Tuesday, August 21, 2018

A Gazetteer of the Sol System

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




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



Sunday, August 19, 2018

Tale: Desperate Times

Here's the next part in the ongoing story of the 'Larks.

-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



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



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.
  • Major: Arrogant, Bad Luck, Bloodthirsty, Code of Honor, Delusional, Habit, Heroic, One Arm, One Eye, One Leg, Overconfident, Vengeful, Vow, Yellow
  • Minor: Big Mouth, Cautious, Deathwish, Delusional, Habit, Loyal, Mean, Stubborn, Vengeful, Vow

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).