So this Friday we managed to finish our first adventure in Rippers - Fear of the Moon. This time my friend playing Sgt. Henry Baynes was able to make it, but my friend playing Father Green was not. So I quickly arranged that Baynes had cycled to the hall to get Father Green for Harriet Burke, who wanted a man of God to help her control her imbacile son Jeremy who was getting more uncontrollable as a result of the PCs interview with him.
When we finished the last session the characters had just lockpicked the gate of Shelbourne Hall. They did not walk very far before they noticed that the gravel had been disturbed quite a lot and upon further examination that there were blood spills leading the the cellar door.
The characters quietly approached the half opened door and when they open it fully were met with growling from inside. When Sgt. Baynes shone his lamp inside he immediately saw two half dead Irish wolfhounds dragging themselves closer to the door. Baynes quickly shut the door.
The characters decided to try and get inside the hall itself, which was easy since the front door was not locked. Inside they were met with a stench of death and decay and after doing a room-by-room search found the maid/cook ripped almost beyond recognition in the kitchen. Dr. Trevelyan despite his strong mind reacted very badly to this (a critical failure on his Guts check, and lost two Sanity as well as getting the Fatalist psychosis from the Psychosis Table) and threw up before just being overwhelmed by despair. Later on they found the master of the house Sir Charles who was just as badly ripped apart. Examination of the bodies dated them to have been dead for close to a week - which was not when the full moon was out.
In Sir Charles study the characters came across plans for an expansion of Sir Charles' farmland, with notes scribbled on it that neighbor Eric Mason should be contacted. Being a retired big game hunter Sir Charles had many rifles displayed and the characters grabbed some so that they could return to the cellar and put down the almost dead wolfhounds. Inside the cellar they found a third wolfhound which had been dead for some days.
The characters returned to Lamport, ate some dinner before planning their next course of action, minus Dr. Trevelyan who retired early still very much affected by the afternoons discovery.
Next day the characters hired a trap to take them to Millwood House, Eric Mason's residence. Upon arrival they found the place empty. Journalist Langdale Pike and Sgt. Baynes enter the house and Pike immediately began to search the desk inside. He managed to lockpick one of the drawers and found a notebook containing observations made by Mason on the village's blacksmith Thomas Runcorn. Just then a person approached the house telling them that they were trespassing - this was mr. Mason. Sgt. Baynes began to explain that they were there to make sure that Mason was okay, now that they had found Sir Charles dead.
Mason calmed down and invited the characters inside for tea. After talking to him about Sir Charles and the murders in the village, the characters were in no doubt that Mason had something to do with it all. They said farewell and left Millwood House.
Returning to Lamport the characters starting to see the bigger picture. According to their theory Runcorn was Mason's pawn. After confining with Father Green and using his knowledge of the occult and folklore, they concluded that Mason was the werewolf who had attacked Runcorn and when the first full moon arose Runcorn transformed into a wolfman and started killing. What they were not sure about was the motive.
After some brief surveillance of Runcorn the characters decided to return to Millwood house to see what Mason was up to. When they arrived they found that Mason was about to leave the house with a lamp in hand. A dense fog was also starting to materialise making them unable to see almost nothing except the dim light of the lamp, a small clacking noise was also heard. They attempted to stealthily follow Mason, but were eventually unsuccessful. When that happened the noise stopped and the light suddenly vanished. What followed were a few tense moments for the characters as they attempted to stand still (Langdale Pike rolled a critical failure and I decided that he has suddenly started coughing). Suddenly a wolf howl was heard and then the sound of something running and getting closer. The transformed werewolf Mason burst out of the fog, but when we drew cards for initiative Pike was lucky getting the joker. Before the werewolf had a chance to attack two of the characters had been able to fire off shots from their guns. The werewolf did manage to strike Pike before going down to another gunshot.
Having survived the werewolf attack the evening ended with the characters confronting Runcorn, who did not put up a fight. Next day - when the full moon would arrive - they arranged for him to be chained and locked into the cellar of Shelbourne Hall with Father Green on hold with an elephant gun, just in case he got loose. Inspector Giles from Leicester Police also arrived to find the case solved - Baynes' report attributed all the murders to the mad Eric Mason. Dr. Trevelyan stated had been quite mad and unable to be cured leaving no option but to shoot him when he attacked them.
-----
This was our first full adventure and I'm very pleased with how it went. All my players have easily bought into the concept of the game being about mystery, investigation and horror. They have roleplayed more in the two sessions this adventure took to play than they did for several adventures in our previous Deadlands campaign.
In the end with the confrontation of the werewolf we also managed to get that felling of dread/horror out that I was trying to establish.
So now I'm finished up the next adventure where the characters return to London to find that a new mystery requires their attention.
Thursday, June 27, 2013
Tuesday, June 11, 2013
Rippers: Fear of the Moon - session 1
So after almost a fortnight's absence I'm back writing.
Last Monday we finally got our Rippers RPG game going. The adventure, which I had name "Fear of the Moon", was something that I had finished many months ago, so I was pleased that I actually still liked what I had made.
Of my players one of them was unable to make, so his character Sgt. Henry Baynes took the part of a major NPC. His role in the adventure is important, so I made the decision to put him as a major NPC rather than just have him suddenly pop-up when my friend is next able to join us - which incidentally is this upcoming Friday. So the PCs were:
Doctor Percy Trevelyan
Father Philip Green
Langdale Pike
March 1892
I started the adventure with the PCs being on a train heading for the small village of Lamport in Northamptonshire. The reason for this is a letter of help that Dr. Trevelyan had received that morning from the sister of one of his fellow students - now deceased - from his university studies. It seems that Lamport has been the site of some terrible murders in the past few months. 5 villagers have been killed on two separate nights since the start of the year - coincidentally on nights where the full moon is out. As the sister Violet Spencer writes the village is stricken with terror and fears for the upcoming full moon is overtaking the villagers. Everything from werewolves to a madman on the loose is being blamed for the killings, and since Violet herself believes in the madman theory she is asking noted alienist Trevelyan for help.
Since being made aware of the killings Langdale Pike has also searched through the papers and found a single article mentioned the killings but not in detail.
As the PCs arrive in Lamport they are immediately assaulted by the lunatic teenager Jeremy Burke, who screams at them before being taken away by his mother. The PCs notice scratch marks on the young mans face.
The PCs decide to seek out Violet Spencer to let them know that they have arrived and will help solve the mystery of the killings and hopefully find the murderer. Violet is thrilled to see them and lets them know that their presence in Lamport has risen her spirits. Also present is Violet's father Vernon.
When the PCs leave the Violet's cottage they suddenly see a dark shadow moving in the window of one upstairs rooms. Rushing into the cottage again the PCs, Violet unlocks the door to the room - her late brothers - but the PCs find it completely empty. Using his psionic skills Trevelyan concentrates and casts a spell enabling him to see magical/supernatural persons and items. He is quite shocked to see the blurred frame of his old deceased schoolmate only a few feet away smiling back at him. Trevelyan senses no malice or evil and determines that the schoolmate is there not to harm Violet or her father but rather to watch over them. Trevelyan do not tell Violet that her brother is haunting the house.
Next the PCs head for the local inn The Greyshade Arms. As darkness has descended so the villagers have abandoned the streets. The inn is however quite packed with nervous and scared villagers. Having gotten a room and some supper, the PCs get talking to inn keeper Alan McGregor and hear of his theory about the murderer being one of the wolfhounds owned by local squire Sir Charles Shelbourne. McGregor believes that the dog might have gone mad, has escape Shelboure Hall and is now killing villagers.
Having heard McGregor's theory the PCs are approached by Sgt. Henry Baynes, the policeman sent from Northampton Police to investigate. Finding that they are working on the same course the PCs and Baynes decide to join forces. Baynes is able to tell more about the victims, even though they have nothing in common and also tell the PCs that the local GP Herbert Swanson is the man to see regarding the injuries to the victims.
Next day the PCs decide that Dr.Swanson is the first person they want to see. The good doctor tells them that in his time as a doctor he has never seen any injuries as horrific as those inflicted on the victims. In his professional opinion it is the work of some sort of beast and not something a man would be capable of. The PCs also ask about young Jeremy Burke and find that Swanson had examined Jeremy the night after the first murders for the scratch marks.
Leaving the doctor the PCs decide to seek out Jeremy and his mother. Locating their cottage the PCs persuade the nervous mother to let them talk to Jeremy. The mother is scared that the PCs will take Jeremy away from her and place him in a asylum. Despite having the mind of a 5 year old, the PCs learn that Jeremy has had and encounter with "a large dog" and had it not been for the wood shed that he was hiding in Jeremy might not have survived.
The PCs locate the wood shed and find several scratch marks consistent with those on Jeremy's chin. The PCs also start to try and find out where the beast could be coming from by looking and the layout of the streets.
Having spent the morning interviewing different people the PCs return to the inn for lunch and to plan their next course of action. Over lunch they decide that a visit to squire Sir Charles beckons next. They hire a trap to take them to Shelbourne Hall.
Arriving at the hall they see none of the expected wolfhounds, which they were told guarded the grounds. Through the gate they do however notice that the gravel has been several disturbed. Pike then lockpicks the gate and the PCs prepare to enter the grounds.
At this time we decided to stop as it was getting late. Despite our last game being the action-filled Deadlands setting, I had made it clear from the start that this was going to be something else, where dice rolls were not going to disrupt the atmosphere, and combat and action would be secondary to the investigation aspect of the game.
My players made the transition superbly and really roleplayed their characters. During the entire session we had less than 10 dice roll combined and we absolutely enjoyed ourselves. As the player of Dr. Trevelyan afterwards noted, it was a great experience and he really liked that he constantly had to think instead of just letting one action scene replace the next.
For me the game flowed like I had hoped and as is always the case with rpgs the players always think of something or do something that you had not planned. The course of the adventure is also overall going to plan and the players are really in for a surprise as they unravel the mystery.
Last Monday we finally got our Rippers RPG game going. The adventure, which I had name "Fear of the Moon", was something that I had finished many months ago, so I was pleased that I actually still liked what I had made.
Of my players one of them was unable to make, so his character Sgt. Henry Baynes took the part of a major NPC. His role in the adventure is important, so I made the decision to put him as a major NPC rather than just have him suddenly pop-up when my friend is next able to join us - which incidentally is this upcoming Friday. So the PCs were:
Doctor Percy Trevelyan
Father Philip Green
Langdale Pike
March 1892
I started the adventure with the PCs being on a train heading for the small village of Lamport in Northamptonshire. The reason for this is a letter of help that Dr. Trevelyan had received that morning from the sister of one of his fellow students - now deceased - from his university studies. It seems that Lamport has been the site of some terrible murders in the past few months. 5 villagers have been killed on two separate nights since the start of the year - coincidentally on nights where the full moon is out. As the sister Violet Spencer writes the village is stricken with terror and fears for the upcoming full moon is overtaking the villagers. Everything from werewolves to a madman on the loose is being blamed for the killings, and since Violet herself believes in the madman theory she is asking noted alienist Trevelyan for help.
Since being made aware of the killings Langdale Pike has also searched through the papers and found a single article mentioned the killings but not in detail.
As the PCs arrive in Lamport they are immediately assaulted by the lunatic teenager Jeremy Burke, who screams at them before being taken away by his mother. The PCs notice scratch marks on the young mans face.
The PCs decide to seek out Violet Spencer to let them know that they have arrived and will help solve the mystery of the killings and hopefully find the murderer. Violet is thrilled to see them and lets them know that their presence in Lamport has risen her spirits. Also present is Violet's father Vernon.
When the PCs leave the Violet's cottage they suddenly see a dark shadow moving in the window of one upstairs rooms. Rushing into the cottage again the PCs, Violet unlocks the door to the room - her late brothers - but the PCs find it completely empty. Using his psionic skills Trevelyan concentrates and casts a spell enabling him to see magical/supernatural persons and items. He is quite shocked to see the blurred frame of his old deceased schoolmate only a few feet away smiling back at him. Trevelyan senses no malice or evil and determines that the schoolmate is there not to harm Violet or her father but rather to watch over them. Trevelyan do not tell Violet that her brother is haunting the house.
Next the PCs head for the local inn The Greyshade Arms. As darkness has descended so the villagers have abandoned the streets. The inn is however quite packed with nervous and scared villagers. Having gotten a room and some supper, the PCs get talking to inn keeper Alan McGregor and hear of his theory about the murderer being one of the wolfhounds owned by local squire Sir Charles Shelbourne. McGregor believes that the dog might have gone mad, has escape Shelboure Hall and is now killing villagers.
Having heard McGregor's theory the PCs are approached by Sgt. Henry Baynes, the policeman sent from Northampton Police to investigate. Finding that they are working on the same course the PCs and Baynes decide to join forces. Baynes is able to tell more about the victims, even though they have nothing in common and also tell the PCs that the local GP Herbert Swanson is the man to see regarding the injuries to the victims.
Next day the PCs decide that Dr.Swanson is the first person they want to see. The good doctor tells them that in his time as a doctor he has never seen any injuries as horrific as those inflicted on the victims. In his professional opinion it is the work of some sort of beast and not something a man would be capable of. The PCs also ask about young Jeremy Burke and find that Swanson had examined Jeremy the night after the first murders for the scratch marks.
Leaving the doctor the PCs decide to seek out Jeremy and his mother. Locating their cottage the PCs persuade the nervous mother to let them talk to Jeremy. The mother is scared that the PCs will take Jeremy away from her and place him in a asylum. Despite having the mind of a 5 year old, the PCs learn that Jeremy has had and encounter with "a large dog" and had it not been for the wood shed that he was hiding in Jeremy might not have survived.
The PCs locate the wood shed and find several scratch marks consistent with those on Jeremy's chin. The PCs also start to try and find out where the beast could be coming from by looking and the layout of the streets.
Having spent the morning interviewing different people the PCs return to the inn for lunch and to plan their next course of action. Over lunch they decide that a visit to squire Sir Charles beckons next. They hire a trap to take them to Shelbourne Hall.
Arriving at the hall they see none of the expected wolfhounds, which they were told guarded the grounds. Through the gate they do however notice that the gravel has been several disturbed. Pike then lockpicks the gate and the PCs prepare to enter the grounds.
At this time we decided to stop as it was getting late. Despite our last game being the action-filled Deadlands setting, I had made it clear from the start that this was going to be something else, where dice rolls were not going to disrupt the atmosphere, and combat and action would be secondary to the investigation aspect of the game.
My players made the transition superbly and really roleplayed their characters. During the entire session we had less than 10 dice roll combined and we absolutely enjoyed ourselves. As the player of Dr. Trevelyan afterwards noted, it was a great experience and he really liked that he constantly had to think instead of just letting one action scene replace the next.
For me the game flowed like I had hoped and as is always the case with rpgs the players always think of something or do something that you had not planned. The course of the adventure is also overall going to plan and the players are really in for a surprise as they unravel the mystery.
Sunday, May 26, 2013
The Horror of St. Judes
Another Friday passed and our starting up of Rippers had to be cancelled. One of my players had gotten a wisdom toth taken out in the morning and was not well enough to play. So instead I thought I would post an adventure that I ran with my group when we first tried out Rippers around three years. It was my first attempt to get away from the Indiana Jones like feel that Rippers can also be and insert more horror.
I was as you can tell heavily influenced by the real Whitechapel Murders of 1888, but tried to give the adventure its own feel. All the locations are real but I have taken a few liberties with the people and some parts of the location.
I had created numerous handouts and encounter maps, incl. maps of all the crime scenes, that I might be able to dig up if anyone has any interest in this.
THE HORROR OF ST. JUDES
Story background
Father Beresford has been tavellling in Eastern Europe for a couple of years. During his time there he encounter several forces of the Cabal and ended up being recruited by the Night Guard.
Upon his return to London, Beresford has called at St. Judes chuch in Whitechapel, where Father Longsdown has been more than happy to be receive help as he is an old man.
When the Whitechapel Murders took place 4 years ago the East End of London was in rebillion and the police were close to losing control. Beresford wants to stip up things again so that the Night Guard can move in and gain influence in the heart of the biggest Empire in the world.
For this purpose Beresford has animated a deceased puritan priest Willian Mansfield as a witchfinder zombie. Beresford holds control over Mansfield and has ordered him to kill locals in Whitechapel. So far two people have died.
In media res
Father Longsdown has contacted some of his fellow clergymen as he fears for his local community. Since their has been talk of a “devil of the night” and the return of the “Whitechapel fiend” a supporter of the lodge has pointed him to the London Lodge and the characters.
Timeline
Day 1
- Briefing from Father Longsdown
- (Visit to Hall of Records)
- (Visit to Police)
Day 2
- Arriving at St. Judes
- Investigating St. Judes
- Finding the crypt
Day 3
- Entering the crypt and fighting devil dogs
- Conversation with Longsdown about the crypt
- Third murder happens
- Investigating crime scene
- (Finding hidden book in Father Beresford’s flat)
- Following the killer through sewers
- Fight with devil dogs at old cemetary
- Finding cave and fight with Beresford and Witchfinder
1 - Father Longsdown
The Rippers are summoned to the lodge at The Marlborough Club on Pall Mall in London. Johan Van Helsing greets them in foyer and tells them that a Father Longsdown of St. Judes church is waiting for them in the library. The vicar wants to talk to them about the recent murders in Whitechapel, and any murder in Whitechapel is the business of the Rippers as you never know if Dr. Jack has somehow returned to his former hunting ground. Van Helsing apologises but has other business to attend to and leaves the characters to deal with the priest.
As expected the characters find an elderly man waiting for them in the library. Father Longsdown is a medium build man at around 60 with grey/white hair and big whiskers. When the characters enter he stands up to greet them.
“Thank you for taking the time to see me. For this I’m already very grateful. I’ve been at loss to what I should do, but my colleague Father Harrington pointed me in your direction and said that you had experience in handling mysteries.”
After the characters introduce themselves, Father Longsdown continues:
“I’m the vicar of St. Judes Church in Whitechapel, a smaller church which has been in existance since 1848. I have been vicar since 1879. Besides churchly affairs I see it as my responsibility to make sure that as many as possible in the local community feel well and that the area develops in a positiv Christian way. St. Judes lies on Commercial Street and many people stop by, seeking advice and consell in all matter religious, spirituel and day-to-day affairs. When something bad happens in the community it affects us all, least of all me as I want to protect the people around St. Judes, which is also the reason why I have come to you.
As you no doubt have read in the newspapers two murders have happend in Whitechapel within the last couple of weeks. The fear that this develops into another Jack the Ripper like case or that Jack is back himself has started to spread like wildfire in the streets. People are say that the devil himself is behind this! Two widely different persons John Boroughts (Pelham St.) and Elizabeth Dawson (Middelsex St.) are the victims; ordinary citizens not believed to have any enemies and without relations to each other, and yet they have been ripped to pieces in the streets around St. Judes!”
At this point Father Longsdown will show the newspaper clippings to the characters.
“A particular rumour that the murderer is some sort of supernatural being has made me fear the future. Both victims had recently been to the church and talked to me, a fact that I have so far kept to myself. Also what the newspaper articles don’t tell, but what the police have told me is that the victims were found with a medalion of St. Judes!
I beg you please come to Whitechapel and see whether you can help find this killer. It is not because the local police is not on the case, but they have many cases which require their attention. Also the more people actively trying to solve this the better.”
Father Longsdown waits until the characters accept his plea for help. He suggests that they come and visit him in St. Judes the next day, where they will also be able to meet the church’s other priest Father Beresford.
If questioned about Father Beresford, Father Longsdown will say that around 6 months ago he came to the church and asked if he could help. He used to live in Whitechapel, but has been doing missionary work in Eastern Europe recently but wanted to give something back to his local community, which has quite a lot of residents from Eastern Europe. Longsdown, almost 64 years old, has welcomed the help.
Father Longsdown will be able to provide the following further information:
- Police enquiry is lead by local police inspector John T. Spratling.
- Both John Boroughs and Elisabeth Dawson belong to the parish of St. Judes. They were not regular church goers but came to the church once in a while.
2 - St. Judes church
Arrival and intial enquiries
When the characters arrive in Whitechapel they will have no problems finding St. Judes church, which lies on Commercial Street near the corner to Whitechapel High Street.
Both Father Longsdown and Father Beresford will greet the characters when they arrive. Father Beresford looks to be around mid-forties, dark haired with a large moustace - continental style.
Longsdown thanks them once again for taking the time to help out. Longsdown lives in the vicaridge just behind the church. Beresford lives in a small flat not far from the church.
At some point the characters may want to enquire both Fathers about St. Judes or Father Beresford about what he knows about the murders.
- St. Judes was built in 1848 on top of the ruins of what was rumoured to be a haunted mansion. There have not been any supernatural events and Father Longsdown puts that down to “the presence of God has put the demons to rest”.
- Father Longsdown has the architectual drawing of of St. Judes in his church records in his office. (It does not show the secret entrence, that can only be found by going through the church records and reading the Memoirs of St. Judes by James Harding, first vicar of St. Judes)
- Father Beresford knows nothing except from what the church goers tell him and what he reads in the newspaper. He shares the concerns of Father Longsdown in terms of the bad effect the murders are having on Whitechapel
Searching St. Judes
If the characters commence a search of St. Judes there will be several clues which can be uncovered with successful Notice rolls or through good roleplaying:
Pillar
In front of the secret door small stains of candlewax can be found, this in an area of the church where the sunlight shines in. It requires a Notice(-2) roll to find the release button that reveals the secret door.
Armoury
A small piece of old smelling decayed garment seems to have been torn of one of the weapons behind a curtain. No person would wear clothes like this.
Father Longsdown’s office
The lock on file cabinet drawer where Memoirs of St. Judes is located has small scratch marks left from the lockpicks that opened them. To find the paragraphs where James Harding decribes that a secret door was made to the old crypt of the mansion requires an Investigation roll.
Futher enquiries
When the characters have obtained more information they might have new questions for Father Longsdown, who can tell the following
- He has no knowledge of a secret door or crypt.
- He has not read Memoirs of St. Judes, as vicar Harding was later revealed as belonging to a secret cult of devil worshippers.
- The church frontdoors are open from 6 a.m. until 10 p.m. every day. Investigation will show that the front doors have small scratches from lockpicks but they are not recent.
- Himself and Father Beresford are the only two with keys to the front doors.
3 - Hall of records
Should the character want to investigate further into the haunted mansion that Father Longsdown said St. Judes church was built upon it will require a visit to the Hall of records in the local archive and an Investigation roll to find the one bit of interesting information that it holds “that below the mansion the police officers found a crypt where the family had created a mausuleum and committed ritual suicide while lying in their open coffins”.
4 - Commercial Street Police Station
At some point the characters may want to find out what the preliminary police records about both the murder of John Boroughs and Elisabeth Dawson says.
Heading the police station is Inspector John T. Spratling and he wants no one sniffing around the station, so it will require Persuasion (-2) roll just to stay at the station and talk to Spratling. If Tobias Gregson reveals himself to be a former police officer the penalty is only -1.
If the characters get talking to Spratling they will find out that it requires a bribe of a 10 shillings for him to show them the police reports. They will have 5 minutes to glance at them before Spratling takes them back.
The police records will alert the characters to the witness reports of puritan clad priest clothes and the victims being both burned and slashed.
Spratling does not want to discuss the case with the characters, but believes the murderer to be a lunatic jew just like Jack the Ripper was.
5 - Witnesses
The characters may want to visit the witnesses to both crimes to see if they can provide further clues or information. Both are not interested in speaking to non-Jews and will even if pressed not be able to give more information. They will however keep eyes and ears upon in the future if intimidated.
6 - Crime scenes
The characters may want to investigate the crime scenes despite the fact that most clues should be gone.
Both crime scenes will have one vital clue though, a sewer hatch is close by.
7 - The Crypt
When the characters find the secret door and entrance down to the crypt they will no doubt want to investigate. The best time is during the late evening when the church is closed - after 10 p.m.
The crypt is shrouded in darkness but torches are lined up on the walls and can easily be lid.
The characters will not get far into the crypt before two devil dogs will rush forward and attack. Beresford has placed the devil dogs there to kill any intruders. The devil dogs were ressourected by Beresford before attempting to ressourect Mansfield.
After dealing with the devil dogs the characters continue and move into the section of the crypt where the last family of the mansion are buried.
The last section of the crypt contains the empty coffin of William Mansfield. A small cardboard box of a new date is empty - a Notice roll will reveal a St. Judes coin that has dropped behind coffin. Once the characters open the coffin they find it empty, but a Notice (-2) roll will reveal a secret compartment or if the characters state that they investigate the coffin an Investigations roll will also reveal the compartment. In the compartment they will find some sheets of paper bundeld together - pages from William Mansfield’s diary.
Futher enquiries with Longsdown and Beresford
When the characters return from the crypt they will no doubt want to confront Father Longsdown about the crypt. He will appear horrified that a crypt is located below the church. If asked about the name William Mansfield, Longsdown will know that that was the name of a puritan priest who lived in the area almost 300 years ago. He was infamous for his brutality and the fact that he slayed people in the name of God if he found them to be heretics or not God-fearing enough. Longsdown does not know anything else about how he died.
8 - The Third Murder
During their conversation with Longsdown, a loud knocking will be heard on the frontdoors of the church and lots of loud shouting. Longsdown will rush to open the door and as the doors open a man shouts “Father, der er begået et nyt mord - det er ovre i Finch Street, kom hurtigt!”
Father Longsdown hurries back to the characters and asks them to go with the man to the crimescene while he goes to get Father Beresford in Widegate Street.
If some of the characters want to go with Father Longsdown he will have no objection.
Father Beresford’s flat
If some of the characters decide to go with Father Longsdown to seek out Father Beresford, the will find that no-one answers the door when they come knocking.
If they either break-in or lockpick their way into the flat, they will find several different newspaper articles about the murders and a Notice check will alert the characters to an infamous book hidden below the bed - the book is about bringing back the dead.
The crimescene
It will only take the characters around 5 minutes to get to Finch Street where a crowd has already gathered around the crimescene - in a backyard behind a building. A Notice check and the characters will overhear the crowd idenifying the person as Harry Pearson and that the police is 5 minutes away.
The body lies face down, but in a pool of blood. This means that the characters will have to move fast in order to deduct anything from the crime scene.
An Investigation check will reveal the following:
- Harry Pearson appears to have been killed in the same manner as the previous to victims; slashed in chest, face and stomach, severe burns on the back.
- The murder has taken place within the last ½ hour.
- Footprints from a very old style boot is represented the most within 5 feet of the body.
In order to follow the tracks the characters will have to make Tracking checks (+1 for mud/filth in the alley and -2 for poor light, which can be negated with a lamp.)
If successful the characters see that the tracks lead through a door and into another backyard(with a sewer hatch).
9 - The Hunt Begins
Into the sewers
Inside the sewers the characters will have to make new Tracking checks
1st check - 0 (+2 for mud/filth from the backyard hanging onto the shoes and -2 for poor light, which can be negated with a lamp.)
2nd check -1(+1 for less mud/filth from the backyard hanging onto the shoes and -2 for poor light, which can be negated with a lamp.)
3rd check -2 (-2 for poor light, which can be negated with a lamp.)
In the end the tracks lead to a ladder going up. When the characters have ascended they find themselves close to Christ Church.
Christ Church
To continue another Tracking check is required to pick up the tracks again. If successful the characters can follow them into the compound of Christ Church, where the tracks become so easy to follow due to the soft underground that no check is required.
The tracks lead to an old and closed cemetary - fenced in and with an old building far away. A second Tracking check will reveal a second set of foot prints also going into the old cemetary.
The old cemetary
At the old cemetary the character will not have come far into the compound before two devil dogs will appear from behind some bushes and attack the characters.
After the characters have dealt with the devil dogs they will continue towards the old building.
Inside the building they will find it more or less abandoned , but for a trapdoor in the floor with a ladder sticking out of it. A Notice roll will reveal voices from below, but it is not possible to see anyone.
If the characters descend they will find themselves in a tunnel, around 100 feet away they can see light. Approaching the light the characters will enter a cave where they will see both Father Beresford and the Witchfind Mansfield. At the first sign of the characters the two will attack the characters.
I was as you can tell heavily influenced by the real Whitechapel Murders of 1888, but tried to give the adventure its own feel. All the locations are real but I have taken a few liberties with the people and some parts of the location.
I had created numerous handouts and encounter maps, incl. maps of all the crime scenes, that I might be able to dig up if anyone has any interest in this.
THE HORROR OF ST. JUDES
Story background
Father Beresford has been tavellling in Eastern Europe for a couple of years. During his time there he encounter several forces of the Cabal and ended up being recruited by the Night Guard.
Upon his return to London, Beresford has called at St. Judes chuch in Whitechapel, where Father Longsdown has been more than happy to be receive help as he is an old man.
When the Whitechapel Murders took place 4 years ago the East End of London was in rebillion and the police were close to losing control. Beresford wants to stip up things again so that the Night Guard can move in and gain influence in the heart of the biggest Empire in the world.
For this purpose Beresford has animated a deceased puritan priest Willian Mansfield as a witchfinder zombie. Beresford holds control over Mansfield and has ordered him to kill locals in Whitechapel. So far two people have died.
In media res
Father Longsdown has contacted some of his fellow clergymen as he fears for his local community. Since their has been talk of a “devil of the night” and the return of the “Whitechapel fiend” a supporter of the lodge has pointed him to the London Lodge and the characters.
Timeline
Day 1
- Briefing from Father Longsdown
- (Visit to Hall of Records)
- (Visit to Police)
Day 2
- Arriving at St. Judes
- Investigating St. Judes
- Finding the crypt
Day 3
- Entering the crypt and fighting devil dogs
- Conversation with Longsdown about the crypt
- Third murder happens
- Investigating crime scene
- (Finding hidden book in Father Beresford’s flat)
- Following the killer through sewers
- Fight with devil dogs at old cemetary
- Finding cave and fight with Beresford and Witchfinder
1 - Father Longsdown
The Rippers are summoned to the lodge at The Marlborough Club on Pall Mall in London. Johan Van Helsing greets them in foyer and tells them that a Father Longsdown of St. Judes church is waiting for them in the library. The vicar wants to talk to them about the recent murders in Whitechapel, and any murder in Whitechapel is the business of the Rippers as you never know if Dr. Jack has somehow returned to his former hunting ground. Van Helsing apologises but has other business to attend to and leaves the characters to deal with the priest.
As expected the characters find an elderly man waiting for them in the library. Father Longsdown is a medium build man at around 60 with grey/white hair and big whiskers. When the characters enter he stands up to greet them.
“Thank you for taking the time to see me. For this I’m already very grateful. I’ve been at loss to what I should do, but my colleague Father Harrington pointed me in your direction and said that you had experience in handling mysteries.”
After the characters introduce themselves, Father Longsdown continues:
“I’m the vicar of St. Judes Church in Whitechapel, a smaller church which has been in existance since 1848. I have been vicar since 1879. Besides churchly affairs I see it as my responsibility to make sure that as many as possible in the local community feel well and that the area develops in a positiv Christian way. St. Judes lies on Commercial Street and many people stop by, seeking advice and consell in all matter religious, spirituel and day-to-day affairs. When something bad happens in the community it affects us all, least of all me as I want to protect the people around St. Judes, which is also the reason why I have come to you.
As you no doubt have read in the newspapers two murders have happend in Whitechapel within the last couple of weeks. The fear that this develops into another Jack the Ripper like case or that Jack is back himself has started to spread like wildfire in the streets. People are say that the devil himself is behind this! Two widely different persons John Boroughts (Pelham St.) and Elizabeth Dawson (Middelsex St.) are the victims; ordinary citizens not believed to have any enemies and without relations to each other, and yet they have been ripped to pieces in the streets around St. Judes!”
At this point Father Longsdown will show the newspaper clippings to the characters.
“A particular rumour that the murderer is some sort of supernatural being has made me fear the future. Both victims had recently been to the church and talked to me, a fact that I have so far kept to myself. Also what the newspaper articles don’t tell, but what the police have told me is that the victims were found with a medalion of St. Judes!
I beg you please come to Whitechapel and see whether you can help find this killer. It is not because the local police is not on the case, but they have many cases which require their attention. Also the more people actively trying to solve this the better.”
Father Longsdown waits until the characters accept his plea for help. He suggests that they come and visit him in St. Judes the next day, where they will also be able to meet the church’s other priest Father Beresford.
If questioned about Father Beresford, Father Longsdown will say that around 6 months ago he came to the church and asked if he could help. He used to live in Whitechapel, but has been doing missionary work in Eastern Europe recently but wanted to give something back to his local community, which has quite a lot of residents from Eastern Europe. Longsdown, almost 64 years old, has welcomed the help.
Father Longsdown will be able to provide the following further information:
- Police enquiry is lead by local police inspector John T. Spratling.
- Both John Boroughs and Elisabeth Dawson belong to the parish of St. Judes. They were not regular church goers but came to the church once in a while.
2 - St. Judes church
Arrival and intial enquiries
When the characters arrive in Whitechapel they will have no problems finding St. Judes church, which lies on Commercial Street near the corner to Whitechapel High Street.
Both Father Longsdown and Father Beresford will greet the characters when they arrive. Father Beresford looks to be around mid-forties, dark haired with a large moustace - continental style.
Longsdown thanks them once again for taking the time to help out. Longsdown lives in the vicaridge just behind the church. Beresford lives in a small flat not far from the church.
At some point the characters may want to enquire both Fathers about St. Judes or Father Beresford about what he knows about the murders.
- St. Judes was built in 1848 on top of the ruins of what was rumoured to be a haunted mansion. There have not been any supernatural events and Father Longsdown puts that down to “the presence of God has put the demons to rest”.
- Father Longsdown has the architectual drawing of of St. Judes in his church records in his office. (It does not show the secret entrence, that can only be found by going through the church records and reading the Memoirs of St. Judes by James Harding, first vicar of St. Judes)
- Father Beresford knows nothing except from what the church goers tell him and what he reads in the newspaper. He shares the concerns of Father Longsdown in terms of the bad effect the murders are having on Whitechapel
Searching St. Judes
If the characters commence a search of St. Judes there will be several clues which can be uncovered with successful Notice rolls or through good roleplaying:
Pillar
In front of the secret door small stains of candlewax can be found, this in an area of the church where the sunlight shines in. It requires a Notice(-2) roll to find the release button that reveals the secret door.
Armoury
A small piece of old smelling decayed garment seems to have been torn of one of the weapons behind a curtain. No person would wear clothes like this.
Father Longsdown’s office
The lock on file cabinet drawer where Memoirs of St. Judes is located has small scratch marks left from the lockpicks that opened them. To find the paragraphs where James Harding decribes that a secret door was made to the old crypt of the mansion requires an Investigation roll.
Futher enquiries
When the characters have obtained more information they might have new questions for Father Longsdown, who can tell the following
- He has no knowledge of a secret door or crypt.
- He has not read Memoirs of St. Judes, as vicar Harding was later revealed as belonging to a secret cult of devil worshippers.
- The church frontdoors are open from 6 a.m. until 10 p.m. every day. Investigation will show that the front doors have small scratches from lockpicks but they are not recent.
- Himself and Father Beresford are the only two with keys to the front doors.
3 - Hall of records
Should the character want to investigate further into the haunted mansion that Father Longsdown said St. Judes church was built upon it will require a visit to the Hall of records in the local archive and an Investigation roll to find the one bit of interesting information that it holds “that below the mansion the police officers found a crypt where the family had created a mausuleum and committed ritual suicide while lying in their open coffins”.
4 - Commercial Street Police Station
At some point the characters may want to find out what the preliminary police records about both the murder of John Boroughs and Elisabeth Dawson says.
Heading the police station is Inspector John T. Spratling and he wants no one sniffing around the station, so it will require Persuasion (-2) roll just to stay at the station and talk to Spratling. If Tobias Gregson reveals himself to be a former police officer the penalty is only -1.
If the characters get talking to Spratling they will find out that it requires a bribe of a 10 shillings for him to show them the police reports. They will have 5 minutes to glance at them before Spratling takes them back.
The police records will alert the characters to the witness reports of puritan clad priest clothes and the victims being both burned and slashed.
Spratling does not want to discuss the case with the characters, but believes the murderer to be a lunatic jew just like Jack the Ripper was.
5 - Witnesses
The characters may want to visit the witnesses to both crimes to see if they can provide further clues or information. Both are not interested in speaking to non-Jews and will even if pressed not be able to give more information. They will however keep eyes and ears upon in the future if intimidated.
6 - Crime scenes
The characters may want to investigate the crime scenes despite the fact that most clues should be gone.
Both crime scenes will have one vital clue though, a sewer hatch is close by.
7 - The Crypt
When the characters find the secret door and entrance down to the crypt they will no doubt want to investigate. The best time is during the late evening when the church is closed - after 10 p.m.
The crypt is shrouded in darkness but torches are lined up on the walls and can easily be lid.
The characters will not get far into the crypt before two devil dogs will rush forward and attack. Beresford has placed the devil dogs there to kill any intruders. The devil dogs were ressourected by Beresford before attempting to ressourect Mansfield.
After dealing with the devil dogs the characters continue and move into the section of the crypt where the last family of the mansion are buried.
The last section of the crypt contains the empty coffin of William Mansfield. A small cardboard box of a new date is empty - a Notice roll will reveal a St. Judes coin that has dropped behind coffin. Once the characters open the coffin they find it empty, but a Notice (-2) roll will reveal a secret compartment or if the characters state that they investigate the coffin an Investigations roll will also reveal the compartment. In the compartment they will find some sheets of paper bundeld together - pages from William Mansfield’s diary.
Futher enquiries with Longsdown and Beresford
When the characters return from the crypt they will no doubt want to confront Father Longsdown about the crypt. He will appear horrified that a crypt is located below the church. If asked about the name William Mansfield, Longsdown will know that that was the name of a puritan priest who lived in the area almost 300 years ago. He was infamous for his brutality and the fact that he slayed people in the name of God if he found them to be heretics or not God-fearing enough. Longsdown does not know anything else about how he died.
8 - The Third Murder
During their conversation with Longsdown, a loud knocking will be heard on the frontdoors of the church and lots of loud shouting. Longsdown will rush to open the door and as the doors open a man shouts “Father, der er begået et nyt mord - det er ovre i Finch Street, kom hurtigt!”
Father Longsdown hurries back to the characters and asks them to go with the man to the crimescene while he goes to get Father Beresford in Widegate Street.
If some of the characters want to go with Father Longsdown he will have no objection.
Father Beresford’s flat
If some of the characters decide to go with Father Longsdown to seek out Father Beresford, the will find that no-one answers the door when they come knocking.
If they either break-in or lockpick their way into the flat, they will find several different newspaper articles about the murders and a Notice check will alert the characters to an infamous book hidden below the bed - the book is about bringing back the dead.
The crimescene
It will only take the characters around 5 minutes to get to Finch Street where a crowd has already gathered around the crimescene - in a backyard behind a building. A Notice check and the characters will overhear the crowd idenifying the person as Harry Pearson and that the police is 5 minutes away.
The body lies face down, but in a pool of blood. This means that the characters will have to move fast in order to deduct anything from the crime scene.
An Investigation check will reveal the following:
- Harry Pearson appears to have been killed in the same manner as the previous to victims; slashed in chest, face and stomach, severe burns on the back.
- The murder has taken place within the last ½ hour.
- Footprints from a very old style boot is represented the most within 5 feet of the body.
In order to follow the tracks the characters will have to make Tracking checks (+1 for mud/filth in the alley and -2 for poor light, which can be negated with a lamp.)
If successful the characters see that the tracks lead through a door and into another backyard(with a sewer hatch).
9 - The Hunt Begins
Into the sewers
Inside the sewers the characters will have to make new Tracking checks
1st check - 0 (+2 for mud/filth from the backyard hanging onto the shoes and -2 for poor light, which can be negated with a lamp.)
2nd check -1(+1 for less mud/filth from the backyard hanging onto the shoes and -2 for poor light, which can be negated with a lamp.)
3rd check -2 (-2 for poor light, which can be negated with a lamp.)
In the end the tracks lead to a ladder going up. When the characters have ascended they find themselves close to Christ Church.
Christ Church
To continue another Tracking check is required to pick up the tracks again. If successful the characters can follow them into the compound of Christ Church, where the tracks become so easy to follow due to the soft underground that no check is required.
The tracks lead to an old and closed cemetary - fenced in and with an old building far away. A second Tracking check will reveal a second set of foot prints also going into the old cemetary.
The old cemetary
At the old cemetary the character will not have come far into the compound before two devil dogs will appear from behind some bushes and attack the characters.
After the characters have dealt with the devil dogs they will continue towards the old building.
Inside the building they will find it more or less abandoned , but for a trapdoor in the floor with a ladder sticking out of it. A Notice roll will reveal voices from below, but it is not possible to see anyone.
If the characters descend they will find themselves in a tunnel, around 100 feet away they can see light. Approaching the light the characters will enter a cave where they will see both Father Beresford and the Witchfind Mansfield. At the first sign of the characters the two will attack the characters.
Tuesday, May 21, 2013
Rippers: Langdale Pike
Langdale Pike
JournalistBorn: October 5th, 1858
Place of birth: Whitechapel, London
Height: 5' 7"
Weight: 143 lbs
Background
Langdale Pike's childhood was not a happy one, his mother died in childbirth and his father James Pike, a merchant sailor, could not deal with the fact of raising a child on his own, so he went to sea. Langdale was left with his aunt Agnes, who unable to have children on her own, raised him as her own.
When he was 12 the boy came to the attention of newspaper editor Andrew Mortimer, who offered the boy a job. The job was to get him the news his reporters could not get, by eavesdropping on conversations - cause who would pay any attention to a small kid. Langdale became a huge success and Mr. Mortimer's newspaper The Daily Star, was able to break many stories before the other papers.
When he grew older, Langdale was given a full time job as a journalist and continued his success. His natural curoiusness, persuasive powers and knowledge of London made him a top reporter.
Recently however Langdale has come across the biggest story ever, and he can tell no one about it. Langdale found out that a group of men are combating the evils of the night. But instead of breaking the story to the world, Langdale found himself admiring the people and wanting to help.
On his first mission Langdale found out that dealing with the horrors of the night would have a personal cost. Some creature that he was hunting, tricked him and he suddenly came face to face with it. Langdale felt the creature looked into his soul and touched him with his evil.
Despite the experience Langdale has vowed to continue the fight.
Stats
Pace: 6
Toughness: 5
Charisma: 0
Sanity: 4
Status: 5
Cash on hand: £3
Attributes
Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Edges
Alertness
Connections (London Underworld)
Investigator
Hindrances
Curious [major]
Habit [minor] (Opium use)
Touched [minor]
Defining Interests
Etiquette
Knowledge (London)
Politics
Photography
Skills
Climbing d4
Fighting d4
Guts d4
Investigation d8
Lockpicking d4
Notice d6
Persuasion d8
Shooting d4
Stealth d6
Streetwise d8
Taunt d4
Equipment
.25 Derringer
Monday, May 20, 2013
Rippers: Father Philip Green
Father Philip Green
Church of England Priest
Born: February 11, 1850
Place of birth: Guildford, Surrey
Height: 5' 10"
Weight: 184 lbs
Background
Up until November 1887 Father Philip Green worked as a vicar in the village of Artington, Surrey. He had lived in the village with his wife for more than 10 years, a peaceful life in a peaceful village.
All of that changed in November 1887, when Father Green woke up one night finding a creature hovering over his wife. He immediately rose from his bed, but was slammed out of the window by the creature. When he recovered he found himself in the attendance of the local doctor. He had a broken leg and a several deep cuts from the broken glass of the window that he was thrown out of. His wife had died of unknown causes the doctor told him and just why Green was found outside was inexplainable.
Green however knew what he had seen, so when he was able to walk again he left Artington and set about finding out who had killed his wife. The vicarage was closed down.
Strong in his belief Father Green believed that God would help in his quest. He searched for years without being able to find his wife's killer.
Then one day while in deep prayer in St. Mary's church in Whitechapel, London, Father Green became aware that someone was standing behind him listening. That person was Father Thomas Eustace the vicar of the church. Himself and old member of the Order of St. George he told Green about the order. Father Eustace recruited Green and told him to continue his hunting for the church and the order. Father Green was only to happy to join.
Stats
Pace: 6
Parry: 5
Toughness: 5
Charisma: 0
Sanity: 6
Status: 5
Annual Wages: £140
Cash on hand: £2 10s
Attributes
Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d6
Edges
Common Bond
Hard to Kill
Stout-Hearted
Hindrances
Nightmares [major] (Wife's killer)
Orders [minor] (Order of St. George)
Vengeful [minor]
Defining Interests
Folklore
Herbalism
Skills
Fighting d6
Guts d6
Healing d4
Intimidation d8
Investigation d4
Knowledge (Occult) d8
Knowledge (Religion) d6
Notice d4
Shooting d4
Survival d4
Throwing d8
Equipment
Throwing knives
Flintlock pistol (.60)
Holy symbol
Sunday, May 19, 2013
Rippers: Doctor Percy Trevelyan
Doctor Percy Trevelyan
AlienistBorn: April 14, 1857
Place of Birth: Reading, Berkshire
Height: 5' 9"
Weight: 161 lbs
Background
Percy Trevelyan’s childhood was not a happy one, before he entered his teens his mother had died from disease and his father been committed to the Colney Hatch Asylum.
Somehow Percy managed to defy the odds and was adopted by an upper class family of doctors. Despite having missed years of education, young Trevelyan eventually ended up on a scholarship at The London Hospital Medical College. He has since then established himself as a promising doctor within the recently discovered field of psychology.
When his adopted parents also died, Trevelyan used his inheritance to set up a private clinic in Brook Street, Mayfair, London. His younger half-sister means the world to him and is his link to his dead adopted parents. When their parents died, she moved in with their aunt.
Dr. Trevelyan never forgot his poor childhood, so when the opportunity arose to do charity work at Stepney Workhouse, the young doctor volunteered. Hoping to somehow help the mentally ill and use his skills rather than listen to the imaginative problems of the rich.
During his time there Trevelyan has experienced several cases of inmates talking about creatures in the night. Normally these things are dismissed out of hand, but Dr. Trevelyan started to look further into their tales, and found that the mad men were indeed telling the truth. Convinced that his father, still locked away at Colney Hatch must have experience something similar, the good doctor has devouted his life to finding out the truth about these creatures and the effect they have on mankind.
Stats
Pace: 6
Parry: 4 (5 with Sword cane)
Toughness: 4
Charisma: 0
Sanity: 7
Status: 5
Annual Wages: £450
Cash on hand: £7
Attributes
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d4
Edges
Arcane Background (Psionics)
Down to Earth
Psychotherapist
Hindrances
Dark Secret [major] (Father locked away at asylum)
Obligations [minor] (Younger sister - lives with aunt)
Vow [minor] (Help the mentally insane)
Defining Interests
Anthropology
Knowledge (Business)
Knowledge (Poison)
Language (Latin)
Skills
Fighting d4
Guts d4
Healing d8
Intimidation d4
Knowledge (Medicine) d6
Knowledge (Psychology) d8
Notice d4
Persuasion d6
Psionics d8
Shooting d4
Taunt d4
Equipment
.38 Revolver
.45 Martini-Henry rifle
Sword cane
Saturday, May 18, 2013
Rippers: Sgt. Henry Baynes
Next Friday we will attempt to get our Rippers campaign started and I thought I would present the characters that I have created for my friends to play.
A bit of background
As I have mentioned in an earlier post on this blog, I always try to create different characters who each have different qualities. However I also try to make sure that there are overlaps - i.e. Investigation is not limited to a single character.
My Rippers has a different focus and I therefore have in mind that the character should not just be a monster hunter but have some kind of profession on the side. Besides giving the character more background and depth, it has the added benefit of given me a way to introduce a case in a way a bit different than just having the head of the group/lodge give them an assignment.
How the character was presented to my friend:
Born: June 27th, 1859
Place of Birth: Marylebone, London
Height: 6' 0"
Weight: 196 lbs
Background
Young Henry Baynes was once one of the up-and-coming stars of the London Metropolitan Police's Murder Squad. Born in an upper class family of high ranking police officer it was a pretty given fact that the police would also be the career path for Henry. The first 5 years went according to plan and Baynes rose to the rank of Inspector.
One day though everything changed. Baynes was on what looked like a straightforward murder case. After some initial enquiries Baynes had cornered the murderer in an old warehouse in Limehouse. He was too late to save the daughter of a member of the House of Commons and when the murderer suddenly disappeared into mist Baynes was left with a corpse and no murderer. His family disgraced by - in their mind - incompetence, he was disowned, demoted to the rank of Sergeant and sent to the Northamtonshire Police.
Baynes was broken and took to the bottle, unable to ever forgive himself and haunted by the nightmarish gore of the dead girl. He never forgot the murderer and hope to someday find him and bring him to justice. The prospects of that are bleak though, as his drinking has left him with a bad reputation as a drunkard unable to do his job.
Baynes though still has the burning desire to do good and is just waiting for his chance.
Stats
Pace: 6
Parry: 6
Toughness: 7
Charisma: 0
Sanity: 4
Status: 2
Annual Wages: £110
Cash on hand: £2 5s
Attributes
Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d8
Edges
Brawny
Liquid Courage
Scrapper
Hindrances
Broken Spirit [major]
Disowned [minor]
Habit [minor] (Gin)
Defining Interests
Forensics
Forgery
Knowledge (London Police)
Skills
Fighting d8
Guts d4
Intimidation d4
Investigation d6
Knowledge (Law) d4
Notice d8
Shooting d4
Stealth d4
Streetwise d6
Tracking d8
Equipment
.41 Revolver
Baton
A bit of background
As I have mentioned in an earlier post on this blog, I always try to create different characters who each have different qualities. However I also try to make sure that there are overlaps - i.e. Investigation is not limited to a single character.
My Rippers has a different focus and I therefore have in mind that the character should not just be a monster hunter but have some kind of profession on the side. Besides giving the character more background and depth, it has the added benefit of given me a way to introduce a case in a way a bit different than just having the head of the group/lodge give them an assignment.
How the character was presented to my friend:
Sgt. Henry Baynes
Northamptonshire PoliceBorn: June 27th, 1859
Place of Birth: Marylebone, London
Height: 6' 0"
Weight: 196 lbs
Background
Young Henry Baynes was once one of the up-and-coming stars of the London Metropolitan Police's Murder Squad. Born in an upper class family of high ranking police officer it was a pretty given fact that the police would also be the career path for Henry. The first 5 years went according to plan and Baynes rose to the rank of Inspector.
One day though everything changed. Baynes was on what looked like a straightforward murder case. After some initial enquiries Baynes had cornered the murderer in an old warehouse in Limehouse. He was too late to save the daughter of a member of the House of Commons and when the murderer suddenly disappeared into mist Baynes was left with a corpse and no murderer. His family disgraced by - in their mind - incompetence, he was disowned, demoted to the rank of Sergeant and sent to the Northamtonshire Police.
Baynes was broken and took to the bottle, unable to ever forgive himself and haunted by the nightmarish gore of the dead girl. He never forgot the murderer and hope to someday find him and bring him to justice. The prospects of that are bleak though, as his drinking has left him with a bad reputation as a drunkard unable to do his job.
Baynes though still has the burning desire to do good and is just waiting for his chance.
Stats
Pace: 6
Parry: 6
Toughness: 7
Charisma: 0
Sanity: 4
Status: 2
Annual Wages: £110
Cash on hand: £2 5s
Attributes
Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d8
Edges
Brawny
Liquid Courage
Scrapper
Hindrances
Broken Spirit [major]
Disowned [minor]
Habit [minor] (Gin)
Defining Interests
Forensics
Forgery
Knowledge (London Police)
Skills
Fighting d8
Guts d4
Intimidation d4
Investigation d6
Knowledge (Law) d4
Notice d8
Shooting d4
Stealth d4
Streetwise d6
Tracking d8
Equipment
.41 Revolver
Baton
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