Saturday, May 31, 2008

Slade's Myrmidons

Little is known about the man known simply as "Slade." Rumor says he killed a man back east, and another man in a wagon train to California. They say it was after this second killing, Slade slipped into hiding in the Titan Mountains.

Slade occasionally would come down from the mountains into town for gambling and drinking, and always under an assumed name. He also came down to commit crime of one form or another, and always masked. No one ever saw his face during his crimes, but folks knew it was Slade because he always wore the same hat, a fine silk, New Amsterdam-made top hat.

Slade also had a gang made up of out-of-luck miners, rogues, thieves, hot-headed young men, and the like. Slade called his men his Myrmidons, and he ruled them with fear and violence. Most were sweet-talked into a life of adventure by the smooth-talking Slade, only to learn later the consequence if they tried to leave the gang or otherwise cross Slade. The Myrmidons dared not go against Slade's orders, and followed him without question. In a fight, they spared no violent measure for fear of exposing any unwillingness to their ruthless boss.

In Gutshot terms: Slade is big and tough and a good shot with a pistol. His men will fight just as ruthlessly as Slade, but if they are not in view of Slade, they slack off a bit (as expressed in the special rule below.)

Special rule: When Slade cannot see a Myrmidon, that gang member not only loses his reputation bonus from Slade, the gang member also loses a further -1 modifier to all his rolls as he is simply unwilling to be as mean-spirited as Slade expects him to be. This is ONLY in effect when the myrmidon cannot be seen by Slade.

Slade knows his men slack off at a moment's chance, so he does his best to keep an eye on them" Slade cannot make a move if it puts him out of line of sight of more than half his gang. If more than half his gang are out of sight of Slade, he must use his next action to attempt to locate unseen gang members.

If Slade is killed, the Myrmidons all must roll their TN with a -2 modifier; those who fail will retreat from the area. Those remaining fight with a permanent -3 modifier to all their rolls.

Yep- It makes things difficult for any player playing Slade, but it's something different to try to play out.

Slade: Armed with two pistols and 4 reloads, sawed-off shotgun with 3 reloads, and one helluva big knife. TN: 6 Specialties: Lucky, Hard to hit, True grit, Brawler, Reputation, Sure shot (pistol).

Myrmidons (5-10 gang members adjusted as needed): Usually armed with a pistol or shotgun, and a knife. TN: 7-10 (random). Specialties: (one random from this list) Speedy, Brawler, Fanning the gun, Dodge, Tough as nails, Sure shot (with main weapon.)

Note: Slade and his Myrmidons ar inspired by the personality written about by Mark Twain.

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