GURPS (4th ed.)-Big Lizzie.pdf

(3080 KB) Pobierz
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
B IG
L IZZIE TM
Written by W.G. ARMINTROUT
Edited by JASON “PK” LEVINE and NIKOLA VRTIS
Illustrated by SCOTT COOPER, PAT ORTEGA, and LOSTON WALLACE
Maps by J. DAVID GEORGE and GABBY RUENES
An e23 Sourcebook for GURPS ®
STEVE JACKSON GAMES
Stock #37-1102
®
Version 1.0 – April 2010
845166021.031.png 845166021.032.png 845166021.033.png
 
C ONTENTS
For some time he stood thus, literally aghast at the
magnitude of his discovery.
– Jules Verne, Journey to the Center of the Earth
About GURPS
Steve Jackson Games is committed to full support of
GURPS players. Our address is SJ Games, P.O. Box 18957,
Austin, TX 78760. Please include a self-addressed, stamped
envelope (SASE) any time you write us! We can also be
reachedbye-mail: info@sjgames.com .Resourcesinclude:
New supplements and adventures. GURPS continues to
grow – see what’s new at www.sjgames.com/gurps .
e23. Our e-publishing division offers GURPS adven-
tures,playaids,andsupportinPDFform...digitalcopies
ofourbooks,plusexclusivematerialavailableonlyone23!
Just head over to e23.sjgames.com .
Pyramid ( www.sjgames.com/pyramid ). Our monthly
PDFmagazineincludesnewrulesandarticlesfor GURPS ,
systemlesslocations,adventures,andmuchmore.Lookfor
each themed issue from e23!
Internet. Visit us on the World Wide Web at
www.sjgames.com for errata, updates, Q&A, and much
more. To discuss GURPS with our staff and your fellow
gamers, visit our forums at forums.sjgames.com .
The web page for GURPS Big Lizzie is located at
www.sjgames.com/gurps/books/biglizzie.
Bibliographies. Many of our books have extensive bib-
liographies, and we’re putting them online – with links to
let you buy the resources that interest you! Go to each
book’s web page and look for the “Bibliography” link.
Errata. Everyonemakesmistakes,includingus–butwe
doourbesttofixourerrors.Up-to-dateerratapagesforall
GURPS releases, including this book, are available on our
website – see above.
Rules and statistics in this book are specifically for the
GURPS Basic Set, Fourth Edition. Page references that
begin with B refer to that book, not this one.
C ONTENTS
2
845166021.001.png 845166021.002.png
I NTRODUCTION
A LTERNATE S ETTINGS
Although this adventure is designed as a western, it could
be set in any time or place as long as several factors are kept
in mind:
•ThePCshavefew,ifanypowers;anyextranormalabilities
that the heroes have are limited in effect and range.
•The PCs have minimal armor.
•ThePCsareridinghorses,notmotorizedvehicles;ifwalk-
ing is preferred, then the outlaws must be on foot, too.
•There is a hill or bend that could hide the location of the
anomaly’s entrance.
•The starting town is small.
With these essential features in mind, the adventure can be
adapted with little modification to take place in Victorian
England or modern Colorado.
This is not a western adventure John Wayne or Jimmy
Stewart would have taken part in, nor is it like anything Louis
L’Amourwilleverwrite.Ithasmoreincommonwith...well...
Ray Harryhausen. The Father of Dynamation (and Super
Dynamation, Super Dynarama, and Dynarama). The talent
behind Jason and the Argonauts,
The Mysterious Island, One Million
Years B.C., and the Sinbad saga.
And The Valley of Gwangi.
You see, there are dinosaurs
here. Neanderthal men. Plus a few
Aztecs. And one eighth-century
Irishman . . . riding a wooly mam-
moth. But don’t have this supple-
ment in sight! Don’t tell your
players! As far as they are con-
cerned, this should be a standard
westernrompinpursuitofthebad-
men and kidnapped school marm
Donna Nesbitt. Your players will
comeridingtotherescue...
. . . and that’s when you spring the dinosaurs on them!
This1980s-styleadventureisintendedforfourtoeight150-
point PCs. The lethality is largely dependent on the number
and type of dinosaurs that the party faces, and is thus control-
lable by the GM. Although specific roles are provided for this
scenario, premade characters are not, so the GM should allow
time for character creation before the adventure.
Thisadventuremayseemeasyatfirst.Itisn’t.Whilenotreal-
istic, these cinematic “Hollywood” dinosaurs are very deadly
creatures.Thepossemaykillseveralwithoutincident–goodfor
them! However, when one of the fearsome beasts finally gets
through...well,someonewillbedeadorhurting.OnePCgone
means a fraction of the firepower is gone, leading to more
dinosaursgettingthrough...TheGM,however,isfreetotinker
withdinosaurhitpointsifhesodesires.
This adventure may take several game sessions to play,
depending on whether the players have spent any time with
western games and on how “efficiently” they play. If a shorter
adventure is needed, cut Encounters #4 to #10 (pp. 10-11),
throwing in two more dead horses (their riders eaten) at
Encounter #11 (“Jaws”).
R ECOMMENDED R EADING
Someweaponsprovidedtotheadventureparticipantscanbe
foundin GURPSHigh-Tech, thoughplayerswithonlythe Basic
Set should be able to make adjustments relatively easily. For
ideas on running “lost world” adventures, check out GURPS
Lands Out of Time. Thosewhowanttorecreatecombatscenes
will find the following Cardboard Heroes sets handy: Fantasy
Set 6 – Monsters I (forNeanderthals), Fantasy Set 4 – Animals
(for representing dinosaurs and other creatures), Fantasy Set
13 – Dragons (as an approximation of larger critters), and
Cowboys and Indians (foritsselectionofgenrefigures).
A BOUT THE A UTHOR
W.G. (Bill) Armintrout began his game design career in
1978 with the publication of Hot Spot, a Metagaming
microgame. In addition to his freelance work, he has worked
for Steve Jackson Games, Bard Games, Origin Systems,
Electronic Arts, Turbine, Psygnosis, Vicarious Visions; design-
ing, developing, and programming board games, RPGs, com-
puter games, and video games. He currently is the proprietor
of The Miniatures Page ( www.theminiaturespage.com ), a
website for miniature wargamers.
GURPS System Design STEVE JACKSON
GURPS Line Editor SEAN PUNCH
Managing Editor PHILIP REED
e23 Manager STEVEN MARSH
Page Design PHIL REED and
JUSTIN DEWITT
Art Director WILL SCHOONOVER
Production Artist NIKOLA VRTIS
Prepress Checker MONICA STEPHENS
Marketing Director PAUL CHAPMAN
Director of Sales ROSS JEPSON
GURPS FAQ Maintainer –––––––
VICKY “MOLOKH” KOLENKO
Additional Material: Lizard, Sean Punch, and David L. Pulver.
The “Utah Team” Playtesters: Brent “Valdessnado” Anderson, David “Chinese” Chadwick, Mike “Niles” Chadwick, Rich “Grimble” Davis, Tracy “Trapper” Dustin,
Shane “Smithie” Dustin, Mike “Zebedian” LaGrow, Alex “Zeke” Orton, Alethea “Walton” Potter, David “Zirk” Potter, Eric “John-boy” Swallie, and Mike “Doc” Wedemeyer.
GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid , Big Lizzie, e23, and the names
of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
GURPS Big Lizzie is copyright © 2010 by Steve Jackson Games Incorporated. Some art © 2010 JupiterImages Corporation. All rights reserved.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal,
and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage
the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
I NTRODUCTION
3
845166021.003.png 845166021.004.png
 
C HAPTER O NE
S ETTING U P
Inanutshell,thesituationin Big Lizzie isthis:Amangycol-
lection of outlaws holds up the Nobles (Arizona) bank, taking
ashostagelovelyDonnaNesbitt,darlingoftheregion.Ahastily
organized party of townsfolk and a rancher family set off in
pursuit. As the outlaws head south toward Mexico, they and
their pursuers blunder into an interdimensional region where
dinosaurs still walk.
Theadventureisintendedforbrand-newPCs;eachindivid-
ual takes a role appropriate to the adventure (the Doctor, the
Eldest Bother, the Gambler, etc.) from the list provided on
p. 18. At the GM’s discretion, existing PCs may be used, but
each should assume a role appropriate to a frontier town and
beworkedintotheadventurebackground.(Notethatthetown
sheriff dies in the opening sequence, but someone could play
the sheriff’s deputy.)
The heroes’ party should consist of about eight people; if
there are fewer players, the GM can run some of the remain-
ing roles as NPCs or allow players to play two PCs each.
Alternatively, the GM can increase the heroes’ power level and
havethembettersuppliedfromthestart–agroupoffour,300-
point“actionheroes”withtwicethesuppliescouldsurvivethis
scenario with a little luck. If none of these suggestions fit the
gaming group, it’s easy to scale back the difficulty of this
adventure by making the dinosaurs less aggressive and having
the group face fewer Hairies near the end.
The GM may randomly choose roles for the players – 12
roles are given, so not all will be used – or he may wish to
describe them and have the players pick. Note that there are
two PC groups – the Family (four Brothers, Father, Grandpa,
and the Cook) and Townsfolk (Blacksmith, Gambler, Store
Owner, Trapper, and Doctor).
Once this is accomplished, and eight roles have been
assigned or chosen, the subsequent steps are:
1. Naming. Players must name their heroes. Family mem-
bers(theCookandGrandpaexcepted)mustchooseacommon
last name.
2. Character Creation. Character stats are assigned now. If
desired,PCsmaybethesamesexastheirplayers.Simplyalter
the sex of the role as appropriate – Father becomes Mother,
Brother is Sister, Store Owner is addressed as “Ma’am,” etc.
Each male PC except the Cook now determines why he
loves Donna Nesbitt, the town’s school marm, a matter that
willshortlybecomevitallyimportant.See The Love Table (p.5)
for instructions. The Cook and female PCs need not roll. For
the female heroes, Donna is the best friend they have in this
world. The Cook, meanwhile, knows that his employers adore
Donna, so he too is devoted to seeing her safe.
3. Equipment. Eachroledescriptiononp.18liststheequip-
ment that each hero is carrying at the moment he is involved
in this adventure. The GM may also approve other gear if he
desires – bear traps for the Trapper, for instance.
Donna, where can you be? Where
can you be?
– Ritchie Valens,
“Donna”
R OMANCE P OINTS
Romanceisattheheartofthisadventure.Thatiswhatkeeps
the heroes in pursuit of the outlaws, goads them into fighting
dinosaurstheycouldeasilyoutrun,andmakesthingsfun.
The GM awards Romance Points secretly during the
game, to male and female PCs alike. He does not tell a player
that he has just won Romance Points, but silently adds them
tothatplayer’stotal.Atconvenientintervals(afterabattle,or
at the end of a session of play), the GM updates the players
on their comparative standings in general terms, such as “the
Blacksmith is going to get some attention for dropping that
bat, but Grandpa is still number one . . .”
Romance Points are granted for a variety of reasons.
Killing a Dinosaur: Worth 20 Romance Points or the
Encounter Number (from one to five on the Encounter Tables,
p. 15) times 10, whichever is greater. (For encounters with
ranges, use the first number in the range to determine the
number of points received.) At the GM’s discretion, if simulta-
neous killing shots take down a creature, everyone making the
shots get the points.
Major Wounds : Any single shot that causes in excess of 1/2
of the dinosaur’s HP in damage but does not kill a dinosaur is
worth 15 Romance Points.
Each Shot: Each successful shot at a dinosaur is worth 5
Romance Points.
Running from Battle: In any battle in which some of the
heroes run away from a dinosaur, the PCs who do not run
receive double the fight’s normal Points.
Wounds: Each wounded PC receives 20 Romance Points.
Death: A hero who is killed receives 50 Romance Points.
S ETTING U P
4
845166021.005.png 845166021.006.png 845166021.007.png
The Love Table
For each male PC (one at a time, in any order), roll a
die. On a 1-3, roll a second die on Column A of the Love
Table (below); on a 4-6, roll a second die on Column B.
Read the text to the player, then write the name of the role
nexttotheentrytomarkitasused.Amarkedentrycannot
be reused – if one comes up again, reroll it.
You have loved the school marm, Donna Nesbitt, ever
since . . .
Role Column A Reason
_____ Youfoundoutthatthosebrothersofthatranch-
ingfamilywereafterher.You hate thosebroth-
ers.(IfthisisgiventoaFamilymember,it
referstotheothermembersofthefamily.)
_____ That night at the Settlers’ Ball when you kissed
her and she slapped your face. You like a
woman with spunk.
_____ You first saw her with the school children, and
realized what a marvelous wife and mother she
would make.
_____ You saw that marvelous shoulder-length chest-
nut cascade of hair, and dreamed of its fresh
clean scent.
_____ Yousawherstepdownfromthestagecoachon
thedayshearrived,andyounoticedshehadthe
mostbeautifulpairofanklesyou’deverseen.
_____ You heard an angel singing, and then realized as
you passed the schoolhouse that it was Donna’s
sweet voice singing to the children.
Role Column B Reason
_____ That rattlesnake ventured onto Main Street and
Donna drilled him with her lady-sized der-
ringer. You have to admire a gal that shoots
hard and straight.
_____ That night at the Settlers’ Ball when you passed
out on the steps of the schoolhouse. In the
morning, you dimly remember Donna throw-
ing a blanket on you where you lay. Thinking
about her, you haven’t touched a drop since.
_____ The children talked you into fixing the fence of
the schoolyard. Donna thanked you for your
kindness, and her smile dazzled you with its
radiance.
_____ You realized that Lionel Nesbitt is the wealthy
financier driving the railroads through the
Territory, and that Donna must be his daughter.
_____ That night at the Settlers’ Ball when you
danced with her, and felt her warm and
graceful in your arms.
_____ You learned of her love for poetry and for art, so
different from any of the other women you’ve
known on the frontier.
Expertise: Whenever someone successfully uses one of his
skills (such as when the Trapper tracks, or when the Doctor
heals), he receives 20 Romance Points.
Tokens: Donna drops “Tokens” behind her as the adventure
goesalong.WhenaTokenisencountered,itisfoundbyoneof
the heroes with the three lowest Romance Point totals (roll
randomly). That person receives 20 Romance Points.
Naming: Wheneveradinosaurtypeisencountered,thePCs
must give it a name. (The GM may let the heroes choose their
ownname,orhemaysimplyinformthemthattheyhavegiven
it the name provided in Bestiary, pp. 19-22.) One of those with
thethreelowestRomancePointtotals(randomlychosen)may
name the dinosaur, and receives 10 Romance Points.
Miscellaneous: The GM should award Romance Point
bonusesinunitsof5,10,and20foranythinghefinds“roman-
tic” or otherwise impressive to Donna. After the adventure,
she’ll talk to everyone in the rescue party, and thus find out
about practically everything they’ve done.
Examples include:
•SingingalovesongtooraboutDonna
aroundtheeveningcampfire(20Romance
Points to the first player to do so).
•Yelling“ForDonna!”whilecharginga
Big Lizzie (10 Romance Points).
• Naming a lake after Donna (5
Romance Points).
The GM may also give Romance Point
penaltiesforanythingoffensivetoDonna.
This includes attacking fellow party members, unnecessary
attacks on passive dinosaurs, and so forth.
W INNING THE H AND
OF D ONNA N ESBITT
When the adventure is over, each man (except the Cook, if
he’s male) gets his chance to propose to Donna Nesbitt, while
thewomen,theCook,andanyonewhodoesn’twanttopropose
get the opportunity to influence Donna on behalf of a living
hero or someone back in town. (The Cook should try to
encourage Donna to marry one of the Family members.)
Proposals or persuasions are taken in Romance Point order,
highest score going first. The hero makes an appropriate
Influenceroll(p.B359)orEnthrallmentskillroll(p.B191-192)
against Donna’s Will of 12. On a “Good” reaction or better,
Donnadecidestomarrythathero(orthepersonbeing
suggested). The GM may give a small bonus to
someone with a particularly high Romance Point
total – perhaps even a penalty to the person with
the lowest total, if he gets a chance to go. On less
thana“Good”reaction,thenextPCgetshischance.
Deceasedheroesstillgettheirchancetowinthe
woman’sheart;Donnamaychoosetopineawayfor
his memory rather than marry someone else.
Donna may choose not to marry anyone.
There’sonlyaslimchanceofthat,butloveisnoto-
riously fickle.
S ETTING U P
5
845166021.008.png 845166021.009.png 845166021.010.png 845166021.011.png 845166021.012.png 845166021.013.png 845166021.014.png 845166021.015.png 845166021.016.png 845166021.017.png 845166021.018.png 845166021.019.png 845166021.020.png 845166021.021.png 845166021.022.png 845166021.023.png 845166021.024.png 845166021.025.png 845166021.026.png 845166021.027.png 845166021.028.png 845166021.029.png 845166021.030.png
Zgłoś jeśli naruszono regulamin