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Law Dogs

Law Dogs: Keepers of Order in a Lawless Land

"One riot, one Ranger."

In a land where the dead walk and monsters lurk in the shadows, keeping the peace requires more than just a fast draw and a stern look. It requires the authority of law, the backing of civilization, and the will to stand between innocent folks and the chaos that threatens to consume them. These are the Law Dogs—the badge-wearing protectors who enforce order in the Weird West, whether they patrol an entire nation or just keep the drunks off the streets of a frontier boomtown.

Some wear the star of a town marshal, others the badge of a Texas Ranger or US Marshal. But all of them share one thing: they've sworn an oath to uphold the law, and they're willing to die for it. In the Weird West, that oath might mean facing down supernatural horrors as well as outlaws—and keeping the stories of what they see from spreading panic.

What Makes Someone a Law Dog?

A Law Dog isn't just someone who wears a badge. Anyone can pin on a piece of metal and call themselves a lawman. What separates a true Law Dog from a tin-star charlatan is the combination of legitimate authority, the skills to back it up, and the iron will to do what's right even when it's dangerous.

Key characteristics of Law Dogs:

Law Dogs come from all walks of life. Some are former soldiers who found purpose in protecting civilians. Others are reformed outlaws who decided they'd rather fight on the side of the angels. Still others are idealists who believe in justice and order. But all of them understand that wearing a badge makes you a target—and they do it anyway.

The Badge Makes the Lawman

In the Weird West, a badge isn't just decoration—it's a symbol of legitimate authority. Texas Rangers don't wear badges (they carry the Ranger's Bible instead), but most other lawmen do. A town marshal's star, a sheriff's shield, a US Marshal's circle-and-star—each one tells folks you've got the legal right to tell them what to do. Of course, that also means every outlaw, drunk, and troublemaker knows exactly who to shoot first.

Becoming a Law Dog

Unlike gunslingers who can earn their reputation through skill alone, Law Dogs need official recognition. Here's what it takes to become a legitimate lawman:

Required:

  • The Law Man Edge (cost varies by jurisdiction—see below)
  • The Obligation Hindrance (representing your duty to protect)
  • At least 2 levels in appropriate Aptitudes for your role

Essential Aptitudes:

  • Shootin': pistol 2+ - You'll need to back up your words
  • Overawe 2+ - Sometimes a hard stare works better than a bullet
  • Search 1+ - For finding clues and tracking criminals
  • Guts 2+ - Facing down outlaws and monsters requires steady nerves

Useful Aptitudes:

  • Professional: law - Understanding legal procedures and jurisdiction
  • Scrutinize - Reading people and detecting lies
  • Trackin' - Following criminals across the frontier
  • Horse ridin' - Most law work happens on horseback
  • Survival - For extended pursuit of outlaws
The Law Man Edge: Cost by Jurisdiction

Cost 1: Town Marshal, temporary deputy, Pinkerton operative, or judge (local authority)
Cost 2: Sheriff of a small county or large town marshal
Cost 3: Sheriff, Secret Service operative, or provost guard (limited national jurisdiction)
Cost 4: Texas Ranger or Deputy US Marshal (full national jurisdiction)
Cost 5: Texas Ranger captain, US Marshal, or other lawman with unlimited national authority

Types of Law Dogs

Law enforcement in the Weird West comes in many forms, each with different responsibilities, jurisdictions, and challenges:

Town Marshals

Law Man Cost: 1-2 | Obligation: –5 | Jurisdiction: City limits

Town marshals are the most common lawmen in the West. Elected or appointed by the city council, they enforce local ordinances, keep drunks off the streets, prevent fires, and shoot stray dogs (for 25-50¢ per head). They also inspect saloons and dance halls, breaking up fights before they turn deadly.

Pay ranges from $50-$225 per month, depending on the town's size and how dangerous the job is. Cattle season means more work and more pay. Some marshals also earn fees for arrests ($2 each) or a portion of fines collected (one-fourth to one-third). Deputies make less, about $40-$125 per month.

Challenges: Limited jurisdiction (can't pursue criminals outside town limits), often undermanned, and responsible for everything from law enforcement to fire prevention. The job's dangerous—rowdy cowboys, desperate outlaws, and violent drunks all see the marshal as an obstacle.

County Sheriffs

Law Man Cost: 2-3 | Obligation: –4 | Jurisdiction: Entire county

Sheriffs have broader authority than town marshals, covering an entire county. Usually elected every year or two, they enforce state and county laws, arrest criminals, run the county jail, and can deputize posses when needed. In some places, sheriffs also collect taxes or maintain roads.

Pay varies wildly—most make $150-$250 per month, but in places like Arizona where the sheriff gets 10% of taxes collected, it can reach $30,000-$40,000 per year. That kind of money attracts politicians more interested in collection than law enforcement.

Challenges: Large territories to patrol with limited deputies, political pressures from elections, and potential conflicts with town marshals in their jurisdiction.

United States Marshals

Law Man Cost: 4-5 | Obligation: –2 | Jurisdiction: Federal (entire Union)

US Marshals enforce federal law throughout Union territory, with each district covering a state or territory. The Marshal himself usually handles administration while Deputy US Marshals do the fieldwork. They have broad powers: they can form posses, cross state lines in pursuit, and serve all federal legal documents.

Deputies don't earn salaries—they're paid by fee, usually $2 per day or per prisoner delivered, plus 6-10¢ per mile traveled. They can also collect rewards and bounties, which is good because the fees barely cover expenses.

Challenges: Dangerous work (in some districts, one-third to one-half of Deputy Marshals are killed or injured each year), long pursuits across hostile territory, and limited support in remote areas.

Texas Rangers

Law Man Cost: 4-5 | Obligation: –1 | Jurisdiction: National (entire Confederacy)

The Confederate States' national police force, the Texas Rangers are the finest law enforcement organization in the West (just ask them). Organized into five battalions of about 500 men each, Rangers have jurisdiction over the entire Confederacy and can override local law enforcement when necessary.

Rangers earn a meager $30-$40 per month plus keep, and they must provide their own guns, horses, and gear. The pay doesn't matter—what calls a Ranger to service is devotion to law and justice, plus the excitement. Rangers also investigate supernatural phenomena and suppress information about the weird to prevent panic.

Special Benefits: Rangers carry the Fugitives from Justice in the Confederacy (known as the "Ranger's Bible"), updated annually with information on wanted criminals. Higher-ranking Rangers receive an expanded version with a bestiary of supernatural creatures and a rogues' gallery of arcane threats.

Motto: "Shoot it or recruit it." Rangers are willing to get supernatural creatures to work for them—fighting fire with fire—but they keep close watch and put down any that turn on them.

Pinkerton Operatives

Law Man Cost: 1 | Obligation: –1 | Jurisdiction: National (Union, but technically private)

The Pinkerton National Detective Agency is a private organization, but Pinkerton operatives have authority throughout Union territory to investigate crimes and supernatural phenomena. The Western Bureau, based in Denver and run by the mysterious "Ghost," specifically handles weird occurrences.

Operatives earn about $2 per day (much better than most lawmen). It costs $6-8 per day to hire a Pinkerton. All operatives are issued Gatling pistols from the Pinkerton Supernatural Research Division. They're expected to be straight arrows—no excessive drinking, no behavior that might cast the agency in bad light.

Motto: "We Never Sleep." Their symbol is a wide-open eye.

Special Notes: Pinkertons communicate in code and identify themselves by initials or code numbers only. They're not always popular with local law enforcement, who see them as arrogant outsiders.

Secret Service Operatives

Law Man Cost: 3 | Obligation: –3 | Jurisdiction: Federal (counterfeiting, presidential protection, technology monitoring)

The United States Secret Service was created to fight counterfeiting, expanded to protect the President, and now also monitors new technologies for the war effort. About 500 agents strong, they favor black or dark gray clothes and carry Browning Semi-Auto pistols.

Operatives earn $3 per day and must be available 24 hours a day, willing to move anywhere, and obedient to their chief. They're organized almost militarily, with strict discipline and high expectations.

Special Duties: In addition to their regular work, Secret Service agents now investigate mad scientist inventions and report on promising technologies for military use.

The Obligation Hindrance for Lawmen

All Law Dogs have the Obligation Hindrance, representing their duty to protect and serve. The value depends on the scope and danger of their responsibility:

–1: National jurisdiction with freedom to roam (Texas Rangers, Pinkertons)
–2: Regional protection (US Marshal districts)
–3: State/territory protection or limited national duties (Secret Service, some sheriffs)
–4: County protection (sheriffs)
–5: Town/city protection (town marshals)

The more confined the territory and the more daily responsibility, the higher the Hindrance value.

Rank: Climbing the Ladder

Lawmen in large organizations (Texas Rangers, Pinkertons, US Marshals, Secret Service) have ranks that provide additional privileges and responsibilities. All members start at Rank 1, but can advance through good service, heroism, and excellent roleplaying.

Rank is never simply purchased—it must be earned.

Rank 1: Officer (Free with Law Man Edge)

Benefits:

  • Badge and weapon issued (if appropriate)
  • Authority to enforce laws and make arrests
  • Can call for organizational support (but don't abuse it—shows weakness)
  • Rangers/Pinkertons: Learn basics about the Reckoning and common supernatural threats. Ordered to suppress information about weirdness.
  • Rangers: Receive the Ranger's Bible
  • Pinkertons: Issued a Gatling pistol

Rank 2: Low-Ranking Officer (Cost: 2 points)

Examples: Texas Ranger corporals, Pinkerton corporals, Secret Service agents

Benefits:

  • Can deputize civilians as volunteers for posses
  • Can commandeer property in emergencies (organization pays for it)
  • Deputy US Marshals only: Can collect rewards and bounties
  • Secret Service: Issued Browning Semi-Auto pistol, basic technology training

Rank 3: Mid-Ranking Officer (Cost: 3 points)

Examples: Pinkerton lieutenants/captains, Texas Ranger lieutenants

Benefits:

  • Command over lower-ranked agents
  • Can hire new agents and promote lower ranks (with approval)
  • Rangers/Pinkertons: Learn more about how fear empowers supernatural threats. Still not told everything.
  • Rangers: Limited access to the Ranger library in Austin (arcane texts, unclassified reports). Excellent resource for hexslingers and blessed learning new powers.
  • Pinkertons: Can requisition equipment from Pinkerton Supernatural Research Division (Onerous (7) Smarts roll). Access to company library in Massachusetts.
  • Secret Service: Can request special equipment from US arsenals and laboratories

Rank 5: High-Ranking Officer (Cost: 5 points)

Examples: Pinkerton bureau chiefs, Texas Ranger majors/captains, US Marshals, Secret Service chief operatives

Benefits:

  • Command large divisions or sections
  • Can hire and promote without approval
  • More money (but also more responsibility)
  • Rangers/Pinkertons: Full understanding of fear, fearmongers, and the Reckoning. Must swear oath never to reveal this information.
  • Rangers: Full access to Austin library. Receive most complete Ranger's Bible available.
  • Pinkertons: Equipment requests only need Foolproof (3) Smarts roll. Can request custom manufacturing. Full library access.
  • Secret Service: Learn the truth about mad science and supernatural elements in technology
  • US Marshals: Lose ability to collect rewards/bounties, but get more pay
Advancing in Rank

Posse members start at Rank 1 and can advance through demonstrated service to their organization. The Marshal awards promotions based on long service, heroism, accomplishments, connections, and good roleplaying. You can't simply buy rank with Bounty Points—you must earn it through your actions.

Law Dog Tactics and Skills

Being a Law Dog requires more than just shooting straight. Here are some essential techniques:

Overawe: The Hard Stare

Sometimes the best way to stop a fight is to prevent it from starting. A good lawman can buffalo a troublemaker with nothing more than a hard stare and a commanding voice. This is the Overawe Aptitude—the ability to intimidate through presence alone.

How it works:

  • Make an opposed overawe roll vs. the target's Spirit
  • Success means the target backs down or complies
  • Works best when you have the authority of law behind you
  • Some lawmen have "the Stare" or "the Voice" Edges for bonuses

When to use it: Controlling drunks, stopping fights before they start, getting information from witnesses, or making an outlaw surrender without violence.

Buffaloing: Pistol-Whipping

When words don't work but you don't want to kill someone, there's buffaloing—knocking them unconscious with your pistol butt. It's quicker and quieter than shooting, and it doesn't fill the local cemetery.

How it works:

  • Make a fightin': brawlin' roll to hit (or shootin' if mounted)
  • Deals Strength damage + 1d6 (using gun as a club)
  • Called shot to the head (–6 penalty) can knock target unconscious
  • Popular with lawmen who prefer to avoid killing when possible

Famous for it: Wyatt Earp, "Bear River" Tom Smith, and many other professional lawmen prefer buffaloing to shooting.

Forming a Posse

When trouble's too big for one lawman to handle, it's time to deputize. Lawmen can swear in temporary deputies to form a posse for pursuit or defense.

Requirements:

  • Rank 2 or higher (or permission from someone who has it)
  • Volunteers only - can't force people to join
  • Sworn in - must officially deputize them (gives them legal protection)
  • Temporary - usually for a specific job, then dismissed

Benefits: Numbers make a difference. A posse of 10-20 armed men can take on gangs that would kill a lone lawman. Just remember—you're responsible for their actions while they wear the badge.

Tracking and Investigation

Most law work isn't dramatic shootouts—it's patient investigation and tracking. Good Law Dogs develop these skills:

  • Trackin': Following outlaws across the wilderness
  • Search: Finding clues at crime scenes
  • Scrutinize: Reading people to detect lies and guilt
  • Streetwise: Understanding criminal networks and getting information from informants
  • Professional: law: Knowing jurisdictions, legal procedures, and how to make charges stick in court
The Law o' the West Hindrance

Some lawmen have the Law o' the West Hindrance (worth –3 or –5 points), representing their strict adherence to legal procedure and their code of honor. They won't shoot unarmed men, won't tolerate vigilante justice, and insist on bringing outlaws in alive when possible. It makes them heroes to honest folks and targets for outlaws who know they won't shoot first.

Equipment and Resources

Most Law Dogs are issued or expected to carry specific equipment:

The Badge

A lawman's most important tool. Different organizations have different designs:

  • Town Marshal/Sheriff: Five- or six-pointed star, often silver or brass
  • US Marshal: Gold star inside a circle with federal shield in center
  • Secret Service: Gold star with American shield
  • Texas Rangers: No badge—they carry the Ranger's Bible as identification
  • Pinkertons: No official badge (they're private), but operatives carry credentials

Badges are usually worn proudly on the chest, though some lawmen keep them under their coat until needed. Losing your badge is a serious matter—it's your proof of authority.

Standard Equipment

  • Pistol (usually Colt Peacemaker): $15
  • Rifle (Winchester '73 or similar): $15-25
  • Shotgun (for crowd control): $25-40
  • Ammunition: 50-100 rounds for each weapon
  • Handcuffs: $5
  • Rope (for restraining prisoners): $1
  • Horse and saddle: $100-150
  • Fast-draw holster: $10-15

Most lawmen must provide their own equipment, though some organizations issue weapons. Rangers receive no financial support—they buy everything themselves out of their meager pay.

Playing a Law Dog Character

Here's advice for bringing a Law Dog to life:

Know Your Authority: Understand your jurisdiction and limits. Town marshals can't pursue criminals outside city limits without permission. Sheriffs rule their counties but defer to federal marshals on federal crimes. Rangers have broad authority but still answer to local law when appropriate. Overstepping your jurisdiction causes political problems.

Balance Justice and Survival: You're supposed to bring outlaws in alive for trial, but sometimes that's not possible. Most lawmen prefer to talk before shooting, but they don't hesitate when their life's on the line. The law gives you authority, but it doesn't make you bulletproof.

Manage Your Reputation: A good lawman's reputation is their best weapon. If folks know you're fair but tough, most troublemakers will comply without violence. But if you're seen as corrupt or cowardly, you'll face constant challenges. Build trust through consistent enforcement and fairness.

Work With (or Around) Politics: Sheriffs and town marshals are elected or appointed by politicians. That means playing politics—keeping the town council or county commissioners happy while still doing your job. Sometimes you have to arrest the mayor's cousin. Sometimes you have to look the other way on minor infractions from powerful people. Finding the balance is part of the job.

Supernatural Silence: If you're a Ranger or Pinkerton, you know about the weird. You're under orders to suppress information about supernatural threats. That means confiscating newspapers, intimidating witnesses, and keeping the existence of monsters secret. It's for the greater good—panic kills more people than the monsters do. But it weighs on your conscience.

Remember Your Obligation: You swore an oath to protect people. That might mean standing alone against a gang of outlaws. It might mean hunting a monster into the wilderness. It might mean dying to protect innocent folks. That's the job. If you wanted safe and easy, you wouldn't have pinned on the badge.

Law Dog Archetypes

The Town Marshal: The last line of defense for a frontier town. Responsible for everything from drunk cowboys to supernatural threats, working with minimal support and maximal pressure from the town council. Often has the law o' the West Hindrance, believing strongly in doing things the right way.

The County Sheriff: Patrols a huge territory with a few deputies, dealing with cattle rustlers, claim jumpers, and worse. Must balance politics (since they're elected) with actual law enforcement. Some are dedicated lawmen; others are more interested in collecting fees and taxes.

The Texas Ranger: The elite of Confederate law enforcement. Rides alone or in small groups, has broad authority, investigates supernatural phenomena, and suppresses information about the weird. Tough, self-reliant, and utterly dedicated to the cause. Known for their unofficial motto: "Shoot it or recruit it."

The Deputy US Marshal: The Union's answer to the Rangers. Works alone in hostile territory, hunting federal fugitives across state lines. Poorly paid but can collect bounties, which helps. Known for being excellent trackers and willing to pursue criminals to the ends of the earth.

The Pinkerton Operative: A private detective with national authority. Better paid and equipped than most lawmen, but not always welcome in local jurisdictions. Specializes in investigating weird phenomena for the Western Bureau. Carries a Gatling pistol and communicates in code. Mysterious, professional, and not particularly likable.

The Reformed Outlaw: A former criminal who switched sides, using their knowledge of the outlaw world to catch the lawbreakers they once rode with. Struggles with their past and tries to make amends through law enforcement. Often has enemies on both sides—outlaws who see them as traitors, lawmen who don't fully trust them.

Ready to Pin On the Badge?

Choose your jurisdiction (town, county, or nation), take the Law Man Edge and Obligation Hindrance appropriate for your position, and develop the skills to back up your authority. Remember—the badge makes you a target, but it also makes you the thin line between civilization and chaos.

Law Dogs and the Troubleshooters

Colonel Brennan has complicated feelings about lawmen. On one hand, he respects proper authority and believes in order. On the other hand, he's operating in the Disputed Lands where three different jurisdictions claim authority, and sometimes the law gets in the way of getting things done.

That said, the Colonel employs several former lawmen among his Troubleshooters. He appreciates their investigative skills, their knowledge of criminal behavior, and their ability to work independently with minimal supervision. A Ranger who retired from active service, a town marshal who got tired of politics, a bounty hunter with legal credentials—all have proven useful.

The trick is keeping the law-abiding Troubleshooters from conflicting with the more flexible members of the team. Colonel Brennan makes it clear: "We operate in gray areas where the law doesn't always reach. I need people who can think for themselves and do what's necessary—within reason. I won't tolerate murder or banditry, but I also won't let legal technicalities stop us from protecting innocent folks."

In Dodge City itself, Troubleshooters who are active lawmen elsewhere are expected to cooperate with local authorities. Marshal Larry Deger and his deputies (including Wyatt Earp and Bat Masterson) run a tight ship, and they don't appreciate vigilante justice or cowboys who think they can ignore local ordinances. The Colonel has invested in Dodge City, and the last thing he needs is his employees getting into shootouts with the marshal's office.

For Law Dog Troubleshooters, the Colonel offers steady work that puts their skills to use, better pay than most law enforcement positions, and the freedom to investigate supernatural threats without having to worry about covering them up. He doesn't mind if his lawmen report findings back to their organizations—as long as those findings don't include Colonel Brennan's more questionable business dealings.

Miss Temperance Page's Observation

"I've cataloged the badges of thirty-two different law enforcement agencies in the Weird West. Town marshals, sheriffs, Rangers, Marshals, Pinkertons, Secret Service, and more—all claiming different jurisdictions, sometimes over the same territory. In the Disputed Lands, you might have three different lawmen all with 'legitimate' authority trying to arrest the same outlaw. The Colonel navigates these waters carefully. He's not above the law, but he's learned which laws he can bend and which ones will break his operation. It's a delicate balance, and one I'm glad I don't have to maintain myself."

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