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[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__
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== Setting ==
 
== 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.
+
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.
 
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.
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=== Money ===
 
=== Money ===
  
Main unit of currency in the setting is the silver ''penny'' (equivalent to the RAW $). A ''shilling'' is 12 pence, a ''pound'' 240.
+
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 ==
 +
 
 +
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.
  
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).
+
'''Shaken:''' We'll pay with the Deluxe rule that if you unshake, you can go in the same turn
  
== Non-Player Characters ==
+
'''Bennies:''' are called Boons and refresh at 3 per adventure.
  
=== Sir Harold ===
+
'''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.
  
And old Saxon nobleman and the main patron of the Merry Men.
+
=== Skill List and Knowledge 'Backgrounds' ===
  
=== Sir Nicholas Huskel ===
+
('N'are natural skills where all character start with d4)
  
The new Saxon sheriff of Nottingham.
+
* Fighting
 +
* Guile (street, taunt, gamble)
 +
* Guts/intimidate
 +
* Handiness (lockpick, repair [plough, brew, etc.])
 +
* Healing
 +
* (N) Notice
 +
* (N) Persuade
 +
* Ride
 +
* (N) Shift (climb, swim, throw) also jump, etc.
 +
* Shooting
 +
* Stealth
 +
* Woodcraft (survival and tracking)
  
=== Village Reeves ===
+
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.
  
Thomas Goodman, John of Upton and five others. Sometimes hesitant and strictly covert local backers of the Merry Men.
+
=== Edges ===
  
== Player Characters ==
+
; 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.
  
=== Cateline Desroches (Illtry) ===
+
; Bowman of Old England
[[file:image.jpg|right|400px]]
+
: Seasoned, Shooting d8
 +
: If you miss two shots/ attacks in a row, gain a free Boon to spend on the next.
  
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.
+
; 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.
  
; Background
+
; Quarterstaff Master
: Knight’s Daughter (heraldry, chivalry, manners, etiquette)
+
: Fighting d8, uses QS as main weapon
 +
: +1 to Parry and Fighting, weapon can break. Unbalanced edge but it’s Sherwood!
  
; Attributes
+
; Holy
: Agility d6
+
: Your monk, rabbi, wisewoman can intervene to gain favor for the party.
: Smarts d10
+
: ''Buff (daily):'' Roll Spirit. Buffee gets a +1 bonus for each success and raise on next/upcoming action.
: Spirit d8
+
: ''Pray (adventure start):'' Roll Spirit. Party members get Boon refresh equal to 2 + total successes and raises.
: Strength d6
+
: ''Bless (once/adventure):'' Roll spirit. A bow, arrow, horse, etc. is infused with one Boon for each raise.
: Vigor d6
 
  
:: Charisma 2
+
; Sleight
:: Pace 6"
+
: Novice, d8 in Guile or Handiness
:: Parry 7 (+2 with quarterstaff)
+
: 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.
:: Toughness 6 (+1 with armor)
 
  
; Skills
+
; Disguise
: Fighting d8
 
 
: Guile d8
 
: Guile d8
: Guts/Intimidate 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.
: Handiness d4
 
: (N) Notice d6
 
: (N) Persuade d8
 
: (N) Shift d6
 
  
; Edges
+
; Split the Arrow
: Attractive (human bonus)
+
: Spirit d6, Shooting d8
: Brave (advance)
+
: Gain a free Boon once/scene to spend on trick shots
: Forest Fighter (free)
 
: Quarterstaff Master (Heroic)
 
: Strong Willed (advance)
 
  
; Hindrances
+
; New Hood
: Heroic (Major)
+
: Spirit d8
: Loyal (Minor)
+
: Folk say you are the Hood returned. Impossible to live up to, but once an adventure gain two Boons to spend on Hoodish stunts
: Pacifist (Minor)
 
  
; Gear
+
; Norman blood
: Quarterstaff ($10) Str+d4, parry +1, reach 1
+
: 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.
: 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
+
; Minstrel
: XP: 20
+
: Guile d6, Handiness d6
: Rank: Seasoned
+
: +2 to Guile-based rolls to entertain. Has some leeway to slight authority figures in song.
: Advances
 
# raised Smarts
 
# gained Strong Willed
 
# gained Brave
 
# raised Spirit
 
  
----
+
== Player Characters ==
  
=== Roan Wykes (Talisman) ===
+
=== Roan Wykes ===
 
[[file:roanwykes.jpg|right|400px]]
 
[[file:roanwykes.jpg|right|400px]]
  
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----
 
----
  
=== 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
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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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----
 
----
  
=== Ulfred (Max) ===
+
=== Ulfred ===
 
[[file:ulfred.jpg|right|400px]]
 
[[file:ulfred.jpg|right|400px]]
  
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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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