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GURPS'
ROBIlll
HOOD
Adventures in Shewood Forest.
.
.
And Beyond
By Robert
M.
Schroeck and
Peggy
U.V. Schroeck
Edited by Jeff Koke
Additional material by Joseph Avins, Chris
W.
McCubbin,
Lisa
Pinkham
and
Scott Pinkham
Cover Art by David Menehan
Illustrated by Ruth Thompson
Cartography by Mike Naylor
GURPS
System Design by Steve Jackson
Loyd Blankenship, Managing Editor; Carl Anderson, Production Manager
Page
Layout ai~dTypography
by
Jeff Koke and Monica Stephens
Production
by
Carl Anderson and
Manuel
Garcia
Ruth Thompson, Staff Artist; Kerry Havas, Print Buyer
Research vaterial Provided by Gabriela Catalano, Ronni Katz, Lisa Pinkham, Scott
Pinkham
and Cheryl Weaver.
Playtesters: C. J. Carella, Valeria Coney, Libby Curnow, John M. Ford, David Gollihugh,
Mary
Gollihugh,
Alexandra Honigsberg, David Honigsberg, Steven
Piziks,
Brett Slocum, Daniel
3.
Thibault,
Jim Viel, Nancy Viel, "Rabulias," "Tomb" and the Illuminati
BBS.
Special
thanks
to Kat Avins, Tim Schwindinger, and the libraries of Princeton and Rutgers Universities.
GURPS,
ZRhuhti,
Rolcplayer
and
the
an-seeing pyramid are registered trademarks of Steve Jackson Games
Incorporated.
All
names of other products
published by Steve Jackson Games
Incorporated
are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
GURPS
Robin
Hood is copyright
O
1992
by Steve Jackson Games Incorporated.
All
rights reserved. Printed in the U.S.A.
STEVE JACKSON
GAMES
CONTENTS
Other Places of Note
...........
86
7he Highwayman 's Code of Honor
5 1
The
Opposidon
...............
52
Adventure Seeds
..............
86
...................
Clam and Septs
...............
52
Personalities
.
........
87
...
....
INTRODUCTION
..........
3
Clan MacDonneU of Glengar
52
6
CYBER-ROBIN
-90
..........
Typical British Soldier
53
.......
The Word on the Street
...........
91
The Face Behind the Icon
..........
91
lntegraiittg Cyber-Robin
ltuo an Eristing Cmpaign
.....
91
Worldbooks, Sourcebooks and
Genres
.
.
3
7he Garrison At Gk~igany
53
Places
of
Note
..................
54
...................
About
GCIRPS
.................
3
..............
Glengarry
54
1.
CWCTERS
..........
4
About [heAuthors
3
.............
.
Robyn Lincolrt 's
accomplish met^
.
.
91
Capt Jomes Bean
Map of Glengarry and Environs
..
54
54
Advantages. Disadvantages and Skills
.
.
-5
Allies
........................
92
The Moors
..................
55
The "Merrymen"
.............
92
Robyn 's Cyberdeck
............
92
Advantages
.....................
5
The Mountains
...............
55
Disadvantages
...................
7
Heatherwood
................
55
Cyber-Robin's lcorrr
...........
92
Netrunners
..................
93
.........
Skills
.........................
.........
8
Other Locations of Note
.................
55
Fogs on the Moors
.............
55
Adventure Seeds
..............
55
Character Types
2
.
THE LEGEND
10
Cyber-Robin
ar
Patron
93
OF ROBIN
WOOD
.....
,
13
..........
meTypical Merryman
93
"Little John"
................
94
Father Paul Tucker
............
94
......................
...................
........
Personalities
56
.
EnglamiofW12thCentury
........
14
The Socio-Politics of
Medfwal
4
SPLITS ARROW
61
.................
Enemies
95
Thecartel
..................
95
The Typical Take
.............
95
Contactirtg
Cy
ber-Robin
.........
95
A Wanted Man
62
..................
..................
Engld
14
Jackson Ryder
62
........
..........
How To Use 77113 Book
14
Abo# the Characters
...........
14
The Tale of Splits Arrow
62
Old West
...................
62
Ci~tewic
Local
Cyberspace Map
........
%
.......
vs
.
Historic
..........
62
........
Qf
Times. Places and Kings
15
Culnrres
irr
Ettglatd
............
15
Great
Britain
in
the 12th Century 16
The Underworld
..............
97
Elsewhere atid Elsewhett 63
Typical Member of Jackson's Akicita
63
............
Local Government
97
Cyber-Robin's Demesne
...........
97
Cyber-Robin's Targets
.........
97
Normaras vs
.
Sraorrr
17
............
Allies
......................
64
Secret IdenCinies
...............
64
White
Eagle.
WtaChief
.......
65
....................
..................
7%eSheri$s
WllimLongchamp
-
17
"Logc Bombs"
..............
97
"Sherman Forest"
............
98
..............
Reget11to King Richard
.......
18
Enemies
Looks
Al
Fire
-
Medicine Matt
66
....
Te~baology
..................
19
7%eOld Religiot~
..............
19
66
Advetwe Seeds
98
Selected Sites in Robyn's
Local
Net
...
99
Saaotech Gateway
.............
99
Hacker Haven
...............
99
.................
...............
Jackson's Frontier
67
..................
.................
Geography
20
..................
Fort GaiJlard
67
.......
Forest
Law
Map of Nottingham Tom
......
-21
20
Typical U.S. Amy Soldier
67
.....
"Crooknet"
99
Finanet
...................
100
Shermanet
.................
100
Kironet
...................
101
..................
....
Other Towns
and
Settlements
68
................
NotthghamsbSre and Eviross
21
Fort Gaillard
68
Adventure Seeds
..............
68
Map of Jackson Ryder's Frontier 69
...................
of Note
.........
23
..........
Other Locahanons
Richard Coeur-de-Lion
24
...............
Robin of Shemood
25
......
Personalities
Personalities
........
70
7
.
ASTEROID RAIDER
....
109
102
Prince John (John Luckland)
25
......
5. DARK
JUSTICE 76
Shadow Law
.................
77
...........
Merry Matt's Code of Hottor
25
The Origin of the Merry Men
.....
26
Arrow Splitting and
................
Alpha Tenutius
110
...........
Nyleve and Kendra
110
Asswnptioru
................
110
Techtwlogy
................
110
Oratech
...................
111
The Man in the Shadows
77
............
....
Edwin Washington
77
Other Feats of Bowma~uhip
26
Uttcoln Green
................
26
...
Ldbrum Elsewhere and Elsewhen
77
The Truth
...................
78
.........
..............
Typical Forester
27
Goals and Conflicts
............
28
meMoor
...................
28
.........
Bur
I Don't Play Supers!
78
.............
The Great Black
Ship
111
Local
Government
............
111
luicit Starports
..............
111
Nyleve atui Kendra: Physical DetaiLr
112
Kevin Neiborr
.................
113
Allies
....................
113
......
Long-Tsnn Goals
78
......
....................
The Duality and the Difficulty
-79
Enemies
29
"
Wofshead"
.................
29
What You See Isn't What You Get
79
........
Commuriicatiott in the Greetwood
.
.
29
Romantic Entanglements
79
Libnun's Charities
.............
79
......
Arrows and Bows
..............
30
Allies
......................
31
Being it1 lkoPlaces at Once
Tratasphting the Scerlario
113
79
........
............
Women itr the Merry Me11
........
3
1
Money and Ecot~~mics
Tactics and Techniques
80
Yolanda Delaeroir. Assistattt D.A.
80
........
Kevitt
f
Boardittg Crdt
113
...................
..........
3 1
Enemies
114
..........
Woodscraft in Sherwood
.........
32
Typical Crewmember
114
Librum's Other Activities
80
Lightbolt
...................
81
....................
Typical Oratech Securiq
weer
.
.
114
Typical Miner
...............
114
................
Greentree
...................
32
..............
Libnun
81
............
Adventure Seeds
32
................
Within theBelt
LnTottya Applegate
81
........................
115
Other Settings
33
..................
...........
"Home"
Allies
115
82
...
Defending Greentree
34
......
Personalities
...................
'~uno"ClarsPatrolShip
115
Typical ah-eel-LevelDrug Dealer
82
Enemies
......................
83
The Police
..................
83
Organized Crime
..............
83
Backroom Deals
..............
83
................
35
Timeline
......................
46
.....
"Sutfer" Class Mining Crafi
115
....
3
.
THE GHOST
Advanced Sensor Technology
116
..............
OF
THE
MOORS
.
,
.....
47
Map of Home
116
.....
The Oratech Corporate Hub
117
The Truth of the Black Ghost
........
48
.............
Adventure Seeds
117
Librwn's Turf
83
............
Progress of Oratech Mining
....
118
..........
..............
Disorganized Crime
84
Libnun's Ghetto
................
84
.....
Sean
MacDonaU
48
..............
Alien Races (Irari.
Jaril)
Wherearrd When
119
48
....
..................
Known Areas of Drug Traffic
84
..........
Personalities
Heraldry:
A
New Specio&&iott
48
120
Jacobism:
A
Brif History
........
49
.
.
.......
Ship Record:
S S Nosferatu
124
Map of Sciotland
..............
49
Falher Patrick Wright
84
.........
.........
Map of Librum's Turf
85
........
BIBLIOGRAPHY
125
Friends and Allies
.............
51
77Ie Black Ghost's "lrvult~erabilicy"
51
................
hecinct
#97,
City Police
86
Libnun's
Lair
................
86
INDEX
127
Contents
INTRODUCTION
Next to the legends of King Arthur, the most enduring tales
in
the English
language are those of Robin Hood. From their first literary appearance in the
14thcentury to this very day, Robin and his Merry Men have been archetypes
-
endlessly reinvented and reinterpreted, yet always the same.
It has been said that there are only seven basic plots in all of fiction, and that
Robin Hood is one of them. If the story of Robin Hood is a fundamentalelement
of literary tradition, then transplanting Robin to different settings can yield
surprising dividends. Motion pictures have done it, novels have done it, and the
original tellers of the tales have done it. And in the tradition of
GURPS,
that is
what we attempt here. The Robin Hood of legend is here, yes, but there is more
-
in this volume, the prince of thieves is taken on a whirlwind tour through time
and space. From Jacobite Scotland to cold asteroids orbiting a far star, you will
find Robin and his men in more guises than you might expect. As Malcolm A.
Nelson says in his book
l3e Robin Hood Tradition in the English Renaissance:
"ne
man
who worcldfind the 'real Robin Hood'
.
.
.
must also
find
a man
idealized in thefifreenth century, ennobled and rejined in the sixteenth, domesti-
cated and debased in the seventeenth, ignored in the eighteenth, romanticized in
the nineteenth, and transfomd into a hero
. . .
in
the twentieth.
"
So we carry on a tradition of reweaving the tales of Robin
Hood
against new
backgrounds and peoples. Won't you join us in the grand tapestry of his story?
Forward, into Sherwood!
Steve Jackson Games
is
committed to
full
support of the
GURPS
system.
Our
address
is
SJ Games, Box
18957,
Austin,
TX 78760. Please include a self-ad-
dressed, stamped envelope (SASE) any
time you write
us!
Resources now avail-
able include:
Roleplayer.
This bimonthIy magazine
includes new rules, variants, new races,
beasts, information on upcoming releases,
scenario ideas and more. Ask your game
retailer, or write for subscription informa-
tion.
New supplements and adventures.
We're always working on new material,
and we'll be happy to let you know what's
available.
A
current catalog
is
available
for an SASE.
Errala.
Everyone makes mistakes, in-
cluding us
-
but we do our best to fix our
errors. Up-to-date errata sheets for all
GURPS
releases, including this book, are
always available from SJ Games; be sure
to include
an
SASE
with your request.
Q&A.
We do our best to answer any
game question accompanied by an SASE.
-
Robert
and
Peggy Schroeck
-
input.
we
value-your com-
ments. We will consider them, not only for
new products, but also when we update
this
book on later printings!
BE.
For those of you who have com-
puters, SJ Games operates a BBS with
dis-
cussion areas for several games, including
GURPS.
Much of the playtest feedback
for new products comes from the BBS. It's
up 24 hours a day at
512-447-4449,
at
300,
1200
or
2400
baud. Give us a call!
~amer
Page
References
Rules and statistics in this book are spe-
cifically for the
GURPS Basic Set,
Third
Edition.
Any
page reference that begins
with a
B
refers to a page in the
Basic Set
-
e.g.,
p. B102
means p.
102
of the
Basic
Set,
Third Edition. An
SW
refers to
GURPS
Swashbucklers,
OW
to
Old West,
and SU means
Supers.
Likewise, CY sig-
Worldbooks, Sourcebooks and Genres
nifies
GURPS Cyberpunk,
and
s
means
Space.
GUMS
Robin
Hood
is
a new concept for
GURPS
-
while it's a source-
book, it does not follow the pattern of most of our sourcebooks. Instead of
focusing on one setting, we explore variations on the classic theme of Robin
Hood. Several of the most popular
GURPS
worldbooks and sourcebooks
-
OM
About the Authors
Bob and Peggy Schroeck continue their
West, Swashbucklers, Supers, Cyberpunk
and
Space
-
have chapter-length
obsession
with figures
of
British
scenarios dedicated to them; sidebars up.
33-34)
detail even more variants.
legend in
this
volume, Bob's third book
The Robin Hood of the classictales can be played using only this volume and
and Peggy's second. Bob is the author of
zE2721t:
the
GURPS
Basic
Set,
Third
EtWon,
or can be incorporated into a campaign
a;l,"~~~~,",",~~f
based on
GURPS
Magic or
GURPS
Fmrtasy.
The others will require the appro-
their
free
time
traipsing through the prime-
priate worldbook or sourcebook for best use. If the GM doesn't own these books,
val forests of New Jersey, bows in hand.
the cross-genre sections will still make good source material and campaign ideas.
-3-
Introduction
1
CHARACTERS
The Robin Hood legend speaks of
many
different char-
acter types, from nobleman to serf. Players can become
Robin Hood or one of his Merry Men, a forester in the
King's service, one of the Sheriffs men or the Sheriff of
Nottingham himself.
This chapter presents the various types of characters
commonly found in the classic legend, as well as the com-
mon advantages, disadvantages and skills that these (and
characters from this book's other genres) will often
possess.
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