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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Origins / Soldier

Soldier

Origins

Ability Might or Reflex
Talent Rugged

War has been your life for as long as you care to remember. You trained from youth with weapons and armor and learned the basic survival skills that keep a soldier alive on the battlefield. You might have served in a standing army or a mercenary company, or been a local militia member who rose to prominence in a recent war.

You gain: +1 Might or Reflex; the Rugged talent; 2 ranks in Athletics and Firearms or Melee Weapons or Missile Weapons.

Starting Equipment:

Feature — Fellow at Arms: Your military bearing earns respect: you can forge friendly ties with other military factions and request sanctuary or safe passage, especially from your own organization.

Starting Packages

Soldiers, Privateers and Criminals start with a gear package that fits the work they did, plus a basic kit and 5 gp. Every package is worth about the same.

  • Basic kit: Uniform, Backpack, Bedroll, Waterskin, Rations (1 week), Flint and steel, Unit insignia (Soldier), or Traveler's clothes, Backpack, Bedroll, Waterskin, Rations (1 week), Flint and steel (Privateer and Criminal).
  • Armor: choose light (leather armor, plus 2 gp) or heavy (scale mail, Might 2).
  • Weapons by culture: the packages list firearms, the settlers' weapons. A character from another culture takes that culture's weapons in place of each long gun or sidearm. If they cost less, take the difference in coin.
CultureIn place of a long gunIn place of a sidearm
VikingsLongbow, 20 arrowsBattle Axe, Light Shield
Native peoplesShortbow, 20 arrows, SpearTomahawk, 5 javelins
Asian immigrantsLight crossbow, 20 boltsTemple Sword
SpecialtyGear
OfficerFlintlock pistol and 20 pistol rounds (sidearm); Rapier (dress sabre); Fine clothes (dress uniform); Signal whistle; Armor: light or heavy
ScoutWinchester rifle and 20 rifle rounds (long gun); Armor: light or heavy
InfantryFlintlock musket and 20 flintlock balls (long gun); Dagger (bayonet); Shortsword; Hatchet; Caltrops; Pup tent; Rope (50 ft); Hooded lantern; Armor: light or heavy
CavalryFlintlock pistol and 10 pistol rounds (sidearm); Scimitar (cavalry sabre); Tack; Saddlebags; Armor: light or heavy The army kept the horse, but you know how to care for one.
MedicFlintlock pistol and 10 pistol rounds (sidearm); Healer's tools; 5 vials; Armor: light or heavy
QuartermasterFlintlock pistol and 10 pistol rounds (sidearm); Writing set (ledger); Merchant's scale; Simple lock; Hooded lantern; Crowbar; Armor: light or heavy
Standard bearerFlintlock pistol and 10 pistol rounds (sidearm); Longsword; Heavy Shield; Bugle or drum; Signal whistle; Pup tent; Your unit's standard (keepsake); Armor: light or heavy
Support staffFlintlock musket and 20 flintlock balls (long gun); Artisan's tools (your trade); Shovel or pick; Armor: light or heavy

Specialty (1d8): You filled a particular role in your unit or army. Roll or choose the job you did. 1. Officer, 2. Scout, 3. Infantry, 4. Cavalry, 5. Medic, 6. Quartermaster, 7. Standard bearer, 8. Support staff

Quirk (1d8)

  1. I'm always stern, polite and respectful.
  2. I'm haunted by memories of war and the things I did to survive.
  3. I've lost so many friends that I'm slow to make new ones.
  4. Whatever the fight, I have a war story to match it.
  5. Nothing and no one can shake my resolve.
  6. I like being the strongest, or the one in charge.
  7. I have a very, very dark sense of humor.
  8. There's rarely time for debate; I like simple, direct solutions.

Ideal (1d6)

  1. Co-existence. Live and let live. Few causes are truly worth a war.
  2. Greater Good. Protecting others is worth any sacrifice, even my own life.
  3. Duty. Orders exist for a reason. I follow the chain of command and respect those above me.
  4. Might. The strong are meant to lead, and the weak to follow.
  5. Independence. Tyranny starts with rules that strip away other people's rights. I won't stand for it.
  6. Responsibility. Nothing matters more than the people and places I've sworn to protect.

Pledge (1d6)

  1. I'd lay down my life for those who've fought beside me.
  2. I'll never leave a friend behind in danger.
  3. My honor is my life.
  4. I'll never forget the losses of a battle we lost, and I mean to get justice for the fallen.
  5. My companions' lives are worth far more than mine.
  6. I'll always fight for those who can't fight for themselves.

Flaw (1d6)

  1. A particular enemy haunts my thoughts and dreams, and terrifies me.
  2. I have little respect for anyone who can't handle themselves in a fight.
  3. A grave mistake of mine cost the lives of those under my command; I mean to take that secret to the grave.
  4. I tend to fly into a blind rage against my enemies.
  5. I'll obey any established law, even if it causes misery and suffering.
  6. I never admit my mistakes, and I double down on my proven falsehoods.

Roll or choose one of each, then pair each with a Virtue or Vice (2 of each).

Features

Fellow at Arms. Your military bearing earns respect: you can forge friendly ties with other military factions and request sanctuary or safe passage, especially from your own organization.

Starting Equipment