and keeping the Rippers hemmed
alliances with other vampires. in. If things get really bad and the players decide
to leave, the two unwounded Old Worlders come
Ambush! with them, leaving the injured to cover their
The closer the Rippers come to the castle, the escape. It’s a grim fight, and the ultimate sacrifice
more Cossack patrols they encounter, hunting may be required.
with dogs. A day from the castle they find out what
• Werewolves (3): See page 87.
the Cossacks are looking for. The sounds of warfare
drift through the forest. Following the sounds to
their source, the Rippers find a small group of Old Castle Dracula
Worlders fighting for their lives. If the Rippers act
quickly, they can swing the tide of battle. Arriving in the shadow of Poenari castle,
the Rippers find the area rigorously patrolled
The Old Worlders crouch behind fallen logs.
by Cossacks with hounds. In the thick forests
Only two of them remain unwounded; one
surrounding the castle, they discover—or are
reloads muskets as quickly as he can manage
discovered if they fail Notice, Survival, or Tracking
and hands them to his friend. Five more lie
rolls—by a pair of Old Worlders. The grizzled
behind the log barricade, gravely injured.
hunters are relieved to see fellow Rippers. One of
Several Cossacks circle the clearing’s perimeter. them says,
They seem to be waiting for something, and the
“We attacked Poenari last week on Ms.
Rippers arrived in the nick of time. Cossack
LaGrange’s orders. We knew the Cabal was
corpses and their great hounds lie where they
gaining strength, and this seemed to be the
fell around the log circle, evidence that the Old
center of activity. Tara told us Dracula had
Worlders have made a desperate stand here.
returned, but we scoffed. What fools we were!
• Old Worlders (2, plus 5 wounded): Use “It was him. I’d stake my life on it. Dracula is
Militia stats on page 79, but add the back! He marshaled his forces and repelled our
Peasant Lore Edge. Five lie wounded and attack. In the chaos they took Tara LaGrange
out of the fight for now (roll for these Extras’ prisoner. They’re holding her in the castle. We
Recovery after the fight if the heroes prevail). have been evading Cossacks for days.
• Cossacks (1, plus 2 per hero): See page 91. “But we saw Dracula’s black coach sweep
away to the west several hours ago. If we are
careful, we may be able to infiltrate the castle
Howl of the Beasts and recover Tara—before Dracula makes her
Soon after the Rippers arrive, a long, horrifying
one of his brides. Will you help us?”
howl lingers on the night air. All who hear it must
make a Spirit roll or be Shaken. The Old Worlders’
• Old Worlders (2): Use Militia stats on page
leader spits,
79, but add the Peasant Lore Edge.
43
Michael Wall (Order #42994217)
A Desperate Rescue
The castle is a hive of activity. Dracula is indeed Aftermath
gone, traveling abroad to rekindle alliances with
other vampires and repair his power base. He has If the heroes return Tara and the other Old
wasted no time in raising a small coterie of vampire Worlders to London, they earn Mina Harker’s
brides, however, who he leaves in charge in his undying respect and gratitude. Tara reports
absence. They lair in the castle’s tall tower. overhearing heated discussions about the nature
The Cossacks are garrisoned in the castle. Fifteen and whereabouts of the “Library of Light,” but she
man the walls, five guard the dungeons, and three has no idea what it is. Her impression was that the
patrols of three roam the castle. The team will need vampires were in the same position.
a plan, and likely a diversion, to rescue Tara and
the others before the soldiers or concubines realize
what’s going on and kill their captives.
6. WATSON,
Use the map of Castle Dracula to run the raid. If THE NEEDLE!
the rescuers fail spectacularly for some reason, one
of the Cossacks goes to execute the prisoners and When: The Rippers investigate Jack the Ripper.
makes the mistake of opening Tara’s cell to cut her Things have fallen silent. Dracula and Jack the
throat. The resourceful woman overpowers him, Ripper know the enemy is aware of their return.
frees the other prisoners, and eventually joins up They work to rebuild the Cabal and trade favors
with the player characters. with Apep’s cult while the Rippers prepare for war.
Assuming the Rippers succeed one way or
another, the weakened prisoners require transport An Urgent Telegram
to move them from the castle. The stables hold two
large black coaches, several horses, and a section At their lodge, the team receives a telegram:
set apart and used as kennels for hounds.
Located Ripper stop Moriarty Is
rr Tara LaGrange: See page 77. Moving stop Come 221b Soonest
• Concubines (6): See page 92. stop Holmes
• Cossacks (29): See page 91.
Arriving at 221B Baker Street, the Rippers
• Old Worlders (2): Use Militia stats, page
discover Holmes packing some belongings into a
79, adding the Master of the Hunt Edge.
small valise. Holmes exclaims,
44
Michael Wall (Order #42994217)
“No time to delay. We must leave for New Rippers and Holmes a few choice locations from
York at once. I have found him!” which to observe the inventor and his movements.
Aftermath
Escaping Topkapi with the box is a major
accomplishment. The other relics may have
magical properties (at the GM’s discretion), but
the box holds the Sultan’s Prize: a complete catalog
to the Library of Light! On each of the box’s faces
Islamic geometric patterns shift and move as the
box is tilted. It’s an elaborate puzzle that requires
the Rippers’ best minds to solve.
51
Michael Wall (Order #42994217)
poor neighborhoods and any attempt to move on
What’s in the Box? the cult HQ is known to the leaders long before
the Rippers arrive.
If the Rippers try to solve the puzzle box As a result, the cult has abandoned their base
themselves, allow a Smarts roll each week of when the Rippers arrive. They destroy most of
dedicated study. The modifier for the roll begins their material, but in their haste to leave are forced
at –10. Each consecutive week of study grants to abandon many relics and Egyptian artifacts.
a +1. Each mission that recruits a person with They do summon two shadow beasts to ambush
appropriate skills adds an extra +1. A roll of 1 the Rippers as they break in.
on the Smarts die (regardless of the result of the
• Shadow Beast (2): See page 80.
Wild die) imposes a –1 to the next roll. Persistent
effort—or just letting Mina handle it—eventually
pays off, and the box opens. Inside is a scroll A Clue or Two
containing a series of shapes and hieroglyphics. Investigation rolls or Notice at –1 discovers
Decrypting this message is difficult, but it is the some pages from what appears to be an almanac.
box itself that is important. A Notice roll reveals It accurately sets out the dates of the flooding of
the shapes and colors in the message all appear as the Nile and other important events, but a single
part of the geometric shapes on the outside of the day is heavily circled in ink. An Investigation or
box. By aligning particular shapes and colors on Streetwise roll reveals it is the predicted date of a
one face, they can cause seemingly random lines solar eclipse.
on another face to form Arabic writing. The Rippers also manage to discover some
By forming Arabic words, the Rippers find they correspondence discussing a forthcoming cult
can cause the patterns on the outside to move journey to some of the temples up the Nile at Luxor
predictably, revealing a kind of map around the and beyond. Yet more correspondence makes
faces of the cube. Translating the hieroglyphs reference to Nesh Ren’a, but there is no detail about
requires knowledge of ancient Egyptian writing. who or what that is.
The text reads,
Collection of Light, Library of Alexandria. Investigating the Library
In Alexandria, only legwork discovers the
The Library of Light Great Library of antiquity’s likely whereabouts.
Interviewing scholars, studying ancient accounts
The great fire that engulfed the Library of of Alexandria, and dogged onsite research
Alexandria did not touch the fabled Library (using Streetwise, Investigation, and Knowledge:
of Light. The knowledge held within was so Archaeology rolls) can pay dividends. Allan Frazer
important that it was kept separately—secret and is a great ally here, knowing the language, customs
safe—in case the greatest of evils one day returned and history of this exotic place.
and humanity’s saviors needed to know how to Successful rolls discover that the library was in
defeat it. fact destroyed in installments, from the first fire in
Now that day has come. The Rippers need to the time of Julius Caesar to the destruction of the
discover what the cult has planned, when and Serapeum by Theodosius. With a raise on any roll
where it will take place, and what they can do to they learn of a hidden crypt—forgotten now—that
prevent it—thereby saving the world! allegedly contains knowledge too powerful to be
There are two parts to this adventure, which the used, too precious to be lost. They learn, too, the
heroes can attempt in either order, but first they location of the steeply sloped tunnel that accessed
need to go to Egypt. this Collection of Light.
The good news is that the tunnel and the
Investigating the Cult collection still exist. The bad news is the long-
forgotten tunnel entrance is now concealed at a
The cult has its headquarters in the oldest part of local mosque, behind a particularly lovely passage
Cairo. Being mostly Egyptians, the cult members from the Qur’an rendered in exquisitely complex
can come and go more easily than most Rippers. tile work.
They have lookouts at every bath house, coffee Needless to say, the mosque’s leaders don’t
house, and market stall. Informants abound in allow Rippers to desecrate their temple, but in
52
Michael Wall (Order #42994217)
order to get to the Library of Light the Rippers silver and a sun symbol—a disc with broad beams
need to bypass the wall. Managing this requires emanating from it—is acid-etched into the cover
an inventive solution. If heroes deal honestly with and leafed in thin layers of gold. But the ancients
the mosque’s leaders and succeed on a Persuasion kept this book here for a purpose: They considered
roll, they find them helpful and eager to find a its knowledge so dangerous that wards were
solution—provided Rippers share whatever they required to protect it.
find! When the adventurers lay hands on the slim
tome, the cool surface of the copper cover begins
• Mosque Leaders (4): Use Innocent on page
to heat. The golden sun begins to glow. Anyone
79.
touching it takes 2d6 damage as the sun symbol
emits a dazzling burst of light. Everyone in the
The Wisdom of Ages room must make an Agility roll (–2) to turn away or
Behind the wall a short corridor leads to a be partially blinded (–2 for the next three rounds).
downward sloping passageway. At the bottom is a A bright, ghostly figure appears of an Egyption
narrow, short door. warrior with the head of a hawk, intoning,
Beyond the door is a small, square room, lined
“Do not touch the Book of Light! It rests here
floor-to-ceiling with shelves on which stand neat
until such time as Apep’s return. In the name
rows of tablets, scrolls, and other treasures. What
of Ra-Horakhty, it must be so!”
is curious is that all four walls and the floor have
small doorways cut through them. A short rope None who live know the forgotten magic to
ladder allows visitors to drop down to the room dispel the guardian, so he must be fought. After
below. the first round, the four scribe statues also animate
Each of the rooms leading off from this one look and attack.
identical to the first; each one in turn leads out in
rr Guardian of Ra-Horakhty: Use Animated
six directions, which then reach out again. This
Statue on page 81. It has a Ranged Attack:
library is a vast 3-D puzzle. A successful Notice
a sun ray that deals 3d6 damage.
roll (–2) in each room detects the same shapes and
• Guardian Scribe Statues (4): Use Animated
colors on the shelves as on the puzzle box.
Statue on page 81, without Modifications.
If the heroes use the box to spell out “Ul
Murradin,” the sequence of shapes and colors
can be deciphered with a successful Smarts roll. Aftermath
Following the directions on the box, the Rippers
can find their way painstakingly through the maze By now, the heroes know Apep’s cult is heading
of antiquated knowledge to the room containing up the Nile in a few weeks, to coincide with a
the book they seek: The Dreams of Ul Murradin. solar eclipse. But how do these facts tie together?
Heroes who don’t figure this out may get lost Perhaps the book can help…but first there is one
and wander for days. Allow a Notice roll (–4) last task to dispense with.
every hour to spot a familiar tablet, scroll case, or
carved shelf. Six consecutive successful rolls mean
the heroes stumble across the entrance. A roll of 1
10. ENEMY OF
(regardless of the Wild Die) means they must start MY ENEMY
the six-roll sequence again. The library rooms are
cool and dry; hunger and thirst are the real killers. When: A few months after running Secret of
At some point, explorers come across a skeleton the Ancients.
in traditional Roman dress—clearly a victim of This Plot Point begins when an agent of the Cabal
curiosity and poor preparation. contacts the heroes to schedule a surreptitious
meeting in Hyde Park, London.
The Guardians If you’ve run the Savage Tale Wolf in Sheep’s
Clothing, the agent is Randall Pierce. If you ran
On reaching the Book That Never Was, the the original Rippers game and Grigory Efimovich
heroes find the prize. It sits on a pedestal in a room (Rasputin) hasn’t been discovered, it might be him
empty but for four statues of scribes. A slim volume instead. The agent might also be a simple servant
written on papyrus, it is bound between two beaten such as a serving girl, butler, or even the person
copper plates. The plates’ edges are decorated with who delivers the lodge’s coal, milk, or newspapers.
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Michael Wall (Order #42994217)
Either way, it’s best if the agent has a real Conflict with Mina Harker herself leading the
connection to the Rippers so the reveal is a opposition. The death of Jonathan, Tara’s constant
noticeable loss to the Cabal. The GM can choose questioning of her decisions, and the travails she
whether the character is a traitor by choice or suffered at the hands of Dr. Jack do not allow her
through some form of coercion. to trust the Cabal under any circumstances.
If Mina and her supporters win, the heroes are
A Meeting by Night on their own. Otherwise, the help they obtain from
other factions and lodges depends on their Margin
The agent contacts the heroes and asks for a of Victory (see Social Combat in Savage Worlds).
meeting. His message reads, Margin Result
“As a sign of good faith from my masters, Tie The Rippers provide no help but but
they reveal my position as a spy within your won’t stand in the heroes’ way.
lodge. They are willing to accept this loss and 1–2 A d6 junior members of each faction
my death, should it come to that, in order to (treat as Irregulars) join the cause.
prove their pledge to a peaceful discussion.
3–4 Each faction provides a d6 junior
Meet them at midnight tomorrow at Speakers’
members (Irregulars) and a Wild Card
Corner, Hyde Park. Do not be late.”
hero designed by the Game Master.
5+ As 3–4, but when Dracula learns
Gathering of the Cabal of the outcome, he and the others
If the Rippers go to Hyde Park at the noted are impressed enough to pledge
hour, they aren’t disappointed—this is no trick. On d4 werewolves, d4 vampires, a d4
hand for the parley are Dr. Jack, Count Dracula, hydes, and d10 hybrids to serve the
Frankenstein, and Dr. Jekyll. Dr. Prometheus lurks champions until the Cult of Apep is
in the woods nearby, too ashamed to reveal his defeated.
twisted visage. The pale moon rides a tattered gray
cloak of clouds across the horizon. Deals With Devils
Jack steps forward but only capers and giggles, Regardless of the outcome, Dr. Jack wants to join
so Count Dracula takes his place and speaks: in the carnage. He approaches the team afterwards
and says:
“I see the Rippers have sent their most
promising representatives. Excellent. Let me “Part of me, a small part, enjoys the idea
most expeditiously address the point: We have of fighting alongside the Rippers again. What
been used by the Cult of Apep just as surely as say you, fellows? Do we allow this Egyptian
you have been misled. But it serves no one’s pretender to take what’s rightfully ours?”
interests for the cult to achieve all their myriad
You’ve seen the anger of these monsters before,
goals so soon. If we were to join forces, perhaps
but for the first time, it’s directed at someone else.
this ordeal could arrive at a more…pleasing
Without waiting for the reply he already knows is
outcome. How can we make it work?”
coming, Jack continues,
Describe the Cabal leaders’ appearances one by
“So it is settled. Good day, gentlemen and
one to play up how extraordinary this meeting is.
ladies. We shall see you in Egypt.”
rr Count Dracula: See page 93.
rr Dr. Frankenstein: See page 94.
rr Dr. Jack: See page 84. 11. DYING OF
rr
rr
Dr. Jekyll: See page 84.
Dr. Prometheus: See page 85.
THE LIGHT
When: The heroes research Apep.
The Great Debate The Rippers returned from the Library of Light
The Cabal is sincere in their alliance, but the with the book of Ul Murradin. Now they need to
rest of the Rippers must be persuaded to go along piece together all the clues they gathered during
with it. The player characters must carry Dracula’s the campaign to thwart the cult’s ultimate goal.
message to delegates from all the factions in
London and debate with them. Run this as a Social
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Michael Wall (Order #42994217)
Some Light Reading AGAINST APEP
Reading the book requires knowledge of
Egyptian hieroglyphs. But if the heroes have the
book translated, it also contains some very useful Bind the Darkness
information. For each success and raise on a This is the banish power from Savage
Knowledge (Hieroglyphs) roll—or Investigation Worlds, but only works against demons not
at –2 if the book is translated—the Rippers learn: native to our world (which is most of them,
but it has no effect on Dracula for instance). It
• The book has the subtitle: On Knowing the
is unique as it allows magic and faith to work
Creations of Ra and of Felling Apep.
together. The power must be activated by a
• There are two spells described in the book:
character with Arcane Background (Magic),
bind the darkness and fires of creation.
but allies with either the Spellcasting or Faith
• The book recounts Apep’s evil deeds and
skill can make a Cooperative Roll to aid the
what the gods did to stop him.
caster. The characters must hold their actions
• Ra destroyed Apep’s chief city of Nesh Ren’a
to act on the card of the slowest participant.
by burying it in desert sands.
• Apep was bound by magic spells that
harnessed the power of the sun.
Fires of Creation
This is the burst power from Savage
• Magical monuments of light were erected
Worlds, calling up the equivalent of a spark
throughout the kingdoms to preserve the
of heavenly flames, except it costs 3 Power
spells and maintain Apep’s bonds.
Points to activate. Creatures with a Weakness
• If these monuments were destroyed and the
to Fire or Holy Symbols suffer a –2 penalty
bonds loosed, Apep could rise again.
to avoid its effect and suffer +2 damage. A
• If freed, Apep would plunge the world into
creature with a Weakness to both suffers a –4
perpetual darkness, and Set would become
penalty and +4 damage. This power can harm
his slave—bringing death and famine to the
creatures with Immunity (Fire) normally if
lands of the Pharaohs.
they also have Weakness (Holy Symbols) but
• Apep is a demon but vulnerable to Ra’s
inflicts no penalty or additional damage from
power, fire.
the Weakness.
Ancient History
If the heroes choose to research Apep, they can
• Apep’s power grew along with his cult until
begin to link the pieces of the puzzle. Each success
servants of Ra, fearful of the demon being
and raise on an Investigation roll, or Streetwise roll
loosed into the world, bound Apep in
to interview a professor of Egyptology, learns the
unshakable bonds of light. They anchored
following facts:
their spell to obelisks surrounding their most
• The Egyptians knew Apep as a demon: one of important temples. These obelisks, great
Egypt’s oldest gods, but foul and malignant. monuments to Ra and symbolic of the sun’s
• They blamed Apep for storms, earthquakes, rays, strengthened the bonds. Thus was the
and solar eclipses. Set, god of chaos, was also demon subdued for all time.
linked with these events. But Set was a god, • With the cult broken, Nesh Ren’a was
not a demon, and worshipped as such. Apep abandoned to be reclaimed by the desert.
was despised as a threat to all creation.
• Egyptians spat at hearing Apep’s name. But
the demon inspired some misguided fools Finding Nesh Ren’a
to form a cult. Each bore a serpent tattoo
The Lost City of Nesh Ren’a lies far up the Nile
somewhere on his or her body to show their
River from Alexandria and Cairo. Its exact location
allegiance to Apep. Such cultists were reviled
is unknown; it was vilified and stricken from the
and put to death when caught.
records because of its association with Apep’s cult.
Finding the buried ruins is a difficult task.
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Michael Wall (Order #42994217)
The site is located some 150 miles southwest successive charges, circling round while the snipers
of Luxor, deep in the desert to the east of the try to pick off any heroes in the open.
Nile. Several local dragomans—guides and Once they deal with the threat, Rippers can find
interpreters—have information. Success on a their way belowground.
Streetwise or Persuasion roll finds one who has
• Mounted Nomads (8): Use Militia on page
taken parties to the deserted locale recently. A raise
79. Each rides a horse (see Savage Worlds).
on the roll means Rippers did not alert the cult
• Nomad Snipers (6): Use Militia on page
while acquiring this information; their spies teem
79.
in Luxor.
Accessible only by camel, there are no visible
markings or ruins to indicate the way to Nesh City Beneath the Sands
Ren’a. But six terrifying stone crocodile heads
jutting at alarming angles from the drifting dunes Nesh Ren’a was small, predominantly a
signal the destination has been reached. These are cult center rather than a major commercial or
statues of Ammit, monstrous servants of Apep that administrative hub. Time and the encroaching
ate the souls of the dead. These fearsome guardians desert have swept away most of its residential
are all that remain of Nesh Ren’a above ground. areas. What remains, although covered by sand, is
If the heroes did not alert the cult, a search of quite well-preserved. The statues of Ammit once
the statues’ mouths finds them hollow. In fact, they stood atop tall towers; the stairwell inside each has
are tunnels to the city below. become a tunnel leading to Nesh Ren’a below.
If the cult learned of their approach, the The temple complex and a covered portion of
Rippers find a “warm” reception—a nomadic tribe the town center—a market, administrative center,
sympathetic to the cult has occupied the area. Six and barracks—are all that remain of the city. The
riflemen lie inside the crocodile mouths, using the cult excavated some areas, shoring up the sand
stone statues’ teeth as Heavy Cover. They begin with beams and supports, but these areas are prone
taking potshots at the Rippers as they dismount, to slides and rockfalls and hazardous to enter.
scaring off the animals. As the explorers look for
cover or return fire, a second group of tribesmen Lost Professors
on horses charge through the area, swords drawn, In the old barracks the party finds the various
trying to cut down the intruders. They make archaeologists and professors the cult kidnapped
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Michael Wall (Order #42994217)
to provide information. Weak, tired, and hungry, patrol, the cultist summons shadow beasts and
the professors are chained at the feet, chains calls for help. Every 1d6 rounds another patrol
looped through large bronze hoops on the floor. arrives on the scene.
Once freed, they can be escorted to the surface
• Nomad Guards (18): Use Militia on page 79.
but they are too weak to aid in any way in combat.
• Cultists (6): See page 80.
Unless the Rippers use firearms inside the city,
• Shadow Hounds (2 per cultist): See page 80.
or enter an area the cult are actively using, they
• Shadow Beast (1 per cultist): See page 80.
can move around most parts undisturbed. If they
move into any of the temple areas, they must make
Stealth rolls to avoid being detected. Once the Arise Apep!
cult knows they are there, they begin their ritual
immediately. If uninterrupted, they wait until the If the heroes cannot stop them, the cultists reach
start of the solar eclipse. the ritual’s culmination. Read this to the players
when their heroes witness it:
The Solar Eclipse With a triumphant roar of “Arise, Apep!” the
cultists stop chanting and collapse, spent. In the
A monster of chaos and darkness, bound by
circle’s center a cloud of smoke coalesces into a
mighty spells of light for thousands of years, Apep
dark mass. It grows more and more dense, so
is appreciably more powerful during the solar
black it seems to absorb light. The edges bend
eclipse, which weakens the light-based magic
and distort visible objects toward its deepening
binding him.
darkness. Its center is flat black, almost too
The cult’s activities have been geared solely
dark to comprehend. And still it grows!
toward breaking those bonds, releasing the demon
from his centuries-long slumber. The more obelisks The yawning blackness is disturbing even to
the cult managed to destroy, the quicker Apep can the cultists, who scramble away. One who is too
be freed and the more powerful he is when he first slow is dragged into the air and tumbles into the
appears. center of the inky mass. His screams disappear in
The cult’s ritual is a powerful magical rite. Not an unsettling slurping sound. The Rippers must
only does it shatter Apep’s magical shackles, but it make an immediate Fear test at –4!
also causes Nesh Ren’a to rise through the desert
sands to the surface. Performing the ritual during The Demon of Darkness
a solar eclipse ensures the skies are dark during
the first few moments of Apep’s resurrection. By The dark mass condenses until it is a huge ball of
the time the eclipse ends, the demon’s power is nothingness hovering over the summoning circle.
restored and his magic strong enough to shroud Then the ball narrows and stretches, elongating
the city in perpetual darkness. into a twisted mass. Soon it becomes a massive
hooded cobra, more than 50 feet long with vicious
The Ritual fangs several feet in length. The beast rears up to its
full height then sinks into huge coils as it surveys
Freeing Apep from his age-old prison is an its surroundings.
intricate and lengthy ritual to be conducted by The cultists gather and fall prostrate in
the cult’s five most powerful sorcerors.Working in supplication as the demon eyes them indifferently.
shifts, the sorcerors have been chanting for days, The ground shakes. Nesh Ren’a rumbles as various
one at a time. They have calculated how long it will tunnels and shored-up roofs collapse. The tremor
take and timed their incantations to end early in grows more violent and the Rippers get a sense
the solar eclipse, giving their dark master as long as the ground is shifting beneath them, as if the city
possible to recover and weave his spells of gloom. If were re-emerging from its long slumber beneath
need be, other sorcerors can join in, speeding the the sands.
end of the ritual to under an hour. The rest of the
cult watches and waits. Fighting Apep
If the Rippers fought the tribesmen above The snake demon is a fearsome foe, capable of
ground, the rest of the tribe is here. Groups of one crushing a man with a single blow from its powerful
cultist and three nomads patrol the temple here tail. The creature uses its abilities sparingly in the
looking for signs of trouble. If the heroes fight a first four rounds as it recovers from long captivity.
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Michael Wall (Order #42994217)
As his consciousness returns, Apep uses abilities • Summon: As a free action, Apep can
more frequently. Left alone, it puts all its energy summon a servitor mummy (see page 88)
into replenishing its power and raising the city from its eternal slumber in the temple. It
from beneath the sand. takes one round for the mummy to emerge
The cult leaders and six cultists defend their risen from its sarcophagus and join the battle.
master. Their magic is spent in the summoning, • Swallow: When Apep scores a raise on his
but they are prepared to die in the service of Apep. Fighting roll, he does bonus damage and
Four large statues of Ammit, the devourer of souls, swallows the prey whole! The victim is
animate as soon as the first attack is directed at trapped, suffering 2d6 damage each following
Apep. These statues have hippos’ hindquarters, round. If the victim has a cutting attack, he
lions’ bodies, and crocodile heads. They attack any can slice his way out of Apep’s belly as an
Rippers who fight their master. action if he can cause at least a Shaken result.
There is no attack roll and thus no bonus
rr Mustapha Kerrim: See page 80.
damage for a raise, but the attack bypasses
rr Mehmet Ali: Use Cult Leader, page 80.
Apep’s Armor. Otherwise, the victim can
rr Hakim Jaleel: Use Cult Leader, page 80.
only be released if Apep is defeated.
• Cultists (6): See page 80.
• Weakness (Cold Iron): As a demon,
• Animated Statues (4): See page 81.
Apep takes normal damage from cold iron
weapons.
rrApep (Demon) • Weakness (Fire): Apep takes normal damage
from fire-based attacks.
Attributes: Agility d10, Smarts d8, Spirit d10,
• Weakness (Holy Symbols): Apep suffers a
Strength d12+10, Vigor d12
–1 penalty to attacks against anyone carrying
Skills: Fighting d12, Intimidation d12, Notice d10,
a holy symbol.
Persuasion d8
Pace: 8; Parry: 8; Toughness: 21 (4)
Defeating the Demon
Special Abilities:
Binding Apep is problematic due to the obelisks’
• Armor +4: Scaly hide.
destruction, but if the heroes have a relic to serve
• Bite: Str+d8; Apep’s mouth is enormous,
as a power source the binding ritual can be
he only suffers a –2 to attack human-sized
performed. If the Rippers completed the Savage
targets.
Tale Red Cross from the original Rippers, they have
• Demon-God: +2 to recover from being
two such relics—the Holy Lance and Holy Grail.
Shaken; Immune to poison and disease;
Any relic used this way is lost forever to bind Apep,
Half-damage from non-magical attacks
but such sacrifices are the stuff of legend.
except cold iron and fire attacks.
Brute force is a difficult way to fight an entity
• Fear (–4): Anyone seeing Apep must make
as powerful as Apep. If the Rippers were well
a Fear test at –4.
prepared, they may have other means at their
• Huge: Attackers add +4 to their attack rolls
disposal. A spellcasting Ripper might be able to
against Apep due to his size.
complete the incantations from Ul Murradin’s
• Increasing Power: Apep’s sapped strength
book. Killing Apep with magical flames is the
returns over time, which affects his New Heads
most likely way to defeat him in combat (see the
and Summon Abilities. At the start of the fight,
Against Apep sidebar on page 55 for details on
Apep can only use one of these powers every
both methods).
other round. After he uses each power twice,
Lacking these things, the Rippers must rely on
Apep can use both Abilities every round.
good old-fashioned firepower, luck, and numbers.
• New Heads: As a free action, Apep can spawn
Physically overpowering the beast is no mean
an extra head. This grants him an additional
feat. If they fail, they should retreat before they
bite attack with no multi-action penalty but
are squashed or swallowed and return later to
can’t be directed at the same target. Apep can
redouble their efforts.
never have more than three heads.
• Poison (–2): Anyone Shaken or worse by
Apep’s bite must make an immediate Vigor Success & Failure
roll at –2 or gain a Fatigue level.
Defeating Apep’s cult is an accomplishment in
• Size +9: Apep is an immense snake.
which Rippers should take pride.
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Michael Wall (Order #42994217)
Success Failure
The city of Nesh Ren’a sinks once more into the If the heroes are unsuccessful, the city of Nesh
sands as more of the city crumbles into ruins. If Ren’a rises once more to the surface and Apep is
the heroes are still inside the temple, they must unleashed on the world. The sky is shrouded by
run for the exits before it sinks without a trace, or perpetual, expanding gloom.
be forced to claw their way up through the tunnels By week’s end all of Egypt and Sudan are in
to the surface. The cult has expended most of darkness. By the end of the following month, the
its resources bringing their plan to fruition and darkness engulfs Africa and Europe. A year later,
many of their number are dead. Although the the world is plunged into perpetual night. Soon
cult survives, the Rippers are now aware of their crops fail, famines spread, markets collapse, and
existence. It is much harder in the future for them governments tumble. The Rippers face a Victorian
to operate in secret. apocalypse!
If Apep is bound, the effect lasts for decades and The monsters of the Cabal become bold and
can be strengthened. But the demon has tasted strong in these times as humanity cowers from
freedom, however briefly, and strains to be free Apep’s terrifying appearance. So long as the
once more. If Apep was merely defeated in combat, darkness persists, increase all Cabal monsters’
its form is destroyed but so are the magical bonds Traits by one die type and give all Fear modifiers
that held it. Apep haunts the edges of existence for an additional –1 until the situation is resolved.
eternity, seeking a return to the realm of creation. The remaining Rippers must defeat the demon
to bring light back into the world!
Aftermath
When the demon is finally defeated, the Rippers’
job is done. Or is it?
Apep’s cult has been bested and the demon’s
threat averted. But in their desire to distract the
Rippers, the cult helped the Cabal awaken Jack the
Ripper and Dracula.
These two monsters have in turn awakened the
Cabal’s other former leaders and reformed into a
renewed society of evil. While the heroes directed
their attentions toward Egypt and the cult, the
Cabal extended its grip further across Europe.
Although they lost many monsters in the Battle
of Rome, the intervening months have seen them
replenish those numbers—and
more.
The Cabal is once again
on the rise in Europe
and two of the most
dangerous fiends ever to
stalk the night are at the
helm.
For the Rippers…
it’s time to take back
the night!
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Michael Wall (Order #42994217)
SAVAGE TALES t
T
his chapter contains a few ready- exploits fighting yetis, mountain demons, and
made Savage Tales for you to run. violent bandits in the Himalayas. Their lodge is
Some of these adventures are linked in Kathmandu, but consulting a map shows the
to specific locations in The Rippers’ village mentioned in the telegram, Ghandruk, lies
World section, marked with the symbol of the torch west and higher up in the mountains.
(t) and the page reference to the corresponding The trip to Ghandruk may be an adventure in
Savage Tale. itself—the area is rife with bandits, and depending
Note that these adventures take place after the on the time of year, floods, avalanches, sudden
Plot Point Campaign found in the original Rippers. snowfall, and of course independent horrors that
The Cabal is shattered and on the run and these lurk in the darkness.
encounters reflect it. At the village, the party is soon approached by
You’ll find dozens of additional Savage Tales a young boy, Norbu, bearing a letter—and waiting
in the original Rippers and the subsequent for a tip. When opened, the letter reads:
Companion, most of which can easily be adjusted
Thank you for coming. It appears our
to take place after the Cabal’s defeat. A conversion
campaign against the wild men of the
sheet to help you update the few rule changes that
mountains—whom you may know as “yetis”—
have occurred since then is also available at the
was incomplete. The beasts are retaliating in
Pinnacle website.
force and attacking the more remote villages
further up the mountains.
BEST SERVED COLD The beasts are led by a particularly fierce
brute we call Blood Fang. I and my band are
chasing him down as best we can but his pack
The yetis of the Himalayas were decimated by
has scattered and we cannot contain them all.
the Rippers two years ago. The shattered remnants
The village marked on this map is our last
fled the hunters and scattered to the most remote
bulwark before Ghandruk. Hold it at all costs
locations where they scavenged for sustenance ever
until you hear from us.
since. Now a particularly fierce yeti has gathered
We started this war—I’m afraid it is up to
the desperate survivors and is attempting to re-
us to finish it. With God’s grace, we shall join
establish their dominance over the locals.
you in a few short days after we track down
This Savage Tale is best told if the party is already
Blood Fang and send the monster to whatever
near the area as it allows a bit more urgency. How
Hell he came from.
they hear of it depends on whether or not your
—Morgan
group played the Shangri-La Savage Tale in the
original Rippers roleplaying game. If so, have
someone associated with their earlier expedition Hired Help
contact them. Otherwise, they are contacted by The party must hire a sherpa and purchase
Bruce Morgan, a Ripper who has some experience proper equipment before heading into the
fighting the creatures. He sends a telegram to the mountains. This is especially true if it’s winter, but
heroes’ current location. the higher reaches can have snow all year round so
snow shoes, heavy winter coats, gloves, and other
urgent help needed stop inquire
winter gear are mandatory.
ghandruk stop bruce morgan
The team should also think about what they’re
A Common Knowledge roll recognizes Morgan’s going to do about the yetis. Those who have fought
name as a member of the Slayers. He and his band the beasts before, or who make a Knowledge
are well known among other Rippers for their (Occult) roll, know they are hairy, primitive
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Michael Wall (Order #42994217)
humanoids with great strength. They are cunning,
though their intelligence is a matter of some debate. The Trek
They often rally around powerful “alphas” such as
the Abominable Snowman that attacked the Dalai The village marked on the map is Khangsar, a
Lama a few years back. remote settlement of stacked stone buildings some
Bruce Morgan hasn’t given the heroes any ten miles distant from Ghandruk. Rabten says it
estimation of the monsters’ numbers, but if they will take at least a day to walk the distance given
ask around—perhaps spending a few quid with the circuitous route they must take (two days if
the boy who delivered Morgan’s letter—they find it’s winter).
the yeti attacks are the talk of the local tavern. A The hike is strenuous but beautiful. The scenery
few shots for a local man, Rabten, provides some is breathtaking and fascinating to the strangers.
information. The trip is filled with sparkling waterfalls, clear
Rabten says one of the unnamed villages he streams, curious mountain goats, and wary
often stops at to warm his belly is gone forever. farmers tending herds of yaks along the side trails.
Two dozen men and some number of women and The trip is a perfect occasion for Interludes,
children were buried in snow and slaughtered. as well as a few Vigor rolls to resist the cold and
There was blood everywhere, he says, and he will fatigue of the march.
not return to hunt the slopes until the rampage Finally, after a day or so of travel depending on
of the “mountain men” is over. Or so he says. If the travelers’ fitness level and any distractions you
offered at least ten shillings he agrees to act as the decide to throw their way, the party reaches the
newcomers’ guide. village of Khangsar.
It’s a simple place with perhaps 100 souls ekeing
• Rabten: Treat the hunter as a Hired Gun
out a living from yaks and a few meager crops.
(page 78), but add Notice d8, Stealth d8,
Unsurprisingly, they are wary of outsiders but
Tracking d8, and the Woodsman Edge.
courteous enough to offer hot food and straw
beds to the strangers. If the Rippers show kindness
or provide gifts of some sort to the villagers (or
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Michael Wall (Order #42994217)
especially their children) the mood changes more intelligent than most, and bears a bitter
quickly. The locals share some of their more potent hatred toward humans. One of the creature’s
concoctions and eventually break out odd stringed deformed fangs juts out from his lower lip.
instruments and sing traditional songs for their It is constantly covered in gore—either his
honored guests. foe’s or his own. Increase Blood Fang’s Smarts
to d8 (A) and his Strength to d12+1. He is
Reverie and Preparation otherwise a Wild Card version of the yeti.
The celebration continues into the night, ending • Villagers (12): A dozen of the people of
only after most have retired with rekindled hope. Khangsar are ready to fight. They have old
Should something go awry, the villagers leave the muskets (Range 10/20/40, Damage 2d8, 2
strangers to more meager offerings. actions to reload) and knives (Str+d4). Treat
No attack occurs this night, however. When the villagers as Irregulars (page 79) but
morning comes, the group can survey the ignore their Gear in favor of that listed above.
perimeter and determine how they want to defend • Yetis (20): page 95.
it. The stone buildings of the village are set into a
draw with steep slopes on two sides.
Characters with military backgrounds might
realize that the overall position gives the attackers LEOPOLD
superior positions on either side, but the height
of some of the stone buildings provides excellent A rippertech scientist, surgeon, or specialist
firing platforms. If the heroes carry additional friendly to the Rippers is intrigued by an article
stones to the roofs and build barricades at the edges in the London Times (or a newspaper local to the
they might hold off a fair number of attackers. party’s lodge if they are stationed elsewhere). The
article speaks of a giant, killer crocodile that lives
Fury of the Yeti in Lake Tanganyika of Burundi, Africa. The locals
named the beast Leopld, after the hated King
Unfortunately, Bruce Morgan and his Ripper Leopold of the neighboring Congo Free State.
band met their end deep in the mountains (or The article says the animal has devoured or
perhaps they are besieged and waiting for rescue killed at least fifty villagers, but came to Westerner’s
if you wish to extend this adventure). They gave as attention when it upset a boat of Belgian soldiers
well as they got, but in the end Blood Fang and his crossing the Ruzizi River and devoured every one.
pack proved more desperate. Now the remainder The scientist wants the beast’s hide, believing
of the yetis, some twenty creatures in total, are it may be the key to unlocking protective skin in
descending the mountains, intent on filling their those willing to accept it as rippertech. If the party
bodies with the blood and bones of their soft- isn’t interested in that, the surgeon might offer a
skinned tormentors. cash reward or simply an owed favor.
The attack on Khangsar comes in the early If the group agrees, they can set off for Africa
afternoon. It is only perhaps 4pm but the sun has at their earliest convenience. Mombasa is the
vanished behind high peaks, casting the little rocky likely arrival point for ships, followed by native
village in dim shadow. A sudden, bone-chilling caravan to Burundi—a grueling journey of 675
howl signals the yetis’ arrival. It is like nothing miles through the dark heart of the savage jungle.
the Rippers have ever heard before—a long, high- Generate some encounters along the way, allow for
pitched, unwavering howl that breaks into angry an Interlude or two, and emphasize the extreme
barking and mewling. Soon after, Blood Fang’s heat, swarms of mosquitos and other insects, and
horde begins their rampage. general danger of the undeveloped region.
The pack attacks from either slope, hurling large Finally, the explorers arrive at the northern
rocks at the village (Range 4/8/16, Damage 3d6) shores of Lake Tanganyika in Burundi, just a few
for the first two rounds. Then Blood Fang races miles from King Leopold’s murderous Congo Free
toward the buildings and begins climbing toward State.
whatever prey he sees. The rest of the pack follows The team’s guide can translate for the strangers,
close behind. asking questions of the local tribesmen about the
creature, its habits, and where it is usually seen.
rr Blood Fang: Blood Fang is a larger and
Have whoever is interacting with the Burundians
more feral version of his species. He is also
make a Persuasion roll at –4 (at –2 for any who
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Michael Wall (Order #42994217)
are not considered Outsiders). Failure nets the of flesh and care little for the fate of the villagers if
information but it takes a week of useless hunting, it reveals the culprits they believe are responsible.
exploring, and winning the natives’ trust. Success On the other hand, starting a deadly firefight
means the locals invite their guests to a feast and with soldiers of an allied nation (depending on the
tell stories of the beast, including its most likely Rippers’ nationality) is something that could very
lair. easily start a war.
The facts are that the crocodile is the largest any Let the newcomers make their case and conduct
of them have seen, and that it appeared only a few a Social Conflict (see Savage Worlds). Failure means
years ago. The hunters have tried to trap and kill it, the Belgians attempt to take some of the villagers
but the monster is uncannily smart about avoiding by force and will fight if they are interfered with. If
their snares. they are unconvinced but the heroes are successful,
A few months ago, Leopold attacked a boat full Major De Clercq might retreat but return later
of Belgian soldiers who scouted across the Ruzizi when the interlopers aren’t around.
River into Burundi. One of the villagers, Nkunda,
rr Major De Clerq: Use the Soldier on page
says that he was relieved because he knew the “blue
79 but add Persuasion d8, Command,
soldiers” (Belgian colonial uniforms are blue at
Command Presence, Strong Willed,
this time) were coming to take away their lands
Tactician. He carries a pistol (Range 12/24/48,
or enslave them to work across the river in their
Damage 2d6, AP 2), and a saber (Str+d6).
Hellish plantations.
rr Sergeant Smets: Use Soldier statistics
Nkunda says he will take the visitors to the site
on page 79 but add Mean, Obese, and
of the attack the next morning. In the meantime,
Command.
he and his fellows share their food and drink and
• Belgian Soldiers (20): Use Soldier statistics
ask unending questions about the wider world.
on page 79.
International Incidents
King Leopold
As fate would have it, a Belgian punitive
expedition arrives the next morning as the village Some time after the Belgians are dealt with, the
wakes. A tall officer with black hair and a waxed Rippers can proceed to the area where the soldiers
mustache, a scruffy sergeant with black teeth and were killed. Both they and their native companions
several scars across his cheek and nose, and a find numerous tracks and “slides” where crocodiles
Congolese intrepreter stride purposefully into the have slithered onto or off of the muddy bank, but
center of the town and announce themselves. there is nothing to indicate an animal of the size
Leopold is supposed to be.
“I am Major Gilles De Clercq and I wish
How the party attracts the croc is up to them.
to speak to the headman of this village
They can try live bait, simple splashing, chumming
immediately.”
the waters, or whatever other method they think
The sergeant, Emil Smets, smirks evilly, his rifle might draw the creature out. Every half day spent
ready. A quick Notice check reveals a number of attempting to attract the crocodiles, roll a d6.
other soldiers in the woodline surrounding the On a 1, the Belgians investigate, and on a 2–3 a
village (about 20, in fact). number of regular crocodiles (see Savage Worlds)
The Major doesn’t believe a giant crocodile ate approach. A 4–5 means nothing happens, but a 6
his men. He’s been rounding up villagers along signals the arrival of “Leopold!”
Lake Tanganyika for the last month and whipping The crocodile is a natural creature, and a large
them for information on the persons responsible one at that. Or at least it was. Some months back,
for killing his soldiers. when the Burundians noticed the cruel Belgians
He also doesn’t recognize the Western visitors’ crossing the border, they realized it wouldn’t be
authority here (since they have none), though he long before they too were colonized and abused
is shy of committing an atrocity in front of credible like the unfortunate Congolese. A hutu witch
witnesses. doctor named Byiringiro concocted an extract
This is a delicate matter for the team. The and began feeding it to the crocodiles. Now there
Belgians are clearly out for blood and won’t back isn’t a monster croc prowling the northern shores
down easily. They also don’t believe in the “silly of Lake Tanganyika—there are dozens.
rumors of giant crocodiles.” They want their pound
63
Michael Wall (Order #42994217)
• Giant Crocodiles: “Leopold” arrives in a
pack of 2d6 giant crocodiles.
LEOPOLD’S HIDE
Giant Crocodile
These monsters are just under 20’ long with Leopold’s Hide (–2)
sharp teeth perfect for rending flesh. Their skin The skin of the giant crocodiles does indeed
glows slightly green in the darkness—a slight grant a Ripper enhanced protection. Covering
phosphorescent blur as it swims beneath the dark oneself in scaly green skin comes with a
waters. high cost to Reason and personal comfort,
The creatures are ambush predators and like however!
to surprise their prey from beneath. They have Donor: Leopolds.
some slight supernatural intelligence from the Location: Body.
taint of the extract, and so are particularly good Benefits: The recipient gains +4 Armor. His
at springing ambushes, attacking from multiple torso is covered in scaly green skin that can be
directions, and hiding or retreating from ranged hidden beneath normal clothing, but if seen is
weapons. sure to terrify locals. It is also a major barrier
Attributes: Agility d4, Smarts d6(A), Spirit d6, to amorous pursuits!
Strength d12+2, Vigor d10
Skills: Fighting d10, Notice d8, Swimming d8
Pace: 5; Parry: 7; Toughness: 15 (4)
Special Abilities
• Armor +4: The crocs have thick skin the Cabal with orders to infiltrate the lodge and
toughened further by the witch doctor’s dark monitor its activities.
magic.
• Aquatic: Pace 8. Deep Pockets
• Bite: Str+d8. Either through their own lodge or another one
• Large: Attackers add +2 to their attack rolls with which they’ve established good relations,
when attacking giant crocodiles due to their the heroes get word of Randall Pierce, a wealthy
large size. industrialist who recently had a run-in with the
• Rollover: When this massive croc hits with forces of the occult—choose a relevant creature or
a raise, it rolls over, twisting its prey and minion—and barely escaped with his life. Along
tearing with its sharp teeth for an extra 2d6 with a healthy dose of self-preservation, Pierce
damage (instead of the usual d6 for a raise). developed an interest in the supernatural. He could
• Size +4: These monsters are nearly 20’ long. prove to be a valuable ally for the character’s lodge.
In reality, Pierce is allied with the Cabal. He has
been given the task of befriending the Rippers, and
WOLF IN SHEEP’S if possible, insinuating himself into their activities.
CLOTHING Once the group trusts him, Pierce is to spy on the
group and give warning of any missions they
The heroes receive word of a potential recruit, may be planning against the Cabal.
and a wealthy one at that. Unbeknownst to
them, the man is actually a member o f
64
Michael Wall (Order #42994217)
Laying the Trap in conversation. Once exposed, Pierce reveals his
Pierce is no fool. He makes the group jump last secret—he is a hyde!
through all the usual hoops involved in recruiting Pierce quaffs an alchemical concoction that
a new ally. Initial contact attempts are funneled causes an immediate transformation into his
through a secretary, whose manner makes it utterly monstrous form. Unlike other hydes, the spy
clear he has no time for foolishness or silly stories. retains enough of his own intelligence to attempt
The heroes must be circumspect in any requests for to escape if the battle goes against him, fleeing into
meetings with the assistant. the night to hopefully plague the heroes again in
Once they manage to schedule an appointment the future.
with Pierce, he meets with them in an upscale
rr Randall Pierce: Use the stats for a Hyde
restaurant for dinner. There he shows interest in
(page 86).
their knowledge of the occult, but pretends to be
indifferent to becoming involved himself. Play
this out as a Social Contest, with him resisting
their Persuasion attempts with his own skill NO ASYLUM
(Persuasion d8). Make Pierce’s skill rolls secretly;
he intentionally fails but the adventurers don’t The lodge learns of people going missing near
know this. one of the city’s mental hospitals. Rumors are one
of the inmates—or perhaps one of the staff—is
Ambush! slipping out of the asylum after hours.
Ultimately, the characters “convince” Pierce
to ally with them. As they leave the restaurant, Studying Evil
a group of thugs attack, apparently attempting
to assassinate the industrialist. Actually, they’re The heroes or another band of Rippers dealt
Cabal henchmen there to add another layer of with a vampire in the area not long ago. During
believability to Pierce’s story. A couple of the their hunt, they overlooked a few of the creature’s
henchmen lunge wildly at the industrialist to start newest spawn. After they departed, the victims
the attack but conveniently miss. Pierce pulls a began to manifest symptoms. This caught the
pistol of his own and returns fire—but unlike the attention of a local alienist, Maximillian Kobek,
thugs, he shoots to kill. who believed they were suffering some form of
They don’t pull punches where the heroes are mass hallucination.
concerned. After all, if the Rippers can’t handle a Max has been visiting his “patients” after hours,
few normal criminals, they’re not really a threat to committing them when their “symptoms” progress
the forces of supernatural evil. The Cabal thugs are too far. While believing the creatures to be merely
fanatical and fight to the death. suffering from a mental illness, the psychiatrist
• Henchmen (2, plus 1 per hero): See page does recognize they pose a threat to others. He
91. has the vampire spawn secured in the basement
of the asylum.
Ultimate Betrayal
Once “recruited,” Pierce provides the usual Access Denied
benefit to the lodge a person of his station would Thanks to legal reforms earlier in the century,
(see Connected (Industrialist) on page 14). individuals suffering mental illnesses have many
However, he also reports their activities to his more legal rights than they did before, and Kobek
friends. The Cabal does not always take action to knows some of his methods overstep the allowed
thwart the heroes—only when their actions pose a boundaries. However, Kobek is not an evil, or even
threat to the group’s major activities. Nor does the cruel man. He honestly believes his treatment will
group act to directly eliminate the lodge, preferring eventually help the afflicted patients.
the devils they know to another band of heroes Members of the Vienna lodge have had no
they may not be able to infiltrate. success gaining entrance to the asylum. They’ve
Eventually, Pierce’s duplicity should become tried to investigate the hospital but even members
evident. For instance, they may begin to notice the with medical backgrounds have had their access
missions he knows about seem to have a distinctly limited to the general population. The lodge
higher rate of failure than others, or perhaps he lets believes—rightly so—that Kobek is hiding
knowledge of their activities they’ve not shared slip something.
65
Michael Wall (Order #42994217)
Admittedly Insane
The lodge believes the only way to get to the Among the Mad
bottom of what’s going on in the hospital is to pose
as patients. Thanks to their earlier efforts, Kobek Asylum orderlies guard the asylum’s exits and
would recognize the Vienna lodge members and entrance to the basement level (where the vampire
immediately suspect something. The heroes, on spawn are kept) during the day. At night, all exits
the other hand, are unknown to him—and largely and the basement doors are locked, but only the
the rest of the city. main door has an attendant guarding it.
Working with the Vienna lodge, the adventurers During daytime hours, patients are free to move
are individually admitted to the hospital for about the upper levels of the asylum. They are not
treatment over the course of a day. While the permitted in the basement, and nothing seems out
group may represent a large influx in population of the ordinary in the upper levels—well, out of
for a short period, the Vienna Rippers use their the ordinary for an insane asylum, anyway. A hero
resources and connections to smooth the process. making a Streetwise roll learns the doctor keeps
Some are referred from other hospitals, some are patients suffering from severe psychoses in the
sent as referrals, and others have legal paperwork private cells in the basement.
to commit them. Of course, there are other madmen wandering
The lodge provides any necessary documents, around, and Dr. Kobek has a habit of taking
whether legitimate or through forgeries. problem cases—individuals with violent psychoses
Additionally, local members schedule daily visits who occasionally lash out. Each day, the heroes
with at least one of the heroes to obtain updates. must make a Persuasion or Intimidation roll to
Once the group completes the mission, the lodge avoid having a confrontation with 1d4 inmates
arranges their release, either through legal or they’ve aggravated to the point of violence. Should
medical chicanery. a fight break out, orderlies armed with truncheons
In general, the heroes can’t take any weapons or (Str+d4) arrive in 2d4 rounds to separate any
equipment with them. A character might smuggle combatants.
in a small item, like a lockpick or razor, with a
• Inmate: See page 91.
successful Stealth roll. A knife requires a Stealth
• Orderly: Use the stats for Misguided Minion.
roll at –2, and anything larger is simply impossible.
The lodge provides characters with obvious
rippertech that can’t be concealed, such as demon’s Getting to the Bottom of Things
horns, a medical file explaining their strange At night, the inmates are locked in their rooms
deformities—all the better for admittance! until morning. Each room has four beds so
the heroes may be split up among more
than one room. Fortunately, there are
a number of ways the patients can
escape confinement.
A resourceful adventurer
can fashion a lockpick from
items found around the
asylum during the course of
the day—paperclips, hair pins, etc.—with a
Repair roll. She could also lift a set of keys from a
guard with a raise on a Stealth roll opposed by
the orderly’s Notice. With some preparation,
a mechanically inclined Ripper could jam
the lock on his door with a Repair roll
opposed by an orderly’s Notice.
Another way for the heroes to gain access
to the basement is to convince the staff one or
more of them is dangerous to the other patients.
And the best way to do that is to start a fight with
66
Michael Wall (Order #42994217)
another inmate or orderly. That earns the rowdy a tormented man in life, Jed’s spirit became spiteful
quick trip to the solitary cells under the asylum. and aggressive in death. It took to possessing the
bodies of the recently deceased, and uses these
Curing Death ghoulish puppets to carry out its gruesome deeds.
There are several patients on the lower levels After the third such incident, the efforts of
who are dangerously insane, but any Ripper Messrs. Burton, Brackett, & Hogg to cover things
worth her salt can identify the real danger almost up finally fail.
immediately. Several of the private cells hold
nosferatu! By denying them blood, the doctor The Wrong Corpse
hasn’t cured the creatures, but simply prevented The event that caught the Rippers’ attention
them from becoming full vampires. occurred when a grieving relative attended the
The heroes now have to figure out how to deal premises to view his unfortunate uncle. A passing
with the monsters. The doctor and hospital staff tradesman heard the scream and investigated to
won’t listen to any explanation involving “fairy find the young man dead in the funeral parlor and
tales” or “children’s stories,” such as claims the the uncle’s coffin empty.
patients are actually vampires. An opposed Social As the players investigate, they can discover
Contest with Dr. Kobek requires five successes to some additional information.
convince him otherwise.
• Two other cases very similar to this have been
The Rippers can eliminate the nosferatu
reported in the last two months. Neither case
themselves, but if they’re caught, it becomes more
ever led to any charges being filed.
difficult to secure legal release from the asylum.
• The missing corpses have not yet been
The best option may be to pass along the
recovered.
information to the Vienna lodge who can pursue
• Police suspect that body snatching may be
legal means to access the nosferatu. It’s a lengthy
involved, as the practice is rife, and lucrative.
process, but the protections guaranteed mental
• Both families made substantial purchases
patients does provide them some leverage, and
soon after the incidents, indicating they
in time, they succeed in having the creatures
suddenly had more money than they were
transferred to another facility where they can be
accustomed to.
dealt with.
• The firm only recently moved into this
• Nosferatu (3): See page 93. location (investigating the firm’s prior record
uncovers no mention of other incidents).
70
Michael Wall (Order #42994217)
on its list are destroyed, the hand returns satisfied
Repeat Performance to its grave for ever more.
Performer’s Playbill
During daylight hours, the circus is protected by
Orlov’s Cossacks, clowns, a witch, and a weretiger.
Orlov is careful to keep the strong man/monster
73
Michael Wall (Order #42994217)
out of sight during the day, as even the best makeup been blighted by an ancient curse. His beloved wife
job can only hide so much. and son are sick, plagued by unknown illnesses
Circus Orlov represents a fairly significant force, and certain to die if the curse cannot be lifted.
so it’s best if the Rippers don’t face them directly Generations of his family have suffered in this
until they are at least Veteran level. same way without respite, and as the last living
heir, Nathaniel is at his wits’ end.
rr Orlov, Circus Master: Vampire Count, page
94.
A Woman Scorned
rr Marcos, the Strong Man: Patchwork Man,
Centuries ago, a young and beautiful serving
page 88.
maid was seduced and betrayed by the rakish
rr Ileana, the Fortune Teller: Witch, page
Granville Walpole. He cast her aside when she
90.
became pregnant and she took her own life by
• Dancing Girls (3): Concubine, page 92.
throwing herself down a well. Her ghost still
• Acrobats (2): Vampire, page 93.
lingers at the Walpole estate, though the well was
• Simba, Trained Great Cat: Weretiger. Use
long-since filled in.
the statistics for a Werewolf (page 87).
Parish records kept at the church record the
• Clowns (4): Henchmen, page 91.
death of the woman, though as a suicide there is
• Workers (8): Cossack, page 91.
no record of her burial. Old journals kept by the
Walpoles of old say she was instead cast down a
nearby well—long filled in.
THE WALPOLE CURSE The Rippers know that for the curse to be
broken the well must be relocated, excavated, and
Nathaniel Walpole is the son and heir of an the scorned maid’s remains laid properly to rest on
ancient noble family. Despite his great wealth, he holy ground once and for all.
is the victim of an ancient curse. Of course, the maid does everything in her
power to keep this from happening.
Family Problems rr The Maid: The young girl is a Ghost (page
Nathaniel Walpole is a wealthy noble, the proud
85).
father to his firstborn son and a devoted family
man. His seemingly charmed life however has
74
Michael Wall (Order #42994217)
ALLIES & ENEMIES r
T
his chapter contains the stats for the Edges: Brave, Charms & Wards, Faction Luminary,
most common allies and enemies Improved Arcane Resistance, Improved Sweep,
a Ripper may face. Wild Cards are Paragon, Righteous Fury, Strong Willed, Gear:
marked with a mask icon: r Great sword (Str+d10), flintlock pistol (Range
Sub-Type: Some creatures share characteristics 5/10/20, Damage 2d6+1, RoF 1), 20× shots.
that make them similar in ways that are very
important to Rippers (hunting, combat, use for rrAllan Frazer
rippertech, etc.). Each creature has a sub-type
listed in parentheses beside its name noting the Allan Frazer began his career as a tomb robber.
category into which it falls. In 1883, Allen and his partners were digging near
Whether these categories reference some the Saqqara Necropolis when a sandstorm swept
common ancestry is the subject of much debate over them. After the dust settled, a previously
among the more intellectual of the Rippers—others buried step pyramid stood before them. Eagerly
just want to know how it makes them easier to kill! they entered the tomb, only to discover the
mummy of the Egyptian god Imhotep inhabited it!
Imhotep killed all of Frazer’s companions,
RIPPER HEROES and he barely escaped alive. Thankfully, the
famous hunter Allan Quartermain found Frazer
The following Rippers are among the most wandering in the desert, and recruited him into
important members of the organization. the Rippers. Despite Frazer’s best efforts, he was
unable to locate the pyramid again, once more
rrSerious Chapel buried beneath the sand.
After Quartermain disappeared into the African
Serious Chapel is a stern man who dresses in interior, Frazer became the leader of the Rippers’
a curious mix of outdated Puritan clothing and African operations. He can usually be found in his
modern garb. Like many Rippers, Chapel has bar, Al’s, in Cairo.
skeletons in his closet. Chapel is actually Cotton Attributes: Agility d8, Smarts d6, Spirit d10,
Mather, a famous minister, author, and witch Strength d8, Vigor d8
hunter who died in 1728. Several days later, Mather Skills: Climbing d6, Driving d4, Fighting d8,
mysteriously returned to life. He decided that his Investigation d6, Notice d4, Riding d6, Shooting d8,
second chance was an opportunity for him to do Survival d12, Streetwise d6, Taunt d8, Tracking d10
penance for his involvement in the Salem witch Status: 2; Reason: 7
trials. He now trains others to hunt, risking his Cha: 0; Pace: 6; Parry: 7; Toughness: 6
own life to ensure he never endangers an innocent. Hindrances: —
Attributes: Agility d8, Smarts d6, Spirit d10, Edges: Alertness, Block, Brawler, Faction
Strength d8, Vigor d8 Luminary, Fortune Favors the Bold, Gone Native,
Skills: Healing d6, Fighting d8, Intimidation d10, Great Luck, Improvisational Fighter, Level
Investigation d8, Knowledge (Religion) d8, Headed, Tomb Fighter
Knowledge (Witches) d8, Notice d6, Persuasion d8, Gear: Pistol (Range 12/24/48, Damage 2d6, AP 1),
Shooting d8, Streetwise d4, Taunt d6, Tracking d6 20× bullets, shotgun (Range 12/24/48, Damage
Status: 2; Reason: 7 1–3d6), 20× shells, saber (Str+d6), torch (Str+d4).
Cha: 0; Pace: 6; Parry: 6; Toughness: 6 Special Abilities:
Hindrances: Heroic, Loyal, Vow (Major—Hunt • Rippertech: Grave Brew (d8–1, 2 doses).
the wicked)
75
Michael Wall (Order #42994217)
rrJonathan Harker Gear: Leather armor (+1), impaler (1d10+d6), 10×
silver spears, 10× wooden spears, silver dagger
Harker was one of Van Helsing’s team who fought (Str+d4), wooden stake (Str+d4).
against Count Dracula all across Europe. Harker Special Abilities:
trained with the witch hunter Serious Chapel, and • Rippertech: Retinal Graft.
returned to Eastern Europe to finish off Dracula
once and for all. With his beautiful wife, Mina, he rrMina Harker
oversaw the Rippers’ Eastern European operations.
Following the defeat of Dracula and the collapse After Abraham Van Helsing’s death, Mina took
of the Cabal, Jonathan remained in Europe while over the running of the Rippers. She moved back
Mina returned to London to run the organization. to London to the Van Helsing Mansion, and is an
While on a secret mission to London (see Jack’s effective leader of the organization. She missed
Back (page 36), Harker is murdered by Dr. Jack her husband, but was immersed in important
in order to resurrect Dracula. affairs and relished the challenge. After so long
Attributes: Agility d8, Smarts d8, Spirit d8, hunting monsters in remote parts of Eastern
Strength d8, Vigor d8 Europe, she was delighted once again to be able
Skills: Fighting d8, Investigation d6, Knowledge to enjoy London’s polite society. With so much at
(Real Estate) d6, Knowledge (Vampires) d6, stake, and so much responsibility on her shoulders,
Knowledge (Werewolves) d6, Shooting d10, she could perhaps be forgiven if she neglected to
Tracking d6 involve Jonathan as much as she used to. Despite
Status: 3; Reason: 5 all this, a part of her missed the thrill of the hunt,
Cha: 0; Pace: 6; Parry: 7; Toughness: 7 (1) the danger, and nights spent in the cold forests,
Hindrances: Curious, Heroic, Loyal fighting by Jonathan’s side. The ivory skull mask
Edges: Block, Faction Luminary, Grim Fatalism, she used to wear in her persona as “The Avenger”
Trademark Weapon (Impaler), Wolfen Jaeger sits proudly displayed on her desk.
After Jonathan’s murder, Mina becomes more
reckless and withdrawn. Eventually, she may even
become a romantic interest for one of the heroes.
Attributes: Agility d8, Smarts d8, Spirit d8,
Strength d6, Vigor d6
Skills: Fighting d8, Investigation d6, Knowledge
(Vampires) d6, Knowledge (Werewolves) d4,
Notice d4, Persuasion d8, Shooting d8
Status: 4; Reason: 6
Cha: +2; Pace: 6; Parry: 7; Toughness: 6 (1)
Hindrances: Heroic, Loyal
Edges: Attractive, Block, Brave, Elan, Faction
Luminary, Monster Slayer (Vampires), Righteous
Fury, Rock & Roll!, Sterner Stuff
Gear: Leather armor (+1), Gatling pistol (Range
12/24/48, Damage 2d6, AP 1, RoF 2), 20× silver
bullets.
Special Abilities:
• Rippertech: Mesmeric Eyes.
rrSpring-Heeled Jack
A noble cheated out of most of his inheritance
by a scheming cousin, Jack used what money he
had left to build himself a “super suit”. With a
built-in flamethrower, spring-loaded boots, and
glider wings, Jack gets his revenge by stealing from
corrupt aristocrats. While he gives much of the
money to the poor, he keeps the rest for himself.
76
Michael Wall (Order #42994217)
He is also a notorious womanizer and hellraiser Edges: Champion, Combat Reflexes, Down-to-
who plays hard and fights harder! Earth, Faction Luminary, Guts, Righteous Fury,
Attributes: Agility d8, Smarts d8, Spirit d6, Monster Slayer (Vampires)
Strength d6, Vigor d8 Gear: Leather armor (+1), crossbow (Range
S k i l l s : C l i m b i n g d 6 , F i g ht i n g d 8 , 15/30/60, Damage 2d6, AP 2), 4× wooden stakes
Gambling d4, Intimidation d6, Lockpicking d8, (Str+d4).
Repair d6, Stealth d8, Streetwise d8, Taunt d8, Special Abilities:
Weird Science d8 • Rippertech: Grave Brew (d10+1, 2 doses).
Status: 1/4; Reason: 5
Cha: 0; Pace: 6; Parry: 7; Toughness: 6 rrFather Angus McBane
Hindrances: Heroic, Loyal, Poverty
Edges: Acrobat, Alternate Identity, Arcane Father McBane’s real name is James Melmoth,
Background (Weird Science), Dodge, Exceptional and he is the descendant of an immortal and evil
Individual, Faction Defender, Noble, Quick, monk named Brother John Melmoth. Brother
Renown, Technical Journals Melmoth sold his soul to the Devil several centuries
Powers: Blast (flamethower mask), fly (glider ago in exchange for long life and magical power.
wings). Power Points: 10 Now he lives an accursed existence, and cannot die
Gear: Spring-heeled boots (Jack’s boots are loaded unless he can convince someone to take his place.
with steel springs, allowing him to jump distances Because of Brother Melmoth’s misdeeds,
of up to 3” vertically, or up to 5” horizontally). McBane’s family now labors under a dreadful
curse damning their souls to Hell while Brother
rrTara LaGrange Melmoth lives on. Father McBane took up the fight
against evil in the hopes of finding and somehow
Born in New Orleans in 1875, Tara LaGrange destroying Melmoth, but to date he has been
grew up in a family disgraced by their defeat in unsuccessful.
the American Civil War. As a teenager she vented Attributes: Agility d6, Smarts d8, Spirit d10,
her frustrations by waging an “unladylike” guerilla Strength d6, Vigor d8
war against northerners and freed slaves, until one Skills: Faith d8, Fighting d8, Knowledge
“carpetbagger” turned out to be a vampire count. (Religion) d8, Notice d4, Persuasion d6,
Just as the count was about to transform her into Shooting d6, Taunt d6
his concubine she was rescued by the Yankee. After Status: 2; Reason: 7
being saved by a Northerner and learning of the Cha: 0; Pace: 6; Parry: 6; Toughness: 6
Yankee’s own checkered past, Tara reformed and Hindrances: Heroic, Loyal, Vow (Major—serve
trained to be a slayer. God)
Though she is still something of a loose cannon, Edges: Arcane Background (Miracles), Champion,
in just a few short years her skills have allowed her Faction Defender, Holy Warrior, Song of St.
to rise to the top of the organization, and she is George
outranked only by Serious Chapel and the Harkers. Powers: Armor (glowing halo), bolt (ray of light),
She is also the senior Ripper of the Slayers faction deflection (guardian angel). Power Points: 30
and runs the North American organization. After Gear: Baton (Str+d4), holy symbol.
Jonathan Harker’s murder during the Plot Point
Campaign (see page 29), Mina Harker appoints rrThe Suffragette
LaGrange the leader of the Old Worlders and she
emigrates to Europe to face a new set of challenges. When the Suffragette was a child, her mother—a
Attributes: Agility d8, Smarts d8, Spirit d8, naturalized Chinese immigrant—was murdered
Strength d6, Vigor d6 while trying to vote in a local election. Her
Skills: Fighting d8, Knowledge (Vampires) d6, despairing father drank himself to death. She now
Lockpicking d6, Notice d6, Repair d4, Shooting d10, champions the cause of equal rights and campaigns
Stealth d8, Streetwise d4, Taunt d6, Tracking d4 against the evils of alcohol, opium, and other drugs.
Status: 4; Reason: 7 She trained extensively in Chinese martial arts, but
Cha: 0; Pace: 6; Parry: 6; Toughness: 6 (1) as she began her fight against crime, she discovered
Hindrances: Heroic that vampires ran the global drug trade. This
discovery led her to the Rippers, and she has become
one of the organization’s most respected members.
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Michael Wall (Order #42994217)
Attributes: Agility d12, Smarts d6, Spirit d8,
Strength d8, Vigor d8 ALLIES
Skills: Fighting d10, Investigation d8, Knowledge
(Vampires) d8, Notice d10, Streetwise d6, Taunt d8 Many of those who fight evil are not Rippers
Status: 2/3; Reason: 6 but common folk, pulled into the struggle through
Cha: +2; Pace: 8; Parry: 10; Toughness: 7 (1) no fault of their own. Some work for a paycheck,
Hindrances: — others seek revenge or justice, but they can all
Edges: Acrobat, Alternate Identity, Attractive, prove to be valuable allies. Recruitment adventures
Improved Block, Improved Dodge, Exceptional and increases in lodge Membership give the team a
Individual, Faction Defender, Fleet-Footed, wide range of allies to assist them on their missions.
Martial Artist, Quick, Renown
Gear: Leather costume (+1), wooden staff (Str+d6). Constable
Special Abilities:
• Rippertech: Hardened Hands, Hellish Heart Officers of the law are found in most countries.
(extract, d8+1, 2 doses). Rippers try to work with local authorities and
within the law, as far as possible.
rrThe Yankee Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d8, Vigor d8
The Yankee was once a prominent New York City Skills: Fighting d8, Investigation d4, Notice d4,
businessman, but then his wife was supposedly killed Stealth d4, Streetwise d6
in the crossfire during a feud between immigrant Status: 2; Reason: 6
Irish gangs. In response, he donned the ancient Cha: 0; Pace: 6; Parry: 6; Toughness: 6
military uniform of an ancestor who served under Hindrances: Vow (Uphold the law)
George Washington, and started his own private Edges: Brave
war against not only the gangs, but all immigrants. Gear: Baton (Str+d4).
He used his considerable wealth to build himself a
secret base and develop several gadgets, including Hired Gun
the mini-crossbow and various “trick bolts”.
After a few months of fighting this personal war, Rippers often hire on veteran mercenaries to
he discovered the true cause of his wife’s death— aid them in their adventures. They are reluctant
the Cabal. He made peace with the gangs, learning heroes at best, and join for loot rather than as a
that they had lost many people to the Cabal as well. service to humanity. As such, they cannot be truly
The former gang members are now his followers, relied upon.
calling themselves the “Minuteman Militia” and Attributes: Agility d8, Smarts d6, Spirit d6,
operating out of a secret base hidden deep within Strength d8, Vigor d8
New York’s sewer system. Skills: Climbing d4, Fighting d8, Notice d4,
Attributes: Agility d10, Smarts d8, Spirit d10, Shooting d6, Stealth d4
Strength d8, Vigor d8 Status: 2; Reason: 5
Skills: Fighting d10, Knowledge (The Cabal) d8, Cha: 0; Pace: 6; Parry: 6; Toughness: 6
Notice d8, Repair d12, Shooting d10, Stealth d4, Hindrances: Greedy (Greedy)
Streetwise d4, Taunt d8, Weird Science d8 Edges: Varies
Status: 2/3; Reason: 7 Gear: Rifle (Range 24/48/96, Damage 2d8, RoF 1,
Cha: 0; Pace: 6; Parry: 7; Toughness: 7 (1) AP 2), knife (Str+d4).
Hindrances: —
Edges: Alternate Identity, Arcane Background Romany
(Weird Science), Brave, Exceptional Individual,
Faction Luminary, Gadgeteer, McGyver, Renown, More commonly known as “gypsies” to outsiders,
Technical Journals the Romany are a proud nomadic people among
Powers: Armor (reinforced leather), bolt (arcane whom magic and the supernatural are accepted
quarrel). Power Points: 10. as a part of life. Rumors persist the Rosicrucians
Gear: Leather costume (+1), mini-crossbow, 5× learned their new magic arts from Romany allies.
wooden bolts, 5× silver bolts, 5× binding bolts, One in six are skilled in the arcane arts. For
5× explosive bolts, 5× knockout gas bolts, 5× those, Arcane Background (Magic), Spellcasting
grappling line bolts, tool kit. d6, 15 Power Points, and the boost/lower Trait
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Michael Wall (Order #42994217)
(curse/boon), confusion (hex), and detect/conceal Militia
arcana (true seeing) powers.
Attributes: Agility d6, Smarts d6, Spirit d8, Most towns and cities have a militia they call
Strength d6, Vigor d6 upon if violence breaks out within their borders.
Skills: Fighting d6, Knowledge (Occult) d6, These men are shocked when they discover the
Persuasion d8, Stealth d6, Streetwise d6, Survival d4, true extent of the evil they must face, but most
Taunt d8, Tracking d4 fight valiantly since they’re protecting their own
Status: 2; Reason: 6 homes and families.
Cha: –2; Pace: 6; Parry: 5; Toughness: 5 Attributes: Agility d6, Smarts d6, Spirit d6,
Edges: — Strength d6, Vigor d6
Hindrances: Outsider Skills: Fighting d6, Notice d4, Shooting d6,
Gear: Silver dagger (Str+d4), wooden stake Stealth d4
(Str+d4), wolfsbane. Status: 2; Reason: 5
Cha: 0; Pace: 6; Parry: 5; Toughness: 5
Innocent Hindrances: —
Edges: —
Innocents can be young or old, men or women, Gear: Musket (Range 10/20/40, Damage 2d8+1,
professionals or commoners, but they all share a RoF 1, AP 1), 20× shots.
lack of combat experience or special skills. These
are the simple folk whose blissful ignorance the Soldier
Rippers lay down their lives to preserve.
Attributes: Agility d6, Smarts d4, Spirit d4, Whether they are Prussian soldiers guarding the
Strength d6, Vigor d6 German frontiers or British redcoats defending
Skills: Notice d4 the reaches of the Empire, veteran soldiers
Status: 3; Reason: 4 are frequently recruited to fight the creatures
Cha: 0; Pace: 6; Parry: 2; of the darkness and aid in
Toughness: 5 Humanity’s greatest struggle.
Hindrances: — Ripper teams with the right
Edges: — contacts can also call upon
Gear: None detachments of soldiers to assist
them wherever they are in the
Irregular world
Attributes: Agility d6, Smarts d6,
Not everyone the Rippers Spirit d6, Strength d8, Vigor d8
recruit becomes a legendary Skills: Fighting d8, Notice d4,
slayer, but these men and women Shooting d8, Stealth d4, Survival d4
are no less brave. Irregulars can be Status: 2; Reason: 5
summoned at a moment’s notice, and Cha: 0; Pace: 6; Parry: 6; Toughness: 6
are willing to risk their lives to fight Hindrances: —
back the horrors of the night. Edges: Brave
Attributes: Agility d6, Smarts d6, Gear : Rifle (Range
Spirit d6, Strength d6, Vigor d6 24/48/96, Damage
Skills: Fighting d8, Notice d4, 2d8, RoF 1, AP 2),
Shooting d6, Streetwise d4. Tracking d4 20× bullets, bayonet
Status: 2; Reason: 5 (Str+d6).
Cha: 0; Pace: 6; Parry: 6; Toughness:
6 (1)
Hindrances: —
Edges: Brave
Gear: Heavy coat (+1), pistol
(Range 12/24/48, Damage
2d6, AP 1), 20× bullets.
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Michael Wall (Order #42994217)
CULT OF APEP rrCultist (Human)
Cultists embrace evil and are fanatically loyal to
rrMustapha Kerrim Apep and the cult’s masters. They dream of attaining
some measure of those creature’s powers. Few
Mustapha is a powerful servant of Apep and the achieve their lofty goals, becoming instead mere
leader of the demon’s cult. pawns in a game they cannot hope to understand.
Attributes: Agility d4, Smarts d10, Spirit d8, Attributes: Agility d4, Smarts d6, Spirit d8,
Strength d6, Vigor d6 Strength d6, Vigor d6
Skills: Fighting d4, Intimidation d6, Knowledge Skills: Fighting d4, Faith d6, Intimidation d6,
(Occult) d12, Persuasion d10, Spellcasting d10 Knowledge (Occult) d6
Cha: –2 (+2 to followers); Pace: 6; Parry: 4; Hindrances: Mean, Vow (Major—Serve Apep)
Toughness: 5 Edges: —
Hindrances: Vow (Serve Apep), Bloodthirsty Cha: –2; Pace: 6; Parry: 4; Toughness: 5
Edges: Alertness, Arcane Background (Magic), Gear: Dagger (Str+d4).
Charismatic, Elan, Harder to Kill, Wizard
Powers: Blast (ball of shadow), bolt (ray of Shadow Hound
shadows), obscure (darkness), and summon
ally (shadow beast or shadow hound). Power Most often these dark beings take the form of
Points: 30 large hounds, though they can take many shapes,
Gear: Cursed dagger (Str+d8, wounds can only appearing to emerge from any deep shadowy area.
heal naturally). All members of the cult know how to summon
a shadow hound (summoning a hound costs 4
rrCult Leader Power Points).
Attributes: Agility d8, Smarts d6, Spirit d10,
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Strength d6, Vigor d8 Skills: Fighting d8, Intimidation d12+2,
Skills: Fighting d6, Knowledge (Occult) d6, Notice d8, Notice d12, Stealth d10
Persuasion d8, Shooting d8, Spellcasting d8 Pace: 6; Parry: 6; Toughness: 5
Cha: –2; Pace: 6; Parry: 5; Toughness: 6 Special Abilities:
Hindrances: Mean, Vow (Major—Serve Apep) • Bite / Claws: Spirit+d4.
Edges: Arcane Background (Magic), Wizard • Ethereal: Only magical attacks can affect
Powers: Blast (ball of shadow), bolt (ray of shadow creatures. They can move through
shadows), obscure (darkness), and summon physical barriers without hindrance, and are
ally (shadow beast or shadow hound). Power not affected by difficult terrain.
Points: 20 • Fear (–2): Shadow hound radiate menace,
Gear: Cursed dagger (Str+d8, wounds can only forcing anyone who sees one to make a Fear
heal naturally). Abraham Vansittart also carries check at –2.
a pistol (Range 12/24/48, Damage 2d6, AP 1) and • Shadow Step: The hound can vanish into any
20 extra bullets. area of shadow as part of its movement. On
a subsequent action, it can emerge from any
other area of shadow as part of its movement.
• Weakness (Light): Shadow beasts cannot go
STATUS into bright lights and suffer 2d6 damage per
round if they cannot vanish into the shadows
Cultist and followers of the Cabal don’t to protect themselves.
concern themselves with a person’s Status
within society, especially when encountered Shadow Beast
en masse. When encountered in a social setting
the GM assigns a Status value appropriate to Larger than shadow hounds and more vicious, the
their current (and usually assumed) role. shadow beast shifts shape from one menacing form
to another. Only the more important cult members
know the secret of summoning the shadow beast (it
costs 5 Power Points to summon a shadow beast).
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Michael Wall (Order #42994217)
Attributes: Agility d8, Smarts d8, Spirit d12, Minion of Set
Strength d10, Vigor d10 These jackal-headed humanoids are Egyptian
Skills: Fighting d10, Intimidation d12+2, statues brought to life by ancient magic. They
Notice d12, Stealth d12+4 are relentless combatants, difficult to damage,
Pace: 6; Parry: 7; Toughness: 7 and highly resistant to the arcane arts…which is
Special Abilities: precisely what makes them so fearsome.
• Bite / Claws: Spirit+d6. Attributes: Agility d8, Smarts d4 (A), Spirit d8,
• Ethereal: Only magical attacks can affect Strength d10, Vigor d8
shadow creatures. They can move through Skills: Fighting d10, Intimidation d8, Notice d6
physical barriers without hindrance, and are Pace: 6; Parry: 7; Toughness: 10 (4)
not affected by difficult terrain. Edges: Improved Arcane Resistance, Improved
• Fear (–2): Shadow beasts radiate menace, Sweep
forcing anyone who sees one to make a Fear Gear: Polearm (Str+d10.
check at –2. Special Abilities:
• Shadow Step: The beast can vanish into any • Armor +4: Minions of Set have stone bodies
area of shadow as part of its movement. On that resist most attacks.
a subsequent action, it can emerge from any • Construct: +2 to recover from being Shaken;
other area of shadow as part of its movement. Called Shots do no extra damage; immune to
• Weakness (Light): Shadow beasts cannot go disease and poison.
into bright lights and suffer 2d6 damage per • Howl of the Desert: As an action, the
round if they cannot vanish into the shadows minion can summon a terrible, hot wind—
to protect themselves. even indoors. Everyone within 50 yards (25”)
must make a Vigor roll at –2 or suffer a level
of Fatigue. A critical failure means the victim
THE CABAL turns to solid sandstone until the minion
that caused the condition is
destroyed!
Animated Statue
Animated statues can be found in tombs or
temples around the globe, given life through
arcane magic or a blast of electricity.
Animated Statue
Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d8, Vigor d8
Skills: Fighting d8, Tracking d8,
Notice d4
Pace: 4; Parry: 6; Toughness: 8 (2)
Special Abilities:
• Armor +2: A statue’s body is stone.
• Construct: +2 to recover from being Shaken;
Called Shots do no extra damage; immune to
disease and poison.
• Modifications: Some animated statues have
special modifications such as:
–– Ranged Attack: The Statue is armed with a
ranged weapon (no Fighting, but Shooting
d8).
–– Stone Fists/Claws: Str+d6.
–– Wings: Winged statues (such as
gargoyles) fly at Pace 8, Climb 0.
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Michael Wall (Order #42994217)
Ushabti Demon
Ushabti are small figures found in Egyptian
tombs. With the correct magic, they grow into Demons in the world of Rippers come in many
an animated, life-size version of the model. The sizes, shapes, and forms. Below are a few of the
figures must be commanded to perform tasks in most common.
ancient Egyptian. Tasks are limited to carrying or
digging; they never fight. They are mindless and Bone Horror
must receive clear commands of no more than 10 Coming straight from the pits of Hell, bone
words (otherwise they stand motionless until they horrors are fierce demon warriors dedicated to
receive plain instructions). They cannot speak, evil.
write, draw, nod, gesture, or otherwise impart Attributes: Agility d8, Smarts d6, Spirit d8,
information. Strength d10, Vigor d10
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Skills: Fighting d10, Intimidation d8, Notice d6,
Strength d8, Vigor d6 Stealth d6, Taunt d10
Skills: Notice d4 Pace: 6; Parry: 7; Toughness: 9 (2)
Pace: 6; Parry: 2; Toughness: 6 Edges: Combat Reflexes, Improved Frenzy
Edges: Brawny Special Abilities:
Special Abilities: • Armor +2: A tough, bony exoskeleton
• Construct: +2 to recover from being Shaken; provides protection.
Called Shots do no extra damage; immune to • Claws: Str+d6.
disease and poison. • Demon: +2 to recover from being Shaken;
immune to poison and disease; –2 Fighting
versus those carrying holy symbol and Faith
d4+; suffers half-damage (round down) from
non-magical attacks except for cold iron.
• Fear (–2): Anyone who sees a bone horror
must make a Fear check at –2.
• Immunity (Fire): Bone horrors take no
damage from fire.
Devil Dog
These vicious demons were once ordinary dogs,
transformed by the Cabal’s wicked magic into
malevolent horrors, and now host the spirits of
Hell.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d10, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d4,
Survival d4, Tracking d8
Pace: 8; Parry: 5; Toughness: 9 (2)
Edges: Fleet-Footed
Special Abilities:
• Armor +2: Bony plates provide
Armor.
• Bite / Claws: Str+d6.
• Demon: +2 to recover from
being Shaken; immune to
poison and disease; –2 Fighting
versus those carrying holy symbol
and Faith d4+; suffers half-damage (round
down) from non-magical attacks except for
cold iron.
• Fear: Anyone who sees a devil dog must
make a Fear check.
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Michael Wall (Order #42994217)
• Go for the Throat: If a devil dog gets a raise Special Abilities:
on its attack roll, it strikes its opponent’s least • Armor: The scaly hide of a winged fiend
armored location. provides them with Armor +1
• Immunity (Fire): Devil dogs take no damage • Bite / Claws: Str+d4
from fire. • Demon: +2 to recover from being Shaken;
immune to poison and disease; –2 Fighting
rrHorned God versus those carrying holy symbol and Faith
A Horned God is a demon summoned by vile d4+; suffers half-damage (round down) from
human sacrifice. It usually requires great strain, non-magical attacks except for cold iron.
so those who worship them bring the things to • Flight: Pace 6”, Climb 0.
life only when they know the Rippers are close.
Of course the things are not gods as some of their rrDjinni
followers claim—but foul demons summoned
from the depths of Hell. Djinni includes efreet, shaitan, jinn, and jann.
Attributes: Agility d8, Smarts d10, Spirit d12, All are powerful, corporeal beings with the power
Strength d12+2, Vigor d10 to disappear at will. Some djinni are good, but the
Skills: Fighting d8, Intimidation d10, Notice d10, majority are evil—all are masters of trickery.
Persuasion d12, Taunt d10 Attributes: Agility d8, Smarts d8, Spirit d8,
Pace: 8; Parry: 6; Toughness: 11 (2) Strength d12, Vigor d10
Edges: Improved Frenzy Skills: Fighting d8, Intimidation d10, Notice d8,
Special Abilities: Spellcasting d10, Taunt d10
• Armor +2: A horned god’s pelt grants 2 Pace: 6; Parry: 6; Toughness: 7
points of Armor over its entire body. Edges: Arcane Background (Magic)
• Bite / Claws: Str+d6. Powers: Blast (fire), bolt (fire), fear, and shape
• Breathe Fire: A horned god can breathe fire change. Powers Points: 20
in a Cone Template. All those within the Gear: Scimitar (Str+d8).
cone must make an Agility roll or suffer 2d10 Special Abilities:
damage. Anyone hit by the flames may catch • Immunity (Fire): Djinn suffer no damage
fire (see Savage Worlds). from fire or heat, being born of such material.
• Demon: +2 to recover from being Shaken; • Invisibility: Djinn can become completely
immune to poison and disease; –2 Fighting invisible with a successful Smarts roll and
versus those carrying holy symbol and Faith can remain that way indefinitely.
d4+; suffers half-damage (round down) from • Servitude: A djinni Incapacitated by violent
non-magical attacks except for cold iron. means will seek to make a bargain with its
• Fear (–2): The first time someone sees a opponent. It offers service for a year and a
horned god, he must make a Fear check at –2. day in return for sparing its life. During the
• Immunity (Fire): Horned gods take no period of servitude, the djinni is gracious and
damage from fire. obedient (though not suicidal), but once the
• Size +2: Horned gods stand over nine feet period elapses it strives to destroy the one
tall and weigh over 600 pounds. who forced its enslavement.
• Smoky Form: A djinni can assume a smoky
Winged Fiend form with a successful Smarts roll. While in
Coming straight from the pits of Hell, winged this form, the djinni cannot be harmed by
demons are capable combatants. Their true any means, but it cannot affect the world in
advantage lies in their ability to swoop down on any way. It can fit into small containers, such
their targets from above. They favor carrying their as lamps, while in this form.
victims off to hard-to-reach areas or dropping • Teleport: Djinni can teleport anywhere
them from great heights. in the world. A Smarts roll is required for
Attributes: Agility d8, Smarts d6, Spirit d10, teleporting to an unseen location as normal.
Strength d6, Vigor d8 • Variable Size: A djinni can vary its size from
Skills: Fighting d6, Intimidation d6, Persuasion d6, that of a man (their base form) to over 100
Taunt d8, Throwing d6 feet tall. The base statistics assume they are
Pace: 6; Parry: 5; Toughness: 7 (1) human-sized. Each point of Size increases
Toughness by +1 and Strength by one die
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Michael Wall (Order #42994217)
type. At Size +4 they become Large creatures, • Rippertech: Adrenal Acceleration, Blood of
at Size +8 they are Huge, and at Size +12 and the Damned, Fiend’s Blood, Hellish Heart,
over they are Gargantuan. Changing Size Impervious Flesh, Monstrous Ferocity,
requires a Smarts roll, with the genie gaining Morphable Visage.
or losing one level of Size per success and • Weakness: Jack was resurrected by the
raise. The roll may be made once per round. Cult of Apep’s dark magic and can only be
• Weakness (Earth): Djinni were born of wounded by Apep himself, the magic of his
fire but man, who the gods favor, was born cultists, or the cursed weapons they wield.
of clay. Attacks involving earth, whether • Woman Hater: Dr. Jack hates women. He
thrown rocks or magical Trappings, inflict adds +2 to all Fighting and damage rolls
double damage on djinn. when attacking females, and women gain
the same bonuses against him!
rrDr. Jack
rrDr. Jekyll
“Dr. Jack” was once John Dee, court astrologer
to Queen Elizabeth of England during the 1580s. Dr. Henry Jekyll was once a respected scientist,
His research partner, Edward Kelley, discovered but he felt guilty over the sinful things he did when
the science of rippertech and convinced Dee of he went “slumming” in the less reputable parts of
its promise. Dee’s goal, however, was to learn the town. After learning the basics of rippertech from
Rosicrucians’ angelic magic. He was bent on using Dr. Jack, Jekyll created a formula to “purge the
rippertech for the betterment of all mankind. sin” from his body. The formula did not work and
But good intentions pave the road to Hell. Dr. split his body and soul into two separate beings:
Jack went insane from his many surgeries and the good Dr. Jekyll and the evil Mr. Edward Hyde.
the darkness that came with them. Eventually, he After performing many evil deeds as Hyde, the
turned, seeking out new allies in the strange beings Rippers put an end to his debauchery.
that now form the core of the Cabal’s leadership, In the Plot Point Campaign, Jekyll is the fourth
Jack took on another name as well, “Jack the villain to be resurrected, after Frankenstein. He
Ripper,” and committed bloodcurdling murders sets up a corporation, Stevenson and Sons, to mass
to sustain his unnaturally long life. He would produce his serum and distribute it as a tonicvia
become the Rippers’ greatest foe before he was mail order. This causes a mass outbreak of new
finally defeated. monstrous hydes (see page 86).
Now the Cult of Apep’s magic has returned Attributes: Agility d6, Smarts d8, Spirit d6,
Dr. Jack to the land of the living, and he has no Strength d4, Vigor d6
intention of squandering the second chance he’s Skills: Healing d10, Knowledge (Chemistry) d10,
been given. Persuasion d6, Repair d10
Attributes: Agility d10, Smarts d12+2, Spirit d12, Cha: 0; Pace: 6; Parry: 2; Toughness: 7
Strength d10, Vigor d10 Hindrances: Delusional (Major—believes he can
Skills: Driving d6, Fighting d10, Healing d12, purge his sin with science)
Intimidation d8, Knowledge (Astrology) d12, Edges: Level Headed, Luck
Knowledge (Rippertech) d12+2, Notice d8, Special Abilities:
Streetwise d10, Stealth d10, Taunt d10 • Invulnerability: The doctor can’t be
Cha: –2; Pace: 10; Parry: 9; Toughness: 7 wounded, only Shaken, by anything but his
Hindrances: Arrogant, Mean, Overconfident, Vow Weakness.
(Major—destroy the Rippers) • Mr. Hyde Form: Treat Mr. Edward Hyde as
Edges: Alertness, Brave, Combat Reflexes, a Wild Card Hyde (see page 86).
Connections (Cabal), Elan, Fleet-Footed, • Transformation: Any time Dr. Jekyll is dealt
Followers (Cabal), Improved Block, Improved a face card, he changes into Mr. Hyde. If Mr.
Counterattack, Improved Frenzy, Improved Hyde is dealt a face card, he changes back
Sweep, No Mercy, Strong Willed into Dr. Jekyll.
Gear: Cursed scalpel (Str+d12, wounds may only • Weakness: Henry was resurrected by the
heal naturally). Cult of Apep’s dark magic and can only be
Special Abilities: wounded by Apep himself, the magic of his
• Invulnerability: Jack can’t be wounded, only cultists, or the cursed weapons they wield.
Shaken, by anything but his Weakness.
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Michael Wall (Order #42994217)
r Dr. Prometheus the serum, transforming himself into a cat-
like Omega Beast.
After his mentor’s death at the claws of an • Invulnerability: The doctor can’t be
Omega Beast, Dr. Prometheus became the wounded, only Shaken, by anything but his
leading expert on animal hybrids. He went even Weakness.
farther than Moreau, and “evolved” himself into • Weakness: Prometheus was resurrected by
a virtually immortal creature. After a tremendous the Cult of Apep’s dark magic and can only be
battle, Prometheus was defeated. He is the last wounded by Apep himself, the magic of his
of the Cabal leaders to be resurrected in the Plot cultists, or the cursed weapons they wield.
Point Campaign and returns a monstrous travesty
of himself. Now more beast than man himself, Ghost
Prometheus returns to a new island to begin
rebuilding his army of hybrids. Some ghosts are merely tormented souls seeking
Attributes: Agility d6, Smarts d8, Spirit d6, eternal rest. Others work for the Cabal, and are
Strength d6, Vigor d6 interested in sucking the souls from their victims.
Skills: Boating d6, Fighting d4, Knowledge Attributes: Agility d8, Smarts d6, Spirit d12,
(Battle) d6, Knowledge (Hybrids) d6, Healing d10, Strength d6, Vigor d6
Persuasion d4, Shooting d6 Skills: Fighting d6, Intimidation d12+2, Knowledge
Cha: 0; Pace: 6; Parry: 4; Toughness: 6 (1) (Occult) d4, Notice d12, Stealth d12+4, Taunt d10,
Hindrances: Delusional (Major—animal hybrids Throwing d12
are the key to humanity’s survival) Pace: 6; Parry: 5; Toughness: 5
Edges: Alertness, Scholar (Battle, Hybrids), Great Gear: Thrown objects (Str+d4).
Luck, Quick Special Abilities:
Gear: Heavy coat (+1), pistol (Range • Ethereal: Only magical attacks can affect
12/24/48, Damage 2d6, AP 1), 20× ghosts. Ghosts can move through physical
bullets, 1 syringe of Instant Evolution barriers without hindrance, and are not
Serum (see below). affected by difficult terrain.
Special Abilities: • Fear (–2): Hostile ghosts radiate
• Instant Evolution menace, forcing anyone who sees
Serum (10 doses): If one to make a Fear check at –2.
Prometheus succeeds • Ghostly Touch: A ghost’s
with a touch attack (+2 touch is soul-chillingly cold. If it
Fighting), he injects a succeeds at a Fighting attack, it
victim with his serum. The does damage equal to its Spirit.
victim is automatically Only magical armor protects
Shaken and must make a the victim.
Vigor roll at –2. If failed, • Illusion: Once per scene,
he transforms into an a ghost can entirely transform
animal hybrid (roll 1d10; its surroundings in a manner associated
1–2: ape, 3–4: cat, 5–6: with it’s death. The illusion cannot cause
dog, 7: piranha, 8: pig, damage—the victim is Fatigued
9–10: GM’s choice). instead. This cannot cause
The new Hybrid death; the victim passes out
is automatically for 1d6 minutes.
under Prometheus’
control. The next r Giant Monster
time a Joker is dealt,
the serum wears “Giant monster” is a
off and the victim general term used to describe
changes back. If oversized apes, dinosaurs, and
desperate, he can similar massive opponents.
inject himself with Attributes: Agility d6, Smarts d4 (A),
Spirit d8, Strength d12+5, Vigor d10
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Michael Wall (Order #42994217)
Skills: Climbing d8, Fighting d8, Intimidation d10, Hyde
Notice d8, Swimming d6, Survival d4, Throwing d4
Pace: 10; Parry: 6; Toughness: 14 (2) Dr. Jekyll injected his Hyde formula into an
Special Abilities: army of “volunteers” to serve as shock-troops for
• Armor +2: The tough skin of a giant monster the Cabal. These “Hydes” are ordinary folks until
provides protection. the unpredictable transformation sets in. Then
• Bite / Claw: Str+d8 they become violent killers who stop at nothing.
• Boulder Throw: Giant monsters with Dr. Jekyll’s original formula transformed him
humanoid arms can throw a boulder (Range into a sly, agile, and small cretin. His improved
5/10/20, Damage 3d6, SBT) instead of formula makes those who drink it large, fast, and
stomping. No actual boulder is required for utterly brutal.
this—it can rip up chunks of earth, buildings,
or trees as needed. Human Form
• Fear (–1): These great beasts are terrifying Attributes: Agility d6, Smarts d6, Spirit d6,
to witness, forcing anyone who sees one to Strength d6, Vigor d6
make a Fear check at –1. Skills: Fighting d6, Shooting d6
• Large: Attackers add +2 to their attack rolls Cha: 0; Pace: 6; Parry: 5; Toughness: 5
when attacking a giant monster due to the Hindrances: —
large size. Edges: —
• Size +5: Giant monsters are bigger than Gear: Pistol (Range 12/24/48, Damage 2d6, AP 1),
elephants. 20× bullets.
• Stomp: Str+d12. Special Abilities:
• Shape Change: When a dealt a face card, the
Hybrid “volunteer” automatically changes to a hyde.
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Michael Wall (Order #42994217)
Edges: Arcane Background (Magic), Improved Edges: Improved Arcane Resistance
Arcane Resistance, Wizard Special Abilities:
Gear: Bronze sword (Str+d8). • Fear: Anyone seeing a servitor mummy must
Powers: Barrier (wall of sand), bolt (scarab beetle make a Fear check.
swarm), deflection (shield of swirling wind • Mummy Rot: Anyone touched by a Servitor
and sand), elemental manipulation (earth only, Mummy, whether he is damaged or not,
animate statues), fear (unearthly cry), obscure must make a Vigor roll. Failure means the
(sandstorm). Power Points: 40. character has “mummy rot” and suffers an
Special Abilities: immediate wound.
• Crushing Grasp: Str+d6. On a raise, a royal • Undead: +2 Toughness; +2 to recover from
mummy automatically grapples its opponent. being Shaken; no additional damage from
• Shuffling Gait: Pace –2, d4 running die. Called Shots; immune to disease and poison;
• Undead: +2 Toughness; +2 to recover from does not suffer wound penalties.
being Shaken; no additional damage from • Shuffling Gait: –2 pace; d4 running die.
Called Shots; immune to disease and poison; • Weakness (Fire): Mummies take +4 damage
does not suffer wound penalties. from fire, and suffer a –2 penalty to Fighting
• Weakness (Fire): Mummies take +4 damage attacks against anyone who brandishes a
from fire, and suffer a –2 penalty to Fighting torch or other open flame.
attacks against anyone who brandishes a
torch or other open flame. Omega Beast
Servitor Mummy Before his death, Dr Prometheus perfected
The most common type of mummy, these Dr. Moreau’s discovery of how to trigger genetic
creatures were placed in their master’s tombs to changes in his hybrids to make them even larger
guard them for all eternity. and more powerful.
Attributes: Agility d4, Smarts d8, Spirit d10, Attributes: Agility d8, Smarts d4 (A), Spirit d8,
Strength d12+2, Vigor d12 Strength d12+2, Vigor d10
Skills: Fighting d8, Intimidation d8 Skills: Climbing d6, Fighting d10, Intimidation d10,
Pace: 4; Parry: 6; Toughness: 10 Notice d6, Stealth d4, Survival d4, Tracking d6
Pace: 8; Parry: 7; Toughness: 9
Edges: Fleet-Footed, Frenzy
Special Abilities:
• Bite: Str+d10.
• Rabid: Omega beasts are rabid killers on the
battlefield. They must always run their full
movement directly toward the nearest enemy
and attack.
• Size +2: Omega beasts stand 10 feet tall and
weigh over 800 pounds.
Patchwork Man
Victor Frankenstein’s original monster vanished,
but the Cabal used his notes to create lesser versions
of the creature. These “patchwork people” stand over
eight feet in height, and although oddly proportioned
have strong, athletic builds. They have translucent
yellow skin, allowing the muscles and veins to be seen
beneath their withered, mummy-like surface. The
things have thin black lips and cloudy white eyes that
reveal their lack of intelligence—unlike the original
monster these horrors are stupid but obedient.
Attributes: Agility d10, Smarts d4, Spirit d4,
Strength d12+3, Vigor d12
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Michael Wall (Order #42994217)
Skills: Fighting d10, Intimidation d8, Throwing d6,
Stealth d6, Survival d6
Pace: 4; Parry: 7; Toughness: 10
Edges: Berserk
Special Abilities:
• Construct: +2 to recover from being Shaken;
Called Shots do no extra damage; does not
suffer from disease and poison.
• Size +2: A monster stands over eight feet tall,
and weighs over 500 pounds.
• Shuffling Gait: Pace –2, d4 running die.
Saucy Jack
Dr. Jack, the original Ripper, created these
abominable duplicates by splicing random
rippertech into hardened killers. A few of his
own demented brain cells gave them his deranged
personality—and his nickname as well.
Attributes: Agility d10, Smarts d8, Spirit d4,
Strength d8, Vigor d8
Skills: Fighting d10, Healing d10, Streetwise d10,
Stealth d10
Cha: –6; Pace: 6; Parry: 9; Toughness: 6
Hindrances: Bloodthirsty, Mean
Edges: Combat Reflexes, Improved Block,
Improved Counterstike, Improved Frenzy,
Improved Level Headed, Improved Sweep, Quick, Skills: Fighting d6, Intimidation d8, Knowledge
Gear: Cursed scalpel (Str+d8, wounds may only (Prehistory) d6, Psionics d8
heal naturally). Pace: 6; Parry: 5; Toughness: 7
Special Abilities: Edges: Arcane Background (Magic)
• Rippertech: Saucy jacks have two common Powers: Bolt (psychic strike), telekinesis (hand
rippertech implants or one advanced. gesture). Power Points: 20.
• Woman Hater: Saucy jacks hate women. Special Abilities:
They add +2 to all Fighting and damage • Bite: Str+d4.
rolls when attacking female humans… and • Poison: Anyone bitten by a serpent person
women gain the same bonuses against them! must roll Vigor or gain a Fatigue level.
Fatigue lost to a serpent person’s poison
Serpent Man returns after 24 hours of rest per Fatigue
level. Anyone Incapacitated by this poison
Powerful demons created the serpent people by mutates into a serpent person in 1d6 days.
magically combining dinosaurs and proto-humans. No cure is known.
In ages past, the serpent people are said to have
created an advanced civilization and enslaved the Skeleton
ancestors of humanity. When the climate changed
and an Ice Age swept over the world, the serpent When there is no flesh left to animate, a zombie
people could not adapt and were driven to near is raised as a skeleton, its bones held together by
extinction. A few still exist in the deepest recesses the last remnants of rotting sinew and magical
of rainforests in Africa and South America, and energies.
many others remain in hibernation deep beneath Attributes: Agility d4, Smarts d4, Spirit d6,
the Earth’s surface, hoping to someday reawaken Strength d6, Vigor d4
and take back the world they once controlled. Skills: Fighting d6
Attributes: Agility d8, Smarts d8, Spirit d12, Pace: 6; Parry: 5; Toughness: 6
Strength d10, Vigor d10 Gear: Club (Str+d4).
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Michael Wall (Order #42994217)
Special Abilities: Mad Monk
• Undead: +2 Toughness; +2 to recover from These mad monks, nuns, and hermits have
being Shaken; no additional damage from abandoned their faith and given themselves over
Called Shots; immune to disease and poison. to the worship of their dark masters.
Attributes: Agility d6, Smarts d6, Spirit d10,
Spellcaster Strength d8, Vigor d12
Skills: Fighting d8, Knowledge (Occult) d6,
Witches, wizards, evil priests, and cultists are Persuasion d6, Taunt d10
insidious foes who embrace dark magic for their Cha: 0; Pace: 6; Parry: 6; Toughness: 8
own nefarious ends. Hindrances: Quirk (Various)
Edges: Berserk
Evil Priest Gear: Cursed crucifix (Str+d6). Wounds can only
These damned souls are priests, monks, and heal naturally.
nuns who have sold their souls to demons in Special Abilities:
exchange for arcane power in a hideous betrayal • Hardy: Mad monks are notoriously difficult
of their sacred vows. to kill. Multiple Shaken results do not cause
Attributes: Agility d4, Smarts d6, Spirit d8, a wound.
Strength d6, Vigor d6
Skills: Fighting d4, Faith d8, Intimidation d6, Mambo
Knowledge (Occult) d6 Voodoo is not accepted as a legitimate religion
Cha: 0; Pace: 6; Parry: 4; Toughness: 5 in Victorian times, but most who practice it claim
Hindrances: Greedy (Major—power and it is simply a peaceful worship of the Loa—or
influence) voodoo spirits. Mambos are female sorcerers who
Edges: Arcane Background (Miracles) have embraced the dark Loa in exchange for their
Powers: Blast (ball of hellfire), bolt (ray of black terrible powers.
light), and obscure (darkness). Power Points: 30. Attributes: Agility d4, Smarts d8, Spirit d8,
Gear: Cursed Dagger (Str+d8, wounds can only Strength d4, Vigor d6
heal naturally). Skills: Fighting d4, Intimidation d10, Knowledge
(Voodoo) d8, Persuasion d6, Spellcasting d10,
Houngan Stealth d4, Taunt d6
Houngans are the male warlocks of voodoo. Cha: 0; Pace: 6; Parry: 4; Toughness: 5
Those who have joined with the Cabal are willing Hindrances: Curious, Vow (Major—serve the
to sell their souls to the dark spirits for power on Loas)
Earth. Edges: Arcane Background (Magic), Strong Willed
Attributes: Agility d10, Smarts d6, Spirit d12, Powers: Barrier (wall of bones), blast (explosion of
Strength d12+2, Vigor d8 bone shards), obscure (fog), puppet (voodoo doll),
Skills: Climbing d6, Fighting d8, Gambling d6, and zombie (ritual). Power Points: 30.
Intimidation d10, Spellcasting d10, Streetwise d6, Gear: Cursed dagger (Str+d6). Wounds can only
Taunt d6 heal naturally.
Cha: 0; Pace: 8; Parry: 6; Toughness: 6 Special Abilities:
Hindrances: Curious • Zombie Mastery: Zombies animated by a
Edges: Arcane Background (Magic) Mambo are permanent, provided they have
Powers: Bolt (black bolt), burrow, obscure (fog), and at least one hour to prepare before using the
puppet (voodoo doll), zombie. Power Points: 30. power.
Gear: Soul cane (Str+d10, wounds can only heal
naturally). Witch
Special Abilities: While there are numerous “white witches”
• Restless Dead: Where bodies are buried, as around the world, many of which are Rippers
an action a houngan can cause the restless themselves, when the organization speaks of
dead to reach up and Grapple those within a witches they mean female practitioners of the
LBT (Strength d6). On a roll of a 1 (regardless darkest arts.
of the result of the Wild Die), a victim is Attributes: Agility d8, Smarts d8, Spirit d6,
dragged under and begins to suffocate. Strength d4, Vigor d6
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Michael Wall (Order #42994217)
Skills: Fighting d8, Notice d4, Knowledge by the horrors of the Cabal, and are then used as
(Witchcraft) d6, Persuasion d8, Spellcasting d10, “shock troops” by the very terrors that drove them
Survival d4, Tracking d4 mad!
Chat: 0; Pace: 6; Parry: 6; Toughness: 5 Attributes: Agility d8, Smarts d10 (A), Spirit d10,
Edges: Arcane Background (Magic) Strength d10, Vigor d8
Powers: Armor (briar wreath), bolt (black beam), Skills: Fighting d10, Stealth d4
blast (hellfire), and fly (broomstick). Power Cha: –4; Pace: 6; Parry: 7; Toughness: 6
Points: 30. Hindrances: Bloodthirsty
Gear: Varies. Edges: Improved Frenzy, Improvisational Fighter
Gear: Various hand weapons (Str+d4).
Thrall Misguided Minion
Perhaps the most despicable servants of the Cabal monsters have many nefarious powers
Cabal are those who turn on their fellow man. in their repertoire. Some are able to brainwash
locals into fighting those who are trying to save
Cossack them. Other horrors attract desperate followers,
Gold and slaughter pay these treacherous scum. and a rare few have the ability to charm an entire
They are castoffs and vagabonds, unwanted by population!
their Cossack kin. Unfortunately, they are also Attributes: Agility d6, Smarts d6, Spirit d6,
deadly shots and give their master’s brood the Strength d6, Vigor d6
option of slaying particularly troublesome do- Skills: Fighting d6, Notice d6
gooders at range. Cha: 0; Pace: 6; Parry: 5; Toughness: 5
Attributes: Agility d8, Smarts d6, Spirit d6, Hindrances: Loyal
Strength d8, Vigor d8 Edges: —
Skills: Fighting d8, Intimidation d6, Gambling d4, Gear: Hand Weapons (Str+d4).
Notice d6, Shooting d8, Streetwise d4, Survival d6,
Tracking d6 Night Guard
Cha: –2; Pace: 6; Parry: 7; Toughness: 8 (1) In Eastern Europe, the Night Guard was a
Hindrances: Mean political group controlled by the Cabal. This army
Edges: Block, Brawny, Combat Reflexes of dedicated soldiers serve in the military or the
Gear: Heavy coat (+1), rifle (Range 24/48/96, police and, even with the decline of the Cabal,
Damage 2d8, RoF 1, AP 2), 20× bullets, saber form the backbone of the evil organization. As the
(Str+d6). Cabal tries to rally, the Night Guard are the core of
their recovery in Eastern Europe.
Henchman Attributes: Agility d8, Smarts d6, Spirit d6,
Henchmen are the willing minions of the Strength d8, Vigor d8
Cabal. They are mindlessly obedient, stupid, and Skills: Fighting d8, Gambling d4, Notice d4,
brutal. These creatures are not actually human, but Shooting d8
members of a degenerate race of proto-humans. Cha: 0; Pace: 6; Parry: 6; Toughness: 6
Attributes: Agility d8, Smarts d4, Spirit d4, Hindrances: Loyal, Vow (Major—serve the Cabal)
Strength d10, Vigor d10 Edges: Brave, Marksman
Skills: Climbing d4, Fighting d6, Lockpicking d6, Gear: Rifle (Range 24/48/96, Damage 2d8, RoF 1,
Stealth d8, Taunt d8, Swimming d4 AP 2), cold iron knife (Str+d4).
Cha: –4; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Mean, Ugly rrNight Guard Officer
Edges: — The leaders of the Night Guard are doubly
Gear: Knife (Str+d4). damned. They give their own souls to darkness,
Special Abilities: but also convince others to do so.
• Size –1: Henchmen tend to be stunted, Attributes: Agility d6, Smarts d8, Spirit d8,
hunchbacked, or just plain scrawny. Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Riding d8,
Inmate Shooting d8
These deranged lunatics are psychotic murderers. Cha: +2; Pace: 6; Parry: 6; Toughness: 6
Their frenzied minds are long gone, driven insane Hindrances: Vow (Major—serve the Cabal)
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Michael Wall (Order #42994217)
Edges: Brave, Charismatic, Command, Lesser Vampire: These wretches are
Connections (Cabal) bloodsucking fiends but gain few of the more
Gear: Horse, pistol (Range 12/24/48, Damage 2d6, mystical abilities of actual vampires. They are
AP 1), 20× silver bullets, saber (Str+d6). Undead and can be harmed by normal weapons.
Vampire: Vampires cast no reflection in mirrors,
Paid Lackey suffer a –2 penalty to Fighting attacks versus those
Not everyone working for the Cabal is seeking carrying garlic, cannot enter a home uninvited, and
untold power or hidden secrets. Some are just in suffer 2d6 damage per round if directly exposed
it for the money. Consequently, they cannot truly to sunlight. Heavy clothing prevents this damage,
be relied upon. but the vampire runs the risk of it being forcibly
Attributes: Agility d6, Smarts d4, Spirit d6, removed or torn.
Strength d8, Vigor d6 Anyone Incapacitated but not killed by a
Skills: Fighting d6, Intimidation d6, Shooting d6 vampire must make a Spirit roll or die and return
Cha: 0; Pace: 6; Parry: 5; Toughness: 6 from the dead as a vampire after 1d4 days.
Hindrances: Greedy (Minor), Yellow Vampires must feed at least once per week or
Edges: Brawny become Fatigued. This can lead to Incapacitation.
Gear: Pistol (Range 12/24/48, Damage 2d6, AP 1), Each level is restored by drinking at least a few
20× bullets, net, knife (Str+d4). ounces of human blood, or twice that in animal
blood.
Vampire Vampires are Invulnerable to normal damage.
They may be Shaken but never wounded. Their
Few creatures spark fear in mortals’ hearts like Weakness is to magic, blessed items, and a wooden
the vampires. Their powers are vast, but it is their stake to the heart (a called shot at –4 for no extra
loyal thralls, raw cunning, and numbers that are damage).
their true power. A strike to the head or neck that causes four or
To prevent repetition for these complicated more wounds in a single blow, regardless of weapon,
creatures, here are the Special Abilities for each: also destroys (and decapitates) the monster. Any
lesser injury only Shakes him, however.
All vampires are undead. This gives them +2
Toughness; +2 to recover from being Shaken; no
additional damage from Called Shots; immune
to disease and poison; does not suffer wound
penalties.
Concubine (Vampire)
These damned creatures are the
women the vampire counts have chosen
as “concubines” or “brides”. Their sole
purpose is to serve their master, and they
are utterly and suicidally loyal.
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d10, Vigor d10
Skills: Climbing d6, Fighting d8, Notice d8,
Persuasion d8, Stealth d8
Cha: +4; Pace: 6; Parry: 6; Toughness: 9.
Hindrances: Loyal, Vow (Serve their master)
Edges: Very Attractive
Special Abilities:
• Claws: Str+d6.
• Seduction: Males suffer a –2 penalty to
Fighting when attacking a concubine.
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Michael Wall (Order #42994217)
rrCount Dracula (Vampire) Special Abilities:
Count Dracula, whose real name was Vlad III, • Fear (–1): Anyone who sees Dracula must
was born in 1431, in Transylvania. His father, make a Fear check at –1.
Vlad II, was an exiled prince of Wallachia. Vlad • Form Shift: As an action, Dracula can take
III managed to claim his father’s throne in 1456, the form of a wolf, bat, or cloud of mist.
and began a reign of terror that led to his infamous • Wall Walker: Dracula can walk up vertical or
nickname of “Vlad the Impaler”. inverted surfaces at their normal Pace.
In 1462, the Turks invaded Wallachia and stormed • Weakness: Dracula was resurrected by the
Vlad’s castle at Tirgoviste. His wife committed Cult of Apep’s dark magic and can only be
suicide by leaping from the castle’s highest tower, wounded by Apep himself, the magic of his
but Dracula escaped through a secret passage and cultists, or the cursed weapons they wield.
fled to Transylvania. In 1476 he attempted to reclaim This means he does not have the usual
the throne with the aid of Count Stephen Bathory, vampire Weakness to other magic, blessed
but fell in battle to the Turks. items, or even a wooden stake to the heart!
Dracula’s evil was so strong that he returned
from the dead as a vampire, but he gained powers Nosferatu (Lesser Vampire)
far beyond those of an ordinary vampire. He was Nosferatu are a rabid strain of vampires that
made immune to sunlight, garlic, wooden weapons, have descended into pure savagery. Their hair falls
and other traditional methods of destroying the out, their teeth become jagged and malformed,
creatures. and their faces become rat-like and ugly. They
Dracula came into conflict with the Rippers skulk about old crypts and catacombs, creeping
numerous times and Van Helsing came close to out at night to search for prey.
destroying the fiend, but Dracula was an elusive Attributes: Agility d8, Smarts d4, Spirit d6,
and resourceful foe. Finally, the Rippers cornered Strength d8, Vigor d6
him in his castle and slew him, once and for all. Skills: Fighting d6, Intimidation d10, Notice d6,
Or so it seemed. Dracula is the second of the Stealth d6, Survival d4
Rippers’ nemeses to be resurrected in the Plot Pace: 6; Parry: 5; Toughness: 7
Point Campaign in this book. If Jack the Ripper Edges: Improved Frenzy
sucessfully brings him back, Dracula immediately Special Abilities:
returns to his castle at Poenari and finds his loyal • Bite / Claw: Str+d4.
Cossacks waiting for him. He begins to rebuild • Fear: Anyone who sees a nosferatu must
his power at once and seeks his revenge on the make a Fear check.
Rippers. • Hiss: A nosferatu’s Intimidation attack
Attributes: Agility d10, Smarts d10, Spirit d10, causes a Fear test, at –2 if it scores a raise.
Strength d12+2, Vigor d10
Skills: Fighting d10, Intimidation d10, Notice d10, Young Vampire (Vampire)
Persuasion d8, Spellcasting d10, Stealth d8, The progeny of the vampire counts are newborns
Streetwise d8 in the undead hierarchy. The counts sire such
Cha: +2; Pace: 8; Parry: 8; Toughness: 13 (4) minions when they feel Van Helsing’s followers
Hindrances: Vengeful are close.
Edges: Alertness, Arcane Background (Magic), Attributes: Agility d8, Smarts d6, Spirit d6,
Attractive, Block, Command, Elan, Fervor, First Strength d12, Vigor d10
Strike, Fleet-Footed, Harder to Kill, Improved Skills: Fighting d8, Intimidation d8, Persuasion d6,
Dodge, Improved First Strike, Improved Frenzy, Stealth d6, Streetwise d6
Improved Level Headed, Mighty Blow, Natural Cha: 0; Pace: 6; Parry: 6; Toughness: 9
Leader, No Mercy, Quick, Rich, Strong Willed, Hindrances: Arrogant, Habit (Major—blood),
Improved Sweep, Unholy Warrior Loyal
Powers: Beast friend, deflection (bat swarm), fly Edges: Level Headed, Quick
(levitation), puppet (penetrating gaze), obscure Special Abilities:
(mist),and summon ally (wolves). Power Points: • Bite: Str+d6.
30. • Sire: Anyone Incapacitated but not killed by
Gear: Plate mail armor (+4), great sword (Str+d10). a vampire must roll Spirit or die and return
from the dead as a vampire in 1d4 days.
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Michael Wall (Order #42994217)
rrVampire Count Powers: Deflection (bat swarm), detect/conceal
Those sired directly by the great vampires are the arcana (concentration), puppet (penetrating
vampire counts. Few of these creatures are active gaze), obscure (mist), and telekinesis (wave of the
members of the Cabal, but it is Dracula’s plan to hand). Power Points: 50.
unite them under his leadership and help the Cabal Special Abilities:
destroy the Rippers. After that goal is achieved, he • Bite: Str+d8.
is unlikely to share power with anyone! • Fear (–2): Seeing a vampire lord provokes a
Attributes: Agility d10, Smarts d10, Spirit d10, Fear check at –2.
Strength d12+2, Vigor d10
Skills: Fighting d10, Intimidation d10, rrVictor Frankenstein
Persuasion d8, Spellcasting d10, Stealth d8,
Streetwise d8 Born at Castle Frankenstein in Darmstadt
Cha: +2; Pace: 8; Parry: 8; Toughness: 13 (4) Germany in 1673, Victor’s is a tragic tale.
Hindrances: Arrogant, Habit (Major—blood), Frankenstein is one of the oldest proponents of
Loyal rippertech, preceded only by Dr. Jack. In the early
Edges: Arcane Background (Magic), Block, Brave, 1700s, after a thorough study of magic and science,
Charismatic, Counterattack, Fleet-Footed, Frankenstein discovered how to bestow life upon
Frenzy, Hard to Kill, Level Headed, Quick inanimate matter through the use of electricity and
Powers: Deflection (swarm of bats), puppet a magical object known as a “Shem”. He succeeded
(penetrating gaze), and obscure (mist). Power in creating a living thing from a combination of
Points: 30. human and animal parts, but he rejected his
Gear: Plate mail (+4), long sword (Str+d8). creation, and in revenge it murdered his brother,
Special Abilities: his best friend, and his wife.
• Fear: Anyone who sees a vampire count must Frankenstein tracked the creature to the
make a Fear check. Arctic Circle, but died just as the monster was
• Wall Walker: Vampires counts can walk up discovered. The creature retrieved Victor’s body,
vertical or inverted surfaces at normal Pace. and reanimated Frankenstein as a creature like
itself! Victor served the hated monster until the
rrVampire Lord Rippers slew it and allowed Victor to rest in peace.
The vampire lords are older than Dracula If Victor is once again reanimated in the Plot
himself. Their motives are mysterious; they have Point Campaign, he is no longer a sympathetic and
never joined Vlad or the Cabal. So intricate are tragic character. He is a full-fledged mad scientist,
their plots, Rippers occasionally find a vampire his fascination with human life has become twisted
lord arriving to assist them in their missions and he believes the only way to achieve eternal
against other vampires. The ways of the ancients rest is to end all life. He seeks to raise an army of
are impossible for mortals to fathom; it is better to monsters and sweep all humanity before him.
accept their help and get out of the way! Attributes: Agility d6, Smarts d12, Spirit d4,
Attributes: Agility d10, Smarts d12, Spirit d12, Strength d8, Vigor d6
Strength d12+4, Vigor d12 Skills: Fighting d6, Intimidation d8, Investigation
Skills: Fighting d12, Intimidation d12, Notice d10, (d8), Knowledge (Biology) d12, Knowledge
Persuasion d10, Spellcasting d10, Stealth d10, (Electricity) d12, Knowledge (Rippertech) d10,
Streetwise d10 Notice d4, Throwing d6, Stealth d6, Survival d6
Cha: +2; Pace: 8; Parry: 10; Toughness: 12 (2) Cha: +2; Pace: 4; Parry: 5; Toughness: 5
Hindrances: Arrogant, Habit (Major—blood), Hindrances: Curious, Vow (Major—destroy all
Loyal life!)
Edges: Arcane Background (Magic), Charismatic, Edges: Arcane Background (Weird Science),
Improved First Strike, Fleet-Footed, Hard to Danger Sense, Gadgeteer, Improved Sweep, Level
Kill, Improved Block, Improved Counterattack, Headed, McGyver, Mr. Fix It, Noble, Scholar
Improved Dodge, Improved Frenzy, Improved (Biology, Electricity)
Level Headed, Quick Powers: Armor (electro-static coat), barrier (wall
Gear: Antique armor (+2), large cursed weapon of electricity), bolt (static generator), boost /
(Str+d10), at least one relic or other magical item. lower Trait (electric shock therapy), blind (static
generator), damage field (electric generator),
deflection (electro-static coat). Power Points: 40
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Michael Wall (Order #42994217)
Special Abilities: Zombie
• Construct: +2 to recover from being Shaken;
Called Shots do no extra damage; does not Foul carcasses brought back from the dead by
suffer from disease and poison. voodoo or dark magics, these horrid beings hate
• Invulnerability: Victor can’t be wounded, the living. They crave fresh meat constantly, and
only Shaken, by anything but his Weakness. devour it ravenously.
• Shuffling Gait: Pace –2, d4 running die. Attributes: Agility d4, Smarts d4, Spirit d6,
• Weakness: Victor was resurrected by the Strength d6, Vigor d6
Cult of Apep’s dark magic and can only be Skills: Fighting d6
wounded by Apep himself, the magic of his Pace: 4; Parry: 5; Toughness: 7
cultists, or the cursed weapons they wield. Gear: Club (improvised weapon, –1 attack,
Str+d4).
Yeti Special Abilities:
• Shuffling Gait: Pace –2, d4 running die.
Yetis are fierce, furred humanoids that live in • Undead: +2 Toughness; +2 to recover from
the Himalayas of Nepal and Tibet. Some say they being Shaken; no additional damage from
are cursed souls, other that they are primitive men Called Shots; immune to disease and poison;
from a time long past. Perhaps an expedition by does not suffer wound penalties.
the Rippers will one day solve this dilemma. • Weakness (Salt): Zombies suffer a –2
Attributes: Agility d8, Smarts d6 (A), Spirit d6, penalty to Fighting attacks against anyone
Strength d12, Vigor d10 who carries at least a half-pound of salt.
Skills: Climbing d8, Fighting d6, Notice d10,
Stealth d6, Survival d6, Tracking d8
Pace: 6; Parry: 5; Toughness: 9
Special Abilities:
• Claws: Str+d6
• Immunity (Cold): Yetis take no damage
from cold or cold-based attacks.
• Size +2: Yetis stand over eigth feet tall.
• Snowstorm: Once per day, a yeti can
summon a snowstorm the size of a Large
Burst Template within its line of sight. All
ranged attacks against it suffer a –4 modifier
unless the attacker has the ability to see heat
(such as infravision).
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Michael Wall (Order #42994217)
INDEX
A I Vanishing Professor, The 31
Animated Statue 81 Innocent 79 Watson, the Needle! 44
Apep 5, 43–44, 49, 53–58 Invisible Man 86 Rippertech 5
Irregular 79 Romany 78
B
Bone Horror 82 K S
Kerrim, Mustapha 58, 80 Saucy Jack 27, 89
C Savage Tales
Concubine 92 L A Serious Undertaking 67
Constable 78 LaGrange, Tara 30, 39, 41–44, Best Served Cold 60
Cossack 91 49, 77 Circus of the Damned 73
Cultist 80 Lycanthrope 87 Departed, The 68
Cult Leader 80 Werewolf 87 King of the Forest 71
Wolfman 87 Leopold 62
D No Asylum 65
Devil Dog 82 M Toccata and Fugue 69
Distractions 20 Mad Monk 90 Walpole Curse, The 74
Djinni 83 Mambo 90 Wolf in Sheep’s Clothing 64
Dracula, Count 27, 31, 36, 38, 43, McBane, Father Angus 77 Serious Chapel 75
54, 76, 93 Militia 79 Serpent Man 89
Dr. Jack 39, 54, 76, 84 Minion of Set 81 Shadow Beast 80
Dr. Jekyll 54, 84 Misguided Minion 91 Shadow Hound 80
Dr. Prometheus 54, 85 Mummy Skeleton 89
Royal 87 Soldier 79
E Servitor 88 Suffragette, The 77
Evil Priest 90
N T
F Night Guard 91 Traveling 8
Frankenstein, Victor 94 Night Guard Officer 91
Frazer, Allan 75 Nosferatu 93 U
United Kingdom 27
G O United States 28
Ghost 85 Omega Beast 88 Ushabti 82
Giant Crocodile 64
Giant Monster 85 P V
Paid Lackey 92 Vampire Count 94
H Patchwork Man 88 Vampire Lord 94
Hand of Rossini, The 71 Vampire, Young 93
Harker, Jonathan 29, 36–37, 76 R
Harker, Mina 5, 11, 30, 37, 39, Relics 6 W
44, 54, 76 Return of Evil 29 Winged Fiend 83
Henchman 91 An Old Acquaintance 41 Witch 90
Hired Gun 78 Bankes Affair, The 33 Wolf, Old World 95
Horned God 83 Battle of Rome, The 46
Houngan 90 Dying of the Light 54 Y
Hybrid 86 Enemy of My Enemy 53 Yankee, The 45, 78
Hyde 86 Forbidden Knowledge 39 Yeti 95
Jack’s Back 36
Secrets of the Ancients 51 Z
Sultan’s Prize 49 Zombie 95
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Michael Wall (Order #42994217)
Michael Wall (Order #42994217)