Editing Savage Sherwood: The New Greenwood Adventures

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
[[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/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-greenwood-adventurers.847486/ OOC thread]
 
[https://forum.rpg.net/index.php?threads/savage-sherwood-the-new-sherwood-adventurers.847570/ IC thread]
 
  
 
__TOC__
 
__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]]
 
[[file:roanwykes.jpg|right|400px]]
  
Line 158: Line 68:
 
----
 
----
  
=== Robert (stinkyfool) ===
+
=== Robert ===
 
[[file:image.jpg|right|400px]]
 
[[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
Line 183: Line 93:
 
: Fighting d8
 
: Fighting d8
 
: Guile d4
 
: Guile d4
: Guts -d6
+
: Guts  
 
: Handiness d6
 
: Handiness d6
 
: Healing  
 
: Healing  
Line 222: Line 132:
 
----
 
----
  
=== Ulfred (Max) ===
+
=== Ulfred ===
 
[[file:ulfred.jpg|right|400px]]
 
[[file:ulfred.jpg|right|400px]]
  
Line 232: Line 142:
  
 
; Background
 
; Background
: Ex-crusader archer (archery, soldiery, basic fletchery and bowmaking, field tactics, infidels, Mediterranean Lingua Franca)
+
: Ex-crusader archer (archery, soldiery, basic fletchery and bowmaking, field tactics, heathen peoples, Mediterranean Lingua Franca)
  
 
; Attributes
 
; Attributes
Line 267: Line 177:
 
: 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
Line 286: Line 190:
 
# gained Trademark Weapon
 
# gained Trademark Weapon
 
# gained Marksman
 
# gained Marksman
 +
 +
== Setting ==
 +
[[file:Map_nottinghamshire_1751.jpg|right|400px]]
 +
 +
The Hood is long dead, but 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 penny (=RAW $) , a shilling is worth 12 pence. A higher value coin is the Gold noble (6 shillings and 8 pence) and quarter-noble (1 shilling and 8 pence).
  
 
== Rules ==
 
== Rules ==
Line 301: Line 214:
 
=== Skill List and Knowledge 'Backgrounds' ===
 
=== Skill List and Knowledge 'Backgrounds' ===
  
('N' are natural skills where all characters start with d4)
+
('N'are natural skills where all character start with d4)
  
 
* Fighting
 
* Fighting
Line 308: Line 221:
 
* Handiness (lockpick, repair [plough, brew, etc.])
 
* Handiness (lockpick, repair [plough, brew, etc.])
 
* Healing
 
* Healing
* Notice (N)
+
* (N) Notice
* Persuade (N)
+
* (N) Persuade
 
* Ride
 
* Ride
* Shift (N) (climb, swim, throw) also jump, etc.
+
* (N) Shift (climb, swim, throw) also jump, etc.
 
* Shooting
 
* Shooting
 
* Stealth
 
* Stealth
Line 319: Line 232:
  
 
=== Edges ===
 
=== Edges ===
 +
 +
; Forest Fighter
 +
: ''NMM 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.
  
 
; Bowman of Old England
 
; Bowman of Old England
: ''Seasoned, Shooting d8''
+
: Seasoned, Shooting d8
 
: If you miss two shots/ attacks in a row, gain a free Boon to spend on the next.
 
: 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
 
; Ex-crusader
: ''Seasoned, Vigor d6, Fighting d6''
+
: 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.
 
: 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
+
; Quarterstaff Master
: ''New Merry Men only''
+
: Fighting d8, uses QS as main weapon
: 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.
+
: +1 to Parry and Fighting, weapon can break. Unbalanced edge but it’s Sherwood!
  
 
; Holy
 
; Holy
 
: Your monk, rabbi, wisewoman can intervene to gain favor for the party.
 
: 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.
+
: ''Buff (daily):'' Roll Spirit. Buffee gets a +1 bonus for each success and raise on 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.
+
: ''Pray (adventure start):'' Roll Spirit. Party members get 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.
+
: ''Bless (once/adventure):'' Roll spirit. A bow, arrow, horse, etc. is infused with one Boon for each raise.
 +
 
 +
; 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.
  
; Minstrel
+
; Disguise
: ''Guile d6, Handiness d6''
+
: Guile d8
: +2 to Guile-based rolls to entertain. Has some leeway to slight authority figures in song.
+
: Use Guile to appear as another. Penalties/bonuses to success/shifts (-1 if disguise is ersatz; +1 if generic (e.g. a peddler), etc.
 +
 
 +
; Split the Arrow
 +
: Spirit d6, Shooting d8
 +
: Gain a free Boon once/scene to spend on trick shots
  
 
; New Hood
 
; New Hood
: ''Spirit d8''
+
: 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
 
: Folk say you are the Hood returned. Impossible to live up to, but once an adventure gain two Boons to spend on Hoodish stunts
  
Line 353: Line 274:
 
: 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.
 
: 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
+
; Minstrel
: ''Fighting d8''
+
: Guile d6, Handiness d6
: +1 to Parry and Fighting while using a staff (the weapon can break). Unbalanced edge but it’s Sherwood!
+
: +2 to Guile-based rolls to entertain. Has some leeway to slight authority figures in song.
 
 
; 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
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)