Information

Code

Factions

 

Want to know how to get a character for Fort Bloodshed MUSH? Just read through this file for all the information you'll need to know.

To get a character on Fort Bloodshed, please page either Alyssa or Wyatt and they will create one for you.

What do we need?

Here's an overview of characters needed for Ft. Bloodshed:

Tobaccoist Brewer
Ranch hands Chinese
Waitresses Preacher
Catholic Priest Busybodies
Actors Cobbler
Former Slaves Ranch Housekeepers
Trappers Barber/Dentist
Stable Hands Bank President
Farmers Feed and Tack
Mormon w/wives

This is a MUSH that can portray adult situations. Is there swearing? Yes. And, we have Soiled Doves, i.e *Whores, B-girls, harlots, hookers, hustlers, ladies of the evening, prostitutes, scarlet women, streetwalkers, working girls. And yes, they're fully functional. If you are under the age of 18, no Tiny Sex (and if you're not sure what that is, well that's what Google's for) for you. If you get twitchy over adult situations with foul language interspersed with prostitutes running about to RP with, then this may not be the MUSH for you and if you tend to take things to heart and cannot separate OOC from IC, this may not be the MUSH for you, since there is conflict, which we encourage.

Indian Braves and Cavalry - We are not creating these at this time as the Cavalry is not in the area. And we'd like to get the town and surrounding ranchers, etc filled out before concentrating on the indians.


Consider the following Ethnicities:

Mexican, Scandinavian, English (Welsh, Cornish, Scottish),

Black, Chinese, German, Czecks, Slovaks, Prussian, Romanian

Struggling for your character's name? Try here.


Need help with your background?

Ask yourself these questions to flesh them out.

I. Birth
a. Were your parents married
b. What number were you in the birth order
c. Were you wanted
d. How did your siblings feel about you
e. What did your parents do
II. Childhood
a. Were you sick or healthy
b. Where did you live
c. Did anyone close to you die
d. How did you interact with the world? Shy, etc
e. Did you have pets
III. Adolescence
a. Who was your first love
b. What happened to them
c. Why are you no longer with them
d. Who was your main competition
e. What did you excel at
f. What did you NOT excel at
g. Did you fit in?
h. Were you in any fistfights
i. If so, over what
j. ** Your personality should be shaped by here **
IV. Adulthood
a. Did you marry?
b. Have children?
c. If yes - how many?
d. Where are they
e. Are you parents still alive
f. How about your siblings
V. Other
a. How did you get to Lago?
b. How did you get your current possessions
c. Do you have a sentimental item
d. What is it and why is it sentimental
e. What did you arrive with
f. What are your goals for the character
g. If not already explained - why is your personality what it is -- give reasons
h. How did you come upon your career?


Also, check the Gazette for 'Help Wanted' notices

Reporters for the Lago Gazette/Tattler. Actual submission of stories requested.

Please read the Gazette and the Tattler for prose styles.

If you wish to become a Lago Deputy you must RP with the Sheriff. Lago Sheriff and Deputy Sheriff positions can only be achieved through RP.

If you wish to become a United States (Federal) Marshal or Deputy Marshal you must do one of two things. Apply for that position through Wyatt or be hired/promoted/deputized by the local Judge (Roy).

One can RP a position without these clearances but be ready to accept the IC reponse. If one wishes to be some other sort of law offical you must apply through Wyatt. If one wants to be a vigilante, then feel free, but be ready to deal with the IC response and RP.


Statistics

While a character's Statistics, or "Stats", are not the be-all and end-all of a character, they do form the basis of what he or she is naturally talented in. Bear in mind that while the stats form the base on which skills are based, the MUSH is skill-based, and in the end it's your character's skills that make the biggest difference. There are six basic statistics, and they are defined as follows...

Agility
A measure of the quickness and accuracy with which your character moves his or her body. This affects skills such as Quick-draw, Dancing, Running, and Dodge. Agility is balanced with Strength, meaning that large people tend to be a bit slower, and very fast people tend to be somewhat leaner.

Intelligence
Not a measure of actual Intelligence per se, but more a reflection of memory and mathematic ability. A character can only be as intelligent as his or her player is capable of playing it. This affects the Etiquette, Literacy, Languages, and Scholar skills.

Dexterity
This stat determines hand/eye co-ordination and the ability to aim, affecting skills along those lines. A must for any gunfighter or bowman. It's also useful for people who practice crafts that require great hand/eye coordination.

Perception
A general indication of how sharp your character's senses are, and how mentally alert he or she is. This affects skills such as Alertness, Tracking, and Search.

Strength
General vitality and power are determined by this stat. It's the basis for most athletic ability, including Lifting, Jumping, Swimming, and Brawling. Strength is balanced with Agility, slowing stronger characters down and explaining why the best gunfighters tend to be lean.

Wisdom
Spiritual inclination, general intuition, and knowledge of the natural world are covered by this stat. Animal-handling, Hunting, Streetwise, and Survival are examples of skills affected by this ability.

Skills


Skills marked with an asterix (*) require admin approval for your character, due to the difficulty in attaining these skills in the IC environment. Those that are designated as (Specialty) require that the player choose a specialization for the character in that skill. For example: when creating a character with the Entertainer skill, you may wish to specialize in acting, singing, storytelling, etc.

Animal-Handling
Ability to raise, train and care for animals.

Archery
Proficiency with a bow and ability to construct and repair bows, strings and arrows.

Artillery *
The ability to setup and operate cannons, mortars, howitzers, gatling guns, rockets and other weapons with a caliber larger than one inch. Includes knowledge of geometry, atmospherics and metallurgy as it applies to artillery.

Artist
Ability to create works of art in a variety of mediums and forms.

Banking
Ability to count money, make change and know when to open the safe for a gunman. This skill also allows one to manage a banking establishment and handle financial matters.

Barber
The ability to skillfully cut hair, trim beards and perform dentistry. This skill also allows one to manage a barber shop, prepare tonics and sharpen razors.

Bartending
The ability to perform as a master mixologist, pour a bier and clean up after drunks. The skill also allows one to manage a drinking establishment and communicate well with intoxicated individuals.

Blacksmith
Ability to forge and work metal. This includes but is not limited too: Horse Shoes, Barrel Bands, Nails, Screws, Tools, and Wagon Hardware.

Boating
Ability to operate a small boat or raft. This does not cover boats or barges with steam engines.

Brawling
Ability to fight hand-to-hand, unarmed. Includes wrestling.

Brewery
Knowledge and skills needed to brew and store bier, ciders and distill grain alcohol.

Carpentry
Ability to work, stain and carve wood.

Climbing
Ability to climb and descend structures, terrain, mines and wells. Climbing may require special equipment for extreme situations (i.e. climbing mountains or descending into a pitch-black mine shaft).

Concealment
Ability to hide objects so they are not easily discovered by others. The level of concealment possible is often dependent upon the environment (i.e. it is difficult to hide a horse in the desert or on a busy street).

Cooking
Knowledge of food storage, preparing and serving. Allows one to cook meals and feed groups of people to a level of satisfaction in proportion to the quality of the food and kitchen.

Dancing
Ability to dance.

Demolitions *
Ability to safely use Dynamite, Nitroglycerin, gunpowder and other combustibles for demolitions, stump removals and mining.

Disguise
Ability to alter your physical appearance to avoid recognition or to appear to be something (or someone) you are not.

Dodge
The ability to avoid being hit in combat. Also used to get out of the way of such things as landslides, explosions, etc.

Entertainer (Specialty)
Ability to entertain people or groups of people through different means.

Farming (Specialty)
Ability to raise and care for crops, animals and the land used to raise them.

Fishing
The skills and knowledge of bait, tackle and streams required to catch and clean fish.

Gambling
Skills, knowledge and luck required to play games of chance.

Gunsmith
Knowledge and skills required to repair firearms, reload cartridges and manufacture bullets or shot.

Herbalism
Knowledge of plants and their application in healing and medicine.

Hostess
Ability to serve and entertain people.

Hunting/Tracking
Skills and knowledge required to hunt and clean wild game. Also the ability to track people or animals.

Journalism
Ability to discover facts or rumors and then turn them into "news".

Jumping
Ability to climb or jump.

Jeweler
Knowledge and skills to appraise, smelter and work precious metals. Also gives one the skill to crate ad repair jewelry.

Laborer
Ability to work as a general laborer (i.e. railroad, construction etc.).

Languages
Ability to learn and understand languages. For each level a character possesses, he/she knows one language.

Law *
Knowledge of the Law and legal system.

Leather-Working
Knowledge and skills required to tan and work leather into useful items.

Lifting
Ability to lift heavy objects or carry something for a long time.

Lockpicking
Knowledge of locks, picks and safes.

Logging
Ability to survey and harvest timber. Also gives one the skills needed to maintain axes, saws, chains and other equipment used in timber harvest.

Machinist
Skills and knowledge to build, repair and maintain machines.

Medicine *
Knowledge of drugs, disease, wounds and medical procedure as they apply to healing others.

Melee
Skill with hand-to-hand weapons (knives, clubs, axes, etc.).

Mining
Skills and knowledge required to dig mines, extract mineral baring stone, prospect and use mining machinery.

Musician
Ability to play musician instruments in order to entertain people.

Photography
Knowledge of photographic equipment, lighting and the development of photographs.

Pickpocket
Ability to steal items from another person's person.

Pistol
Accuracy with hand-held pistols, from Derrengers to six shooters to heavy horse pistols.

Politics
Knowledge of bureaucracies and their proceedures (i.e. how to navigate "red tape"). Ability to maniplate persons for ones own gain (NPCs).

Preaching
Ability to influence people through public speaking, usually used to spread the Gospel or to rally a group.

Printing
Knoledge of printing presses, inks and type as they apply to the printing of ink upon paper.

Quickdraw
Ability to draw, aim and fire a handgun quickly.

Railroad-Engineer
Knowledge of railroad locomotives and train operation.

Ranching
Skills and knowledge required to manage a cattle ranch.

Riding
Ability to ride a horse or other beast of burden.

Rifle
Ability to use and maintain rifles, carbines and shotguns.

Roping
Ability to use a rope to capture and restrain farm animals. Also allows one to use a whip inorder to "manage" an animal.

Running
Speed and endurance while running.

Scholar
Knowledge of a broad range of topics.

Science (specialty)
Knowledge of a specific scientific area.

Search
Ability to spot hidden/obscured objects or individuals. i.e the ability to pick out a specific face in a crowded bar or spot an ambush before it is sprung. NOTE: This skill is not always 'active'. A person must be specifically looking for something or someone, otherwise straight perception is used to see if the character notices.

Shopkeeping
Knowledge and skills required to manage a store, trading post or other small business. Includes a good knowledge of business, accounting and math.

Stamina
A character's physical endurance. Characters with high stamina are less likely to pass out from wounds. Also useful in resisting the effects of alcohol, drugs and poison.

Stealth
Ability to move silently and/or hide.

Stonemason
Knowledge and skills required to quarry, carve and build structures with stone.

Survival
Knowledge of how to survive in the wild, including how and where to find the necessities such as food, water, shelter, etc. Also includes orienteering (ability to find your way around outside with or without map or compass).

Swimming
Speed and endurance while swimming.

Tactics
Knowdge of military history, weapons and geography as it applies to small and medium sized military units.

Tailor
Ability to sew, trim and work with cloth to fasion clothes.

Teaching
Knowledge and skills required to teach individuals and groups of individuals.

Teamster
Ability to 'drive' wagons that involve teams of animals.

Telegraph
Knowledge of telegraph and heliograph systems. Ability to send and read messages. Setup and repair all hardware associated with distance communication systems. Includes knowledge of morse code and semaphore code.

Thrownweapon
Ability to use thrown weapons such as spears, knives and tomahawks.

Tracking
Ability to follow a track, conceal a track, leave 'trail signs' identify numbers and types of things tracked.

Wainwright
Ability to build, fix and maintain wagons, buckboards, stagecoaches and trailers. This melds some carpentry with metalworking as it applies to wheeled transports.

Factions

While loyalties and groupings are rarely cut-and-dried in real life, for the sake of the game the characters may be roughly divided into a few different classes...

Ranchers
The local landowners, led by the de facto leader of South Eastern Wyoming, Colonel McCormick. The Colonel is largely an enigma. No one know his first name...he is simply referred to as the Colonel. He lives in a large ranch to the north of town on a vast spread of land. It is rumored that he sees himself as the "ruler" of the region.

Miners
The miners dwell in the mountains east of town. There they mine and prospect for silver and gold. The miners tend to keep to themselves and are always in search of the "big vein" which will make them set for life. Periodically, they will come into town to catch up on rumors and the town news, but slip (usually unobserved) back into the mountainous terrains.

Townies
The barkeeps, saloon owners, whores, Chinese, Hispanics and other "everyday" people that live in town of Lago, Kansas Territory.

Cavalry
Troops of the Sabre Squadron of the 23rd Cavalry Regiment garrisoning Fort Bloodshed. The commander is a Colonel of the United States Army. He was "relieved" of his reconstruction duties in the South because of an alleged duel. During the last two years he has been posted all over the central west, from Dakota to the Arizona Territory. It is said that he has close ties to the region's most powerful rancher, Colonel McCormick.

Bandits
A group of semi-outlaw former ranch-hands, army deserters, and bandits. They largely reside in the foothills southeast of town, in camps or some of the deserted silvermines

Indians (Lakota)
A band of Lakota who recently migrated from the Colorado Territory. They have established an encampment East of town. They do not like outsiders and most of the farmers despise sharing their grazing lands with them.

Townsfolk/Homesteaders
Settlers, immigrants and others who have traveled to the frontier in hopes of making a living from the hard packed sod and rock on the prairies or be fortunate enough to purchase land and cattle.