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Thread: The Wild West IH V2 (Prospective)

  1. #1
    Barry Goldwater's Avatar Mr. Conservative
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    Default The Wild West IH V2 (Prospective)

    The Wild West IH



    Map:
    Spoiler Alert, click show to read: 


    Blue - Controlled by the Law
    Red - Controlled by Outlaws
    Purple - Controlled by Mexican Imperialists
    Cyan - Controlled by Mexican Revolutionaries
    Gold - Controlled by the Apache

    Cities by number:

    1. Salvation
    2. Bishop's Lodge
    3. Desperation
    4. Pappas
    5. Hightown
    6. Gold Hill
    7. Eureka

    8. Butler's Mill
    9. Shady Valley
    10. Great Crater
    11. Rock Ridge
    12. Pueblo del Desierto
    13. Pueblo del Cactus

    14. Ciudad Vieja
    15. Vista del Sol
    16. Fuerte del Sol
    17. Santo Maximo
    18. Arenas Rojas
    19. Fuerte Carlota

    20. Dunas Altas
    21. La Cumbre
    22. Fuerte Impenetrable
    23. Fuerte Juarez
    24. Tres Piedras

    25. Dziilcho
    26. Nadawisgah

    The year is 1890. Swarms of settlers have been moving west, into the rugged Arizona and New Mexico Territories of the United Kingdom of America, lured in by promises of adventure, wealth and free land for all. Word of gold being found clinched it for most people. What they have found, however, is the exact opposite.

    Adventure - oh yes, plenty of that, if you count constantly being on the run from Indians out for your blood, outlaws out for your money or corrupt lawmen also out for your money an 'adventure'.

    Wealth? Not really, unless you were dangerous or foolish enough to join up with one of many bandit gangs, or proudly put on a badge and immediately turned around to abuse your newfound power. As it turned out, there really isn't that much gold in this part of the Territories - not even at Gold Hill, a boomtown that began its precipitous decline almost as soon as its meager gold reserves had been exhausted by overeager miners.

    Free land? Perhaps. But most of it is worthless desert, unsuitable for farming, grazing or really just about any remotely profitable operation. Further north, the threat of daily Indian raids - followed by a brutal scalping, no doubt - is more than enough to deter even the meanest, toughest settlers from trying to set up a farm or shop of any kind, at least until the Royal Cavalry have cleaned the place out.

    Things are even worse south of the border. Since the installment of Maximilian von Habsburg as Emperor of Mexico by the French in 1864, followed by copious American support to keep his regime afloat after the French withdrawal, Mexico has been trapped in a vicious conflict between the Imperialistas who support the new House of Habsburg-Iturbide and tar their enemies as unpatriotic anti-religious scum-of-the-earth, and the Revolucionarios who seek to dethrone the 'Austrian Tyrant' and decry their opponents as religious fanatics, elitists and opportunistic dogs. While the conflict has largely settled down in central and south Mexico following the death of ex-President Benito Juarez and the subsequent capture or defection of many leading Revolutionaries (including the present Prime Minister of Mexico, Porfirio Diaz), the Revolutionary stronghold of Sonora is still holding out despite the Imperialists' best efforts to break their resistance.

    And so, on June 5th 1890, you arrive in the town of Salvation, population 7,200. A large settlement bolstered by new arrivals to the West and the recent completion of a railroad running right through the place, on the surface it is a booming industrial city and the 'last hope for civilization' in southern Arizona. However, the reality is rather different, as it soon becomes apparent that the town is constantly menaced by outlaws - unusually large and determined gangs of outlaws at that - from the outside, and a brutal and corrupt police department from within.

    Will you make a name for yourself in this bloody chapter in the Wild West's equally bloody history, or be ground into the dust by greater men?

    --------------------------------------------------------------------------------------------------

    This is a prospective IH, which means I won't start it until RB dies. Since unlike G66 it's an RPG-style IH (somewhat like WEF, but smaller in scale and with a lot more gunfights ) I think I'll be able to run both smoothly, especially after next week when I'll finally have free time once more.

    On a side note, unlike the last Wild West IH we had, all of you guys will be starting in the same party for convenience, and so I don't have to micromanage six or seven different adventures right off the bat, which was a huge problem in the past TWW IH. More later when I write the rules

  2. #2
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wild West IH V2 (Prospective)

    Party rules:
    Spoiler Alert, click show to read: 
    As mentioned earlier, all players begin as part of the same party. This means that you move together (unless you are given the option to split and follow different plotlines for a period of time), fight together, cooperatively make decisions as to who you should align with in a situation, and work out some way to divide up the loot after a battle. You will, of course, be given opportunities to leave the main party and go off on your separate way (likely to formally align yourself with one of the factions) in the future.

    So that we don't end up with a party that looks like it was randomly scrapped together, try to adjust your biographies to make the formation of this 'main party' possible - for example, ask other players if you can build a collaborative biography where your characters were childhood friends, or bailed one another out in a high-risk situation in the past, or something. This shouldn't really affect your character's personality, of course - you can be as much of an antisocial douche to everyone else in the party as you want

    Character rules:
    Spoiler Alert, click show to read: 
    NOTE: Do NOT post your character profiles in this thread. I will make a separate signup thread for that in the future.

    The character format is thus:

    Picture:
    Self-explanatory
    Name: Self-explanatory
    Age: Be realistic, no ten-year-old gunslingers
    Ethnicity: Also self-explanatory
    Allegiance: If any (everyone starts at Unaligned, but you'll have an opportunity to change this later)
    Rank: If any, put this on hold while I write up ranks for the factions
    Money: Update this every time you make or lose money, everyone starts with $100
    Equipment: Everybody will start with a Remington M1858, a Pocket Knife, a Pony and three extra packs of ammo. You may also choose between a Dreyse needle gun or a Volcanic repeating rifle when starting, pick the one that suits your playing style.
    Biography: As usual, I don't need a novel, but I don't want trashy pamphlets either.

    Combat rules:
    Spoiler Alert, click show to read: 
    Like in most IHs, combat is turn-based - the side with the initiative (usually the attacker) moves first, followed by the defender. Most actions - running to and from cover, shooting, reloading and carefully taking aim (so as to increase your chances of actually hitting an opponent, especially with inaccurate firearms) - all take up at least one turn, with some exceptions. (check the Equipment Rules)

    Equipment rules:
    Spoiler Alert, click show to read: 
    Handguns: These sidearms lack the range, power and rate-of-fire of the rifles and shotguns, and should be used as a last resort (with the possible exception of the much more powerful higher-end pistols). They do, however, have an extremely short reload time - you can reload them and fire in the same turn.

    Remington Model 1858 - $50 (6 rounds)
    Colt Army Model 1860 - $75 (6 rounds)
    Smith & Wesson Model 3 - $100 (6 rounds)
    Colt Single Action Army - $150
    Colt M1877 Double Action - $200
    LeMat Revolver - $350

    Bolt-action rifles: While more powerful and accurate than repeating rifles, bolt-action rifles have been forced to pay with a lower rate-of-fire and higher reloading time (2 turns). Higher-end rifles have a higher rate of fire and lower reloading time.

    Dreyse needle gun - $125 (single-shot)
    Berdan II rifle - $250 (single-shot)
    Springfield M1873 rifle - $350 (single-shot)
    Lebel M1886 rifle - $450 (8 round mag., 1 turn reload time)
    Lee-Metford rifle - $600 (10 round mag., 1 turn reload time)
    Gewehr 1888 rifle - $750 (5 round mag., 0 turn reload time)

    Repeating rifles: Less powerful and accurate than bolt-action rifles, repeaters make up for these shortcomings with a higher rate-of-fire and shorter reload time (1 turn only). Higher-end rifles generally have smaller magazines, but more power and accuracy.

    Volcanic rifle - $125 (20 round mag.)
    Henry repeating rifle - $250 (16 round mag.)
    Spencer repeating rifle - $350 (7 round mag.)
    Winchester M1873 repeating rifle - $500 (15 round mag., 0 turn reloading time)
    Winchester M1876 repeating rifle - $650 (15 round mag.)
    Winchester M1886 repeating rifle - $750 (15 round mag., 2 turns reloading time)

    Shotgun: These powerful guns can kill pretty much anything at close range, but are inaccurate at longer ranges. They reload rather slowly as well, at a pace of two turns.

    Sawn-off shotgun - $150 (2 rounds)
    Coach gun - $300 (2 rounds)
    Winchester M1887/1901 repeating shotgun - $500 (5 rounds/mag.)

    Bows: While rendered obsolete by the appearance of accurate repeating firearms, bows are still useful as long-distance sniping weapons when you don't have a bolt-action rifle handy, and in the hands of a competent horseman can still prove to be a devastating weapon on the open plains and deserts of the Wild West.

    Composite bow - $150
    Longbow - $200 (cannot be used from horseback)

    Hand weapons: These are your true last resort weapons, when you don't have even a pistol at hand. Pocket knives, shortswords and tomahawks can be thrown at your opponents.

    Pocket knife - $25
    Shortsword - $35
    Bayonet - $60 (Note: Can be attached to rifles)
    Tomahawk - $70 (Note: Effective both when thrown & used in close combat)
    Cutlass - $100
    Sabre - $150
    Lance - $225

    Mounts: These mounts differ in ability - ponies are the weak starting horse, mules can take and dish out considerable amounts of punishment but are slower than other horses, Quarter Horses are fairly balanced but capable of great speed at short distances, Mustangs are also balanced horses with a stronger emphasis on weight and power, Standardbreds are true 'jack-of-all-trades but master-of-none' horses, and Thoroughbreds are built for speed.

    Pony - $250
    Mule - $350
    Quarter horse - $500
    Mustang - $650
    Standardbred - $750
    Thoroughbred - $1,200

    Ammunition: For the sake of simplicity, we will be using universal ammo in this game - I'll always automatically assume you've bought the right type of ammunition for your weapon.

    Ammo Pack - $10, 30 rounds or arrows/pack

    Explosives: The good stuff Explosives are useful for wiping out large concentrations of enemies, but (especially in the case of dynamite) they can explode in your face if struck before you're ready to throw them. You can throw one explosive per turn.

    Ketchum hand grenades - $80 (three grenades)
    Dynamite Charge - $100 (one charge)
    Large bag of dynamite - $200 (two charges)
    Massive bag of dynamite - $300 (five charges)
    Last edited by Barry Goldwater; June 20, 2011 at 01:52 PM.

  3. #3
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wild West IH V2 (Prospective)

    Factions:

    UKA Royal Army:
    Spoiler Alert, click show to read: 


    The Royal Army of America has fought to preserve and protect the United Kingdom of America and its institutions and citizens since the American Civil War of 1800-1801. In the West, its Cavalry branch are especially renowned as the King's rapid-response units, with the designated purpose of reconnaissance, mounted assault and maintaining rural security. They will only appear in the event of an Indian attack, or if the Outlaws faction take too many settlements. They are also the only faction you cannot formally join, though you may still receive quests from the Royal Army regional HQ in Bishop's Lodge.

    Leaders:
    Spoiler Alert, click show to read: 

    Colonel Richard A. Murray
    Date of birth:
    May 30th, 1846
    Info: The grandson of Royalist Colonel James Murray, the vicious Civil War cavalry commander who handed Confederate general Jonathan Thomasson to the King following the Siege of Humpback Mountain and spearheaded Reconstruction efforts in South Carolina, where he and his son (Richard's father) Alexander unleashed a reign of terror upon the Southerners. Determined to live up to his grandfather's legacy, the brave but arrogant and reckless Murray has risen through the ranks and secured himself a risky post out west as commander of the American forces in Arizona Territory, and even now he intends on either coming home in glory or in a casket.

    Units:
    Spoiler Alert, click show to read: 

    UKA National Guard
    Equipment:
    1x Springfield M1873 bolt-action rifle OR Spencer repeater OR Coach Gun
    1x Colt Single Action Army
    1x Ketchum Grenade Pack
    1x Bayonet
    6x Ammo Packs


    Royal Infantry

    Equipment:
    1x Gewehr 1888 OR Winchester M1876 repeater OR Winchester M1887/1901
    1x Colt Single Action Army
    1x Ketchum Grenade Pack
    1x Bayonet
    6x Ammo Packs


    Royal Cavalry Trooper
    Equipment:
    1x Winchester M1886 repeater OR Winchester M1887/1901
    1x Colt M1877 Double Action
    1x LeMat Revolver
    1x Ketchum Grenade Pack
    1x Saber
    Standardbred
    6x Ammo Packs

    Lawmen:
    Spoiler Alert, click show to read: 


    These men ostensibly serve justice, but for every upstanding lawman, there is one who hides his atrocities and corruption behind his badge and a thin veneer of self-righteousness. Unfortunately, the Arizona-New Mexico Territories are plagued with the latter type.

    Leaders:
    Spoiler Alert, click show to read: 

    Sheriff Lawrence Hoffman
    Date of birth:
    August 18th, 1853
    Info: The Sheriff of Salvation County. He is a notoriously ruthless figure, often summarily hanging any outlaw he catches without even a mock trial, and has no qualms with mowing down hostages, destroying villages or holding up trains if he thinks he can get at an outlaw that way; however, he at least seems to earnestly believe that his means, while brutal, are the only way to achieve lasting peace and civilization in the West. He is the younger brother of James Hoffman, leader of the bandits who have been menacing his precious town of Salvation, and has sworn to God Almighty that he will be the one to end his brother's life as revenge for some unspecified incident in their youth.


    Deputy Sheriff Jimmy Collins
    Date of birth:
    February 13th, 1843
    Info: Sheriff Hoffman's chief lieutenant, and an even worse monster than his boss. Unlike Hoffman, who at least is trying to achieve something positive with his savagery, Collins is the very epitome of the corrupt lawman who cares not for justice despite his badge; he extorts storeowners and settlers, bullies even women and children, and is absolutely vicious toward not just his enemies, but civilians who happen to either be related to said enemies or just annoy him for whatever reason. The only reason nobody has dared move against him is, besides his personal friendship with the Sheriff, his known skills as a gunslinger - he is pointlessly sadistic toward all who oppose him, often aiming for their groin, hands and knees first (doesn't help that he's skilled enough to make said shots) and trying to drag on fights for his own sick entertainment. He does not get along with Inspector Brooke, who he considers weak and his racial inferior.


    Inspector Hiram Brooke
    Date of birth:
    November 7th, 1859
    Info: Sheriff Hoffman's de-facto second in command in the Salvation Police Department. While Hoffman and Collins usually operate out in the field, Inspector Brooke stays behind to 'hold the fort', so to speak. While he openly supports Hoffman's methods as the only way to achieve lasting peace in the West, he is nowhere near as pointlessly brutal as the Deputy Sheriff, and has built up a respectable reputation as one of the few remotely honest lawmen in Salvation County; in the words of a Salvation citizen, he is 'tough, but fair - or at least as fair as they come here.'. He does not get along with Deputy Sheriff Collins, who he considers nothing more than a 'mad dog Hoffman lets out sometimes'.

    Units:
    Spoiler Alert, click show to read: 

    Posseman
    Equipment:
    1x Dreyse needle gun OR Volcanic rifle OR Sawn-off shotgun
    1x Remington M1858
    1x Pocket Knife
    Pony
    3x Ammo Packs


    Police Officer
    Equipment:
    1x Berdan rifle OR Henry repeater OR Coach Gun
    1x Colt Army M1860
    1x Bayonet
    3x Ammo Packs


    Pinkerton Agent
    Equipment:
    1x Spencer repeater OR Coach Gun
    1x Smith & Wesson Model 3
    1x Saber
    1x Large bag of dynamite
    Quarter Horse
    3x Ammo Packs


    Royal Marshal
    Equipment:
    1x Winchester M1886 OR Winchester M1887/1901
    2x Colt Single Action Army
    1x Saber
    1x Large bag of Dynamite
    Standardbred
    5x Ammo Packs

    Outlaws:
    Spoiler Alert, click show to read: 


    These men are generally held to be the lowest of the low - a rabble of cut-throats, serial killers, thieves, and other criminals of the worst kind. However, just as not all lawmen are good, not all outlaws are completely evil - among them are visionaries who seek to forge a utopian anarchy, or Robin Hood types who 'steal from the rich' and 'give to the poor'.

    Leaders:
    Spoiler Alert, click show to read: 

    Boss James 'Greenback Jim' Hoffman
    Date of birth:
    December 8th, 1850
    Info: The undisputed boss of all outlaws in the Arizona Territory. Hoffman has built his criminal empire through blood and steel, mercilessly mowing down his rivals in the criminal underworld and intimidating others into following him, and is allegedly trying to whip his men into an actual army capable of expelling the Royal Army from the Territory. Despite being a bandit who raids stagecoaches, blows up trains and murders enemies without hesitation or visible remorse, Hoffman is also strangely honorable, usually sparing women and children and taking prisoners, and claims to be working toward an ideal 'any man should be able to appreciate' - a 'free territory' in Arizona where the rule is 'do what you please, as long as you have the muscle to carry it through'. He has sworn on his own name to kill his brother and destroy Salvation in retaliation for an unspecified incident in their youth. His nickname, 'Greenback Jim', comes from his use of a printing machine to circulate counterfeit money in Salvation County back in the 1870's.


    Bandito Caudillo Raul Martinez Iglesias
    Date of birth:
    September 1st, 1851
    Info: A former rival of James Hoffman's, now his right-hand man. Martinez is a monstrous outlaw from across the border who easily fits the stereotype of a grossly immoral, needlessly violent and greedy scum-of-the-earth, who raids stagecoaches and banks with impunity and never takes prisoners; he does not spare even little children, much to his boss's displeasure, and it is rumored that he even 'has his way' with captured women before coldly doing away with them - the only reason Hoffman even pretends to tolerate his behavior is that his 'Banda', who make up a large portion of the Hoffman Gang, is personally loyal to him and him alone and would break away if their leader were to suffer an unfortunate fatal accident; even now, Martinez himself insists that the 'Martinez Banda' is a wholly separate organization that is only in a 'loose alliance' with the Hoffman Gang. His only saving grace to most people is his bitter rivalry with Deputy Sheriff Collins; most citizens dream of the day they would finally just kill each other.


    Underboss Richard 'Tricky Dick' Murphy
    Date of birth:
    July 14th, 1866
    Info: A young outlaw who has nevertheless risen through the ranks of Hoffman's powerful gang, renowned for his skills with a pair of iconic Colt pistols. Murphy came from an abusive family, but is surprisingly well-adjusted and non-malevolent; he cares more about money and himself than anything else, up to and including his boss's ideals, and while he still cheerfully participates in the gang's activities, he has never shown any unnecessary brutality to his opponents like the 'Bandit Caudillo' Martinez, preferring to do the job as quickly and efficiently as possible and then leave immediately for his own personal safety; even his hostages report that he treated them like a wannabee gentleman and wouldn't hurt a hair on their head unless they tried to fight or escape from him.

    Units:
    Spoiler Alert, click show to read: 

    Cutthroat
    Equipment:
    1x Dreyse needle gun OR Volcanic rifle OR Sawn-off shotgun
    1x Remington M1858
    1x Pocket Knife
    3x Ammo Packs


    Road Agent
    Equipment:
    1x Henry repeater OR Coach Gun
    1x Colt Army M1860
    1x Shortsword
    Mule
    3x Ammo Packs


    Bandito
    Equipment:
    1x Spencer repeater OR Coach Gun
    1x Smith & Wesson Model 3
    1x Saber
    Mustang
    3x Ammo Packs


    Desperado
    1x Winchester M1886 OR Winchester M1887/1901
    2x Colt Single Action Army
    1x Saber
    1x Large bag of Dynamite
    Standardbred
    5x Ammo Packs

    Mexican Imperialistas:
    Spoiler Alert, click show to read: 


    The Imperial Mexican Army was established following the coronation of Maximilian of Habsburg as Emperor of Mexico, and has fiercely fought the Emperor's enemies all over the country with the backing of first the French, then the UKA (though they are not as well equipped as the UKA Royal Army, save the elite Contra-Guerrillas and Belgian Foreign Legion). However, the army has earned a reputation for brutality, corruption, fanaticism or even some combination of the three in large parts of the country, which in no way helps the Emperor's popular image.

    Leaders:
    Spoiler Alert, click show to read: 

    Colonel Pablo Navarro Garcia
    Date of birth:
    March 20th, 1833
    Info: The commander of the Imperial Mexican forces in the Ciudad Vieja area. Colonel Navarro fought for the Conservative faction in the 'War of the Reform', then for the Second Empire upon Maximilian's coronation, and has risen through the ranks for his efficiency. While not overtly corrupt like many other Imperial officers, Navarro is single-mindedly obsessed with his duty as a 'son of Mexico' to stamp out the rebels, which he does with a cold efficiency that chills friend and foe alike - all this despite flatly admitting that he has no idea why he is still fighting, and that he frankly could not care less about who governs Mexico. In his own words, when asked why he still fights by an American reporter, his reply was a simple 'To win.'


    Major Hernán Ignacio Líster
    Date of birth: April 16th, 1853
    Info: One of Colonel Navarro's lieutenants, and a true believer in the Imperial cause. The fourth out of six sons in a noble Criollo family from central Mexico, Major Lister enlisted in the Imperial Army as soon as he was able and has served the Emperor well, earning several awards for gallantry and loyalty. Lister is one of the few Imperial Mexican officers of higher rank who earnestly believes that Mexico is better off under Maximilian's rule than what he describes as the 'anarchy and base cruelty' that republican rule would be sure to bring in his mind, something that makes him all the more dangerous to his rebel enemies - he cannot be bought off or avoided for long, constantly presses even his boss for his perceived lack of fervor in prosecuting the republican enemy, and his extreme belief in the righteousness of his cause makes him impossible to reason with.


    Major Esteban Sanchez Palafox
    Date of birth:
    June 2nd, 1848
    Info: Colonel Navarro's other lieutenant and equal to Major Lister. Unlike his comrade, he is in no way an earnest believer in the Imperial cause, rather fitting the stereotype of Imperial soldiers as a brutish and greedy opportunist. Major Sanchez is lazy, irresponsible and a hedonist, content to direct operations from the comfort of his headquarters and never leading a charge if he absolutely has to be present on the battlefield. He is known as a wine connoisseur and a gambler, not a soldier, and it is rumored that he only got this far because of his connections within the government. However, to the relief of his subjects, he isn't especially brutal (in fact, he blanches at the sight of blood, unusually enough for a military leader) and is content to leave the people alone as long as they pay their taxes and do not talk about rebellion in his presence...though this may be more out of his own laziness than any actual goodwill.

    Units:
    Spoiler Alert, click show to read: 

    Soldado
    Equipment:
    1x Lebel M1886 OR Winchester M1873 repeater OR Coach Gun
    1x Colt Single Action Army
    1x Bayonet
    1x Ketchum Grenade Pack
    5x Ammo Packs


    Dragón
    Equipment:
    1x Winchester M1876 repeater OR Coach Gun
    2x Colt M1877 Double Action
    1x Saber
    1x Ketchum Grenade Pack
    Standardbred
    5x Ammo Packs


    Contra-Guerrilla
    Equipment:
    1x Winchester M1886 repeater OR Winchester M1887/1901
    2x Colt M1877 Double Action
    1x Saber
    1x Ketchum Grenade Pack
    Thoroughbred
    5x Ammo Packs


    Belgian Foreign Legionary
    Equipment:
    1x Lee-Metford OR Winchester M1886 repeater OR Winchester M1887/1901
    2x Colt M1877 Double Action
    1x Ketchum Grenade Pack
    1x Bayonet
    6x Ammo Packs

    Mexican Revolucionarios:
    Spoiler Alert, click show to read: 


    While Maximilian von Habsburg may have ascended to the throne of Mexico with the aid of French and American bayonets, his rule was by no means universally recognized. A dangerous republican insurgency plagued his reign until the 1870's, when Benito Juarez was finally killed and many of his staunch followers captured or defected, but even now as the Imperial Army takes a breather in most of the country, stubborn rebels continue the struggle in the north, all of them prepared to die for a free and republican Mexico. What these men lack in training and advanced weaponry, they make up for with numbers and fighting spirit.

    Leaders:
    Spoiler Alert, click show to read: 

    Caudillo Supremo Juan Maria Melgarejo
    Date of birth:
    March 11th, 1839
    Info: An up-and-coming radical-liberal intellectual before the French intervention in Mexico, Melgarejo was forced to flee for his life upon Maximilian's coronation and linked up with a rebel unit in Sonora State. He has led the Republican resistance in the Northwest since 1886, when his predecessor was captured and executed by the Imperial Contra-Guerrillas; some suggest that he leaked information to the Imperialistas to get his old boss out of the way, though they dare not bring up the idea in front of him. Melgarejo himself is more of an administrator and rhetorician than an actual military leader, and leaves the campaigning to his lieutenants.


    Caudillo Francisco Tomas Frias
    Date of birth:
    June 29th, 1850
    Info: A jaded revolutionary and one of Melgarejo's right-hand men. Frias was once an idealistic young soul threw all of his might and spirit into the revolution against Emperor Maximilian, believing his cause to be infallible and worth dying for, but has since become bitter and cynical after witnessing countless incidents in which his fellow revolutionaries behaved no better than their Imperial opponents. He no longer truly believes in the righteousness of the Revolution, seeing even his superior as no better than common bandits who hide behind a thin veneer of pretty ideals, but is determined to profit from their war efforts regardless - as far as he's concerned, the Imperialistas would shoot him on the spot if they found him, so he might as well stick with the Revolucionarios and try to make the best out of his situation.


    Caudillo Bernardo Flores de la Barra
    Date of birth:
    December 4th, 1858
    Info: A fervent idealist and believer in the ideals of the Revolution, much like his comrade Frias was in his youth, and a lieutenant of Caudillo Melgarejo. Unlike Frias, Flores has clung onto his belief that Mexico would be better served with a republican government, and has dedicated his life to driving the 'Austrian Archduke' out of Mexico no matter the costs. To this end, he is prepared to commit robberies like a common bandit, execute enemy prisoners without trial, take the families of Imperial officers hostage and even slaughter Imperial hostages if they get in his way; like his archrival Major Lister of the Imperial Army (ironically enough), he will let nothing get in the way of his dreams, constantly criticizes even his equals and superior for their perceived lack of fervor and, to the frustration of the Imperial government, has proven to be impossible to bribe or negotiate with.

    Units:
    Spoiler Alert, click show to read: 

    Guerrillero
    Equipment:
    1x Dreyse needle gun OR Volcanic rifle OR Sawn-off shotgun
    1x Remington M1858
    1x Bayonet
    4x Ammo Packs


    Lancero Ligero
    Equipment:
    1x Lance
    1x Smith & Wesson Model 3
    1x Saber
    1x Ketchum Grenade Pack
    Mustang
    2x Ammo Packs


    Carabinero
    Equipment:
    1x Henry repeater OR Coach Gun
    2x Colt Single Action Army
    1x Cutlass
    1x Ketchum Grenade Pack
    Quarter Horse
    4x Ammo Packs


    Héroe de la Revolución

    Equipment:
    1x Lebel M1886 OR Winchester M1876 repeater OR Winchester M1887/1901
    1x Colt Single Action Army
    1x Large bag of dynamite
    1x Bayonet
    6x Ammo Packs

    Apache:
    Spoiler Alert, click show to read: 


    These hardy natives of the west have their way of life threatened by the Royal government's efforts to relocate them to reservations - by persuasion and by force - and have resolved to strike back under the leadership of great men such as Geronimo. American soldiers and settlers alike generally hold them in contempt as brainless savages at best and vermin to be exterminated at worst, but still fear them for their ferocity and courage on the battlefield nonetheless.

    Leaders:
    Spoiler Alert, click show to read: 

    Chief Chacon
    Date of birth:
    January 3rd, 1836
    Info: A battle-hardened leader of the Apaches in Arizona Territory. Chacon has fought both the Americans and Mexicans since the 1850's, eluding the authorities up till now and leading his people through both victories and defeats. He is venerated by his people as a hero, and is considered the last hope of the Apache in Salvation County to maintain their independence and their way of life; even his enemies have developed a grudging respect for him, as he is unusually chivalrous for an Apache war chief, rarely attacking civilian caravans and not just taking prisoners on a regular basis, but often releasing them as well.

    Units:
    Spoiler Alert, click show to read: 

    Apache Insurgent
    Equipment:
    2x Remington M1858
    2x Pocket Knife
    2x Tomahawks
    1x Dynamite charge
    2x Ammo Packs


    Apache Rifleman
    Equipment:
    1x Berdan rifle OR Henry repeater OR Sawn-off shotgun
    1x Colt Army M1860
    1x Pocket Knife
    1x Large bag of dynamite
    2x Tomahawks
    3x Ammo Packs


    Apache Horse Archer
    Equipment:
    1x Composite Bow
    1x Smith & Wesson Model 3
    1x Cutlass
    1x Ketchum Grenade Pack
    Mustang
    4x Ammo Packs


    Apache Thunder Warrior
    Equipment:
    1x Winchester M1873 repeater OR Coach Gun
    1x Smith & Wesson 3
    1x Saber
    2x Tomahawks
    1x Ketchum Grenade Pack
    Thoroughbred
    4x Ammo Packs

    Unaligned:
    Spoiler Alert, click show to read: 
    These men and women either have no formal allegiance to any faction, or are non-combatants - sometimes both. Some are friendly right from the get-go, others are permanently hostile to you.

    Units:
    Spoiler Alert, click show to read: 
    Settlers & Prospectors:
    Spoiler Alert, click show to read: 
    Men and women heading out west to start a new life. Most are only here to try and make an honest living, and have no desire to be caught up in the region's complicated politics. However, this does not mean they are pushovers; if threatened, they will be more than happy to take up arms in self-defense.

    They are permanently friendly to players unless a hostile action is taken against them.


    Settler Militia
    Equipment:
    1x Dreyse needle gun OR Volcanic rifle OR Sawn-off shotgun
    1x Remington M1858
    1x Pocket Knife
    1x Dynamite charge
    Pony
    3x Ammo Packs


    Gold Rush Miner
    Equipment:
    1x Berdan rifle OR Henry repeater OR Coach Gun
    1x Colt Army M1860
    1x Shortsword
    1x Large bag of dynamite
    3x Ammo Packs


    Cowboy
    Equipment:
    1x Spencer repeater OR Coach Gun
    1x Smith & Wesson 3
    1x Dynamite charge
    1x Cutlass
    Quarter Horse
    3x Ammo Packs

    Confederate Renegades:
    Spoiler Alert, click show to read: 
    These men are the descendants of Confederate veterans of the American Civil War of 1801-1802 who moved west. While they profess to be fighting for the Lost Cause of their forefathers, many have recognized the futility of such an ideal (for one thing, they aren't even in the South anymore, and for another, the war ended over 80 years ago) and are only using this goal and their ancestors' grey uniforms to mask their true face as yet another band of troublesome outlaws in the Wild West; true believers are few and far between in their ranks, and even other Renegades dismiss them as fools with their heads in the clouds.

    They are permanently hostile toward players, though they can be bought off.


    Confederate Renegade Infantry
    Equipment:
    1x Springfield M1873 bolt-action rifle OR Spencer repeater OR Coach Gun
    1x Colt Single Action Army
    1x Ketchum Grenade Pack
    1x Bayonet
    4x Ammo Packs


    Confederate Renegade Trooper
    Equipment:
    1x Winchester M1873 repeater OR Coach Gun
    2x Colt Single Action Army
    1x Ketchum Grenade Pack
    1x Saber
    Quarter Horse
    4x Ammo Packs

    Bounty Hunter:
    Spoiler Alert, click show to read: 
    These men have gone after you or some other character to collect the bounty on your head. They will only appear if you have angered one of the factions too much, and are almost always hostile when they appear. The only time they aren't hostile toward you is when they're hunting someone else down, and even then they will not talk to you and will turn hostile if attacked. Lastly, they always appear in groups of at least five.


    Bounty Hunter:
    Equipment:
    1x Winchester M1873 repeater OR Coach Gun
    1x Smith & Wesson 3
    1x Cutlass
    1x Large bag of dynamite
    Quarter Horse
    4x Ammo Packs

    Mercenaries:
    Spoiler Alert, click show to read: 
    Foreign soldiers of fortune who have come to fight for an Outlaw boss, an undermanned Lawman's posse, the Apache or the warring Mexican factions - for the right price, of course. They have no actual loyalty to their masters and would happily switch sides if the enemy offered them a bigger paycheck, but they bring with them combat experience and (relatively) modern weapons in great demand by the various factions. They may be friendly, neutral or hostile to you depending on whether or not their side is shooting at you at the moment, though they can be bought off.


    Mercenary Infantry
    Equipment:
    1x Springfield M1873 OR Winchester M1873 repeater OR Coach Gun
    1x Colt Single Action Army
    1x LeMat Revolver
    1x Ketchum Grenade Pack
    1x Bayonet
    6x Ammo Packs


    Mercenary Trooper
    Equipment:
    1x Winchester M1876 repeater OR Winchester M1887/1901
    2x Colt M1877 Double Action
    1x Cutlass
    1x Ketchum Grenade Pack
    Mustang
    5x Ammo Packs

    Scalphunters:
    Spoiler Alert, click show to read: 
    Vicious thugs who kill and scalp anyone unfortunate enough to blunder into their path for money. They are universally loathed by all other factions (even other Outlaws) and are permanently hostile toward players.


    Scalphunter
    Equipment:
    1x Dreyse needle gun OR Volcanic rifle OR Sawn-off shotgun
    1x Remington M1858
    1x Pocket Knife
    1x Dynamite charge
    Mule
    3x Ammo Packs

    Republican Insurgents:
    Spoiler Alert, click show to read: 
    These men are descendants of Confederate fugitives from the early 1800s, but unlike their cousins they have chosen to fight for a united, republican America ('The Founders' true dream') instead of an independent Dixie. They are generally rather more ideological than the Confederate Renegades, who are basically bandits in gray, but are still in no condition to actually fight the Royal Army; the King's government barely considers them a threat, and has relegated the duty of stomping out these troublemakers to the local authorities. Only the Mexican Rebels consider them friends due to their ideological similarities.

    They are hostile to all players who have not aligned with the Mexican Revolutionaries faction, though they can be bought off unless you've aligned with the Lawmen or Mexican Imperialistas.


    Republican Freedom Fighter
    Equipment:
    1x Berdan rifle OR Henry repeater OR Sawn-off shotgun
    1x Colt Army M1860
    1x Bayonet
    1x Large bag of dynamite
    3x Ammo Packs


    Republican Freedom Rider
    Equipment:
    1x Winchester M1873 repeater OR Coach Gun
    1x Smith & Wesson 3
    1x Cutlass
    1x Large bag of dynamite
    Mustang
    4x Ammo Packs
    Last edited by Barry Goldwater; June 22, 2011 at 12:29 PM.

  4. #4
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wild West IH V2 (Prospective)

    reserved just in case

  5. #5
    Dave Strider's Avatar Dux Limitis
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    Default Re: The Wild West IH V2 (Prospective)

    I can't see the map...
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  6. #6
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wild West IH V2 (Prospective)

    Strange, it works just fine for me...anyone else having problems?

    Here's a direct link to it: http://i574.photobucket.com/albums/s...ildwestmap.png

  7. #7
    Kip's Avatar Idea missing.
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    Default Re: The Wild West IH V2 (Prospective)

    I can see it just fine

  8. #8
    Dave Strider's Avatar Dux Limitis
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    Default Re: The Wild West IH V2 (Prospective)

    That's strange, all I see is a large empty space...
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  9. #9
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: The Wild West IH V2 (Prospective)

    This looks nice


  10. #10
    Kip's Avatar Idea missing.
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    Default Re: The Wild West IH V2 (Prospective)

    its a special map that only cool people can see

  11. #11
    Dave Strider's Avatar Dux Limitis
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    Default Re: The Wild West IH V2 (Prospective)

    Huh, weird, the imageshack version works fine...
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  12. #12

    Default Re: The Wild West IH V2 (Prospective)

    Looks interesting, but what about the Dino IH? Is that to be delayed for this?

  13. #13
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: The Wild West IH V2 (Prospective)

    I think he is going to run them at the same time as this ones is RPG and the other a nation one


  14. #14
    Kip's Avatar Idea missing.
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    Default Re: The Wild West IH V2 (Prospective)

    Barry, I definitely think you're making the right decision starting off everyone in a "gang". From Highgate, I've learned that its difficult to keep a bunch of individual games interesting over time, and its a lot of work on a single mod. I've put Highgate on hiatus while I do my exam prep, and I was actually considering a re-write doing the exact same thing.

  15. #15
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: The Wild West IH V2 (Prospective)

    That would be a good idea as having 8 adventures running must be hard to mod


  16. #16
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Wild West IH V2 (Prospective)

    Rules up.

    @Rose Nope, as Pericles said I'll be running both simultaneously, they're totally different genres of IHs so they shouldn't conflict with each other.

  17. #17

    Default Re: The Wild West IH V2 (Prospective)

    Ah..excellent, excellent..was hoping they would be the next IHs, as for this one..i already have three potential characters planned out.

    As for the Party background- Say we all were hired by some large gang in another area and the UKA attacked the hideout, and we all escaped to Salvation toghther? Just an idea I was thinking of...I have some others.

  18. #18
    Bjorn's Avatar Praefectus
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    Default Re: The Wild West IH V2 (Prospective)

    I loved everything that was posted so far *-*

    About Rosen's idea: Well, we could be part of a small "mercenary gang" Maybe each of us had misfortune in life and one way or the other found one another, and we kinda make a living by giving our 'services' for those who want things done.

  19. #19

    Default Re: The Wild West IH V2 (Prospective)

    Perhaps, that could work. We also could have a "leader" of sorts, who divides up the loot and leads us in combat and negotiates on behalf of the party..of course, the leader can be killed at any time by a disgruntled character..

  20. #20
    Bjorn's Avatar Praefectus
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    Default Re: The Wild West IH V2 (Prospective)

    Sounds good. In these types of situations usually there is a person that leads We can do a small vote later on to decide who it'll be, by looking up each other's characters and seeing who would most probably become leader (or who would be better fit for the job)

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