And here are the final two character concepts: the burly Strongman and the hardened Soldier! Due to some technical difficulties the character sheet isn't up today. I'm having a hard time getting it into a printable format. It will be in a link at the bottom of the page as soon as i figure it out. Thanks!
STRONGMAN
The Strongman is essential to Robin's merry band. Men like John Little are invaluable for their sheer stature and daunting figure. Many of these giants have haunted Sherwood in times past. They have returned to the Green Wood due to the Sherrif's iron fist, seeing a free life with the outlaws as preferable to a life of servitude under the Sherrif and Prince John.
Strongman are typically giants of men, though some are smaller and stockier. Many have tempers but most are also kind and loyal to their friends.
Recommended Skills: Fighting, Intimidation, Jumping, Notice, Taunt, Throwing
Recommended Edges: Ambidextrous, Brawny, Fast Healer, Nerves of Steel, Sweep, Two-Fisted
Recommended Hindrances: Big Mouth, Clueless, Heroic, Hot Tempered, Infamous, Loyal, Stubborn, Ugly
SOLDIER
Soldiers exist in every society at every time. Many do nothing but follow orders blindly but some, like those who would join Robin's outlaws, take pause at their superiors orders when they are cruel or harsh. Most soldiers and fairly rounded military expertise including use with the bow, sword, buckler, and pike.
Many soldiers are superstitious, greedy, and drinkers. As a general rule they also enjoy the fray more than is healthy. Those who join Robin's band are usually a bit more moral.
Recommended Skills: Climbing, Fighting, Gambling, Intimidation, Jumping, Notice, Riding, Shooting, Throwing
Recommended Edges: Command, First Strike, Marksman, Nerves of Steel, Quick
Recommended Hindrances: Bad Luck, Bloodthirsty, Habit (drinking), Greedy, Loyal, Mean, Vengeful
Saturday, September 25, 2010
Monday, September 20, 2010
Friar, Peasant and Gear!
And here are our next two concepts, the noble Friar and the stolid Peasant!
FRIAR
Recommended Skills: Fighting, Crafting, Healing, Knowledge (Theology), Persuasion
Recommended Edges: Alertness, Healer, Literate, Scholar, Sweep
Recommended Hindrances: Cautious, Elderly, Greedy, Obese, Pacifist, Poverty
PEASANT
The peasants are the common folk living in the country side, trying to eke out a living while paying the Sheriff's high tax. The Peasant concept is almost always combined with another concept (bowman, footpad, strongman, soldier, etc) and is used to flesh out the character's background and history. Peasants come in all stripes and professions and often have commitments and dependents at home.
Recommended Skills: Crafting, Notice, Persuasion, Riding, Shooting, Survival, Tracking
Recommended Edges: Alertness, Connections (villagers), Quick, Two-Fisted, Woodsman
Recommended Hindrances: Cowardly, Dependents (family), Loyal, Poverty, Stubborn, Ugly
GEAR
The following gear is available in the Savage Sherwood setting. Characters start with 500 silver at character creation.
ARMOR
All the Medieval Armor in the SWEX are available in this setting.
HAND WEAPONS
All the Medieval Hand Weapons from the SWEX are available in this setting.
RANGED WEAPONS
All the Medieval Ranged Weapons from the SWEX are available in this setting.
MUNDANE ITEMS
All Mundane Items from the SWEX are available with these exceptions: Bedroll, Camera (disposable, regular, digital), Celluar Phone, Crowbar, Flashlight, Lighter, Umbrella, Camoulage Fatigues, Hiking Boots, MRE Trail Rations, all Computer items and all Surveillance items.
Soap costs 5 silvers in this setting because it is rarer.
Tool Kits cost 300 because they are both rarer and more useful.
Any piece of clothing (not armor) can be made of Lincoln Green. The clothing costs 50 silver more than usual and adds a +2 bonus to Stealth checks made in the woods. Lincoln Green does however stand out in the city.
AMMUNITION
Only regular arrows, quarrels, and sling stones are available from the SWEX.
Grey Goose Shaft. Grey goose arrows weigh 1/5, cost 1 silver, and deal +1 damage because they are more accurate. The arrow of choice for good Robin.
NEXT TIME...
Come back next Saturday for the character sheet and the final two character concepts; the gigantic Strongman and the determined Soldier!
FRIAR
The worthy friar is a staple of Robin's merry band. The church as a whole is corrupt taking advantage of the people and their ignorance, squeezing coin from the widow, and labor from the young. But not all men of the cloth behave so. Some, like the renowned Friar Tuck, actively work against their betters for the people.
Many Friars in this tumultus time have learned some martial skill to fend off robbers on the road. While the church has forbidden the holy men from using weapons with blades some persist in employing them.
Friar's are typically jolly, happy individuals who see God waiting to bless in all things. All friars are sworn to poverty, but few actually follow this tenent.Recommended Skills: Fighting, Crafting, Healing, Knowledge (Theology), Persuasion
Recommended Edges: Alertness, Healer, Literate, Scholar, Sweep
Recommended Hindrances: Cautious, Elderly, Greedy, Obese, Pacifist, Poverty
PEASANT
The peasants are the common folk living in the country side, trying to eke out a living while paying the Sheriff's high tax. The Peasant concept is almost always combined with another concept (bowman, footpad, strongman, soldier, etc) and is used to flesh out the character's background and history. Peasants come in all stripes and professions and often have commitments and dependents at home.
Recommended Skills: Crafting, Notice, Persuasion, Riding, Shooting, Survival, Tracking
Recommended Edges: Alertness, Connections (villagers), Quick, Two-Fisted, Woodsman
Recommended Hindrances: Cowardly, Dependents (family), Loyal, Poverty, Stubborn, Ugly
GEAR
The following gear is available in the Savage Sherwood setting. Characters start with 500 silver at character creation.
ARMOR
All the Medieval Armor in the SWEX are available in this setting.
HAND WEAPONS
All the Medieval Hand Weapons from the SWEX are available in this setting.
RANGED WEAPONS
All the Medieval Ranged Weapons from the SWEX are available in this setting.
MUNDANE ITEMS
All Mundane Items from the SWEX are available with these exceptions: Bedroll, Camera (disposable, regular, digital), Celluar Phone, Crowbar, Flashlight, Lighter, Umbrella, Camoulage Fatigues, Hiking Boots, MRE Trail Rations, all Computer items and all Surveillance items.
Soap costs 5 silvers in this setting because it is rarer.
Tool Kits cost 300 because they are both rarer and more useful.
Any piece of clothing (not armor) can be made of Lincoln Green. The clothing costs 50 silver more than usual and adds a +2 bonus to Stealth checks made in the woods. Lincoln Green does however stand out in the city.
AMMUNITION
Only regular arrows, quarrels, and sling stones are available from the SWEX.
Grey Goose Shaft. Grey goose arrows weigh 1/5, cost 1 silver, and deal +1 damage because they are more accurate. The arrow of choice for good Robin.
NEXT TIME...
Come back next Saturday for the character sheet and the final two character concepts; the gigantic Strongman and the determined Soldier!
Saturday, September 11, 2010
Noble, Minstrel and Edges!
And here are our next two character concepts! The loyal Noble, and the merry Minstrel!
EDGES
Quite a few Edges have been cut from this setting and several new one's are available. If an Edge is not mentioned it is still available and works normally.
The following Edges have been cut from this setting.
Arcane Background, Arcane Resistance, Improved Arcane Resistance, Giant Killer, Rock and Roll!, New Power, Power Points, Rapid Recharge, Improved Rapid Recharge, Soul Drain, Ace, Champion, Gadgeteer, Holy/Unholy Warrior, Investigator, McGyver, Mentalist, Mr. Fix It, Wizard, and Power Surge
ALTERED EDGE
The following Edge has been altered.
Beast Master
All of the requirements and effects of this Edge are the same with two exceptions. Firstly, common animals do not treat you as special and you can be attacked by wild animals. Secondly, the types of beast you can have for a companion are limited. Only animals that were commonly domesticated at the time (i.e. horses, hounds, falcons, perhaps stoats) are acceptable. More colorful animals such as bears, tigers, or lions are not acceptable.
NEW EDGES
Outlined below, are the new Edges available in this setting. Each is put under its normal category.
BACKGROUND
Eagle Eyes
Requirements: Novice, Alertness, Vigor d6+, Notice d8+
Your character’s eyesight is extremely keen. All ranged weapon distances are doubled up to their maximum. For example a bow that’s range is 12/24/48 in this character’s hands is 24/48/-. The short range is doubled, the medium range is doubled and there is no long range. Your character can aim farther then the bow can shoot.
Literate
Requirements: Novice, Smarts d6+
Your hero knows how to read and write. He can search for information in a written source with a Smarts check (as the Investigation Skill). Characters can take this Edge after character creation if someone who is already literate is able to teach them.
COMBAT
Catch It!
Requirements: Seasoned, Agility d8+, Fighting d8+
Your character is skilled at blocking incoming arrows with a buckler. If he has a shield of some kind he adds +4 instead of the normal +2 to his Parry when fighting defensively. This bonus only works against arrows.
Improved Catch It!
Requirements: Veteran, Catch It!
As Catch It! but the bonus is increased to +6.
Double Shot
Requirements: Seasoned, Shooting d10+
Double Shot allows a character to fire two arrows in his bow at once, firing two shots at a single target with one attack roll at a -2 modifier.
The target must be within short range. If the attack is successful, both arrows hit, each causing normal damage. Double Shot does not work with crossbows of other ranged weapons- only with bows and arrows.
Improved Double Shot
Requirements: Veteran, Double Shot
The character may attack as above but ignores the -2 penalty.
SOCIAL
Quick Eyes and A Silver tongue
Requirements: Novice, Smarts d6+, Notice d8+
Your character knows how to pick up on a person’s nuances and use them to his advantage. He can make Notice checks instead of Persuasion checks.
PROFESSIONAL
Master of Disguise
Requirements: Novice, Smarts d6+, Persuasion d10+, Stealth d8+
Your character is a master at disguising his identity. He has learned to alter his voice, manner, and walk in order to appear as someone else. He adds a +2 bonus to Stealth or Persuasion rolls when his identity is being scrutinized. The bonus is increased to +4 if he has a day or more to prepare a disguise.
Tinker
Requirements: Novice, Smarts d8+, Crafting d10+
Your character has learned the tinker's trade and can repair and create many a useful item. He adds +2 to all Crafting checks and can repair most things in half the normal time (subject to the GM's discretion).
Traveling Player
Requirements: Novice, Smarts d6, Notice d8+, Perform d10+
Your character is a wandering minstrel, playing his tunes on the open road. You can make a Notice check on a crowd before performing for them and effectively "play to the crowd". With a success you get a +2 bonus to your Perform check. With a raise the bonus is increased to +4.
NEXT TIME...
Come back next Saturday for a chapter on Gear and the next two character concepts: The curtal Friar and the honest Peasant!
Check back midweek as well for a surprise post!
The noble class is seen by the more common folk as harsh, domineering tyrants. But not all are so. Some, such as the rugged Will Gamewell, the beautiful maid Marian, and the strong King Richard, are true and honest lords giving the people what aid they can.
A noble may be working from within his keep, secretly aiding the outlaws with money and weaponry or he may have been cast out or runaway from his court. Some venture out under a false name and spend as much time as they may with the forest folk before they must return to their duties of state.
Nobles are often rich, with many lands, and if they are aiding Robin and his band in secret they are likely loyal to Richard.
Recommended Skills: Fighting, Intimidation, Knowledge (etiquette), Knowledge (heraldry), Notice, Persuasion, Riding, Shooting, Stealth
Recommended Edges: Attractive, Charismatic, Command, Filthy Rich, Literate, Noble, Steady Hands,Recommended Hindrances: Cautious, Code of Honor, Dependents (family), Loyal (King Richard), Stubborn
The jolly minstrel plays his ballads up and down every highway. He dresses gaily, sings heartily, and can tell many a tale.
The typical mistrel survives on luck, skill and wit moving from job to job for naught but a few coins. Minstrels live free, open lives on the open road with no ties to anything unless they choose to, exactly the sort of life Sherwood's outlaws live.
Recommended Skills: Fighting, Gambling, Healing, Knowledge (etiquette), Knowledge (music), Perform, Persuasion, Stealth
Recommended Edges: Attractive, Fleet-Footed, Literate, Lucky, Scholar, Traveling Player
Recommended Hindrances: Arrogant, Big Mouth, Curious, Outsider, Overconfident
Quite a few Edges have been cut from this setting and several new one's are available. If an Edge is not mentioned it is still available and works normally.
The following Edges have been cut from this setting.
Arcane Background, Arcane Resistance, Improved Arcane Resistance, Giant Killer, Rock and Roll!, New Power, Power Points, Rapid Recharge, Improved Rapid Recharge, Soul Drain, Ace, Champion, Gadgeteer, Holy/Unholy Warrior, Investigator, McGyver, Mentalist, Mr. Fix It, Wizard, and Power Surge
ALTERED EDGE
The following Edge has been altered.
Beast Master
All of the requirements and effects of this Edge are the same with two exceptions. Firstly, common animals do not treat you as special and you can be attacked by wild animals. Secondly, the types of beast you can have for a companion are limited. Only animals that were commonly domesticated at the time (i.e. horses, hounds, falcons, perhaps stoats) are acceptable. More colorful animals such as bears, tigers, or lions are not acceptable.
NEW EDGES
Outlined below, are the new Edges available in this setting. Each is put under its normal category.
BACKGROUND
Eagle Eyes
Requirements: Novice, Alertness, Vigor d6+, Notice d8+
Your character’s eyesight is extremely keen. All ranged weapon distances are doubled up to their maximum. For example a bow that’s range is 12/24/48 in this character’s hands is 24/48/-. The short range is doubled, the medium range is doubled and there is no long range. Your character can aim farther then the bow can shoot.
Literate
Requirements: Novice, Smarts d6+
Your hero knows how to read and write. He can search for information in a written source with a Smarts check (as the Investigation Skill). Characters can take this Edge after character creation if someone who is already literate is able to teach them.
COMBAT
Catch It!
Requirements: Seasoned, Agility d8+, Fighting d8+
Your character is skilled at blocking incoming arrows with a buckler. If he has a shield of some kind he adds +4 instead of the normal +2 to his Parry when fighting defensively. This bonus only works against arrows.
Improved Catch It!
Requirements: Veteran, Catch It!
As Catch It! but the bonus is increased to +6.
Double Shot
Requirements: Seasoned, Shooting d10+
Double Shot allows a character to fire two arrows in his bow at once, firing two shots at a single target with one attack roll at a -2 modifier.
The target must be within short range. If the attack is successful, both arrows hit, each causing normal damage. Double Shot does not work with crossbows of other ranged weapons- only with bows and arrows.
Improved Double Shot
Requirements: Veteran, Double Shot
The character may attack as above but ignores the -2 penalty.
SOCIAL
Quick Eyes and A Silver tongue
Requirements: Novice, Smarts d6+, Notice d8+
Your character knows how to pick up on a person’s nuances and use them to his advantage. He can make Notice checks instead of Persuasion checks.
PROFESSIONAL
Master of Disguise
Requirements: Novice, Smarts d6+, Persuasion d10+, Stealth d8+
Your character is a master at disguising his identity. He has learned to alter his voice, manner, and walk in order to appear as someone else. He adds a +2 bonus to Stealth or Persuasion rolls when his identity is being scrutinized. The bonus is increased to +4 if he has a day or more to prepare a disguise.
Tinker
Requirements: Novice, Smarts d8+, Crafting d10+
Your character has learned the tinker's trade and can repair and create many a useful item. He adds +2 to all Crafting checks and can repair most things in half the normal time (subject to the GM's discretion).
Traveling Player
Requirements: Novice, Smarts d6, Notice d8+, Perform d10+
Your character is a wandering minstrel, playing his tunes on the open road. You can make a Notice check on a crowd before performing for them and effectively "play to the crowd". With a success you get a +2 bonus to your Perform check. With a raise the bonus is increased to +4.
NEXT TIME...
Come back next Saturday for a chapter on Gear and the next two character concepts: The curtal Friar and the honest Peasant!
Check back midweek as well for a surprise post!
Saturday, September 4, 2010
Footpad, Knight and Hindrances!
And now our next two character concepts... The sneaky footpad and the chivalrous knight!
Knights have fought in England for hundreds of years now and are an honored and respected group. Knights are most often born into their position by noble parents and as such are proud of their position above the common folk. They tend to take themselves and their honor very seriously. Many knights have taken oaths, swearing to never harm a woman, or to refuse hospitality, or to always tell the truth. Knights are some of the few priveleged to ride and know how to fight from horse back.
Of course any knight who is disloyal to Prince John is likely to be a wanted a man or at the very least the center of many a tale.
Recommended Skills: Fighting, Intimidation, Notice, Persuasion, Riding
Recommended Edges: Command, First Strike Natural Leader, Noble, Steady Hands, Sweep
Recommended Hindrances: Arrogant, Code of Honor, Enemy, Heroic, Infamous, Loyal, Vow
HINDRANCES
Changes are outlined here. If a Hindrance is not mentioned it is still used normally.
All Thumbs, Doubting Thomas, Illiterate, and Phobia cannot be used in this setting.
The Anemic (Minor) Hindrance has been renamed Sickly.
The Wanted Hindrance can only be Minor in this setting.
The Yellow (Major) Hindrance has been renamed Cowardly and subtracts 2 from Spirit checks made instead of Guts checks (see the Skills section in the previous post). Because these rolls don't come up as often, this is only considered a Minor Hindrance.
The Dependent (Major) Hindrance from Necessary Evil can be used in this setting.
NEW HINDRANCES
Hot Tempered (Minor)
Your character's blood runs hot. You suffer a -2 penalty to Spirit checks made to resist Taunts.
Infamous (Minor)
Your character is well known for deeds good or ill. Everyone knows your character's name and many have seen his face. This can make it difficult to go unnoticed. A suitable disguise can usually keep your identity a secret but there is no guarantee.
Wolfshead (Major)
Your character has been branded a wolfshead by the sheriff. Whether he committed a great crime or simply offended someone important is irrelevant. Anyone who recognizes you has the right to hunt you down and kill for a reward from the sheriff.
NEXT TIME...
Come back next Saturday for the next update! A "chapter" on Edges and the next two character concepts... The Loyal Noble and the merry Minstrel!
The footpad is an invaluable, albeit unsavory ally. Footpads work the streets of every town as muggers, pickpockets and common thieves. Footpads are skilled in the arts of stealth and deception.
Many are greedy and ply their trade not from need but to satisfy their own egos or desires. Some walk the same path as merry Robin, becoming notorious heroes willing to defy the law and its enforcers.
Recommended Skills: Fighting, Gambling, Intimidation, Persuasion, Stealth, Throwing
Recommended Edges: Acrobat, Alertness, Luck, Master of Disguises, Thief
Recommended Hindrances: Greedy, Infamous, Overconfident, Vengeful, Wanted
Of course any knight who is disloyal to Prince John is likely to be a wanted a man or at the very least the center of many a tale.
Recommended Skills: Fighting, Intimidation, Notice, Persuasion, Riding
Recommended Edges: Command, First Strike Natural Leader, Noble, Steady Hands, Sweep
Recommended Hindrances: Arrogant, Code of Honor, Enemy, Heroic, Infamous, Loyal, Vow
HINDRANCES
Changes are outlined here. If a Hindrance is not mentioned it is still used normally.
All Thumbs, Doubting Thomas, Illiterate, and Phobia cannot be used in this setting.
The Anemic (Minor) Hindrance has been renamed Sickly.
The Wanted Hindrance can only be Minor in this setting.
The Yellow (Major) Hindrance has been renamed Cowardly and subtracts 2 from Spirit checks made instead of Guts checks (see the Skills section in the previous post). Because these rolls don't come up as often, this is only considered a Minor Hindrance.
The Dependent (Major) Hindrance from Necessary Evil can be used in this setting.
NEW HINDRANCES
Hot Tempered (Minor)
Your character's blood runs hot. You suffer a -2 penalty to Spirit checks made to resist Taunts.
Infamous (Minor)
Your character is well known for deeds good or ill. Everyone knows your character's name and many have seen his face. This can make it difficult to go unnoticed. A suitable disguise can usually keep your identity a secret but there is no guarantee.
Wolfshead (Major)
Your character has been branded a wolfshead by the sheriff. Whether he committed a great crime or simply offended someone important is irrelevant. Anyone who recognizes you has the right to hunt you down and kill for a reward from the sheriff.
NEXT TIME...
Come back next Saturday for the next update! A "chapter" on Edges and the next two character concepts... The Loyal Noble and the merry Minstrel!
Wednesday, September 1, 2010
Those Who Know
Information is valuable, especially when you're an outlaw! But how does Robin's merry band find the knowledge they seek?
First of all remember that anyone can hold the information you want. A stable boy who overhears something, a young girl who's in places she oughtn't to be, etc. That being said, there are some who tend to know the right sort of things more often.
BEGGARMEN
Beggars and the poor are an almost universal fixture of the city. Because they are so common, they often fade into the background and overhear things that are not meant for their ears. Beggermen and the poor in general are friendly to Robin and his band, but this is only because they are treated so well. If you ever fail to pay them, you might find your reputation tarnished.
BARKEEPS
Many a drunken man has let slip things that are better left unsaid. The Sheriff's men are no exception. Barkeeps tend to be friendly as long as you don't cause any trouble. They enjoy a good jaw and will freely tell a good deal. If a piece of information is particularly dangerous or valuable they may ask for some compensation.
CITY GIRLS
Whether by choice or force, many a common woman has had the "pleasure" of spending time with the Sheriff's men. They often overhear and are sometimes blatantly told by a drunk or bragging soldier any imminent plans the Sheriff has. A little coin never hurts their memories and some, particularly the less pious ones, seem to have a weak spot for a handsome face and romantic figure.
LOBB THE COBBLER
Lobb is a sworn gossip to Robin Hood and his merry band. He works his cobbler's shop in Nottingham and has mended many a shoe for many a soldier. He was done a good turn once by the forest outlaws and has been their faithful friend and an invaluable informer ever since. Lobb never asks for money from the merry band and usually tells them all he knows as soon as he learns of it.
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