SlickWilly
3rd Jun 06, 10:40 PM
I have been tossing various BW ideas around in my noggin for most of this year, and I finally got something good down a few weeks ago. Unfortunately, the amount of homework and lack of free time has prevented me from even hoping of making and managing a BoardWar. With only a few, breezy days of School left, I have the time to unveil my BoardWar:
Gangs of Prosperity City
Gangs of Prosperity city is a BoardWar inspired by Necromunda and Mordheim, and has some of its mechanics based off those respectable titles. Basically, you decide the traits for your custom gang, recruit members and buy weapons and gear, and then go off in a vain attempt to gain power in the encroaching slums of Prosperity city. Once your gang has enough power and turf under its control you can try to go after the noble houses, and maybe, with a lot of effort and luck, a gang could topple the rulers of Prosperity city and assume control afterwards. History has been known to repeat itself, though, and the gang that conquers Prosperity city would probably find itself conquered by another gang years down the line…
Prosperity is a vast, sprawling city under the control of the Valgarein Empire. It is an ancient, crumbling city, mostly made up of slums and shanties that stretch for miles into the desert that surrounds it. The center of prosperity city if walled off from the rest, and is inhabited by the Noble houses and whatever faction happens to be controlling it.
Prosperity city used to be a diamond in the Valgarein Empire, but urban sprawl has turned it into more a charcoal briquette then anything. Chaos and disorder are rife throughout the city, and only heavily armed state troops and the Noble houses private armies can keep the marauding gangs from turning the entire city into a worse shithole.
The Zombie Plague hits Prosperity city every once in a while. It is transmitted through the polluted groundwater and, when contracted, makes the victim sicker and sicker until he or she gets an antidote or dies. Dead victims usually become Zombies several days later, and get up to roam the streets in search of flesh to sate their hunger. Zombies are always roaming the sewers and lesser inhabited areas of Prosperity city, and rise up to occasionally attack slums. Zombies aren’t too dangerous, though, as they are slow and susceptible to guns.
The Time period would be considered about mid-1800s in our history. Pistols and larger guns are often utilized by the gangs that make up Prosperity, but the heavy amount of cover has led to many a melee. Clubs, swords, and bayonets are not uncommon, and anyone with half a brain carries at least one knife around. More advanced and unique weapons have found their way into the hands of ruthless gangers, though, such as Hand-Cannons, Bomb Chuckers, and the infamous Machine-Cannon. These weapons, while costing a great deal of marks (cash, dough, moolah. Ya know, MONEY), are very effective.
Gangs usually get marks through illicit contacts and illegal deals. A lot of gangs also make a good deal of money by pick pocketing others, and raids on disliked merchants are common. A Gang has to pay for its own expenses, though, so most don’t make near as much money as desired.
Da Rules:
1. There shalt be no power or meta gaming. Any power or meta gaming will be promptly met with an umber nerf, in the form of police and state troops. Continual power gaming will be met with gang eradication and a chance to start over; meta gamers will be shot in the foot and will not be allowed to participate further.
2. What Willy sees, goes. If I say the Noble houses start to invade Hellhole Slum, then guess what? There invading Hellhole slum, regardless of how many contacts or stashes Joe Schmooze has their.
3. Keep up with others. Always try to read all the new posts, so you can keep up with the action and whatever else may be going on.
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[SPOILER="Creating a Gang (read the other stuff 1st!!!)"]Creating a gang:
First, you got to decide how you’re going to spend the 20 gang points you start out with to customize your gang. There are four different ratings to go by, and the more gang points you invest into each one the better your gang is in that area. The four ratings are-
Shooting- This is a measure of how accurate and experienced your gang is with firearms, bombs, and other ranged weapons. The higher it is the better your gang members are at killing the enemy at range.
Melee- A measure of how proficient your gang is in close combat. The higher this is the better your gangers are at taking down enemies in close combat and saving themselves from enemies in close combat.
Contacts- This represents how many contacts, deals, and influence your gang may have. The higher this rating the more marks you make the and the more famous you are.
Equipment- This rating shows how well your particular gang is at scrounging for weapons and gear, fixing weapons and gear, and getting better and more dangerous weapons and gear.
I will randomly add one gang point to an area every 3 days for all the gangs. This is to represent the experience gained by fighting.
A Sample gang might looks like this:
Shooting- 6
Melee- 7
Contacts- 4
Equipment- 3
This gang would be relatively good at all forms of combat, but would find it difficult to make money and get good weapons.
Then is the actual recruiting time. You have 600 + your contact rating times 30 marks to spend. This means the previously mentioned gang would have 720 marks to spend. (600 base + 4 times 30 = 720)
Then there are the costs for the actual gang members-
Leader- 90 Marks
The Leader is the head honcho of the gang, and handles all the contacts, distributing, and disputes that the gang must settle. The Leader tends to be the most experienced person in a gang, and usually loads himself/herself with the fanciest weapons and gear. Leaders may take all the Weapon and Equipment categories except Heavy.
Note: Every gang must have a leader. If the leader dies then a ganger must be selected to be the new leader. There can only be one leader at any given time.
Veteran- 65 Marks
Veterans are usually the next most experienced member in a gang, and are more skilled and tougher then normal gangers. A veteran may select weapons and gear from any of the categories.
Note: Only 1/5 of your gang may be made up of Veterans
Ganger- 40 Marks
A Ganger is the average, flexible guy in a gang. Gangers have enough experience to be deadly, but have yet to achieve the prowess that the Veterans and Leader have. Gangers may select weapons and gear from all the categories except Heavy.
Note: A Ganger can become a veteran when I decide he has fought enough. I will PM you about it.
Newb- 20 marks
Newbs are new, inexperienced members in a gang. Most are young relatives of Gangers that have been invited to join to gang. They are unskilled and not very effective, although they are loyal and brave. Newbs may only pick from the Pistols, hand to Hand, and Bomb categories.
Note: Up to half your gang may be made up of Newbs. When I have decided a newb is experienced enough I will upgrade him to a ganger and inform you.
A Gang must have a leader and at least 4 members.
Weapons and Gear:
Weapons and gear are divided up into several categories based on their cost, size, and method of death.
Pistols- Pistols are basic weapons that anyone can get a hold of in Prosperity city. They range form decorative and delicate Dueling Pistols to small and primitive Derringers. Pistols are often used in close range firefights, but at longer ranges their effectiveness is diminished.
Rifles- Rifles are weapons that are longer, larger, and more dangerous then pistols. Rifles range from crude black powder muskets to accurate and dangerous repeating rifles. Rifles are good at longer ranges, although close up they tend to be unwieldy.
Shotguns- Shotguns are high caliber short range rifles, designed to pump powerful slugs into people or pepper and area with lead. Shotguns are very effective at closer ranges, although at range they have accuracy and spread problems.
Heavy Weapons- Heavy Weapons represent large, dangerous, and rare weapons that rarely find their way out of the military. Heavy Weapons are pricey, although they can take down men in the open with ease. Heavy weapons are heavy and cumbersome on the move, though, and most cannot fire at closer ranges without a chance of injuring a friendly gang member.
Hand to Hand Weapons- Swords, Axes, clubs, you name it. H2H weapons are weapons used in close combat for slicing and braining enemies.
Bombs- Bombs are basically primitive grenades. There are heavy and dangerous, although they can clear out rooms and enclosed areas with ease. Bombs tend to be duds or explode in the throwers hands, though, so users should be wary.
All these Weapons cost a certain amount of marks and require a certain equipment level to purchase. Here’s the price and info sheet-
Pistols
Name Equip. Lvl Cost Notes
Derringer- 2 8 Short range, easily concealed
Stub Pistol- 1 5 Short range, cheap and inaccurate
Revolver- 3 15 Short range, easy to reload
Long Revolver- 4 20 Short to medium range, cumbersome, accurate
Dueling Pistol- 6 40 Short range, very accurate, a sign of status
Repeater Pistol- 6 55 Short range, accurate, fast rate of fire
Old Bore- 3 20 Short range, inaccurate, a sign of status
Rifles
Name Equip. Lvl Cost Notes
Musket- 1 10 Medium range, inaccurate, primitive
Man Stopper- 5 40 Medium to long range, dense rounds, long reload
Long Rifle- 4 25 Medium to long range
Repeater- 7 75 Medium to long range, fast rate of fire, accurate
Shotgun
Name Equip Lvl. Cost Notes
Basic- 3 30 Short to medium range, powerful, scatter shot
Large Bore- 4 38 Short to medium range, powerful, large scatter effect
Double Barrel- 5 50 Short to medium range, powerful, scatter, fast shot
Heavy
Name Equip Lvl Cost Notes
Hand Cannon- 8 120 Medium to long range, explosive, long reload time, cumbersome
Gatling Gun- 10 400 Medium to long range, very high rate of fire, extremely cumbersome
Bomb Launcher- 8 200 Medium to long range, low rate of fire, explosive, cumbersome
Hand to Hand
Name Equip Lvl Cost Notes
Sword- 3 16 Melee, good for parrying
Fencing Sword- 5 40 Melee, good for parrying, a status symbol
Knife- 1 2 Melee, can be thrown, first is free
Axe- 2 16 Melee, good for bashing down doors and knocking opponents off guard
Club- 1 10 Melee, good for bashing heads
Large Weapon- 3 30 Melee, can bash down barriers, good for getting opponent off guard
Chain- 4 30 Melee, good for getting opponents off guard and bashing heads, cannot be parried
Bombs
Name Equip Lvl Cost Notes
Exploding- 4 60 Thrown, explosive, unreliable
Smoke- 6 80 Thrown, good for disorienting enemies
TNT- 8 150 Set up, massive explosion, unreliable
A gang should have its own name and background, and all the member should have names. A typical layout for a new gang would look something like this-
The Slum Rats Gang
Shooting- 5
Hand to Hand- 5
Contacts- 5
Equipment- 5
Mikey (leader) – Man Stopper, Revolver, Club- 155 marks
Greg (veteran) – Long Rifle, Derringer, Axe- 114 marks
Billy (ganger)- 2 Revolvers, Sword- 86 marks
Nick (ganger) – Large Bore Shotgun, Derringer- 86 marks
Ted (ganger) Long Revolver, Exploding Bombs- 120 marks
Bob (ganger) Dueling Pistols, Chain- 110 marks
Fred (newb) Revolver, Club- 45 marks
Deigo(newb) Derringer, 2 Knives- 34 marks
So….yeah. Just post your gang roster with background and whatnot, and I’ll edit it into this post. A Map will be included for reference tomorrow, and the BW will start on Monday.
Best of luck to yee.
Ok, Current gangs are up:
The Syndicate
Grand Shanty
Melee 3
Shooting 3
Contacts 9
Equipment 5
The King, Leader, Double Barrel, Revolver, Knife (x6) 175
Prince, Veteran, Double Barrel, Knife 115
Jack 1,Ganger, Double barrel, Knife 90
Jack 2,Ganger, Double barrel, Knife 90
Jack 3,Ganger, Double barrel, Knife 90
Jack 4,Ganger, Double barrel, Knife 90
Jack 5,Ganger, Double barrel, Knife 90
Joker 1, Noob, Knife 20
Joker 2, Noob, Knife 20
Joker 3, Noob, Knife 20
Joker 4, Noob, Knife 20
Joker 5, Noob, Knife 20
Joker 6, Noob, Knife 20
Joker 7, Noob, Knife 20
You want anythin in this town, then these young up and comers know where to get it.
Never found out of a building they are always extra cautious.
Dont expect ever to meet their boss though. All anyone knows is the Prince runs the entire operation.
The Syndicate wear black pinstripe suits with top hats and tails. Most of the time they are smoking cigars, and carrying canes. All have moustaches. The King is different however, he wears a white suit with red lining and no tails, he also has a bowler hat and a goatee, he smokes weed, oh and he is fat.
The Syndicate's symbol is a Joker card, on fire.
Raphen's Children
Location: Twain Shanty
Melee 8
Shooting 2
Contacts 5
Equipment 5
Raphen "The Piper" Odali (Leader)
Once a favoured young aristocrat, misfortune in war saw Raphen fall far and fast, exiled from the city of Prosperity. Twenty years on, he has returned as a grizzled veteran of the streets, mixing his upper-class ideals with lower-class applications. He believes in melee as the noble art and prefers to settle disputes by duelling and swordplay rather than crass brawling. Those few gang leaders who underestimated the newcomer fop in this regard have paid a lethal price. The Piper's eccentricities shape his gang, imbuing it with both strengths and weaknesses.
Leader (90) with Fencing Sword (40) and Derringer (8)- 138
Dessa "Princess" Ymori (Veteran)
Raphen's lover and the benevolent "mother" of the gang to his "father", Dessa is lowborn but tough, clever and determined. She saved Raphen's life, something that he only slowly came to terms with, and has been taught by him to fight with a sword like any aristocrat. She is generally the sensible foil to his idealism and runs the day to day affairs of the gang, using her instinctive knowledge of the streets and their politics.
Veteran (65) with Fencing Sword (40)- 105
The Triad Guard
The Piper's elite "bodyguard", these are tough and profficent warriors who have been with him since the foundation of the children. They are the older siblings of the family and are fanatically devouted to their "parents".
Ganger (40) with Chain (30)- 70
Ganger (40) with Chain (30)- 70
Ganger (40) with Chain (30)- 70
The Youngers
All street orphans, the Youngers have been raised by Raphen's eccentric "family" for as long as they have lived, and have now reached maturity. Ardently devouted to their family, they are technically inxeperienced but fight with devoution and the skill of long training under Raphen's tutaledge, making them formidable melee fighters nonetheless.
Ganger (40) with Large Weapon- greatsword- (30)- 70
Ganger (40) with Sword (16)- 56
Ganger (40) with Sword (16)- 56
Ganger (40) with Sword (16)- 56
Ganger (40) with Sword (16)- 56
And in line with apparent tradition in this thread, Raphen's Children dress in hardwearing white cloth trousers and shirts, with brown leather jackets, with a consistancy almost befitting a uniform. Male and female alike dress like this as well. Raphen and Dessa wear long cloaks in addition to this. The gang symbol is appropriately two crossed swords over Raphen's dragon-crest shield (which he forfitted rights to long ago).
747 pts
House Of flying Daggers
House Of flying Daggers
Melee 1
Shooting 7
Contacts 5
Equipment 7
Yontsu (Leader) - Repeater, 5 Knives, Derringer - 175 marks
Callister (Veteran) - man stopper, 5 Knives, x2 Long Revolvers - 155 marks
Typhon (Ganger) - Man stopper, x2 Knife - 84 marks
Blinky (Ganger) - Man stopper, x2 Knife - 84 marks
Paul (Ganger) - Long Rifle, x2 Knife - 69 marks
John (Ganger) - Long Rifle, Knife - 69 marks
Allister (Ganger) - Long Rifle, Knife, stub pistol - 74 marks
Ashford (Newb) - x2 Derringers, Knife - 38 Marks
Are often great assasins with a sly cunning, Yontsu and Callister can often be found training and advizing regulars and newbs helping their skills. They value shooting and combat from afar and prefer to hide then ocme out and fight, only Callister has no fear of close combat, the are of throwing daggers is also a important sign in the gang and so they regularly train in the art as well.
The Greys - a.k.a. The Grey Death
Location- Near the Industrial Center
Shooting: 7.
Melee: 2.
Contacts: 4.
Equipment: 7.
Marks: 720.
Tobias Greyson – Leader
At first glance, a typical ganger with a bad attitude, a grey jacket and generally incompetent stare. At second glance, a not-so-typical ganger, wielding a pair of repeater pistols, a mildly pleasant disposition, and piercing eyes that offer uncanny accuracy with his ornate weapons. - Leader (90) with dual repeater pistols (110) – 200. Also carries a knife.
Adrienne Merced - Veteran
Tobias’ right hand, her steely eyes are the only thing evidencing the slender, strawberry blonde-haired woman as being a ganger – aside from the grey jacket that marks her, of course. - Veteran (65) with repeater rifle (75) – 140. Also carries a knife.
Gangers
Jaren K’vatch – Ganger (40) with repeater pistol (55) – 95. Also carries a knife.
Eritha Brevet – Ganger (40) with dueling pistol (40) – 80. Also carries a knife.
Nevéna – Ganger (40) with repeater rifle (75) – 115. Also carries a knife.
Newbs
Nicolai Theral – Newb (20) with Long Revolver (20) – 40. Also carries a knife.
Raven Erleya - Newb (20) with Dueling Pistol (40) – 60. Also carries a knife.
The Ratted Hat Gang
Shooting 4
Melee 3
Contacts 6
Equipment 7
Marks- 780
Location: East side of the Hellhole Slums
'Slick' William (leader) - Repeating Rifle, Derringer, Sword - 189 marks
Cody Delgado (veteran) - Double Barrel Shotgun, Axe - 131 marks
Brad Left (veteran) - 2 Revolvers, Club - 105 marks
Diego Rivera (ganger) - Long Rifle, Derringer - 73 marks
Ben Dover (ganger) - Long Rifle, Derringer - 73 marks
Louie Catano (newb) - Revolver, Axe - 51 marks
Seymour Butts (newb) - Revolver, Chain - 65 marks
Kyle Wondango (newb) - Revolver, Club - 45 marks
Chester Lumbago (newb) - Derringer, Extra Knife - 28 marks
Lewis Martin (newb) - Stub Pistol - 25 marks
780 Marks
10 Members
Note: All Gang Members in all gangs are assumed to be carrying a free knife.
Every member in the Ratted Hat gang dresses in a long, concealing coat and wears a large top hat with a wide brim. The Gangs symbol is a Brass Skull over two Feathers, and this is sewn onto every members coat. (except Slick, but he has a silver buckle of this on his hat)
William Harvey Oswold is a disowned nobleman. He was kicked out of his Manor by his House at the age of 16, for having sex with his sister. A maid caught them both in the act, and his parents promptly beat him up for committing such a taboo. Then they blindfolded him and sent their henchmen to dump him in Hellhole slum. His parent doubted he would survive, but, against the odds, he did.
William lived against the odds in Hellhole slum, and spent many a year scavenging for food and pickpocketing wary merchants. He eventually found his way back to his manor, and conducted an unarmed raid to get some money back. He succeeded, and ran off back to Hellhole slum with his pockets bursting with marks. Word of his raid spread throughout the slums, and led to his nickname- Slick.
After spending most of his money on hookers and beer, Slick soon found he craved something more then just feelings; he wanted power. To achieve this goal he went around Hellhole recruiting the first people he saw into his gang. Twas not a very good financial decision at the time, although the Gang he now leads is diverse and makes a good amount of marks.
Designation : Haye's Hellbarrels
Melee : 2
Shooting : 7
Contacts :3
Equipment : 8
Marks : 690
Leader : Fellan Haye : Haye's Blade (Sword) + The Hellbarrel (Repeating Pistol)
(161 Marks)
Veterans :
Kell Tonith: Handcannon
(185 Marks)
Soldiers (Gangers) :
Eradsthum Metch: Knife + Manstopper
Boll Baron: Knife+ Manstopper
Marcus Ratsfoot: Knife + Manstopper
Shiram El-Hakim: Knife + Manstopper
(320 Marks)
Total : 666 Marks (!)
History Haye's Hellbarrel's are (or more aptly, where) a capable and semi-respected mercenary regiment. They have long been reknonwned as capable marksmen unafraid of technological development and adaptation, and frequently utilize potent and novel armaments in their campaigns. Whilst they rarely bother with melee engagements, generally preffering to devastate from a distance, all Hellbarrels have a modicum of training in that most brutal of arts: melee combat. However, their incredible discipline, the nature of the battles they fight, and their brutal armaments result in infrequent and often brief melees, and thus their capabilties in the aforementioned have declined in use and proficiency accordingly. Their most recent campaign had them serving under the armies of Lord Gybrush Therepin III in a campaign against his the neighboring Duke of Buzerfeld. The Hellbarrel's participated in some of bloodiest engagements in what would ultimately become a massively prolonged campaign. The Lord Gybrush paid them well, but all the Marks in the world mean nothing if you're dead. These where precisely the thoughts that Haye considered after the Battle of Merclin Field, within which the armies of both Gybrush and the Duke where slaughtered in what was and will be the bloodiest battle of the ongoing war. The Hellbarrels' were massacred on that day, losing fully 3/4 of the entire Company. And despite the pleadings and generous offers of the Lord Gybrush, who's offensive was now detiorating under the devastating and ferocious forces of the Duke, Hayes declined to renew his contract and departed instead for Prosperity City in search of new armaments and recruits....
....But all was not as it seemed. For, in conforming with the cliche that almost all mercernaries seem to retain, the Hellbarrels had an old rival/blood enemy. The Scions of Sherebusk, a regiment the Hellbarrels had fought alongside during one of their first campaigns, where such an enemy. During this campaign (the Arthesian Civil War), Bechebaur Ref, Master of the Arthesian Council, issued an edict that the regiment that captured the Rebel leaders, Belken Tilfson, would recieve a bonus that constituted about twenty times that what was written in the contract of the mercenaries the Arthesian's utilised.
As fate would have it, the Hellbarrel's where present at the field when the walls of the rebel strionghold were breached. The 'barrels were among the first into the breach, and ultimately came to storm the subterranean dungeon that served as the rebellion's command center. And the Hellbarrels did capture their intended prize: Belken Tilfson, orchestrator of the Arthesian rebellion and the ensuing civil war.
Yet, even as they emerged from the pits of the stronghold's dunegons, avaricious eyes leered at them from the shadows. The Scions had been among the first to storm the fortress following the Hellbarrel's, sacrificing a myraid of men to reach Belken first. Having discovered their prize stolen from under their noses, the Scions of Sherebusk resolved that it was irrelevent who captured Belken, as long as he was presented to the Arthesian government.
And thus they set upon the exhausted and overjoyed Hellbarrel's with malice, firing upon them even as they where greeted as comrades come to relieve them. However, to the joyous misfortune of the Scions, the Hellbarrel's had been marching up the massive corridor in a defensive formation, ever wary of a final rebel ambush. And thus, even as the Scions charged, the Hellbarrel's let loose with musket and cannon, devastating their treacherous foe. Yet even as the Scions retreated in dismay, the Hellbarrel's did not relent, capturing the captain of the Scions and his personal staff, among many other men. These they presented to the Arthesian Council as traitors under the pay of of the rebels. The Scions of Sherebusk where transfered to the hands of of the Arthesian authorities. And for all the Hellbarrel's knew, they would be hanged just as the rebels where...
But this was not to be so. Whilst they had not recieved the bounty for Belken, the Scions still possessed coin aplenty. They soon bribed their new captors with their quite healthy treasury, and departed the lands of the Arthesians to seek new fortune....
....and revenge.
And revenge did come upon the arrival of the Hellbarrels to Prosperity City. For the Scions had not been lax in the absence of their foes, and had integrated themselves as the elite authorities of the Prosperity Upper Classes. The moment they where informed of the arrival of their old foe, they promptly persuaded the Noble Houses of Prosperity that the Hellbarrel's where uncouth barbarian scum returning from raiding who sought to pillage and rape their way throught the city. The Scions where well trusted by the Noble Houses, and soon Scions, City Guard, and the Magistrates of Prosperity had met the Hellbarrel's at the city square. However, to the disappointment of the Scions, the city did not let fly with all guns at once. Instead, they instructed the Hellbarrel's to return to the pit from whence they came at once. Upset at this, a Scion sharp-shooter in a nearby building shot the insolent magistrate through the throat. And before anything could be confirmed, the City Guard opened fire, massacring Hellbarrels left and right. Haye's was forced to sound a retreat and headed for the city gates, but soon found them barred and armed. Rather than face a massacre at the hands of the City, Haye led his remaining men into the slums. More where lost in the ensuing flight, but the Hellbarrel's survived.
Now Haye's Hellbarrel's serve as elite mercenaries and bodyguards to those of consequence in the Underworld. They seek to recruit the competent and disciplined into their band, and eventually have their revenge against the Scions and the Noble Houses.
NOTE: If it's OK with Slick, I'd like to be able to use the Hellbarrel's as mercenaries to the varying factions present in this BW (for some marks, ultimately).
Leader History : Little is known of Fellan Haye prior to the founding of the Hellbarrel's. It is said that he was a veteran of the brutal Succesion Wars in the Vitriuan Empire to the south,and that the original Hellbarrel's where founded from his trusted comrades but that is merely hearsay. Throughout his professional military career, Hayes has been shown as an exceptional adaptive and prudent commander, and this is especially true in the Slums of Prosperity (). Haye's men are veterans of many campaigns, hardened by war and with loyalty forged in the hearth of battle. They are eternally loyal to Hayes, who is eternally loyal to a potent blend of logic and profit.
Physical Description : Haye is a gaunt yet muscled individual with suprisingly pale skin. His pristine blue eyes are offset starkly by his ragged amd dirty auburn facial hair. He baers a multitude of scars from myraid engagements, and wears them with a mix of pride and compunction. His trademark wound curves from the fringes of his forehead to the edge of his chin, a constant reminder of the dangers of melee. His only apparel of note is his bluish-grey officer's sash, in conjunction with the normal Hellbarrel uniform.
The Hellbarrel : The Hellbarrel is a semi-ceremonial repeating revolver retained by Hayes. It's barrel and mouth, are, fittingly enough, shaped in the manner of a screaming daemon of myth. The handle is engraved with the names of victories and defeats in a flowing, writhing script, and the body possesses stylized engravings of fire. The armament itself, contrary to it's appearance, is a fully servicable and functional sidearm, and is used by Hayes personally in battle.
Haye's Blade : Haye is also equipped with an exquisite and expensive blade of indeterminate origin. Some of his men theorize that it was derived from his former homeland and official military service, now collapsed under the pressure if civil war. Others dismiss this as wild speculation and purport instead that Hayes recovered it from a deceased officer in one of the innumerable campaigns in which he has served. Either way, the Blade is used by Hayes as a personal armament and as a tool for ceremony and communication by example.
Status and Insignia : The Hellbarrels lost much of their funds in the massacre of Prosperity, and because of their reputation and recent status in the city, are somewhat lacking in contacts or contractors. Nevertheless, Haye is confident that someone in Prosperity is in need of a few good men. And if nobody is, well, he can always create a need.
However, the Hellbarrel's are wanted men, despised by the authorities and Noble Houses alike. They seek sanctuary and funds in return for their professional protection and aid, lest they be hunted down and destroted utterly by the ruling class of Prosperity. And thus, they are willing to serve in almost any role to a paying customer. And if that rule involves retaliating against the Scions and their allies, all the better...
The official badge of the Hellbarrels is the gaping mouth of a steel daemon, and is displayed upon their ragged uniforms in the form of steel clasps and badges.
All Hellbarrels are clothed in black leather and wool with cartridges of ammunition, powder, water, personal effects, etc. situated upon their mahogny-coloured belts, whilst their knives are stored in their dark military boots. Officers are identified by a dark-blue or grey sash that loops over their soldiers and their waist. Most clasps used to secure belts and sashes are of the Hellbarrel insignia, and most guns contain some reference, whether it be a daemonic barrel or a stylised hilt, to the user's personal iconography or the Hellbarrel's.
Grim Smile
With a smile and a shot to the head was how they operated. Always smiling or etching the smile into the victim’s gruesome face with a blade. Every single victim of Grim was easily recognizable with a smile carved into their face or one of the smiling bullets lodged into their skull.
Arriving in Prosperity city they are here to setup a new branch and expand the amount of smiling corpses entering the cities morgues. With equipment and marksmanship the gang is building their contacts from square one after receiving nothing from HQ except a rather large bag of weapons.
Each member of Grim Smile has a smiling skull emblem somewhere on their body etched by branding. Clothes are whatever is necessary to get the job done or have on their backs. At the moment their primary objective is to move up the ladder and get some contacts in the city.
Location: Twain Shanty
Shooting 9
Melee 5
Contacts 0
Equipment 6
Marks: 600/600
Location: Twain Shantie
Vincent ‘Smiley’ White | Leader (90+55+55) Repeater Pistol, Repeater Pistol, Knife
Charles ‘Snipes’ Tomes | Veteran (65+25+8) Long Rifle, Derringer, Knife
David ‘Buckshot’ Kelly | Ganger (40+50) Double Barrel, Knife
Jim ‘Chains’ Haliden | Newb (20+30+10) Chain, Stub Pistol, Stub Pistol, Knife
Red ‘Damage’ Smith | Newb (20+30+15) Large Weapon, Revolver
Mark ‘Twitch’ Frost | Newb (20+20+10) Long Revolver, Club, Knife
Feral ‘Boo’ Heart | Newb (20+15+2) Revolver, Knife, Extra Knife
Crimson Rose (the vicious female gang)
Melee: 10
Shooting: 6
Contacts: 0
Equipment: 4
Marks: 600
Location: Their hideout is located in a tall abandond warehouse in the Southeast hellhole slums.
The Crimson Rose is a feminine hooker gang, and like any hooker, will do about anything for money. They need it to fit in with the world, and buy those needed objects. Crime and prostitution is their main source of income, but their low numbers prevents them for being a strong force in the crime world. Though it is easy to “influence” any crime organization out there, they mostly end up dead and useless. Thus the Crimson Roses has become a mercenary gang, and will use their talents of deception and battle for any cause.
The ladies of the Crimson Rose are regarded as sharp, devious, dangerous, and vicious. Every one of them utilizes their abnormally sexy looks as a weapon. Everyone knows to be careful when dealing with these women, and even more so when they hold an interest in the affair. You basically get the point, especially if you’ve seen that horrible movie Sin City. Those women, but a little more dangerous.
The Crimson Rose has two symbols and mottos. One is the sweet thing you would expect from a hooker. The other is the true nature of the blood whores. The sweet one is a single rose placed on top of a winged heart. Under it are the words “delight is the only reality.” The other banner is a severed leg with fishnets and black high heels. The words under it read, “pain is pleasure.” A thorn vine surrounds the bleeding leg, and curls with a whip all around it.
Weapon List:
Crowbar or "Rod" = knife. Standard weapon carried by all in the Crimson Rose.
Spinning Spikes = knife x2
Nail Gun = Stub Gun
Bladed War Fans = multiple knives
Rapier = Sword
Rope = Silent Chain
Darted Chain = Chain
Scythe = axe
Blowdart Gun = Derringer
High Impact and Knockout Grenades = explosive
Leader: Marisa - the strongest of the five. Even at 17 she still can challenge and beat most experts. She carries spinning spikes. She also uses her favorite nail gun along with a long rifle. Wears little clothing, what she does cover is covered back leather or chain. 125 marks.
Ganger: Scarlet- the quietest of the group, until it comes to screams. Wears a tight red suit that makes her seem professional. She has a rapier and fans. She never seems a threat, with innocent fans and a fashionable yet humble rapier. But she is most likely the most dangerous of the five in melee. 58 marks.
Ganger: Molly- the master of the swinging weapons. She has both a rope and a darted chain, which she is skilled with. She also has a basic shotgun. 94 marks.
Ganger: Jina– Marisa’s closest friend. She is the shadow of the five, and wears a black cloak to hide the outfit underneath. The outfit various each day, as the last one is most likely eaten by her last victim. Owns a long rifle and a scythe. Stealthy, and enjoys using her blowdart gun. 149 marks.
Newb: Al’tika – tall and dark woman. She is usually dressed in her native garb, which is both erotic and revealing. Has little knowledge of civilized decency, so she fits right in. She acts as the support of the five, equipped with bang bang weapons. These involve high impact grenades and knock grenades. Her battle weapons are a revolver and its longer brother. 175 marks.
Gangs of Prosperity City
Gangs of Prosperity city is a BoardWar inspired by Necromunda and Mordheim, and has some of its mechanics based off those respectable titles. Basically, you decide the traits for your custom gang, recruit members and buy weapons and gear, and then go off in a vain attempt to gain power in the encroaching slums of Prosperity city. Once your gang has enough power and turf under its control you can try to go after the noble houses, and maybe, with a lot of effort and luck, a gang could topple the rulers of Prosperity city and assume control afterwards. History has been known to repeat itself, though, and the gang that conquers Prosperity city would probably find itself conquered by another gang years down the line…
Prosperity is a vast, sprawling city under the control of the Valgarein Empire. It is an ancient, crumbling city, mostly made up of slums and shanties that stretch for miles into the desert that surrounds it. The center of prosperity city if walled off from the rest, and is inhabited by the Noble houses and whatever faction happens to be controlling it.
Prosperity city used to be a diamond in the Valgarein Empire, but urban sprawl has turned it into more a charcoal briquette then anything. Chaos and disorder are rife throughout the city, and only heavily armed state troops and the Noble houses private armies can keep the marauding gangs from turning the entire city into a worse shithole.
The Zombie Plague hits Prosperity city every once in a while. It is transmitted through the polluted groundwater and, when contracted, makes the victim sicker and sicker until he or she gets an antidote or dies. Dead victims usually become Zombies several days later, and get up to roam the streets in search of flesh to sate their hunger. Zombies are always roaming the sewers and lesser inhabited areas of Prosperity city, and rise up to occasionally attack slums. Zombies aren’t too dangerous, though, as they are slow and susceptible to guns.
The Time period would be considered about mid-1800s in our history. Pistols and larger guns are often utilized by the gangs that make up Prosperity, but the heavy amount of cover has led to many a melee. Clubs, swords, and bayonets are not uncommon, and anyone with half a brain carries at least one knife around. More advanced and unique weapons have found their way into the hands of ruthless gangers, though, such as Hand-Cannons, Bomb Chuckers, and the infamous Machine-Cannon. These weapons, while costing a great deal of marks (cash, dough, moolah. Ya know, MONEY), are very effective.
Gangs usually get marks through illicit contacts and illegal deals. A lot of gangs also make a good deal of money by pick pocketing others, and raids on disliked merchants are common. A Gang has to pay for its own expenses, though, so most don’t make near as much money as desired.
Da Rules:
1. There shalt be no power or meta gaming. Any power or meta gaming will be promptly met with an umber nerf, in the form of police and state troops. Continual power gaming will be met with gang eradication and a chance to start over; meta gamers will be shot in the foot and will not be allowed to participate further.
2. What Willy sees, goes. If I say the Noble houses start to invade Hellhole Slum, then guess what? There invading Hellhole slum, regardless of how many contacts or stashes Joe Schmooze has their.
3. Keep up with others. Always try to read all the new posts, so you can keep up with the action and whatever else may be going on.
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[SPOILER="Creating a Gang (read the other stuff 1st!!!)"]Creating a gang:
First, you got to decide how you’re going to spend the 20 gang points you start out with to customize your gang. There are four different ratings to go by, and the more gang points you invest into each one the better your gang is in that area. The four ratings are-
Shooting- This is a measure of how accurate and experienced your gang is with firearms, bombs, and other ranged weapons. The higher it is the better your gang members are at killing the enemy at range.
Melee- A measure of how proficient your gang is in close combat. The higher this is the better your gangers are at taking down enemies in close combat and saving themselves from enemies in close combat.
Contacts- This represents how many contacts, deals, and influence your gang may have. The higher this rating the more marks you make the and the more famous you are.
Equipment- This rating shows how well your particular gang is at scrounging for weapons and gear, fixing weapons and gear, and getting better and more dangerous weapons and gear.
I will randomly add one gang point to an area every 3 days for all the gangs. This is to represent the experience gained by fighting.
A Sample gang might looks like this:
Shooting- 6
Melee- 7
Contacts- 4
Equipment- 3
This gang would be relatively good at all forms of combat, but would find it difficult to make money and get good weapons.
Then is the actual recruiting time. You have 600 + your contact rating times 30 marks to spend. This means the previously mentioned gang would have 720 marks to spend. (600 base + 4 times 30 = 720)
Then there are the costs for the actual gang members-
Leader- 90 Marks
The Leader is the head honcho of the gang, and handles all the contacts, distributing, and disputes that the gang must settle. The Leader tends to be the most experienced person in a gang, and usually loads himself/herself with the fanciest weapons and gear. Leaders may take all the Weapon and Equipment categories except Heavy.
Note: Every gang must have a leader. If the leader dies then a ganger must be selected to be the new leader. There can only be one leader at any given time.
Veteran- 65 Marks
Veterans are usually the next most experienced member in a gang, and are more skilled and tougher then normal gangers. A veteran may select weapons and gear from any of the categories.
Note: Only 1/5 of your gang may be made up of Veterans
Ganger- 40 Marks
A Ganger is the average, flexible guy in a gang. Gangers have enough experience to be deadly, but have yet to achieve the prowess that the Veterans and Leader have. Gangers may select weapons and gear from all the categories except Heavy.
Note: A Ganger can become a veteran when I decide he has fought enough. I will PM you about it.
Newb- 20 marks
Newbs are new, inexperienced members in a gang. Most are young relatives of Gangers that have been invited to join to gang. They are unskilled and not very effective, although they are loyal and brave. Newbs may only pick from the Pistols, hand to Hand, and Bomb categories.
Note: Up to half your gang may be made up of Newbs. When I have decided a newb is experienced enough I will upgrade him to a ganger and inform you.
A Gang must have a leader and at least 4 members.
Weapons and Gear:
Weapons and gear are divided up into several categories based on their cost, size, and method of death.
Pistols- Pistols are basic weapons that anyone can get a hold of in Prosperity city. They range form decorative and delicate Dueling Pistols to small and primitive Derringers. Pistols are often used in close range firefights, but at longer ranges their effectiveness is diminished.
Rifles- Rifles are weapons that are longer, larger, and more dangerous then pistols. Rifles range from crude black powder muskets to accurate and dangerous repeating rifles. Rifles are good at longer ranges, although close up they tend to be unwieldy.
Shotguns- Shotguns are high caliber short range rifles, designed to pump powerful slugs into people or pepper and area with lead. Shotguns are very effective at closer ranges, although at range they have accuracy and spread problems.
Heavy Weapons- Heavy Weapons represent large, dangerous, and rare weapons that rarely find their way out of the military. Heavy Weapons are pricey, although they can take down men in the open with ease. Heavy weapons are heavy and cumbersome on the move, though, and most cannot fire at closer ranges without a chance of injuring a friendly gang member.
Hand to Hand Weapons- Swords, Axes, clubs, you name it. H2H weapons are weapons used in close combat for slicing and braining enemies.
Bombs- Bombs are basically primitive grenades. There are heavy and dangerous, although they can clear out rooms and enclosed areas with ease. Bombs tend to be duds or explode in the throwers hands, though, so users should be wary.
All these Weapons cost a certain amount of marks and require a certain equipment level to purchase. Here’s the price and info sheet-
Pistols
Name Equip. Lvl Cost Notes
Derringer- 2 8 Short range, easily concealed
Stub Pistol- 1 5 Short range, cheap and inaccurate
Revolver- 3 15 Short range, easy to reload
Long Revolver- 4 20 Short to medium range, cumbersome, accurate
Dueling Pistol- 6 40 Short range, very accurate, a sign of status
Repeater Pistol- 6 55 Short range, accurate, fast rate of fire
Old Bore- 3 20 Short range, inaccurate, a sign of status
Rifles
Name Equip. Lvl Cost Notes
Musket- 1 10 Medium range, inaccurate, primitive
Man Stopper- 5 40 Medium to long range, dense rounds, long reload
Long Rifle- 4 25 Medium to long range
Repeater- 7 75 Medium to long range, fast rate of fire, accurate
Shotgun
Name Equip Lvl. Cost Notes
Basic- 3 30 Short to medium range, powerful, scatter shot
Large Bore- 4 38 Short to medium range, powerful, large scatter effect
Double Barrel- 5 50 Short to medium range, powerful, scatter, fast shot
Heavy
Name Equip Lvl Cost Notes
Hand Cannon- 8 120 Medium to long range, explosive, long reload time, cumbersome
Gatling Gun- 10 400 Medium to long range, very high rate of fire, extremely cumbersome
Bomb Launcher- 8 200 Medium to long range, low rate of fire, explosive, cumbersome
Hand to Hand
Name Equip Lvl Cost Notes
Sword- 3 16 Melee, good for parrying
Fencing Sword- 5 40 Melee, good for parrying, a status symbol
Knife- 1 2 Melee, can be thrown, first is free
Axe- 2 16 Melee, good for bashing down doors and knocking opponents off guard
Club- 1 10 Melee, good for bashing heads
Large Weapon- 3 30 Melee, can bash down barriers, good for getting opponent off guard
Chain- 4 30 Melee, good for getting opponents off guard and bashing heads, cannot be parried
Bombs
Name Equip Lvl Cost Notes
Exploding- 4 60 Thrown, explosive, unreliable
Smoke- 6 80 Thrown, good for disorienting enemies
TNT- 8 150 Set up, massive explosion, unreliable
A gang should have its own name and background, and all the member should have names. A typical layout for a new gang would look something like this-
The Slum Rats Gang
Shooting- 5
Hand to Hand- 5
Contacts- 5
Equipment- 5
Mikey (leader) – Man Stopper, Revolver, Club- 155 marks
Greg (veteran) – Long Rifle, Derringer, Axe- 114 marks
Billy (ganger)- 2 Revolvers, Sword- 86 marks
Nick (ganger) – Large Bore Shotgun, Derringer- 86 marks
Ted (ganger) Long Revolver, Exploding Bombs- 120 marks
Bob (ganger) Dueling Pistols, Chain- 110 marks
Fred (newb) Revolver, Club- 45 marks
Deigo(newb) Derringer, 2 Knives- 34 marks
So….yeah. Just post your gang roster with background and whatnot, and I’ll edit it into this post. A Map will be included for reference tomorrow, and the BW will start on Monday.
Best of luck to yee.
Ok, Current gangs are up:
The Syndicate
Grand Shanty
Melee 3
Shooting 3
Contacts 9
Equipment 5
The King, Leader, Double Barrel, Revolver, Knife (x6) 175
Prince, Veteran, Double Barrel, Knife 115
Jack 1,Ganger, Double barrel, Knife 90
Jack 2,Ganger, Double barrel, Knife 90
Jack 3,Ganger, Double barrel, Knife 90
Jack 4,Ganger, Double barrel, Knife 90
Jack 5,Ganger, Double barrel, Knife 90
Joker 1, Noob, Knife 20
Joker 2, Noob, Knife 20
Joker 3, Noob, Knife 20
Joker 4, Noob, Knife 20
Joker 5, Noob, Knife 20
Joker 6, Noob, Knife 20
Joker 7, Noob, Knife 20
You want anythin in this town, then these young up and comers know where to get it.
Never found out of a building they are always extra cautious.
Dont expect ever to meet their boss though. All anyone knows is the Prince runs the entire operation.
The Syndicate wear black pinstripe suits with top hats and tails. Most of the time they are smoking cigars, and carrying canes. All have moustaches. The King is different however, he wears a white suit with red lining and no tails, he also has a bowler hat and a goatee, he smokes weed, oh and he is fat.
The Syndicate's symbol is a Joker card, on fire.
Raphen's Children
Location: Twain Shanty
Melee 8
Shooting 2
Contacts 5
Equipment 5
Raphen "The Piper" Odali (Leader)
Once a favoured young aristocrat, misfortune in war saw Raphen fall far and fast, exiled from the city of Prosperity. Twenty years on, he has returned as a grizzled veteran of the streets, mixing his upper-class ideals with lower-class applications. He believes in melee as the noble art and prefers to settle disputes by duelling and swordplay rather than crass brawling. Those few gang leaders who underestimated the newcomer fop in this regard have paid a lethal price. The Piper's eccentricities shape his gang, imbuing it with both strengths and weaknesses.
Leader (90) with Fencing Sword (40) and Derringer (8)- 138
Dessa "Princess" Ymori (Veteran)
Raphen's lover and the benevolent "mother" of the gang to his "father", Dessa is lowborn but tough, clever and determined. She saved Raphen's life, something that he only slowly came to terms with, and has been taught by him to fight with a sword like any aristocrat. She is generally the sensible foil to his idealism and runs the day to day affairs of the gang, using her instinctive knowledge of the streets and their politics.
Veteran (65) with Fencing Sword (40)- 105
The Triad Guard
The Piper's elite "bodyguard", these are tough and profficent warriors who have been with him since the foundation of the children. They are the older siblings of the family and are fanatically devouted to their "parents".
Ganger (40) with Chain (30)- 70
Ganger (40) with Chain (30)- 70
Ganger (40) with Chain (30)- 70
The Youngers
All street orphans, the Youngers have been raised by Raphen's eccentric "family" for as long as they have lived, and have now reached maturity. Ardently devouted to their family, they are technically inxeperienced but fight with devoution and the skill of long training under Raphen's tutaledge, making them formidable melee fighters nonetheless.
Ganger (40) with Large Weapon- greatsword- (30)- 70
Ganger (40) with Sword (16)- 56
Ganger (40) with Sword (16)- 56
Ganger (40) with Sword (16)- 56
Ganger (40) with Sword (16)- 56
And in line with apparent tradition in this thread, Raphen's Children dress in hardwearing white cloth trousers and shirts, with brown leather jackets, with a consistancy almost befitting a uniform. Male and female alike dress like this as well. Raphen and Dessa wear long cloaks in addition to this. The gang symbol is appropriately two crossed swords over Raphen's dragon-crest shield (which he forfitted rights to long ago).
747 pts
House Of flying Daggers
House Of flying Daggers
Melee 1
Shooting 7
Contacts 5
Equipment 7
Yontsu (Leader) - Repeater, 5 Knives, Derringer - 175 marks
Callister (Veteran) - man stopper, 5 Knives, x2 Long Revolvers - 155 marks
Typhon (Ganger) - Man stopper, x2 Knife - 84 marks
Blinky (Ganger) - Man stopper, x2 Knife - 84 marks
Paul (Ganger) - Long Rifle, x2 Knife - 69 marks
John (Ganger) - Long Rifle, Knife - 69 marks
Allister (Ganger) - Long Rifle, Knife, stub pistol - 74 marks
Ashford (Newb) - x2 Derringers, Knife - 38 Marks
Are often great assasins with a sly cunning, Yontsu and Callister can often be found training and advizing regulars and newbs helping their skills. They value shooting and combat from afar and prefer to hide then ocme out and fight, only Callister has no fear of close combat, the are of throwing daggers is also a important sign in the gang and so they regularly train in the art as well.
The Greys - a.k.a. The Grey Death
Location- Near the Industrial Center
Shooting: 7.
Melee: 2.
Contacts: 4.
Equipment: 7.
Marks: 720.
Tobias Greyson – Leader
At first glance, a typical ganger with a bad attitude, a grey jacket and generally incompetent stare. At second glance, a not-so-typical ganger, wielding a pair of repeater pistols, a mildly pleasant disposition, and piercing eyes that offer uncanny accuracy with his ornate weapons. - Leader (90) with dual repeater pistols (110) – 200. Also carries a knife.
Adrienne Merced - Veteran
Tobias’ right hand, her steely eyes are the only thing evidencing the slender, strawberry blonde-haired woman as being a ganger – aside from the grey jacket that marks her, of course. - Veteran (65) with repeater rifle (75) – 140. Also carries a knife.
Gangers
Jaren K’vatch – Ganger (40) with repeater pistol (55) – 95. Also carries a knife.
Eritha Brevet – Ganger (40) with dueling pistol (40) – 80. Also carries a knife.
Nevéna – Ganger (40) with repeater rifle (75) – 115. Also carries a knife.
Newbs
Nicolai Theral – Newb (20) with Long Revolver (20) – 40. Also carries a knife.
Raven Erleya - Newb (20) with Dueling Pistol (40) – 60. Also carries a knife.
The Ratted Hat Gang
Shooting 4
Melee 3
Contacts 6
Equipment 7
Marks- 780
Location: East side of the Hellhole Slums
'Slick' William (leader) - Repeating Rifle, Derringer, Sword - 189 marks
Cody Delgado (veteran) - Double Barrel Shotgun, Axe - 131 marks
Brad Left (veteran) - 2 Revolvers, Club - 105 marks
Diego Rivera (ganger) - Long Rifle, Derringer - 73 marks
Ben Dover (ganger) - Long Rifle, Derringer - 73 marks
Louie Catano (newb) - Revolver, Axe - 51 marks
Seymour Butts (newb) - Revolver, Chain - 65 marks
Kyle Wondango (newb) - Revolver, Club - 45 marks
Chester Lumbago (newb) - Derringer, Extra Knife - 28 marks
Lewis Martin (newb) - Stub Pistol - 25 marks
780 Marks
10 Members
Note: All Gang Members in all gangs are assumed to be carrying a free knife.
Every member in the Ratted Hat gang dresses in a long, concealing coat and wears a large top hat with a wide brim. The Gangs symbol is a Brass Skull over two Feathers, and this is sewn onto every members coat. (except Slick, but he has a silver buckle of this on his hat)
William Harvey Oswold is a disowned nobleman. He was kicked out of his Manor by his House at the age of 16, for having sex with his sister. A maid caught them both in the act, and his parents promptly beat him up for committing such a taboo. Then they blindfolded him and sent their henchmen to dump him in Hellhole slum. His parent doubted he would survive, but, against the odds, he did.
William lived against the odds in Hellhole slum, and spent many a year scavenging for food and pickpocketing wary merchants. He eventually found his way back to his manor, and conducted an unarmed raid to get some money back. He succeeded, and ran off back to Hellhole slum with his pockets bursting with marks. Word of his raid spread throughout the slums, and led to his nickname- Slick.
After spending most of his money on hookers and beer, Slick soon found he craved something more then just feelings; he wanted power. To achieve this goal he went around Hellhole recruiting the first people he saw into his gang. Twas not a very good financial decision at the time, although the Gang he now leads is diverse and makes a good amount of marks.
Designation : Haye's Hellbarrels
Melee : 2
Shooting : 7
Contacts :3
Equipment : 8
Marks : 690
Leader : Fellan Haye : Haye's Blade (Sword) + The Hellbarrel (Repeating Pistol)
(161 Marks)
Veterans :
Kell Tonith: Handcannon
(185 Marks)
Soldiers (Gangers) :
Eradsthum Metch: Knife + Manstopper
Boll Baron: Knife+ Manstopper
Marcus Ratsfoot: Knife + Manstopper
Shiram El-Hakim: Knife + Manstopper
(320 Marks)
Total : 666 Marks (!)
History Haye's Hellbarrel's are (or more aptly, where) a capable and semi-respected mercenary regiment. They have long been reknonwned as capable marksmen unafraid of technological development and adaptation, and frequently utilize potent and novel armaments in their campaigns. Whilst they rarely bother with melee engagements, generally preffering to devastate from a distance, all Hellbarrels have a modicum of training in that most brutal of arts: melee combat. However, their incredible discipline, the nature of the battles they fight, and their brutal armaments result in infrequent and often brief melees, and thus their capabilties in the aforementioned have declined in use and proficiency accordingly. Their most recent campaign had them serving under the armies of Lord Gybrush Therepin III in a campaign against his the neighboring Duke of Buzerfeld. The Hellbarrel's participated in some of bloodiest engagements in what would ultimately become a massively prolonged campaign. The Lord Gybrush paid them well, but all the Marks in the world mean nothing if you're dead. These where precisely the thoughts that Haye considered after the Battle of Merclin Field, within which the armies of both Gybrush and the Duke where slaughtered in what was and will be the bloodiest battle of the ongoing war. The Hellbarrels' were massacred on that day, losing fully 3/4 of the entire Company. And despite the pleadings and generous offers of the Lord Gybrush, who's offensive was now detiorating under the devastating and ferocious forces of the Duke, Hayes declined to renew his contract and departed instead for Prosperity City in search of new armaments and recruits....
....But all was not as it seemed. For, in conforming with the cliche that almost all mercernaries seem to retain, the Hellbarrels had an old rival/blood enemy. The Scions of Sherebusk, a regiment the Hellbarrels had fought alongside during one of their first campaigns, where such an enemy. During this campaign (the Arthesian Civil War), Bechebaur Ref, Master of the Arthesian Council, issued an edict that the regiment that captured the Rebel leaders, Belken Tilfson, would recieve a bonus that constituted about twenty times that what was written in the contract of the mercenaries the Arthesian's utilised.
As fate would have it, the Hellbarrel's where present at the field when the walls of the rebel strionghold were breached. The 'barrels were among the first into the breach, and ultimately came to storm the subterranean dungeon that served as the rebellion's command center. And the Hellbarrels did capture their intended prize: Belken Tilfson, orchestrator of the Arthesian rebellion and the ensuing civil war.
Yet, even as they emerged from the pits of the stronghold's dunegons, avaricious eyes leered at them from the shadows. The Scions had been among the first to storm the fortress following the Hellbarrel's, sacrificing a myraid of men to reach Belken first. Having discovered their prize stolen from under their noses, the Scions of Sherebusk resolved that it was irrelevent who captured Belken, as long as he was presented to the Arthesian government.
And thus they set upon the exhausted and overjoyed Hellbarrel's with malice, firing upon them even as they where greeted as comrades come to relieve them. However, to the joyous misfortune of the Scions, the Hellbarrel's had been marching up the massive corridor in a defensive formation, ever wary of a final rebel ambush. And thus, even as the Scions charged, the Hellbarrel's let loose with musket and cannon, devastating their treacherous foe. Yet even as the Scions retreated in dismay, the Hellbarrel's did not relent, capturing the captain of the Scions and his personal staff, among many other men. These they presented to the Arthesian Council as traitors under the pay of of the rebels. The Scions of Sherebusk where transfered to the hands of of the Arthesian authorities. And for all the Hellbarrel's knew, they would be hanged just as the rebels where...
But this was not to be so. Whilst they had not recieved the bounty for Belken, the Scions still possessed coin aplenty. They soon bribed their new captors with their quite healthy treasury, and departed the lands of the Arthesians to seek new fortune....
....and revenge.
And revenge did come upon the arrival of the Hellbarrels to Prosperity City. For the Scions had not been lax in the absence of their foes, and had integrated themselves as the elite authorities of the Prosperity Upper Classes. The moment they where informed of the arrival of their old foe, they promptly persuaded the Noble Houses of Prosperity that the Hellbarrel's where uncouth barbarian scum returning from raiding who sought to pillage and rape their way throught the city. The Scions where well trusted by the Noble Houses, and soon Scions, City Guard, and the Magistrates of Prosperity had met the Hellbarrel's at the city square. However, to the disappointment of the Scions, the city did not let fly with all guns at once. Instead, they instructed the Hellbarrel's to return to the pit from whence they came at once. Upset at this, a Scion sharp-shooter in a nearby building shot the insolent magistrate through the throat. And before anything could be confirmed, the City Guard opened fire, massacring Hellbarrels left and right. Haye's was forced to sound a retreat and headed for the city gates, but soon found them barred and armed. Rather than face a massacre at the hands of the City, Haye led his remaining men into the slums. More where lost in the ensuing flight, but the Hellbarrel's survived.
Now Haye's Hellbarrel's serve as elite mercenaries and bodyguards to those of consequence in the Underworld. They seek to recruit the competent and disciplined into their band, and eventually have their revenge against the Scions and the Noble Houses.
NOTE: If it's OK with Slick, I'd like to be able to use the Hellbarrel's as mercenaries to the varying factions present in this BW (for some marks, ultimately).
Leader History : Little is known of Fellan Haye prior to the founding of the Hellbarrel's. It is said that he was a veteran of the brutal Succesion Wars in the Vitriuan Empire to the south,and that the original Hellbarrel's where founded from his trusted comrades but that is merely hearsay. Throughout his professional military career, Hayes has been shown as an exceptional adaptive and prudent commander, and this is especially true in the Slums of Prosperity (). Haye's men are veterans of many campaigns, hardened by war and with loyalty forged in the hearth of battle. They are eternally loyal to Hayes, who is eternally loyal to a potent blend of logic and profit.
Physical Description : Haye is a gaunt yet muscled individual with suprisingly pale skin. His pristine blue eyes are offset starkly by his ragged amd dirty auburn facial hair. He baers a multitude of scars from myraid engagements, and wears them with a mix of pride and compunction. His trademark wound curves from the fringes of his forehead to the edge of his chin, a constant reminder of the dangers of melee. His only apparel of note is his bluish-grey officer's sash, in conjunction with the normal Hellbarrel uniform.
The Hellbarrel : The Hellbarrel is a semi-ceremonial repeating revolver retained by Hayes. It's barrel and mouth, are, fittingly enough, shaped in the manner of a screaming daemon of myth. The handle is engraved with the names of victories and defeats in a flowing, writhing script, and the body possesses stylized engravings of fire. The armament itself, contrary to it's appearance, is a fully servicable and functional sidearm, and is used by Hayes personally in battle.
Haye's Blade : Haye is also equipped with an exquisite and expensive blade of indeterminate origin. Some of his men theorize that it was derived from his former homeland and official military service, now collapsed under the pressure if civil war. Others dismiss this as wild speculation and purport instead that Hayes recovered it from a deceased officer in one of the innumerable campaigns in which he has served. Either way, the Blade is used by Hayes as a personal armament and as a tool for ceremony and communication by example.
Status and Insignia : The Hellbarrels lost much of their funds in the massacre of Prosperity, and because of their reputation and recent status in the city, are somewhat lacking in contacts or contractors. Nevertheless, Haye is confident that someone in Prosperity is in need of a few good men. And if nobody is, well, he can always create a need.
However, the Hellbarrel's are wanted men, despised by the authorities and Noble Houses alike. They seek sanctuary and funds in return for their professional protection and aid, lest they be hunted down and destroted utterly by the ruling class of Prosperity. And thus, they are willing to serve in almost any role to a paying customer. And if that rule involves retaliating against the Scions and their allies, all the better...
The official badge of the Hellbarrels is the gaping mouth of a steel daemon, and is displayed upon their ragged uniforms in the form of steel clasps and badges.
All Hellbarrels are clothed in black leather and wool with cartridges of ammunition, powder, water, personal effects, etc. situated upon their mahogny-coloured belts, whilst their knives are stored in their dark military boots. Officers are identified by a dark-blue or grey sash that loops over their soldiers and their waist. Most clasps used to secure belts and sashes are of the Hellbarrel insignia, and most guns contain some reference, whether it be a daemonic barrel or a stylised hilt, to the user's personal iconography or the Hellbarrel's.
Grim Smile
With a smile and a shot to the head was how they operated. Always smiling or etching the smile into the victim’s gruesome face with a blade. Every single victim of Grim was easily recognizable with a smile carved into their face or one of the smiling bullets lodged into their skull.
Arriving in Prosperity city they are here to setup a new branch and expand the amount of smiling corpses entering the cities morgues. With equipment and marksmanship the gang is building their contacts from square one after receiving nothing from HQ except a rather large bag of weapons.
Each member of Grim Smile has a smiling skull emblem somewhere on their body etched by branding. Clothes are whatever is necessary to get the job done or have on their backs. At the moment their primary objective is to move up the ladder and get some contacts in the city.
Location: Twain Shanty
Shooting 9
Melee 5
Contacts 0
Equipment 6
Marks: 600/600
Location: Twain Shantie
Vincent ‘Smiley’ White | Leader (90+55+55) Repeater Pistol, Repeater Pistol, Knife
Charles ‘Snipes’ Tomes | Veteran (65+25+8) Long Rifle, Derringer, Knife
David ‘Buckshot’ Kelly | Ganger (40+50) Double Barrel, Knife
Jim ‘Chains’ Haliden | Newb (20+30+10) Chain, Stub Pistol, Stub Pistol, Knife
Red ‘Damage’ Smith | Newb (20+30+15) Large Weapon, Revolver
Mark ‘Twitch’ Frost | Newb (20+20+10) Long Revolver, Club, Knife
Feral ‘Boo’ Heart | Newb (20+15+2) Revolver, Knife, Extra Knife
Crimson Rose (the vicious female gang)
Melee: 10
Shooting: 6
Contacts: 0
Equipment: 4
Marks: 600
Location: Their hideout is located in a tall abandond warehouse in the Southeast hellhole slums.
The Crimson Rose is a feminine hooker gang, and like any hooker, will do about anything for money. They need it to fit in with the world, and buy those needed objects. Crime and prostitution is their main source of income, but their low numbers prevents them for being a strong force in the crime world. Though it is easy to “influence” any crime organization out there, they mostly end up dead and useless. Thus the Crimson Roses has become a mercenary gang, and will use their talents of deception and battle for any cause.
The ladies of the Crimson Rose are regarded as sharp, devious, dangerous, and vicious. Every one of them utilizes their abnormally sexy looks as a weapon. Everyone knows to be careful when dealing with these women, and even more so when they hold an interest in the affair. You basically get the point, especially if you’ve seen that horrible movie Sin City. Those women, but a little more dangerous.
The Crimson Rose has two symbols and mottos. One is the sweet thing you would expect from a hooker. The other is the true nature of the blood whores. The sweet one is a single rose placed on top of a winged heart. Under it are the words “delight is the only reality.” The other banner is a severed leg with fishnets and black high heels. The words under it read, “pain is pleasure.” A thorn vine surrounds the bleeding leg, and curls with a whip all around it.
Weapon List:
Crowbar or "Rod" = knife. Standard weapon carried by all in the Crimson Rose.
Spinning Spikes = knife x2
Nail Gun = Stub Gun
Bladed War Fans = multiple knives
Rapier = Sword
Rope = Silent Chain
Darted Chain = Chain
Scythe = axe
Blowdart Gun = Derringer
High Impact and Knockout Grenades = explosive
Leader: Marisa - the strongest of the five. Even at 17 she still can challenge and beat most experts. She carries spinning spikes. She also uses her favorite nail gun along with a long rifle. Wears little clothing, what she does cover is covered back leather or chain. 125 marks.
Ganger: Scarlet- the quietest of the group, until it comes to screams. Wears a tight red suit that makes her seem professional. She has a rapier and fans. She never seems a threat, with innocent fans and a fashionable yet humble rapier. But she is most likely the most dangerous of the five in melee. 58 marks.
Ganger: Molly- the master of the swinging weapons. She has both a rope and a darted chain, which she is skilled with. She also has a basic shotgun. 94 marks.
Ganger: Jina– Marisa’s closest friend. She is the shadow of the five, and wears a black cloak to hide the outfit underneath. The outfit various each day, as the last one is most likely eaten by her last victim. Owns a long rifle and a scythe. Stealthy, and enjoys using her blowdart gun. 149 marks.
Newb: Al’tika – tall and dark woman. She is usually dressed in her native garb, which is both erotic and revealing. Has little knowledge of civilized decency, so she fits right in. She acts as the support of the five, equipped with bang bang weapons. These involve high impact grenades and knock grenades. Her battle weapons are a revolver and its longer brother. 175 marks.