This is an effort to take the current (March 2021) setting rules for Rippers Resurrected (released 2015) and make them work for a Savage Worlds Adventure Edition (SWADE) game. While Pinnacle published the official conversion document, “Rippers Resurrected Conversion”, the document is not the final word. I expect that the published will updated the Rippers setting at some point in the future.

Documents referenced:

Software referenced:

Setting parameters

The following setting parameters align with the custom savaged.us setting.

Books Used
SWADE, RR, RRC

Setting Rules Used
From SWADE, Multiple Languages, Conviction, Creative Combat; all from RR

Core Skills (all d4 to start)
Athletics, Common Knowledge, Notice, Persuasion, Stealth

Skills Added
Rippertech

Skills Removed
Electronics, Hacking

Starting Wealth
£5

Starting Attribute Points
5

Starting Skill Points
12

Allowed/Forbidden Choices

Races
Human only

Edges
All from RR; all from SWADE

Arcane Backgrounds
All from RR; Gifted is not allowed

Hindrances
All from RR, all from SWADE

Gear
All from RR, none from SWADE

Armor
All from RR, none from SWADE

Weapons
All from RR; from SWADE, Heavy Machine Gun and Medium Machine Gun

Powers
None from SWADE

Rippertech
All from RR

Expanded wealth rules

These rules are from Donovan Bailey’s Expanded Wealth supplement. Values are adapted for the Rippers Resurrected campaign setting.

For Rippers Resurrected, a hero’s starting funds is £ 5.

Value Penalty Cost
–0 Up to £ 2.50
–1 Up to £ 5
–2 Up to £ 10
–3 Up to £ 20
–4 Up to £ 50
–5 Up to £ 100
–6 Up to £ 200
–7 Up to £ 500
–8 Up to £ 1,000
–9 Up to £ 2,000
–10 Up to £ 5,000
–11 Up to £ 10,000
–12 Up to £ 20,000

Value Penalty Table for Rippers

Character’s Wealth rank (not die) Character can purchase up to cost without need for a Wealth roll Character ignores penalties for purchasing up to cost
Poverty Up to 3 shillings (£.15) N/A
Normal Up to 5 shillings (£.25) N/A
Rich Up to 29 shillings (£ 1.45) 2 points of Value Penalty
Filthy Rich Up to 99 shillings (£ 4.95) 4 points of Value Penalty

Purchasing power by Wealth rank

Fear

Given the lack of any updated Fright table (RR 31) from the SWADE conversion notes for Rippers Resurrected and the need for a customized table for the setting, I adapted this table for Rippers Resurrected for SWADE.
For reference, the Fear Table is on SWADE 124.

Fright table
D20* EFFECT

1–3

Adrenaline Surge

The hero’s “fight” response takes over.
He acts as if he had a Joker this action!

4–5

Distracted

The hero is Distracted until the end of his next turn.

6–7

Vulnerable

The target is Vulnerable until the end of his next turn.

9–10

Shaken

The character is Shaken.

11–12

Frightened

The character gains the Hesitant Hindrance for the remainder of the encounter.
If he already has it, he’s Panicked instead.

13–14

Panicked

The character immediately moves his full Pace plus running die away from the danger and is Shaken.

15-16

Paralyzed

The hero is Shaken and cannot move on his next action.

17–18

Unhinged

The character is Shaken and loses one point of Reason.
Treat as a Breakdown result if the hero is already at zero Reason.

20–21

Traumatized

The character is Shaken and loses two points of Reason.
Treat as a Snapped result if the hero is already at zero Reason.

21–22

Breakdown

The hero is Shaken, loses two points of Reason, and gains a Minor Psychosis.*

23+

Snapped

The hero is Shaken, loses two points of Reason, and gains a Major Psychosis.*

Fright table

A character with rippertech makes a Spirit roll at –2, with a bonus equal to their current Reason. On a failure, the character gains ripping psychosis instead of rolling for Temporary Psychosis. If the psychosis is Major and the hero began with a Reason of 0 (before any loss due to the Table result), the character becomes an nonplayer character villain under the GM’s control on a failed roll.

Expectations for the campaign

  • We want to follow the “Fast, Furious, and Fun” ethos

  • Learn the Roll20 technology for Savage Worlds but you do not need to know Roll20 when you first join

  • Learn the Savage Worlds rules; if you’re new to Savage Worlds rules, you can download the most recent Savage Worlds Test Drive

  • If you have any rules for your character’s schticks (e.g., arcane powers or gambling), learn them or have the rules handy

  • You’ll get bennies for trying to do cool things, making the game fun and interesting, playing according to the tone, and playing hindrances

  • Bring your imagination and a willingness to narrate and add to the story [1]

  • Be engaged during the game session and do your best to pay attention

  • Share the stage so your fellow players can shine

  • If you cannot attend the game at the specified time, give reasonable advanced notice

  • Give the GM feedback on what is working well, what you want to see more of, and what could use some work

  • Engage in an adult conversation if we ever need to course correct

  • Stay classy; read and heed the tabletop creed

    tabletop creed

    [1] https://thealexandrian.net/wordpress/44891/roleplaying-games/gm-dont-list-11-description-on-demand and https://gamingandbs.com/descriptions-on-demand-in-rpgs-gbs308/