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Tyrmatt
2009-07-13, 06:54 AM
I'm busily designing my first proper Fallout GURPS encounter for my team of intrepid players. After throwing some mooks at them to gauge their power in a straight firefight, I realise that the average wastelander hasn't got a hope in hell against them right now. So these raiders have to have cut their teeth against some good powerful foes, in particular the leader who wears a cannibalised suit of Power Armour from the Brotherhood of Steel.

So, for opinions and helpful advice, I present: Showdown at Cloud Pass

The map of this area comes later. I'm imagining 6-8 houses and maybe one larger building with lots of cover and places to pop out from.

Enemies
Ripjaw, Raider Leader - Ripjaw is wearing what looks like a cannibalised suit of Power Armour. While its clear from his slower movements that the neural interfacing is not functioning, this still makes him quite the tank and he can withstand a fair number of barrages from the heavy bullet based weaponry that the PC's have access to. If he is given sufficient time to prepare and become paranoid, he will be equipped with a LMG and maybe even a missile launcher. He has a sledgehammer for wielding in melee combat and his juggernaught like weight makes him a force to be reckoned with up close and at range. He is best dealt with using hit and run tactics by the human players but the Supermutant players could probably go toe to toe with him for a good while in straight melee.
Name: Ripjaw
Race: Human

Attributes [65]
ST 15 [50]
DX 11 [20]
IQ 10
HT 10

HP 18 (Hit Points includes +3 from 'Extra Hit Points')
Will 10
Per 10
FP 10

Basic Lift 45
Damage 1d+1/2d+1

Basic Speed 5.25
Basic Move 4 [-5]

Ground Move 4

Social Background
TL: 8 [0]
Cultural Familiarities:
Languages:

Advantages [57]
Charisma (1) [5]
Combat Reflexes [15]
Daredevil [15]
Enhanced Parry (bare hands) (1) [5]
Extra Hit Points (3) (Affects displayed HP score) [6]
Fearlessness (3) [6]
Radiation Tolerance (PF 2) [5]

Disadvantages [-40]
Addiction (Jet) (Very Expensive) [-20]
Bad Temper (12 or less) [-10]
Impulsiveness (12 or less) [-10]

Quirks [-2]
Delusion [-1]
Proud [-1]

Skills [20]
Gunner/TL8 (Rockets) DX/E - DX+1 12 [3]
Guns/TL8 (Light Machine Gun) DX/E - DX+3 14 [8]
Guns/TL8 (Pistol) DX/E - DX+2 13 [3]
Guns/TL8 (Shotgun) DX/E - DX+1 12 [1]
Guns/TL8 (Submachine Gun) DX/E - DX+1 12 [1]
Survival (Radioactive Wasteland) Per/A - Per+1 11 [4]

Stats [65] Ads [57] Disads [-40] Quirks [-2] Skills [20] = Total [100]

Hand Weapons

Ranged Weapons
1 LMG, 7.62mm LC:1 $6600 Wgt:30
w/o bipod Dam:7d pi Acc:5 Range:1000 / 4200
RoF:15! Shots:100(5) ST:13B† Bulk:-6 Rcl:2
w/ bipod Dam:7d pi Acc:5 Range:1000 / 4200
RoF:15! Shots:100(5) ST:9B† Bulk:-6 Rcl:2
1 RPG, 85mm LC:1 Dam:6dx3 (10) cr ex Acc:3+1 Range:300 / 1000
RoF:1 Shots:1(5) ST:10† Bulk:-6 Rcl:1 $800 Wgt:21 Notes:[2,7]

Armor & Possessions
1 Combat Hardsuit (TL 9) $10000 Wgt:30 Location:full suit
2 LMG, 7.62mm (Ammunition) $240 Wgt:12 Location:
5 RPG, 85mm (Ammunition) $570 Wgt:28.5 Location:


Scope, Ripjaw's Lieutenant - Scope, his lieutenant is much less armoured but also trickier to find. He's spent his life hiding and dodging out the way of the more powerful raiders and denizens that he's come across. His sniper rifle lets him take aimed shots, crippling limbs and reducing the effectiveness of the players. Once cornered however, he's by no means a melee threat, only having a small knife to hand and thus his true strength comes from never being found at all. If Ripjaw falls before he does and he feels he cannot reliably take down the PCs without being killed, he will flee the scene.

Name: Scope
Race: Human

Attributes [102]
ST 7 [-20] (ST includes -1 from 'Reduced ST')
DX 12 [40]
IQ 11 [20]
HT 9 [-10]

HP 13 [12]
Will 11
Per 15 [20]
FP 9

Basic Lift 9.8
Damage 1d-3/1d-2

Basic Speed 7.25 [40]
Basic Move 7

Ground Move 7/14
Water Move 1

Social Background
TL: 8 [0]
Cultural Familiarities:
Languages:

Advantages [39]
Acute Vision (2) [4]
Combat Reflexes [15]
Enhanced Move (Ground) (1) [20]

Disadvantages [-44]
Cowardice (12 or less) [-10]
Fearfulness (-2) [-4]
Low Pain Threshold [-10]
Reduced ST (-1) (Affects displayed ST score) [-10]
Selfish (12 or less) [-5]
Skinny [-5]

Skills [3]
Guns/TL8 (Rifle) DX/E - DX+1 13 [2]
Knife DX/E - DX+0 12 [1]

Stats [102] Ads [39] Disads [-44] Quirks [0] Skills [3] = Total [100]

Hand Weapons
1 Dagger LC:4 $20 Wgt:.25
Dam:1d-4 imp Reach:C Parry:-1 ST:5 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1]

Ranged Weapons
1 Dagger LC:4 Dam:1d-4 imp Acc:0 Range:3.5 / 7
RoF:1 Shots:T(1) ST:5 Bulk:-1 Rcl: $20 Wgt:.25
1 Sniper Rifle, .338 LC:3 $5600 Wgt:17.5
w/o bipod Dam:9d+1 pi Acc:6+3 Range:1500 / 5500
RoF:1 Shots:4+1(3) ST:11B† Bulk:-6 Rcl:4
w/ bipod Dam:9d+1 pi Acc:6+3 Range:1500 / 5500
RoF:1 Shots:4+1(3) ST:8B† Bulk:-6 Rcl:4

Armor & Possessions
1 Scope, 4x $150 Wgt:1.5 Location:
20 Sniper Rifle, .388 (Ammunition) $320 Wgt:16 Location:
1 Traveler's Rations $2 Wgt:.5 Location:


There will also be three mook-level raiders who are mostly cannon fodder and will likely serve as juicy targets while Ripjaw sets himself up in a good position (assuming the PCs charge in) and Scope will find a vantage point to take his first shot from. If possible, he will move after each shot in order to conceal his location. There is also a Raider Trapmaster lurking somewhere in the village, rigging the streets with grenade bundles and bear-traps as much as he can. He's gonna hide out on the rightmost house of the area with a grenade bundle near the door. If the PCs can spot and disarm it, they can throw it into the house and cause a big bang that leaves him little more than ash. Otherwise, he attacks violently with his shotgun when cornered but has no other special skills. Like Scope, he will delight in not ever being found and should Ripjaw fall before him, he flees.

This is just a preliminary design of the first real fight the PCs come up against and there's even the opportunity to add an extra player to the fight with the town's cage having either the new player or an NPC in it. PEACH :)

TheLash
2009-07-14, 05:13 AM
Sounds fun. How about bottlecap mines? Those worked great in the game. Why not in the GURPS system?

Tyrmatt
2009-07-14, 09:06 AM
Sounds fun. How about bottlecap mines? Those worked great in the game. Why not in the GURPS system?

I'll give that a thought. Bizarrely, GURPS vanilla doesn't seem to have statistics for small anti-personnel devices such as claymores and pressure/proximity mines. Mind you, I doubt the average player is very interested in using them against foes, hence why they don't seem to be in the Characters book. Maybe it's in the Campaigns book...

Anyway, thanks for looking in and the helpful advice. Hope the rest of the Playground wants to pitch in with fun stuff or advice. I know there's a small cadre of GURPS players in here somewhere!

mikeejimbo
2009-07-14, 09:45 AM
I'll give that a thought. Bizarrely, GURPS vanilla doesn't seem to have statistics for small anti-personnel devices such as claymores and pressure/proximity mines. Mind you, I doubt the average player is very interested in using them against foes, hence why they don't seem to be in the Characters book. Maybe it's in the Campaigns book...

Anyway, thanks for looking in and the helpful advice. Hope the rest of the Playground wants to pitch in with fun stuff or advice. I know there's a small cadre of GURPS players in here somewhere!

Have you checked in GURPS High-Tech? It might have such weapons.