Ich benutze in meiner Rippers-Runde ein (zusammen mit einem Kumpel) selbstgebasteltes Logensystem, da mir das offizielle auch nicht ganz zusagte.
Wir haben es direkt auf Englisch verfasst, damit wir es bei Pinnacle ins Forum stellen konnten, eine deutsche Fassung gibt es nicht.
Have fun!
Lodge Stats
Influence
The Influence stat remains pretty much as described in the Rippers book. The only change is that Influence can not be purchased. The only ways to improve your Influence is to a) do a good job at fighting the cabal, and b) improving your Facilities (more on that later).
Membership & Resources
These stats no longer exist in the form presented in Rippers. Neither Members nor Donations can be purchased. If you want more members, go out and Recruit some! Need more money? Go find someone who's willing to give it to you!
This makes it more difficult (or at more least time consuming) to achieve high Membership numbers, but in turn the necessity to keep two Rippers per Facility in the Lodge at any time is removed. This allows you to run a well equipped Lodge with relatively few personel. (A feature which, IMO, adds to the feeling of running a "secret society")
Facilities
The Facilities section experienced the greatest changes. Instead of a single Facilities Stat, the Lodge's Facilities are represented by five separate categories: General Condition, Medical Facilities, Laboratory, Library and Workshop. If you're using the additional Lodge options from the Rippers Companion, the Chapel can either replace the Laboratory, or be added as a sixth Facility category. Each of these has its own Facilities Modifier that can range from -2 to +2. In every category except General Condition it's also possible to have no Facility at all (If you don't want to invest money into a Laboratory, you don't have to).
General Condition: A Lodge with a low General Condition Modifier might be located in a run-down dock-side basement, an old cottage in the woods, or even the sever system. High levels of General Condition represent impressive edifices such as a palace or mansion. The General Condition Modifier is added to any Charisma-influenced roll when recruiting new members, or when dealing with Rippers from other Lodges.
The General Condition Modifier also determines the Lodge's Status rating. If a Ripper stays overnight at a Lodge with a lower Status rating than his own, he looses one point of Status.
GC Status
-2 0
-1 4
0 8
+1 12
+2 16
Medical Facilities: In their basic state, Medical Facilities are identical to the Medical Centre in the Rippers book. When the Medical Modifier is improved to 0 or better, the Lodge also gains the benefits of an Operation Theatre.
Laboratory: The Laboratory combines the effects of the Ripper Lab and Alchemist's Lab from the Rippers book.
Library: Perhaps the single most important Facility of any Lodge, the Library works as described in the Rippers book. When the Library Modifier is improved to 0 or better, the Lodge also gains the benefits of a Training Room (In this case, the bonus to Skill learning is based more on theoretical knowledge gained from textbooks than actual experience).
Wokshop: The basic Workshop combines the effects of the Workshop and Armoury from the Rippers book. When the Workshop Modifier is improved to 0 or better, the Lodge also gains the benefits of a Foundry.
Chapel: As mentioned in the Rippers Companion, some Lodges include a Chapel instead of a Laboratory. It's also possible (although more expensive) to have both Facilities in the same Lodge. When the Chapel Modifier is improved to 0 or better, the Lodge also gains the benefits of a Reliquary (Yes, this means that building a Chapel is the only way to get a Reliquary into your Lodge).
Special Facilities
There are also some Facilities that don't have their own Facility Modifiers. The Lodge either has the Facility in question, or it doesn't. The rules for these Facilities remain unchanged from those given in the Rippers book and the Rippers Companion. Where such a Facility applies a Facility Modifier to any rolls, the Modifier of an appropriate "regular" Facility is used for this purpose. You can find a list of Special Facilities, their effects and their costs under Improving your Lodge.
Building a Lodge
A newly created Lodge automatically starts with:
- Influence: 3
- A number of Novice Rippers equal to the number of player characters
- £100 of Monthly Donations (or just enough to cover all the Lodge's Stipends if this totals to more than £100)
- General Condition: -2
The players then get five "improvent points" to spend on their Lodge. Each point can do one of the following:
- Improve the Lodge's Influence by +1 (This option may only be chosen twice for a maximum starting Influence of 5)
- Add two more Novice Rippers
- Increase Monthly Donations by £50
- Improve one Facility by one level (this includes buying a new Facility at -2)
- Add a Special Facility
Improving your Lodge
As mentioned above, the only way to improve the Lodge directly by investing money is to improve the five (or six) Facility categories. Improving a Facility's Modifier by one level costs an amount of money depending on the level to be purchased. Remember that each Facility must be improved separately, and each Modifier level must be purchased in sequence.
-2: £100
-1: £250
0: £400
+1: £550
+2: £700
Facilities and Influence
As mentioned earlier, improving your Lodge's Facilities also affect your Influence. A well equipped Lodge can be trusted to care for a larger area, and smaller Lodges will start to turn to you for technical assistence.
The important Facilities for this effect are your Laboratory (or Chapel), Library and Workshop (General Condition and Medical Facilities may make your life easier, but the three "technical" Facilities actually help you do your job as Rippers).
For every Facility Modifier level that all three of these Facilities share, your Lodge gains one level of Influence.
If you have the best Library in the world (+2), but neither a Laboratory nor a Workshop, other Rippers will be only moderately impressed. If you spread your investments and get a Laboratory: -1, Library: 0 and Workshop: -1, you'll have gained a +2 bonus to you Influence. (And you even spent less money!)
If the Lodge includes both a Laboratory and a Chapel, use the higher Facility level of these two together with those of the Library and the Workshop.
Special Facilities
Secure Cells: £300*. The Cells' Toughness is modified by the Workshop Modifier.
Specialist Library: £100 per Skill. The bonus is based on the Library Modifier.
Torture Chamber: £450. Must have Secure Cells first. The interogation bonus is based on the Workshop Modifier.
Public Area: £500. The infomation bonus is based on the General Condition Modifier. The requirement of Sleeping Quarters is waived, since each Lodge is expected to have these anyway.
*Note that this price differs from the one given in the Rippers book. In the original version, the Secure Cells would be "included" in the general sequence of improvements. In this version, the Cells need to be purchased separately, in addition to the "regular" Facilities.
New Professional Edge
Scientific Authority
Requirements: Novice, Scholar (see below)
The Ripper is an respected authority in a specific segment of science. Even more important, it's a segment that's useful to the mission of the Rippers.
To become a Scientific Authority, the Ripper must have the Scholar Edge with a specific combination of affected Knowledge Skills, based on one of the four types of "working" facilities of his Lodge.
Alchemist (Laboratoy): Rippertech & Alchemy
Librarian (Library): History & Literature
Engineer (Workshop): Engineering & Chemistry
Theologian (Chapel): Religion & Occult
The membership of a Scientific Authority gives a Lodge an additional +1 Bonus to the respective Facility Modifier (this can raise the Modifier to +3). The Lodge also gains +1 Influence per Scientific Authority present. Each Lodge can only benefit from one Scientific Authority per Facility, and the Facility in question must actually be present in the Lodge (with a Modifier of -2 or better).