Is Rippertech worth it?

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tourq
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Is Rippertech worth it?

#1 Postby tourq » Sun Aug 05, 2012 9:10 pm

We're getting ready to start Rippers for the first time, but many of us are concerned that Rippertech isn't worth it. The whole point is to use Rippertech to give us a fighting chance against demons, and yet the penalty for using Rippertech seems to offset any advantage. Specifically, gaining Rippertech gives you a Reason penalty, which affects your Spirit die rolls, which greatly increases your chance of failing to recover from being Shaken.

Now, I don't have a lot of experience with Savage Worlds, but we've hit "Shaken-Lock" too many times already. I cringe at a penalty to recover from Shaken, and I certainly can't justify even a -1 penalty to recover from it.

Am I off-base?

Thanks for your time.

ValhallaGH
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#2 Postby ValhallaGH » Mon Aug 06, 2012 7:43 am

Also a penalty on Fear checks. :mrgreen:

Yeah, that's all intentional.
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#3 Postby ogbendog » Mon Aug 06, 2012 9:59 am

Not that I've played much rippers, but Combat Reflexes should be able to offset that loss

tourq
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#4 Postby tourq » Tue Aug 07, 2012 3:27 am

ogbendog wrote:Not that I've played much rippers, but Combat Reflexes should be able to offset that loss


Oooh. I forgot about that. Actually, I have little experience with Savage Worlds.

Thanks guys.

Thunderforge
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#5 Postby Thunderforge » Tue Aug 07, 2012 11:27 am

Don't forget that you can spend a benny at any time to get out of Shaken; no roll required. That should alleviate many of the "shaken-lock" problems.
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#6 Postby Tavis » Wed Aug 08, 2012 3:37 am

Thunderforge wrote:Don't forget that you can spend a benny at any time to get out of Shaken; no roll required. That should alleviate many of the "shaken-lock" problems.


A lot of that happened with my Rippers group.

Something else to remember (or at least, that I did) was give Bennies for roleplaying low (or negative) Reason.

Treating low Reason as a Hindrance (which it most definitely is!) meant more bennies going to those who took Rippertech and were willing to roleplay the 'slip into madness' that came with implanting bits of monster into themselves. That meant they had more to break the 'shaken lock' with.

Reason can also be recovered with time in an asylum (though that has it's own risks - a guaranteed additional Hindrance) or with therapy from an alienist (someone with the Alienist edge - less certain, but risk free)

Both of these can recover Reason back to 0 - you'll need a Spirit advance from that point to get your reason into positive numbers.

Also, having a good Rippertech Lab, and a GOOD practitioner of Rippertech (remember Rippertech is a knowledge skill, so with a d8 in Rippertech and any other Knowledge skill Scholar can be applied to it for a +2 to rolls) give a half decent chance of the implant being done with a raise or maybe two (bennies help here too) Raises on Rippertech implantation can be used to grant additional benefits, remove side effects and mitigate Reason loss (emphasis mine)

Most of the time my players went for removing side effects and mitigating Reason loss, unless they felt they could live with the side effects, in which case it was the Reason loss that got dealt with first - we did have a few spectacular rolls that resulted in implants with an additional benefit as well.
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