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[[file:Map_nottinghamshire_1751.jpg|right|600px]]
 
 
[https://forum.rpg.net/index.php?threads/int-recruit-savage-worlds-sherwood-adventurers-or-50-fathoms-redux.847136/ Interest/Recruitment thread]
 
 
[https://forum.rpg.net/index.php?threads/savage-sherwood-the-new-greenwood-adventurers.847486/ OOC thread]
 
 
[https://forum.rpg.net/index.php?threads/savage-sherwood-the-new-sherwood-adventurers.847570/ IC thread]
 
 
__TOC__
 
 
== Setting ==
 
 
The Hood is long dead, and the people of Sherwood look to new wardens to protect their ancient forest home. A forester, wild man, nun, ex-Crusader (or whatever you come up with) form the New Merry Men. Perhaps a heel face Guy of Gisborne. Their mentor is none other than the aged Tuck, Marion or whoever. The band battle corrupt nobles, vampires, witches and such.
 
 
It will have mystical elements (I am thinking the 80s UK TV version which had quite a bit of mysticism, including one scary episode where they foil a coven summoning the Devil). But I don’t think we would have Arcane Backgrounds. I’ll handle some of the mystical expectations with the Blessed Edge in the first post.
 
 
=== Money ===
 
 
Main unit of currency in the setting is the silver ''penny'' (equivalent to the RAW $). A ''shilling'' is 12 pence, a ''pound'' 240.
 
 
Higher value coins, rarely used except for the largest transactions, are the gold ''noble'' (6 shillings and 8 pence) and ''quarter-noble'' (1 shilling and 8 pence).
 
 
== Non-Player Characters ==
 
 
=== Sir Harold ===
 
 
And old Saxon nobleman and the main patron of the Merry Men.
 
 
=== Sir Nicholas Huskel ===
 
 
The new Saxon sheriff of Nottingham.
 
 
=== Village Reeves ===
 
 
Thomas Goodman, John of Upton and five others. Sometimes hesitant and strictly covert local backers of the Merry Men.
 
 
 
== Player Characters ==
 
== Player Characters ==
  
=== Cateline Desroches (Illtry) ===
+
=== Roan Wykes ===
[[file:image.jpg|right|400px]]
 
 
 
Hailing from a family of French knights, Cateline grew up around stories of of chivalry and romance, but none captured her heart more than the dashing tales of the Hood and his Merry Men. She begged her father to train her in the ways that he had been taught, without much convincing he conceded to train his youngest child. She was soon proficient in use of the Quaterstaff. Her family eventually found its way over to England. The King, attempting to curry favours and influence, had brought Cateline right to the heart of the stories she loved the most. Of course as soon as she heard tell of the new Merry Men she leapt at the chance to join them in Sherwood, to continue her families legacy of heroism. Her father assumed she would soon get tired of playing ‘pretend,’ her mother knew better.
 
 
 
; Background
 
: Knight’s Daughter (heraldry, chivalry, manners, etiquette)
 
 
 
; Attributes
 
: Agility d6
 
: Smarts d10
 
: Spirit d8
 
: Strength d6
 
: Vigor d6
 
 
 
:: Charisma 2
 
:: Pace 6"
 
:: Parry 7 (+2 with quarterstaff)
 
:: Toughness 6 (+1 with armor)
 
 
 
; Skills
 
: Fighting d8
 
: Guile d8
 
: Guts/Intimidate d8
 
: Handiness d4
 
: (N) Notice d6
 
: (N) Persuade d8
 
: (N) Shift d6
 
 
 
; Edges
 
: Attractive (human bonus)
 
: Brave (advance)
 
: Forest Fighter (free)
 
: Quarterstaff Master (Heroic)
 
: Strong Willed (advance)
 
 
 
; Hindrances
 
: Heroic (Major)
 
: Loyal (Minor)
 
: Pacifist (Minor)
 
 
 
; Gear
 
: Quarterstaff ($10) Str+d4, parry +1, reach 1
 
: Dagger ($25) Str+d4
 
: Normal clothing- Fitted Blue robe + dark grey cloak ($20)
 
: Light Leather chest piece+ bracers ($50)
 
: Leather Pack ($50)
 
: Waterskin ($5)
 
 
 
; Experience
 
: XP: 20
 
: Rank: Seasoned
 
: Advances
 
# raised Smarts
 
# gained Strong Willed
 
# gained Brave
 
# raised Spirit
 
 
 
----
 
 
 
=== Roan Wykes (Talisman) ===
 
[[file:roanwykes.jpg|right|400px]]
 
  
 
The son of a poacher, he fled to the depths of Sherwood when his father was killed by the Normans. He lived among the beasts and the birds for nearly ten years, but he's finally joined the New Merry Men and seeks to avenge the wrongs done to the Saxon peasantry.
 
The son of a poacher, he fled to the depths of Sherwood when his father was killed by the Normans. He lived among the beasts and the birds for nearly ten years, but he's finally joined the New Merry Men and seeks to avenge the wrongs done to the Saxon peasantry.
  
; Background
+
'''Background:''' Wildman (plants, animals, local geography, occult)
: Wildman (plants, animals, local geography, occult)
 
  
 
; Attributes
 
; Attributes
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:: Pace 6"
 
:: Pace 6"
 
:: Parry 7
 
:: Parry 7
:: Toughness 6 (+1 with armor)
+
:: Toughness 6 (1)
  
 
; Skills
 
; Skills
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----
 
----
  
=== Robert (stinkyfool) ===
+
=== Robert ===
[[file:image.jpg|right|400px]]
 
  
Robert comes from a long line of common farmers, and was conscripted into the Crusader courses heading east to fight. He was forced to help with logistics and hauling goods on the way there, where he was then forced into being one of the first through the breach as battles began. He accumulated a lot of scars in those fights, which now obviously show on his face. Indeed,  Robert returned home to find his family dead, and their farm appropriated. When he tried to sort out what happened, the guard tried to run him off. Robert reacted rather poorly to how he was being treated, and the resulting altercation and its fallout forced him to flee into the Forest, where he joined up with the New Merry Men.
+
Robert comes from a long line of common farmers, and was conscripted into the Crusader courses heading east to fight. He was forced to help with logistics and hauling goods on the way there, where he was then forced into being one of the first through the breach as battles began. He accumulated a lot of scars in those fights, which now obviously show on his face. He returned home to find his family dead, and their farm appropriated. When he tried to sort out what happened, the guard tried to run him off. Robert reacted rather poorly to how he was being treated, and the resulting altercation and its fallout forced him to flee into the Forest, where he joined up with the New Merry Men.
  
Sir Robert has been worn down by fighting, and is glad to join up with the New Merry Men to help those been held down by the oppression of the local rulers.
+
Robert has been worn down by fighting, and is glad to join up with the New Merry Men to help those been held down by the oppression of the local rulers.
  
; Background
+
'''Background:''' Ex-crusader breach fighter (Languages: English, Arabic, ?; siege tactics and construction/sapping, movement of goods/people)
: Ex-crusader breach fighter (Languages: English, Arabic, ?; siege tactics and construction/sapping, movement of goods/people)
 
  
 
; Attributes
 
; Attributes
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: Fighting d8
 
: Fighting d8
 
: Guile d4
 
: Guile d4
: Guts -d6
+
: Guts  
 
: Handiness d6
 
: Handiness d6
 
: Healing  
 
: Healing  
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; Edges
 
; Edges
: Brawny
+
Brawny
: Combat Reflexes
+
Combat Reflexes
: First Strike
+
First Strike
: Forest Fighter (Free)
+
Forest Fighter (Free)
  
 
; Hindrances
 
; Hindrances
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: Wanted (Minor)
 
: Wanted (Minor)
  
; Gear ($125, Wt. 36)
+
; Gear
: Leather (+1, $50. Wt. 15)
+
: whatever
: Warhammer (Str+d6, AP 1 vs rigid armor (plate), $250, Wt. 8)
 
: Dagger (Str+d4, Wt.1, $25)
 
: Medium Shield (+1 Parry, +2 Armor to Ranged attacks that hit, Wt.12, $50)
 
  
 
; Experience
 
; Experience
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----
 
----
  
=== Ulfred (Max) ===
+
=== Ulfred ===
[[file:ulfred.jpg|right|400px]]
 
  
 
Rhymes with (and means) "wolf rede".
 
Rhymes with (and means) "wolf rede".
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Generally sullen and cynical in disposition, but has a wry sense of gallows humor and tends to cheer up under pressure.
 
Generally sullen and cynical in disposition, but has a wry sense of gallows humor and tends to cheer up under pressure.
  
; Background
+
'''Background:''' ex-crusader archer (archery, soldiery, basic fletchery and bowmaking, field tactics, heathen peoples, Mediterranean Lingua Franca)
: Ex-crusader archer (archery, soldiery, basic fletchery and bowmaking, field tactics, infidels, Mediterranean Lingua Franca)
 
  
 
; Attributes
 
; Attributes
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: Wanted (minor)
 
: Wanted (minor)
  
; Gear (26/40lbs.)
+
; Gear
: Coarse russet tunic, deerskin boots, moss green woolen cloak (+1 Armor)
+
: Longbow (15/30/60, 2d6) and arrows
: Buckler (+1 Parry) - 8lbs.
+
: Sword (Str+d8) and buckler (+1 Parry)
: Sword (Str+d8) - 4lbs.
+
: Coarse russet tunic (+1 Armor), deerskin boots, moss green woolen cloak
: Knife (Str+d4) - 1lb.
 
: Longbow (15/30/60, 2d6) - 5lbs.
 
: Quiver of 20 arrows - 6lbs.
 
: Flint and steel - 1lb.
 
: Waterskin - 1lb.
 
: $10
 
  
 
; Experience
 
; Experience
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# gained Trademark Weapon
 
# gained Trademark Weapon
 
# gained Marksman
 
# gained Marksman
 
== Rules ==
 
 
I'm using Explorer Edition rules, mainly cos more people seem to have the book, but with some tweaks from later (Deluxe and Adventures) editions. I'll house rule a few bits and pieces like the skill list (see below).
 
 
Characters will start as Seasoned.
 
 
'''Shaken:''' We'll pay with the Deluxe rule that if you unshake, you can go in the same turn
 
 
'''Bennies:''' are called Boons and refresh at 3 per adventure.
 
 
'''Armour limits:''' the system doesn't have good encumbrance rules to restrict armor choices. Fighting-focused players must take Forest Fighter (below) as a free edge.
 
 
=== Skill List and Knowledge 'Backgrounds' ===
 
 
('N' are natural skills where all characters start with d4)
 
 
* Fighting
 
* Guile (street, taunt, gamble)
 
* Guts/intimidate
 
* Handiness (lockpick, repair [plough, brew, etc.])
 
* Healing
 
* Notice (N)
 
* Persuade (N)
 
* Ride
 
* Shift (N) (climb, swim, throw) also jump, etc.
 
* Shooting
 
* Stealth
 
* Woodcraft (survival and tracking)
 
 
All knowledge is handled by background +2 to Common Knowledge rolls. The player should specify clearly a background to identify areas where they might have special knowledge, e.g. a forester would have +2 in knowledge of forest flora and fauna, Sherwood geography, forest folklore; a monk would have +2 in religious and occult knowledge, church politics, Latin and Greek. Other professions might be farmer, knight, archer, servant, courtier, peddler, merchant, etc.
 
 
=== Edges ===
 
 
; Bowman of Old England
 
: ''Seasoned, Shooting d8''
 
: If you miss two shots/ attacks in a row, gain a free Boon to spend on the next.
 
 
; Disguise
 
: ''Guile d8''
 
: Use Guile to appear as another. Penalties/bonuses to success/shifts (-1 if disguise is ersatz; +1 if generic (e.g. a peddler), etc.
 
 
; Ex-crusader
 
: ''Seasoned, Vigor d6, Fighting d6''
 
: Grizzled from bitter warfare against Saracens and heretics. +1 toughness , +2 languages. Bonds with similar, even foes. Tends to either fanaticism or skepticism.
 
 
; Forest Fighter
 
: ''New Merry Men only''
 
: The NMM move unencumbered by mail or plate. You gain a +1 dodge bonus to Parry even if you wear a sturdy +1 armor tunic.
 
 
; Holy
 
: Your monk, rabbi, wisewoman can intervene to gain favor for the party.
 
:* ''Buff:'' Once a day, roll Spirit to give an ally a +1 bonus for each success and raise on their next/upcoming action.
 
:* ''Pray:'' At the start of an adventure, roll Spirit to give all party members a Boon refresh equal to 2 + total successes and raises.
 
:* ''Bless:'' Once an adventure, roll spirit to infuse a bow, arrow, horse, etc. with one Boon for each raise.
 
 
; Minstrel
 
: ''Guile d6, Handiness d6''
 
: +2 to Guile-based rolls to entertain. Has some leeway to slight authority figures in song.
 
 
; New Hood
 
: ''Spirit d8''
 
: Folk say you are the Hood returned. Impossible to live up to, but once an adventure gain two Boons to spend on Hoodish stunts
 
 
; Norman blood
 
: You speak proper Norman French and have a respectable non-Saxon name. -2 Cha first impressions with locals, +2 with authority types. Double starting funds.
 
 
; Quarterstaff Master
 
: ''Fighting d8''
 
: +1 to Parry and Fighting while using a staff (the weapon can break). Unbalanced edge but it’s Sherwood!
 
 
; Sleight
 
: ''Novice, d8 in Guile or Handiness''
 
: Your character excels at sleight of hand tricks. Use one of Guile or Handiness (choose once) to perform pickpocket, palm, hold-out, actions. >1 raise on a roll makes action invisible/mysterious to onlookers.
 
 
; Split the Arrow
 
: ''Spirit d6, Shooting d8''
 
: Gain a free Boon once/scene to spend on trick shots
 

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