This PDF is a collection of material dealing with Homeworld and the Sol System. It includes information about the planets and their inhabitants, along with the religions and organizations that they've created.
-Nate
Tuesday, August 21, 2018
Monday, August 20, 2018
The Aethernaut's Handbook
This PDF combines and clarifies information from previous articles into a single, comprehensive guide for running space fantasy scenarios using the Pathfinder roleplaying game. It includes stats for various types of aetherships and the magic items that make them fly; suggestions for incorporating Player Characters and their crews; and guidelines for GMs to develop adventures and campaigns.
-Nate
-Nate
Labels:
Aetherial Adventures,
Pathfinder RPG,
PDF,
Space Fantasy
Sunday, August 19, 2018
Tale: Desperate Times
Here's the next part in the ongoing story of the 'Larks.
-Nate
-Nate
Tale: “Desperate Times”
As Uriel, Max and Narraw watched, soldiers and sailors
from the Luminous took control of the Skylark, raising
the bark's sails and steering it to follow after the departing
galley. All they could do was continue staring, stunned by the
development.
“Well,” the half-orc grumbled, “what in the nine
layers of Hell do we do now?”
“We have failed!” Narraw groaned.
Max was about to reply when, out of the blue, a bird
landed on his head. It was Polly, Lucinda's familiar.
“Rawk,” the bird announced.
“Polly,” the halfling asked, “can you follow that
ship, and help us go after them?”
The parrot nodded.
“Even if we know where they're going, how can we
follow them without a boat?” Uriel asked.
“Perhaps I can help with that,” said Narraw.
*
* *
During the next couple of days, the lizard-woman showed
them how to gather armfuls of the reeds that grew in the marshy areas
along the shoreline, and, using the plants' roots for cords, tie them
into long, buoyant bundles. Those, then, they lashed to a lightweight
frame made from small, roughly cut trees, and they had a serviceable
raft. Max fetched a couple of hammocks from the pirates' hideout, and
from them stitched together a crude but functional sail.
While the halfling was busy with that last task, the
lizard-woman and half-orc hunted for food further inland. They
managed to run down a wild boar, which Uriel skinned, gutted, and cut
into long, thin strips. Then he lashed a simple frame and, after
building a smoky fire beneath it, laid the meat out for curing.
All the while, Max noticed that Uriel and Narraw would
sometimes sit off by themselves, telling each other stories, or just
sharing amiable silence.
*
* *
On the third day following their comrades' capture, the
three were ready. After loading up their meager supplies—the cured
meat, a few spears that Uriel had cut for himself, a few dried gourds
filled with fresh water and a pair of roughly fashioned paddles—they
hauled the raft into the sea, raised the step-up mast, and set sail.
Max was perched in what served as the boat's bow,
watching for hazards. He'd followed Polly's flight path when the bird
departed, using the evening star for his bearings, and thus he
plotted their course.
They'd been sailing two more days, seeing naught but
desolate passing shoreline to starboard and open sea to port, when a
familiar, colorful figure fluttered down from the sky.
“Polly,” Uriel declared, “you are a sight for
sore eyes.”
“What have you found?” Narraw asked.
“Rawk, an island,” Polly answered.
“Can you lead us there?” the lizard-woman added.
The bird nodded in affirmation.
“Wait a minute,” Uriel interrupted. “What dangers
are we going to find there?”
Polly looked at the half-orc and, by way of a response,
tilted her head sideways.
“Hold on,” Max spoke up. “Remember, Uriel, that
she can't communicate with us like she does with Lucinda.” He
considered for a moment. “Are there building on this island?”
The parrot nodded.
“Are they made from stone?”
Polly shook her head.
“From wood, then, with a stockade—logs, trees cut
down and stuck in the ground, with the pointy ends sticking upward?”
She nodded.
“Ah.” Max thought about the bird's answers. “It
could be a trading fort, probably located close to some kind of
natural harbor.”
“In that case,” Uriel added, “maybe we can sneak
around from another side.”
“Do you think,” Narraw asked, “that's where they
have our eggs?”
“Unless they're in that galley,” Max replied, “I'd
say they're in that fort.”
*
* *
Armed with that information, the trio continued on their
course. From time to time Polly would fly up and away from their
boat, taking a bearing on the island and looking for any dangers.
While Uriel handled their one small sail, Max remained in the bow,
watching. On the fourth day he announced, “There it is. Land, ho.”
“The island?” Narraw asked.
“Yes.” The halfling turned to the half-orc. “I
think it would be best if we struck our sail and paddled the rest of
the way.”
“Aye, aye, captain.” Uriel loosened the lines on
the boat's crude sail, then lifted the little mast out of its post.
Wrapping the sail around it, he stowed it in the bottom of the boat
and then hefted one of the paddles. The half-orc set to paddling with
powerful strokes; as he did so, Narraw slipped over the stern and
began to push with her powerful tail.
Turning back to Polly, Max asked, “Can you find us a
place to go ashore where we won't attract any unwanted attention?”
The bird nodded and then took wing, and they followed.
*
* *
Following the parrot, they made their way to the
southwest corner of an island that was perhaps a mile wide and who
knows how long. At that point a rocky, jutting peninsula gave way to
the island's forested interior, and that was where they pulled their
boat ashore, carrying it up under the cover of the trees. Then, again
following Polly's lead, they hiked up and over the peninsula, to a
high point that overlooked a broad natural harbor.
There, riding at anchor, were the galley Luminous
and the bark Skylark.
“Look there.” Uriel pointed into the forest on the
shore of the bay, where a thin trail of smoke drifted upward.
“A settlement of some kind?” Narraw asked.
“Yes. Shall we go have look?”
The others nodded in agreement, and so they set off in
that direction, careful to remain quiet and to stay hidden by the
hills or the trees. They'd gone perhaps half a mile when, in the
distance, Max spied the hewn log walls of a stockade. “I think we
found our trading fort.”
As they watched, they could see soldiers wearing
tabards with the Order of the Lion's emblem, stationed atop platforms
inside the wall.
Narraw frowned. “If our eggs, and your friends, are
in there, then what can we do?”
Max smiled. “You forget, my lizard-lady, that we have
a secret weapon.” Placing two fingers to his mouth, he fave a
shrill whistle; moments later, Polly fluttered down to land on his
outstretched arm. The halfling fed her a bit of ship's biscuit.
“Pretty bird, I need you to find Lucinda.”
*
* *
Inside the stockade of the trading fort were two
buildings—one a compact, two-storied, whitewashed house, and the
other a long, low warehouse. It was in the latter structure that the
other 'Larks were being held prisoner. The method of their jailing
was crude but effective; each was tied at the wrists with stout cord,
as well as bound by a rope to metal rings spaced at five-foot
intervals along the walls. They were thus allowed movement enough to
avoid becoming too uncomfortable, but not so much that they could
tamper with their bindings.
In the three days of their confinement they'd been
treated well enough—given adequate food and water, and taken one at
a time to use the privy—but no amount of questioning their captors
had revealed just why they were being imprisoned. They'd settle into
a tired routine of trying to entertain each other with old, familiar
stories when Lucinda's eyes went wide.
“Something the matter, Luce?” Konrad asked her.
“No,” she answered—but then she winked at him.
“I'm polly just tired.”
“Oh.” It took the dwarf a moment to catch her
innuendo. “I see.”
Horace noticed their exchange and recognized its
implication, too. Not for the first time he tried to twirl the end of
his mustache, but his bonds prevented him from doing so. In spite of
that, he smiled.
“So, now what do we do?”
“We wait,” Lucinda replied, “and see.”
*
* *
Uriel, Max and Narraw had been hunkered down behind
cover for close to an hour when Polly returned.
“Did you find her?” Max asked.
The parrot nodded.
“In the fort?”
Another nod.
The halfling gestured, with each hand indicating first
an object more cubical in shape, and then something broader and
flatter. “Are they being kept in the taller building, or the
shorter one?”
Polly pecked lightly at his right hand.
“Ah, the warehouse. Are they bound with ropes?” He
held up a piece to illustrate.
The bird nodded.
“Good—then it shouldn't take much doing to cut them
loose. How many guards—people—are watching them?”
Polly scratched the ground three times with her left
talon.
“That should be manageable.”
“You have a plan for freeing them?” Uriel asked.
“Yes—but first I want to have a look in the main
house, to see what all of this is about.”
*
* *
Max waited until dark to pay his visit. Gathering
handfuls of dirt, he darkened the skin of his hands and face. Then,
creeping through the vegetation that encroached on the stockade, he
found a tree with a branch from which he could watch the guards. His
hope was to find a gap of time in which he could go over the wall
unnoticed; to his surprise, a guard at the front of the stockade
called out, “Ship, ho!”
The halfling watched, tensing, as half a dozen guards
and then a pair of officers from the house, headed out through the
gate and down to the dock.
That was his chance.
Stepping quickly out along the bough, Max used it as a
springboard a jumped over the wall. The rogue landed, light on his
feet, and rolled in a somersault that was nearly silent. Back on his
feet, he ran across the open space between the stockade and the
house, and then scampered up one wall, using a pair of knives for
climbing tools. Pausing at a window, he listened for a moment, then
used one of the blades to open the shutter and clambered inside.
The room was, as he'd suspected, empty at the moment.
There were signs of recent occupation, and Max peered into the closet
and under the bed, but he found nothing of interest. After pausing
again to listen at the door, he moved out into the hallway.
From there he could see a railing to one side,
overlooking the house's main entry below it, and doors on this level
leading to other rooms. One of them, centered on the back wall of the
house, he chose as his next target; it was unlocked.
Inside that room Max found one wall lined with
bookshelves; next to them stood a desk and chair, along with a
padlocked chest.
Here we go, Max thought. He closed the door to
the hallway and latched it, and then unrolled his pouch of tools atop
the desk. The padlock on the chest took some effort, but he managed
it; the chest proved to contain coins of various values—copper,
silver and gold—along with a small bag of pearls. Max tucked that
last item into one of his pouches and then turned his attention to
the desk.
Its drawer was locked, but it, too, succumbed to his
picks. Inside it he found a sheaf of papers bundled with a ribbon,
some of which bore the seal of the Imperial Navy. Max scanned them
hastily, and one line in particular stood out to him:
Continue with your recovery plan as you've
described, but remember—under no circumstances
should you let anyone discover and communicate the objective of your efforts.
Max nodded as he read. It was as they'd suspected; the
Navy crew was trying to salvage a wreck of some sort, and whatever
cargo was aboard it was important. And that meant valuable.
Folding the letters, he tucked them inside his shirt.
He was about to head for the hallway when the crack of a pistol shot
stopped him in his tracks.
Heading for the window, he opened the shutter and
climbed out onto the sill; from there he could reach the roof, and
swung himself up onto it. Then he crawled up to the peak and looked
over, out toward the harbor.
From there he could see the situation unfolding on the
dock. One uniformed officer, brandishing a pistol, stood over the
body of the man from the house. The other soldiers were quickly being
cut down by the newcomers, leaving bodies strewn about the dock and
in the surrounding water.
Max focused on the officer from the arriving vessel and
froze.
In spite of the uniform, Max recognized him.
It was the pirate, Arturo Martelli.
Saturday, August 18, 2018
Air Pockets and Gravity Planes
Here's an explanation of how air pockets and gravity planes work aboard aetherships.
-Nate
-Nate
Air
Pockets and Gravity Planes
The following diagrams illustrate the area of an
aethership's air pocket along with the location and area of its
gravity plane.
As a general rule, the air pocket extends to port and
starboard at a distance equal to the ship's beam width, and to fore
and aft at a distance equal to the ship's keel length. Similarly, the
pocket extends above and below the vessel at a distance equal to the
height of the vessel as measured from the bottom of the keel to the
top of the mainmast.
An aethership's gravity plane is a flat surface that
extends outward from the ship's keel, with an area equal to that of
the air pocket. For this reason, characters are never upside down
inside the vessel itself, but can walk along the bottom of the hull.
Thursday, August 16, 2018
A Plague Among You
Connecting various threads from previous resources and scenarios, this adventure begins weaving together a fiendish, overarching plot.
-Nate
-Nate
Introduction
Traditionally,
doctors are expected to work by the Hippocratic Oath, that can be
summarized in a single phrase: “First do no harm.” For the most
part, even in the difficult conditions of the American frontier, they
manage to do so. There's an exception to this, however, in the little
town of Smith's Crossing, a practitioner who aids his wife in gaining
unholy influence over local inhabitants. Even worse, he and his wife
are about to use that influence to unlock an even more powerful, more
wicked force.
Adventure
Synopsis
This adventure
begins when the PCs are contacted by Mama Celeste, a mamba.
She asks for their help dealing with a cholera epidemic that has
broken out around Smith's Crossing and Fort Arneson. In town they
find evidence that the epidemic is deliberate, because someone has
been tainting the supplies sold to the locals. Further investigation
reveals that Mordechai and Angelica Smith are involved, that they are
planning some sort of massive ritual, and that they've headed off to
Fort Arneson in order to enact their wicked plot.
For
the Gun Master
The Smiths'
objective is to summon and bind a crossroads demon to their service,
and thus gain access to the Winding Way. To that end they are going
to stage a massacre, harnessing the magical potency of tremendous
bloodshed. They've also prepared poppets of various prominent
locals to ensure that the soldiers from the fort do their part. In
fact, the couple arranged an outbreak of cholera so that the doctor
could gain blood samples from his unwitting patients, which his wife
then used in creating the wicked magical items.
At least a few
local residents have come to suspect this plot, however—especially
Big Jean and Mama Celeste. Indeed, she has been using her Divination
power to learn more about the situation in Smith's Crossing, and has
concluded that she needs the PCs' help in identifying, and thus
preventing, the approaching calamity.
Involving
the Heroes
This adventure
begins for the PCs when they receive a call for help, in the form of
a note delivered by a big old crow. The bird is, in fact, possessed
by the spirit of Little Raven, a native boy who ran afoul of the
Smiths and whom they murdered. This bird shows up wherever the PCs
happen to be spending time after their previous business and squawks
for their attention, at which point they can untie the little piece
of paper tied to its leg. That missive reads:
There is trouble in
Smith's Crossing; please come as quickly as you are able.
-Celeste
While that isn't a
lot of information, hopefully it is enough to spur the heroes into
action and send them back to the little riverside town. They might be
able to obtain more details by asking the crow the right questions,
but only if they can be answered by a yes or a no.
Smith's
Crossing
For
a map and area descriptions of the town in which this adventure
takes place, check out this PDF.
|
Scene
1—Evil Tidings
Just what the PCs
find when they arrive in town depends on how they make their
approach. As such, this first scene is divided by location.
The
Landing
A good place to
start learning about the situation in Smith's Crossing is at the
cabin occupied by Mama Celeste and Papa Jean. After all, she's the
one who summoned them. After welcoming the PCs, the couple serves
bowls of stew from a pot on the fire and then opens the discussion;
they can provide the following details.
- The epidemic—they heard Dr. Smith say it's cholera—started about a month ago. It has affected a number of townsfolk, along with people from nearby farms and even soldiers from the fort.
- If pressed, they can go into greater detail about who's been affected; the list includes a couple of laborers and numerous local farmers. She doesn't mention it, but the PCs might notice that nobody from the saloon, the Smiths' household, or Godfrey Werner, has been infected.
- Just this week, Dr. Smith and his wife headed for nearby Fort Arneson to help the infected soldiers there.
- In order to help keep order during the epidemic, Lt. Danforth Jeffreys has come from the fort with a squad of soldiers in order “to keep the peace.”
- Finally, Celeste used her Divination power to find a means of curtailing the epidemic, and believes that the PCs are somehow part of that solution.
The GM should, of
course, add to this information about any developments based on the
history that the PCs have in town, too. For example, if they
participated in the events of the scenario “Restless Spirits,”
then the PCs might see wanted posters depicting themselves posted
around town.
The
Long Arm of the Law
Sooner or later the
PCs probably want to venture into town. When they do, they notice
right away the aforementioned soldiers; there are two posted at the
warehouse, and two more at the Smith's house. Should they ask, the
PCs can confirm that the soldiers are commanded by Lt. Danforth
Jeffreys, who is currently staying at the Smiths' house.
Infantry
Soldier, Private (Novice)
This
fresh-faced recent recruit has yet to experience the trials of
combat.
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills:
Climbing d4, Fighting d6, Notice d6, Riding d4, Shooting d6, Survival
d4
Charisma:
--,
Pace:
6”, Parry:
5, Toughness:
5
Edges:
None
Hindrances:
None
Gear:
Uniform, Winchester '76 rifle (Range 24/48/96, Damage 2d8, RoF 1),
bayonet (Damage 1d6+1d6; Parry +1, Reach 1, 2 hands).
The
Saloon
The PCs should be
able to find a warm welcome at the saloon, where Elizabeth Grey runs
the place. What is more, she can provide an important clue regarding
the cholera outbreak, but they need to fish it out of her through
conversation. Neither she nor any of her serving girls has been
infected; if asked, she mentions that buys her liquor directly from
visiting riverboats, rather than going through Godfrey Werner. While
that might seem like a small detail, it should point the PCs'
suspicions in the right direction.
By the time the PCs
visit this location, if they haven't already had a run-in with the
soldiers, then this is a good place for it to happen. Four of them,
recently having finished their daily duties, come in looking to cut
loose a bit. They are full of questions about the PCs and their
business in town, having been warned that “outsiders might show up,
looking to make trouble.” They received their orders from Lt.
Jeffreys, who in turn was instructed by Dr. Smith and Captain
Arneson. The PCs could handle this through some use of Persuasion,
with the usual modifiers applied for good or bad reasoning and/or
roleplaying.
The
Preacher
Unlike
his brother and sister-in-law, Rev. Smith is still in town. He
believes that the cholera outbreak is the result of religious impiety
among the people, and that sobriety and prayer are needed to remove
its scourge. He is completely unaware of the real plot, and supports
his family members unquestioningly, but can become a valuable ally if
shown enough evidence to convince him of the truth behind this
situation.
Scene
2—Bad Business
Once they do decide
to investigate the warehouse, the PCs first face the task of dealing
with the guards. They have, of course, a number of options for doing
so. Trickery is one; they could concoct some kind of story for why
they need access to it. This should be a daunting task, since the
guards have been given clear instructions not to let anyone inside
it; as such, treat the guards as uncooperative for the Persuasion
test. Success with a raise can change that to friendly, in which case
they let the PCs into the warehouse; a normal success only changes it
to neutral, in which case some kind of bribe might be needed to
convince them. Failure, on the other hand, reduces their attitudes to
hostile, at which point they sound the alarm.
Stealth is another
possibility, albeit a difficult one. The two guards are posted
between the two sets of double doors in the front of the building, so
the side door could be an option; in that case, the PCs should make
Lockpicking and Stealth checks, with the second of those opposed by
the soldiers' Notice efforts. Success with both grants them access to
the bookkeeper's office, where he is likely to be working during the
daytime, and from there to the main part of the building. The PCs
might even pair this activity with some kind of distraction, a
situation likely to require considerable adjudication on the part of
the GM.
Finally, force is a
third option, but one that can bring quick consequences. While the
PCs could just attack the guards, such action is likely to be noticed
and thus lead to an alarm being raised. Even so, they could still
move quickly enough to gain access and find evidence justifying their
actions, although more use of Persuasion is probably needed to
convince the soldiers that such aggression was justified by the
circumstances.
Evidence
The warehouse
contains a number of items that can shed some light on the nature of
the Smiths' plot; each of these requires a Notice check to discover,
with a raise on the check letting characters discover two items. At
the GM's discretion, failed checks can eat up time and thus let the
powers that be respond to the PCs' actions. A botched check could
also cause exposure to the liquid tainted with cholera, as detailed
above.
- Two tun water barrels have corpses in them; they are victims who died from cholera and were put into the water. The bodies have had parts cut off of them.
- There are also a few smaller casks of watered-down rum; closer inspection reveals that the aforementioned missing body parts have been put into them.
- A few flour kegs have also been tampered with; they have been filled with gunpowder and nails, to serve as crude bombs.
- Finally, there's a ledger of recent transactions in the bookkeeper's office. Among other details, it confirms that shipments of flour and rum have been sent out to Fort Arneson.
Cholera
Treat
this disease as “long-term chronic, majorly debilitating” as
per the rules from page 87 in the core rulebook. It is
characterized by severe diarrhea, which in turn leads to
dehydration and, possibly, death.
|
Scene
3—No Rest for the Weary
Armed with the
evidence from the warehouse, the PCs should have their next target
clearly in mind—a visit to the Smiths' house. In addition to
housing Lieut. Jeffreys and the other soldiers, it holds a major
secret in the basement. A Notice check lets characters recognize that
something is unusual with the wall by the bottom of the stairs on the
building's main level; a second such effort reveals a keyhole hidden
behind a framed embroidery on the wall. Since Angelica Smith has the
key, a Lockpicking effort or suitably destructive force is likely
needed to unlock the secret door there. Steps, then, lead down into
the basement.
Of course, Lieut.
Jeffreys—or any other soldiers who are present—are full of
questions about the PCs' activities, and must be mollified by the use
of Persuasion or incapacitated by force before they let them proceed
in their investigation.
The
Guardian
Before
they can explore the place, the PCs must deal with the imp that
Angelica has left behind to guard the place. Refer to the Appendix to
find stats for it. This creature first uses its invisibility power
while trying to sow havoc among the PC, such as by stealing valuable
items, triggering weapons and the like. If it has a chance to flee,
then it uses its shape change power, especially to take the shape of
a bird. Finally, if cornered—and especially if the PCs show that
they possess magical means by which to harm it—the imp uses its
bolt power to fight back against its attackers. Most importantly,
however, it tries to escape so that it can head for Fort Arneson and
inform its mistress of how her plot has been discovered.
The Imp
Stats for this creature come from page 16 of the Fantasy Bestiary Toolkit, a supplement written by Paul “Wiggy” Wade-Williams; it is available for download. There are two modifications, however; they have immunity to normal weapons without a weakness to cold iron, but weaknesses to holy symbols and holy water. |
More
Evidence
The two broad tables
here contain the other clues that hint at the Smiths' plot, including
the following things.
- On one table there is a stack of pages, a translation of the Clavicula Salmonis. Although it is copied in English, characters must still make a general Knowledge check at a -2 penalty, or a Knowledge (occult) check at no penalty, to recognize that it deals with rituals for summoning creatures from beyond this world.
- The other table holds scraps of fabric, especially pieces cut from a bolt of blue cloth, along with bits of straw and empty medicine vials. A Healing check can confirm that the vials formerly contained blood, while a Knowledge (occult) check reveals that the materials could be used to create the items known as poppets.
- If any of the PCs have been treated by Dr. Smith—and thus have given his wife to make a poppet for them—then a Notice check locates a scrap of material that can be used to identify that character's peril.
- Finally, if the PCs can capture the imp, then they might be able to coerce it into revealing lots of information about its mistress's plans.
Epilogue
While this scenario
introduces more questions than answers, it should lay out for the PCs
their next course of action; they need to act quickly to foil a
wicked ritual that will soon take place at Fort Arneson.
Sunday, August 12, 2018
Soldiers and Officers of the US Army
Presented here are stats for the soldiers and officers of the U.S. Army, for use with the Savage Worlds and The Sixth Gun roleplaying games.
Personnel
Presented here are
stat blocks for soldiers and officers in the U.S. Army. They
represent different levels of experience, based on the character
advancement rules from page 43 of the Savage Worlds core
rulebook. While the traits are left rather generic, the GM should as
always feel free to customize more important NPCs.
Infantry
Soldier, Private (Novice)
This
fresh-faced recent recruit has yet to experience the trials of
combat.
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills:
Climbing d4, Fighting d6, Notice d6, Riding d4, Shooting d6, Survival
d4
Charisma:
--,
Pace:
6”, Parry:
5, Toughness:
5
Edges:
None
Hindrances:
None
Gear:
Uniform, Winchester '76 rifle (Range 24/48/96, Damage 2d8, RoF 1),
bayonet (Damage 1d6+1d6; Parry +1, Reach 1, 2 hands).
Infantry
Soldier, Corporal (Seasoned)
These
soldiers have been tested in battle and seen some of their comrades
fall around them.
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills:
Climbing d4, Fighting d8, Notice d6, Riding d4, Shooting d8, Survival
d4
Charisma:
--,
Pace:
6”, Parry:
6, Toughness:
5
Edges:
Combat Reflexes, Marksman
Hindrances:
None
Gear:
Uniform, Winchester '76 rifle (Range 24/48/96, Damage 2d8, RoF 1),
bayonet (Damage 1d6+1d6; Parry +1, Reach 1, 2 hands).
Infantry
Soldier, Sergeant (Veteran)
A
grizzled veteran of numerous battles, this soldier has been given
command of a squad, made up of ten new privates along with a more
experienced corporal.
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills:
Climbing d4, Fighting d10, Notice d6, Riding d4, Shooting d10,
Survival d4
Charisma:
--,
Pace:
6”, Parry:
7, Toughness:
5
Edges:
Combat Reflexes, Command, Leader of Men, Marksman
Hindrances:
None
Gear:
Uniform, Winchester '76 rifle (Range 24/48/96, Damage 2d8, RoF 1),
bayonet (Damage 1d6+1d6; Parry +1, Reach 1, 2 hands).
Horses Refer to page 160 of the Savage Worlds core rulebook to find stats for horses. Note, too, that while most horses should be treated as the Riding variety, some battle-hardened ones might be considered to be Warhorses. |
Cavalry
Soldier, Private (Novice)
This
soldier is just as green as any new infantryman, but has a horse.
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills:
Fighting d6, Knowledge d4, Notice d4, Riding d6, Shooting d6,
Survival d4
Charisma:
--,
Pace:
6”, Parry:
5, Toughness:
5
Edges:
None
Hindrances:
None
Gear:
Uniform, Colt Dragoon .44 pistol (Range 12/24/48, Damage 2d6+1, RoF
1), cavalry saber (Damage d6+d6).
Cavalry
Soldier, Corporal
This
rider—and, maybe his horse, too—has managed to survive a few
battles.
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills:
Fighting d8, Knowledge d4, Notice d4, Riding d8, Shooting d6,
Survival d4
Charisma:
--,
Pace:
6”, Parry:
5, Toughness:
5
Edges:
None
Hindrances:
Beast Bond, Combat Reflexes
Gear:
Uniform, Colt Dragoon .44 pistol (Range 12/24/48, Damage 2d6+1, RoF
1), cavalry saber (Damage d6+d6).
Cavalry
Soldier, Sergeant
These capable horseback combatants are given command of squads.
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills:
Fighting d10, Knowledge d4, Notice d4, Riding d10, Shooting d6,
Survival d4
Charisma:
--,
Pace:
6”, Parry:
5, Toughness:
5
Edges:
None
Hindrances:
Beast Bond, Command, Combat Reflexes, Leader of Men
Gear: Uniform, Colt Dragoon .44 pistol (Range 12/24/48, Damage 2d6+1,
RoF 1), cavalry saber (Damage d6+d6).
Customizing Officers The different officer templates include suggestions for choosing hindrances, to reflect the widely varying personalities of commanders in the field. The following options are especially recommended.
|
Officer—Lieutenant
(Novice)
It
might seem counter-intuitive to everyone but the soldiers under their
command, but these fresh-faced graduates of West Point and other such
schools are every bit as green as their underlings. A lieutenant
commands four squads (see the Sergeant, above, for details).
Attributes:
Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills:
Fighting d4, Investigation d4, Knowledge d6, Notice d6, Persuasion
d4, Riding d4, Shooting d4
Charisma:
--,
Pace:
6”, Parry:
4, Toughness:
5
Edges:
Command
Hindrances:
Pick one Major or two Minor
Gear:
Uniform, Colt Dragoon .44 pistol (Range 12/24/48, Damage 2d6+1, RoF
1), cavalry saber (Damage d6+d6).
Officer—Captain
(Seasoned)
The
captain commands two squads directly and eight indirectly through two
lieutenants.
Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills:
Fighting d4, Investigation d4, Knowledge d6, Notice d6, Persuasion
d4, Riding d4, Shooting d4
Charisma:
--,
Pace:
6”, Parry:
4, Toughness:
5
Edges:
Command, Command Presence, Hold the Line!, Inspire
Hindrances:
Pick one Major or two Minor
Gear:
Uniform, Colt Dragoon .44 pistol (Range 12/24/48, Damage 2d6+1, RoF
1), cavalry saber (Damage d6+d6).
Officer—Major
(Veteran)
The
major commands a brigade of four companies.
Attributes:
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills:
Fighting d4, Investigation d4, Knowledge d8, Notice d8, Persuasion
d4, Riding d4, Shooting d4
Charisma:
--,
Pace:
6”, Parry:
4, Toughness:
5
Edges:
Command, Command Presence, Fervor, Hold the Line!, Inspire, Leader of
Men
Hindrances:
Pick one Major or two Minor
Gear:
Uniform, Colt Dragoon .44 pistol (Range 12/24/48, Damage 2d6+1, RoF
1), cavalry saber (Damage d6+d6).
Officer—Colonel
(Heroic)
The
colonel commands two regiments directly, and eight more through two
majors.
Attributes:
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills:
Fighting d4, Investigation d4, Knowledge d10, Notice d8, Persuasion
d6, Riding d4, Shooting d4
Charisma:
--,
Pace:
6”, Parry:
4, Toughness:
5
Edges:
Command, Command Presence, Fervor, Hold the Line!, Inspire, Leader of
Men, Natural Leader, Tactician
Hindrances:
Pick one Major or two Minor
Gear:
Uniform, Colt Dragoon .44 pistol (Range 12/24/48, Damage 2d6+1, RoF
1), cavalry saber (Damage d6+d6).
Officer—General
(Legendary)
The
general commands a brigade of six regiments.
Attributes:
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills:
Fighting d4, Investigation d6, Knowledge d10, Notice d10, Persuasion
d8, Riding d4, Shooting d4
Charisma:
--,
Pace:
6”, Parry:
4, Toughness:
5
Edges:
Command, Command Presence, Connections, Fervor, Hold the Line!,
Inspire, Leader of Men, Natural Leader, Scholar, Tactician
Hindrances:
Pick one Major or two Minor
Gear:
Uniform, Colt Dragoon .44 pistol (Range 12/24/48, Damage 2d6+1, RoF
1), cavalry saber (Damage d6+d6).
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