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1[--'''Note:''' this page predominantly describes character tropes found in the ''VideoGame/DesperadosIII''. Tropes associated with characters as they appear in ''VideoGame/DesperadosWantedDeadOrAlive'', ''VideoGame/Desperados2CoopersRevenge'' and ''Helldorado'' will be indicated as such.--]
2
3[-Only spoilers to ''VideoGame/DesperadosIII'' are marked.-]
4
5
6
7[[foldercontrol]]
8
9[[folder:Tropes applying to all gang members]]
10[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/iii_team_5.png]]
11[[caption-width-right:350:The gang as it appears in ''Desperados III'']]
12* ColorCodedForYourConvenience:
13** Cooper is brown and/or teal.
14** [=McCoy=] is black and/or purple.
15** Kate is rosy peach.
16** Hector is dusky orange.
17** Isabelle is green.
18* PriceOnTheirHead: Despite themselves making a living off hunting for bounties, all of the playable characters of ''Desperados III'' have accumulated fair prices on their heads.
19** Cooper has a $1000 reward for robbery and assault.
20** Kate has a $500 reward for bribery and cheating at cards.
21** [=McCoy=] has a $250 reward for trespassing and fraud which, in ''Wanted Dead or Alive'', evolves into swindling and fraud. Some local vigilantes attempt to lynch him for that to boot.
22** Hector has a $100 reward for disorderly conduct, assault, poaching, vagrancy, and drunkenness.
23** Isabelle has a staggering $5000 reward for hers for practicing witchcraft.
24* RagtagBunchOfMisfits: Oh, so much. In addition to the mainstay rugged, loner cowboy, the drop-dead gorgeous cardsharp, and the war veteran doctor-turned-hitman, the games likewise include a number of other quirky characters that tag along. This includes but is not limited to, a Louisiana voodoo witch; a vengeance-driven leader of a Mexican bandit clan; and a Native American archer.
25* SoundCodedForYourConvenience: Each gang member produces musical stingers when they perform character-specific actions or make a plot-relevant decision. Cooper’s stinger is an acoustic/electric guitar; [=McCoy’s=] is a harmonica; Kate’s is a violin; Isabelle’s is a trumpet; and Hector’s is whistling.
26* StealthExpert: As a small group, they're constantly outnumbered, forcing them to rely on subterfuge to get the job done. Most of them, apart from Sam, have some form of stealth attack to kill or knock out enemies.
27[[/folder]]
28
29!!The main three characters present in all ''Desperados'' games
30
31[[folder:John Cooper]]
32!!John Cooper
33->''“One good shot, Frank. One. Good. Shot.”''
34->'''Voiced By:''' John Chancer (''[=WDoA=]''), Doug Gochman (''III'')
35
36[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gui_hud_misc_portrait_cooper_00.png]]
37[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/wdoa_cooper.png]]
38[[caption-width-right:200:Cooper as he appears in ''Wanted Dead or Alive'']]
39
40The protagonist of the games. He’s an adventurous and charismatic if a bit hot-headed bounty hunter who, in ''Desperados III'', is trying to settle an old grudge with Frank, a notorious outlaw.
41----
42* ArtisticLicenseGunSafety: Being a rooting-tooting cowboy archetype, John indulges in a mind-boggling amount of GunTwirling across all the games, but the first post-tutorial mission of ''Cooper’s Revenge'' that has him ‘greet’ [=McCoy=] by very casually pointing his revolver at him lands him squarely in this trope.
43* AudienceSurrogate: He’s one of the least fleshed-out members of the team as among his most prevalent characteristics are his magnetism, his line of work, his deceased [[spoiler:father]]/brother, and not much else.
44* BadassLongcoat: Wears a duster coat and is a skilled gunslinger.
45* TheBigDamnKiss: Kate plants one on John’s lips just before he [[spoiler:leaves to finally and definitively confront Frank in the finale of ''Desperados III'']].
46* TheBladeAlwaysLandsPointyEndIn: In-game, a throw from his Bowie Knife is always lethal. Justified, as in the tutorial, it's shown that he had to practice a lot to get this right. This is zigzagged in ''Wanted Dead or Alive'' where a mistimed throw will merely scratch an opponent.
47* BondOneLiner: It’s the first thing that comes out of Cooper’s now-adult mouth in ''Desperados III''.
48--> '''Cooper:''' ''(to the over-curious fellow whose throat he just skewered)'' Something tells me you ain't here punchin' tickets.
49* BountyHunter: His father trains him to be one in the tutorial mission. In ''Desperados III'', apart from [=DeVitt=], he doesn't track down any bounties as the game's central plot is near and dear to his own heart. ''Wanted Dead or Alive'', however, is all about him rounding up his motley crew to claim the bounty placed on a bandit that’s been terrorizing the Deep South.
50* CallForward: In the “Late to the Party” DLC, Hector impishly states that if John ever wants to shoot at least three people simultaneously, he needs to trade his revolvers in for a shotgun. Cooper simply answers that in a couple of months, Hector is going to eat those words, referencing the former’s ''Wanted Dead or Alive'' ability to Quick Shoot three times, very potentially killing three enemies at once.
51* CaptainSmoothAndSergeantRough: He’s the knightly and intrepid counterpart to the cynical and acerbic [=McCoy=], his NumberTwo.
52* DestructiveSavior: Downplayed in that he has no qualms about blowing up [=McCoy’s=] MobileKiosk if it means saving him from the gallows. [=McCoy=] himself, all things considered, is pretty okay with it too.
53* EasilyForgiven: [[spoiler:After he messes everything up, Hector is the first to forgive him – he had his reasons. Downplayed with the rest of the party who need an explanation and/or time to let bygones be bygones]].
54* {{Fauxshadow}}: Tells Hector and Kate during the second New Orleans mission that they “will meet at the gate; no one goes in alone.” [[spoiler:He goes back on his word]]. Kate later borrows the phrase as her MeaningfulEcho.
55* FightingTheLancer: While it’s not an actual physical fight, [[spoiler:[=McCoy=] ditching the gang at the start of Chapter 3 is framed like one]].
56* {{Foreshadowing}}: The game spends quite some time hinting that Cooper really, ''really'' wants to [[spoiler:face Frank one-on-one]]. In Kate’s intro mission John orders Hector to stay behind just before he sneaks into Higgins's estate, spaces out whenever Frank is mentioned, and during the second New Orleans mission he substitutes his entire normally chipper soundset with gruff, curt barks.
57* GoodIsNotNice: Despite his AudienceSurrogate status, Cooper’s the most bullheadedly stoic and ruthless member of the gang as evidenced [[spoiler:by his treatment of Hector and Kate at the end of Chapter 2; the implication that he’d been thinking of turning on his companions before Hector ultimately confronted him makes it clear their falling out wasn’t ATragedyOfImpulsiveness]]. He’s still the hero of the story that fights the morally repugnant.
58* GunsAkimbo: In ''III'', he dual-wields a Remington New Model Army and a Colt 1851 Navy, allowing him to simultaneously take out two enemies. Though, according to Doc, he’s got a nasty habit of “losing” the Remington (i.e. giving it away to the enemy so a ShowdownAtHighNoon can occur), and in the following ''Desperados'' games, he uses only the Colt.
59* TheGunslinger: Cooper is skilled at a Quick Draw with GunsAkimbo. In that regard, he's able to shoot at two different targets simultaneously.
60* HarmfulToMinors: [[spoiler:As a teen, he lost a duel to Frank which led to his father, James, being executed right in front of him]].
61* HatOfAuthority: He’s the gang's leader and is rarely seen without his classic notched cowboy hat.
62* HonorBeforeReason: Is a firm believer of this in the first half of ''III'' where [[spoiler:he’s so profoundly hung up on the idea of dealing with Frank in a ShowdownAtHighNoon duel that he sabotages himself and his friends. This kicks off the gang’s DarkestHour]].
63* ICallItVera: Cooper’s nicknames for his guns (‘Old’ for the Colt Navy 1851 and ‘New’ for the Remington New Model Army) derive from the guns’ factory names and their overall condition.
64* InformedLoner: All of the games’ supplemental material describes Cooper as the great recluse who works alone and only assembles a team when he wants to go after targets with unusually large bounties on their heads, but this quirk doesn’t prevent him from effortlessly forming beneficial friendships.
65* InstantDeathStab: The result is always fatal when Cooper uses his Bowie knife in melee.
66* IntergenerationalFriendship: The twenty-nine-year-old Cooper had formed one with Hector – who’s in his late forties.
67* JerkassRealization: Cooper may not be the nicest person to be around in ''Desperados III'' but he does learn to be better after [[spoiler:Doc walks out and Kate gives him the dressing down of his life]].
68* LastNameBasis: The game’s UI and his companions in ''III'' address him as Cooper. Subverted in ''[=WDoA=]'' where everyone from his main gang calls him John.
69* MagneticHero: He’s more or less the glue that holds the band together – yet downplayed in that his gang will take care of business well enough while he’s away. Subverted as John’s single-minded, bullheaded nature does cause [[spoiler:Doc to walk out on them after they blast their way out of [=DeVitt’s=] gold mine]]. Double subverted when [[spoiler:Doc comes back two weeks later to help Cooper see things with Frank through]].
70* MissionBriefing: Almost every mission in ''Wanted Dead or Alive'' opens with Cooper briefing his friends (and subsequently the player) on what they’re supposed to do.
71* MoralityChain: Serves as one to [=McCoy=] in ''[=WDoA=]'' in that he, on a regular basis, has to pacify the trigger-happy doctor and stop him from shooting the first (boorish) person the gang comes across.
72* MyNameIsInigoMontoya: The fourteen-year-old John barks this trope, complete with a PrepareToDie boast, into Frank’s face just as he is about [[spoiler:to execute John’s father]]. Frank is most amused.
73* OfficialCouple: He and the FieryRedhead Kate hook up late in ''Desperados III'' and every subsequent game onward treats them as a couple.
74* RevengeBeforeReason: John has a ''very'' personal reason for wanting Frank dead as [[spoiler: he was the one who murdered his father right in front of the then fourteen-year-old John]], to the point that he wants to be the one who does away with Frank. This has disastrous consequences at the conclusion of Chapter 2, [[spoiler:where his misguided attempt to take on Frank alone -- almost -- gets him killed and his companions -- inevitably -- captured. He learns to get over this by the final mission, though, where he doesn't turn away his companions' help in taking Frank and his men down]].
75* RevolversAreJustBetter: His revolvers are loud, but have a decent range and, by pairing them up, allow him to take down two enemies at once.
76* RoaringRampageOfRescue: Goes on three consecutive ones early in ''Wanted Dead or Alive'' after he learns that all of his former associates had landed themselves in trouble. He rescues Sam from getting his skull caved in by his employer, Doc from being publicly lynched, and Kate from being thrown overboard for cheating at cards, every time arriving JustInTime. Sam and [=McCoy=] even lampshade Cooper’s all-too-timely intervention.
77** Though, with Doc, this can be subverted if John does not dispatch the priest riding over to the gallows to give [=McCoy=] the last sacrament, resulting in a NonStandardGameOver.
78* ShareTheMalePain: His response when he sees that Kate’s way of getting past enemy guards is a GroinAttack.
79* ThrowingTheDistraction: He carries an unlimited number of (fake) coins that, when thrown, cause enemies to look in the direction of the noise they make.
80* TragicKeepsake: Implied with his old and battered Colt Navy, likely belonging to his father, if his talk with Marshal Wayne is any indication.
81* WhyDidItHaveToBeSnakes: Quotes the trope almost verbatim (“Oh, please, no snakes…”) when he finds himself deep in the Louisiana bayous.
82* YoungGun: Tries to invoke this trope on his father in the prologue. James doesn’t fall for it but does let John have his knife, telling the boy that he can have a firearm once he learns how to handle the knife.
83[[/folder]]
84
85[[folder:Arthur “Doc” [=McCoy=]]]
86!!Arthur “Doc” [=McCoy=]
87->''“When things get personal, the wrong people usually end up dead. That's why I keep it simple.”''
88->'''Voiced By:''' Garrick Hagon (''[=WDoA=]''), Creator/ToddHaberkorn (''III'')
89
90[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gui_hud_misc_portrait_mcc_00.png]]
91[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/wdoa_mccoy.png]]
92[[caption-width-right:200:[=McCoy=] as he appears in ''Wanted Dead or Alive'']]
93
94Cooper’s closest friend and his [[TheLancer Lancer]]. An unwilling [[UsefulNotes/TheAmericanCivilWar Civil War]] soldier and a Scottish doctor, [=McCoy=] is also a shady hitman, a professional safe-cracker, and generally a mercenary. He joins the team temporarily at first but decides to stay after the partnership proves to be fruitful.
95----
96* AbledInTheAdaptation: ''Desperados III'' retconned him into keeping both his eyes.
97* TheAce: Everything he specializes in i.e. sharpshooting, lockpicking, alchemy, first aid? He’s pretty damn good at all of it and he’s got the ego to prove it. This is further integrated into his [[MasterOfAll his ability kit]], and it likewise bleeds into his characterization by making him believe the crew would get themselves killed without him. [[spoiler:He’s right]].
98* AceCustom: His personalized scoped Colt Buntline Special has three times the range and is four times quieter than Cooper’s standard-issue Colt Navy 51/the New Model Army and, in ''Wanted Dead or Alive'', can chamber two types of ammo at the same time.
99* ActuallyNotAVampire: He’s a Scotsman of refined taste and delicate sensibilities who has the appearance of both a TheatrePhantom and ClassicalMovieVampire (pallor, widow’s peak, an eyepatch hiding an InformedDeformity, a ClassyCravat, black garb complete with an OminousOperaCape). He’s also a killer-for-hire who relishes his role and at least on one occasion is seen whiling away the time in a graveyard. But since ''Desperados'' is a (fairly) grounded series, it’s unlikely he’s a vampire.
100* AdaptationalBadass: In ''Wanted Dead or Alive'', he made his debut as a harmless if vicious-looking salesman whom the townsfolk of a small town are attempting to lynch, and his knack for lockpicking, sharpshooting, and alchemy is presented as more of a side gig than anything serious. ''Desperados III'', being the soft reboot for the series, remade him into a strait-laced, arrogant, no-nonsense, and extremely competent hitman who’s as single-minded and professional as one can get.
101* AdaptationDyeJob: His eye was a washed-out shade of blue in the original games. ''Desperados III'' changed the color to hazel.
102* AllThereInTheScript: Overlaps with NamedByTheAdaptation. The ending credits to ''III'' gave us his name for the first time since the series’ inception: Arthur. Before ''III'', it was a case of HisNameReallyIsBarkeep to many if not all.
103* AmbiguousSituation:
104** See the TalkingInYourSleep entry below. It’s not quite clear how or when [=McCoy=] became aware of the fact [[spoiler:Rosie]] was the true culprit behind the Baton Rouge bank job, but bearing in mind the fact he was left on the floor of said bank, it’s heavily implied it was before the rest of the group passed out – after which [=McCoy=] himself was strategically incapacitated to prevent him from intervening.
105** He, a DebtDetester, supposedly owes the enigmatic Baron something and has to repay that debt by running murderous errands for him, but no one knows what it is.
106* AnimalMotifs: Too many.
107** Vultures, so much so that he keeps referencing them in every game he’s been in. Him constantly waxing lyrical about death, dressing in all black, and having a crooked, beak-like nose also helps.
108** Reptiles. Kate compares him to a rattlesnake early in ''III'', and ''[=WDoA=]'' has him sharing a swamp with oodles of alligators.
109** ''Helldorado'' also likens him to a tsetse fly, an insect infamous for transmitting the sleeping sickness, a disease that's invariably fatal if left untreated.
110* AnimalsHateHim: Downplayed in that Isabelle’s cat, Stella, doesn’t like him [[spoiler:and in her own Baron’s Challenge level, refers to him exclusively as “the grumpy man”]]. The feeling is mutual as he, in his own words, doesn’t “need gaff from a cat.”
111* AtomicFBomb: [[spoiler:Upon being told that Hector and Rosie pocketed all of the heist money right from under the gang’s noses causes [=McCoy=] to have a truly explosive meltdown. Seeing as Hector had the nerve to end his farewell faux-apology letter with a sassy postscript “shame I can't see Doc's face right now,”]] his reaction is justified.
112--> '''[=McCoy=]:''' ''(smacks his bag against the ground with force, loudly)'' [[spoiler:Son of a '''BITCH!''']]
113* ArmedAltruism: Defied. Marshal Wayne, upon his rescue, attempts to invoke this trope by asking [=McCoy=] to lend him his Buntline to which [=McCoy=] replies that that’ll occur only if “he takes a bullet to the head.”
114* TheArtifact: Becomes a temporary one for the Flagstone mission. He’s right there in the middle of the map and can be somewhat interacted with, but he won’t join Cooper and Hector in their little escapade to eliminate the local representatives of the [=DeVitt=] Company.
115* AstonishinglyAppropriateAppearance: Subverted. He’s a doctor and likes to remind everyone he’s a doctor, but his VileVulture motif and fondness for black clothing make him look more like an undertaker instead. This is something the manual to ''Helldorado'' calls relentlessly out.
116* AttentionDeficitOohShiny: He’s got quite a GoldFever and will repeatedly pester his teammates on the matter of the Devil’s Canyon mine containing any gold. Isabelle has to continuously remind him that they’ve got a job to do.
117* BadassInDistress: ''Helldorado'' puts him out of action for a chunk of its runtime when Lester Goodman’s widow poisons him. Subverted in that the poison that is killing him does little to stop him from aiding his friends. Double subverted when the poison ultimately overwhelms him – but by that time Cooper has the antidote on his person.
118* BadassLongcoat: Wears a flowing black trenchcoat with a detachable cape and is a ruthless soldier-for-hire.
119* BagOfHolding: His doctor's bag almost acts as one as he’s able to hold his own possessions (gas flasks, syringe + different poisons for it, lockpicks), Cooper’s possessions (hat, knife, two revolvers), ''and'' Kate’s possessions (perfume bottles, Derringer) in it at the same time [[spoiler:for the [=DeVitt=] gold mine mission]].
120* BlaseBoast: Oh, he’s chock full of them.
121** In ''III'':
122---> '''[=McCoy=]:''' ''(referencing the thief who’s trying to break into [=DeVitt’s=] safe)'' I doubt they'll get that thing open anytime soon.\
123'''Kate:''' Can you crack it?\
124'''[=McCoy=]:''' ''(snorts)'' Why do you even ask?
125** In ''Helldorado'':
126---> '''Cooper:''' ''(holds up his hand in front of Doc’s face)'' [[HowManyFingers How many fingers do you see?]]\
127'''[=McCoy=]:''' ''(with his consciousness coming and going)'' Too many… but I can still hit ‘em.
128* BelligerentSexualTension: With Isabelle. He distinctly relishes in getting on her nerves and probing for weak spots, but at the same does seem to care more for her than any other member of Cooper's gang and repeatedly preens when near her.
129* BigEgoHiddenDepths: He’s full of himself -- and has every right to be, especially after he [[spoiler:comes to the gang’s rescue]] -- but beneath his frosty shell he hides quite a pleasant and charming personality.
130** You wouldn’t think a doctor with a knack for killing things with sniper fire and poison could turn out to be a [[SupremeChef a competent cook]] with the appropriate vocabulary to describe a variety of tastes? And who also specializes in sweet pastries? This is something that categorically stupefies Cooper who (understandably, this is an uncompromising assassin) did not anticipate this. Or expected Doc to be a CordonBleughChef at best or a LethalChef at worst.
131---> '''Cooper:''' Damn, a regular cupcake connoisseur.
132** Should Isabelle put him under her Mind Control (see the DevelopersForesight entry on the main page) in the finale of the game, Doc will reveal that he [[spoiler:loathed letting Cooper’s task go unfinished so much he had to come back. That, and he muses over whether Isabelle missed him]].
133** The “Money for the Vultures” DLC also very strongly implies he can’t swim, suffers from sea sickness, or both.
134* BringingInTheExpert: He’s this to the [=DeVitt=] Company in the first mission of ''III'' -- Vincent [=DeVitt=] grew irritated with a series of raids on his trains, so he subcontracted [=McCoy=] to safeguard one. Too bad Vincent then decided not to pay him…
135* CallBack: In his ''Wanted Dead or Alive'' tutorial mission threatens to give Sam a “shot of something that’ll shut [him] up forever” referencing his poison syringe melee attack from ''III''.
136* CallForward: When they first meet, [[note]]properly meet; Hector and Cooper can bump into Doc during the Flagstone mission and he’ll recognize Cooper[[/note]] Hector will playfully call [=McCoy=] a “scarecrow” straightforwardly referencing Doc’s ''Wanted Dead or Alive'' ability to improvise a decoy scarecrow out of his overcoat and hat.
137* CaptainSmoothAndSergeantRough: He’s Cooper’s moody and less charismatic counterpart and his closest friend and confidant.
138* ChangedMyMindKid: [[spoiler:Abandons the group to their fates shortly after breaking out of [=DeVitt’s=] gold mine and does not participate in the next two missions. Later on, just as the kidnapped [=DeVitt=] outsmarts the gang and holds them all at gunpoint, he is without warning dealt with from off-screen (shot in the arm), telegraphing Doc’s timely return.]]
139* ClintSquint: Nearly all of his promotional artworks for ''Desperados III'' portray him squinting so harshly his actual eyes nearly disappear underneath the wrinkles.
140* ColdSniper: His main motivation is money and he is generally more snarky and aloof when compared to the other playable characters. By the “Money for the Vultures” DLC, however, he’s defrosted into a FriendlySniper — at least when around his friends.
141* ConspicuousGloves: Is yet to be seen without his leather gloves, regardless of the game. They stay on even when he’s been otherwise stripped of his trademark coat and hat in the [[spoiler:[=DeVitt=] goldmine mission]].
142* TheComicallySerious: Given his dour and taciturn personality, [=McCoy=] habitually finds himself on the receiving end of the gang’s quips – though he, to his credit, [[NotSoAboveItAll takes almost all of them all in stride]]. Nonetheless, some of his would-be snappy comebacks cross straight into hilarious SelfDeprecation.
143--> '''Kate:''' Oh, come on, [=McCoy=]. I think a little investigation could be fun.\
144'''[=McCoy=]:''' I wasn’t put on this earth to have fun.
145* ComicBookFantasyCasting: His artwork in ''Desperados III'' bears more than a passing resemblance to Creator/LeeVanCleef.
146* CoolOldGuy: Is the oldest member of the gang in ''[=WDoA=]'', lost an eye, can snipe, can pick almost any lock, has developed his own special knock-out gas, crafts his own bullets, is a professional hitman, doctor ''and'' a former soldier. You cannot be more badass than that.
147* ConsummateProfessional: Prioritizes getting the job done over pretty much everything else.
148* CracksInTheIcyFacade: Starts as utterly disinterested in anything but his own advancement and personal gain (he even urges Cooper to commit a MurderByInaction when they first meet), but as early as in his first full mission, the defense of the O’Hara Ranch, he shows a certain amount of care and interest in regards to his companions – which, eventually, culminates in him [[spoiler:saving their lives]] and becoming one of the main three gang members.
149* CrisisCatchAndCarry: The Baton Rouge mission of ''III'' has him drugged and knocked out cold for its entirety, forcing others to not-so-gracefully carry him to the level exit.
150* DangerousDeserter: He’s a Civil War deserter who started to indulge in killing for hire shortly afterward.
151* DarkIsNotEvil: Played straight in ''[=WDoA=]'', ''Cooper’s Revenge'' and ''Helldorado'' and downplayed in ''III'' as there his outfit was reworked to incorporate more grey/purple tones into it.
152* DeadlyDoctor: In addition to being a skilled sniper, Doc can also use chloroform and a poison syringe to take out enemies at close range.
153* DebtDetester: Really, ''really'' hates letting debts go unpaid, despite Isabelle’s insistence that her saving the gang from their little Mississippi predicament was “on the house.” The sheer number of times he cites and recites that him helping Isabelle and Kate find Marshal Wayne is going to [[MakesUsEven make them even]] staggers both women.
154* DependingOnTheArtist: His Buntline, the length of its barrel, its scope, and its custom shoulder stock have changed wildly between the games.
155** In ''[=WDoA=]'', the telescopic scope took around two-thirds of the barrel’s length and the stock is visible in the ability’s icon.
156** In ''Cooper’s Revenge'' and ''Helldorado'', the scope became bulkier, and as long as the - much shorter - barrel.
157** ''III'' transformed the gun into an honest-to-god SniperPistol -- and the now pint-sized scope got permanently attached to the barrel. ''III'' likewise deleted the stock (despite [=McCoy=] making an explicit remark that it’s still there).
158* DissonantLaughter: He doesn’t laugh much, if at all, but he cannot help but let out a sinister chuckle when he’s about to execute an unconscious opponent.
159* DramaticIrony:
160** Loudly complains about the swamp in the bayou mission without yet knowing he will have ended up living in a swamp by the time ''[=WDoA=]'' rolled around. [[note]]Though, he very pointedly says “this swamp” which [[AmbiguousSyntax can be interpreted as him complaining about that particular swamp, and not swamps in general.]][[/note]]
161** ''Helldorado'' opens with him being poisoned in the very same fashion he eliminates his enemies in ''III'': a syringe to the neck. It doesn’t kill him, however.
162* DrJerk: Zigzagged. [=McCoy’s=] actual bedside manner is close to being impeccable and he’ll offer assistance without any snark or vitriol, but in the eyes of the public, his infamy seems to precede him.
163--> '''A random mook:''' ''(upon spotting [=McCoy=])'' It's that asshole doctor!
164* EyepatchOfPower: Sports one in ''[=WDoA=]'' and onward over his missing eye and his scar.
165* ExoticWeaponSupremacy: While the vast majority of snipers – both fictional and real-life – go with {{Sniper Rifle}}s, Doc’s weapon of choice is a custom single-action revolver that, unlike its bulky conventional competitor, also excels at NoScope medium-to-close range kills.
166* ExposedToTheElements: Inverted. Despite all the games being set in the Deep South i.e. the states where temperatures, especially in the desert areas, can reach over 100°F, Doc won’t ever be seen without his black hat, gloves, and overcoat. Sam calls this out in ''Wanted Dead or Alive'' and [=McCoy=] justifies this (he wears all that so he could put up a “double” and claims this trick had saved his life more than once) but no one ever questions his fashion choices in ''Desperados III''.
167* EveryoneHasStandards: An amoral mercenary who'd be willing to do almost anything for the right price though he may be, Doc is disgusted at the very notion of slavery and human trafficking.
168* FantasticallyIndifferent: His reaction to Isabelle using what amounts to unadulterated BloodMagic to take control of an enemy? Hyperfocus on the fact she sliced her palm open in order to do that. Justified in that he’s a doctor.
169* FatalFlaw: Unsurprisingly, {{greed}}, or, more specifically, it’s the MoodWhiplash he experiences upon seeing vast amounts of money within his reach. The MoodWhiplash in question consistently involves him letting his guard down and this is something [[spoiler:Rosie and Hector exploit in the finale of “Money for the Vultures” DLC]].
170* FightingTheLancer: While not an all-out physical fight, [=McCoy=] makes it transparently clear that [[spoiler:he’s leaving the party because of Cooper’s frivolous decisions that’d led to everyone’s capture]].
171* FiringOneHanded: Played straight in ''III'', ''Cooper’s Revenge'', and ''Helldorado'' and subverted in ''[=WDoA=]''.
172** In ''III'', his bracing-to-shoot animation has him kneel and lay the barrel of his Buntline on the forearm of his other arm, without anything supporting that forearm at all, although he can still fire the gun with his arm fully extended. ''III'' justifies this by correspondingly including a tremendous recoil that sends his firing arm in an arc.
173** ''[=WDoA=]'' subverts this by making both his standard and scoped high-precision fire use both his hands.
174* FiveSecondForeshadowing: Spends the entire [[spoiler:[=DeVitt=] goldmine mission]] being even more sullen, bitter, and bloodthirsty than usual and literally {{Pressure Point}}s a mook (instead of sedating them like he always does) seconds after breaking out of there.
175* FrontierDoctor: Served as one prior to becoming a professional hitman. In the games, he fulfills this role by always having first aid kits on him to treat his injured companions.
176* GentlemanSnarker: Suave, sophisticated, snarky, and shuts down Isabelle in a positively spectacular way [[spoiler:as he’s about to (temporarily) “cut his losses” with the gang]].
177--> '''Isabelle:''' Well well… [[spoiler:And here I thought you had a shred of decency in you, [=McCoy=].]]\
178'''[=McCoy=]:''' [[spoiler:I thought you'd know better by now.]]
179* GeniusSweetTooth: He’s a pastry chef who likes to bake cupcakes in his spare time and is the most academically inclined of the group.
180* GenreRefugee: His exceedingly gothic/vampiric looks stick out like a sore thumb in the sea of classic Old Western characters and archetypes. Nonetheless, the games do attempt to take the bite out of this by making him the QuackDoctor TravelingSalesman type that gallivanted around the countryside during those decades.
181* {{Gonk}}: For the first game only. In comparison to the rest of the cast, [=McCoy=] stands out by having exaggerated features e.g. a disproportionately large chin, underbite, and cartoonishly hooked nose.
182* GoodFeelsGood: [[spoiler:After stopping [=DeVitt=] from smearing Cooper’s gang across a wall with buckshot]], openly admits that had put him in a good mood. Until then, you can tell he takes great pleasure in liberating slaves from [=DeVitt’s=] clutches in the bayou mission -- [[HiddenHeartOfGold even if he tries not to show it.]]
183* GoodPaysBetter: [=DeVitt=] refused to pay him, forcing him to switch sides and join the heroes. In the game's finale, he also hints at Marshal Wayne having made good on his promise and paying quite a handsome sum. Not that it stops him from sizing up the derelict gold mine that’s in the Devil’s Canyon…
184%% * GoshDangItToHeck: The [[https://youtu.be/XFYdiSrweIc interview with the producer of the first game]] reveals that this happened to Doc when the game was translated from German to English. The publisher felt that the f-bombs courtesy of [=McCoy=] would raise the game’s rating from the PG-13 they were aiming for and requested the devs to tone the swearing down. As a result, [=McCoy=] uses much milder swearwords in the English localization, and this swearing-less interpretation of him was used as a template for his appearance in ''III''.
185* GrumpyOldMan: He’s in his mere forties and is easily the most multitalented member of Cooper’s gang, but he fits into the blatant stereotype of one. He’s so notoriously foul-tempered in fact that enemy mooks, at one point, characterize him as “tall, long coat, mean as sin.”
186* GunsDoNotWorkThatWay: His Buntline in ''Wanted Dead or Alive'', and, more precisely, his elongated precision bullets. Said bullets resemble full-on carbine/rifle rounds which he then somehow crams into a cylinder that ordinarily chambers hollow-point .45 caliber cartridges. Although, taking into account Buntline’s easily modifiable design -- it was its main selling point -- it is likely Doc [[AceCustom traded the factory-issued cylinder in for something that could chamber both .45 caliber cartridges and rifle cartridges]]. ''III'' averts this by making him use one type of (custom) ammo for everything.
187* {{Hammerspace}}: In ''[=WDoA=]'', he is seen having something on his person full of lighter-than-air gas that allows him to inflate balloons as well as a life-sized dummy onto which he mounts his OutfitDecoy.
188* HandCannon: His Colt Buntline Special fitted with a custom sniper’s scope and stock fits the bill.
189* HandicappedBadass: In that he’s a one-eyed sniper. He lampshades this trope in the manual to ''[=WDoA=]''. Subverted in ''III''.
190* HangingAround: Happens to him twice in ''[=WDoA=]'' and in both cases, Cooper has to bail him out. Doc even lodges a complaint regarding the frequency with which these would-be hangings have taken place.
191--> '''[=McCoy=]:''' ''(half-heartedly)'' I dunno why this always happens to me. ''(beat)'' My neck seems to have a special affinity with raw hemp…
192* HealerSignsOnEarly: He's a doctor and is the first person to join Cooper's cause in ''III''.
193* TheHermit: Downplayed. When he’s not up and about being a mercenary/doctor/traveling salesman, he will retreat to a shack deep in the Louisiana bayous.
194* HiddenHeartOfGold: Outwardly, [=McCoy=] is prickly and disdainful of anything that does not suggest monetary compensation, but at the same time he decides to tag along Cooper and Co. long after his contract has expired, drinks and jokes with them, and downright abhors when someone calls him out on being “unprofessional” i.e. [[BeingPersonalIsntProfessional not his usual materialistic and bad-tempered self]].
195* HiredGuns: A mercenary through and through, he is introduced in ''III'' as having been contracted by the [=DeVitt=] company to protect a train, then joins forces with Cooper and Kate because they're paying him now (and because the cheapskate company refused to pay him).
196* HollywoodSilencer: His Colt Buntline Special uses custom ammo of his own creation to make it quieter.
197* HotbloodedSideburns: Downplayed. His sideburns are a thin strip of finely groomed hair going down his jowls and he only seldomly gets really passionate about something. But [[TranquilFury when]] [[RageBreakingPoint he]] [[AtomicFBomb does…]]
198* HypocriticalHumor: In the “Late to the Party” DLC.
199--> '''[=McCoy=]:''' ''(as someone who lugs around his bag everywhere he goes, to Hector)'' Don't you ever get tired of hauling [Bianca] around?
200* ImprobableAge: He’s 39 in ''Desperados III'', but has already obtained a medical license, got drafted into the Civil War against his will, deserted, became an extremely deadly assassin in addition to mastering one of the most unwieldy revolvers in history, learning how to pick locks, inventing his own (alchemical) knockout gas and bullets, and becoming a pastry chef.
201* ImprobableAimingSkills: Can hit a fuse on a bundle of dynamite from up to 55 yards away, and the manual to ''[=WDoA=]'' even quotes him saying he can “shoot a fly off a wall from 100 feet” despite lacking an eye.
202* InformedDeformity: Zigzagged.
203** The games do not elaborate on how [=McCoy=] had lost his eye, but promotional material for ''Cooper’s Revenge'' stated that, whatever that was, had left a hideous scar on the left side of his face. In spite of that, the one time we get to peek behind his eyepatch in a gag with Goodman’s widow’s son, said disfiguring scar is nowhere to be seen.
204** But at the same time, said scar can be seen in a blink-and-you'll-miss-it moment of [=McCoy's=] mission intro cinematic of ''[=WDoA=]'': it's a large x-shaped RuggedScar that goes across both his left eyebrow and over his eye. The scar is not present on [=McCoy's=] actual render due to the early and low-fidelity 3D graphics of ''[=WDoA=]''.
205* InSeriesNickname:
206** Doc. ''Desperados III'' reveals that it was Hector who first came up with it, and the rest of the crew went along with it.
207** Also, Pops, courtesy of Sam.
208* InstantDeathBullet: His high-precision rounds in ''Wanted Dead or Alive'' are this i.e. one bullet is enough to vaporize anyone and anything. Yes, that includes the FinalBoss who can be (via SequenceBreaking) [[https://youtu.be/XKhL1aYnLT8 sniped for ludicrous 10000 damage]][[labelnote:*]]an average mook has 50 – 150 hit points[[/labelnote]].
209* IronButtMonkey: Doc endures the most physical abuse – but always manages to emerge none worse for wear. The most notable example of this is when a horse hoofs him across the face in ''III''; realistically, a horse kick to the head can kill on the spot. [=McCoy=], in spite of that, simply blacks out and wakes up the next day with only a headache.
210* IronicNickname: Isabelle almost exclusively calls this sourpuss of an assassin “Sunshine.” He doesn’t seem to mind it.
211* JadeColoredGlasses: Was a starry-eyed and adventurous young man before he came to the United States, but the war broke him after just one year in the trenches.
212* JustOneMan: The main story of ''Cooper’s Revenge'' kicks off with Cooper requesting [=McCoy=] to fetch Sam and Sanchez from Eagle’s Nest. After Doc discovers from a bandit that the fortress has been overrun by a rival gang, he decides to stay and, alone -- much to the bandit’s disbelief -- eliminate all the bandits.
213* KnockoutGas: His signature skill across all games; he can chuck a vial of his special swamp gas that sends everyone reeling within the area of effect.
214* LastNameBasis: Justified. No one knows his first name.
215* LiteralistSnarking: Doc is the most prone to scathing remarks out of the entire group, but his very first mission with Cooper in ''Desperados III'' gives us this gem.
216--> '''Cooper:''' ''(after he and Doc save some civilians from the train robbers)'' See? I knew you had a heart in there somewhere.\
217'''[=McCoy=]:''' ''(glumly)'' Anatomically maybe.
218* LonerTurnedFriend: Intersects with LoonyFriendsImproveYourPersonality. Prior to meeting John and Kate, he worked solo as a high-profile, unscrupulous mercenary. All of his snark aside, it’s obvious that the two (as well as Hector and Isabelle later) had rubbed off on him, to the point of him [[spoiler:choosing his friends over his selfish desires and rescuing them all from certain death]]. In the finale, he even expresses a desire to stay grouped together should Isabelle try to go where he can’t follow.
219* MadeOfIron: For one, see MajorInjuryUnderreaction just below. Other than that, there’s also the Baton Rouge mission of ''III'' where [[VideoGameCrueltyPotential the player can fling Doc’s unconscious body to their heart’s content]] and even [[GrievousHarmWithABody use him as a weapon]].
220* MajorInjuryUnderreaction: Exaggerated to the point of it becoming Major Injury ''No Reaction''. Late into ''[=WDoA=]'', Doc is taken hostage. His captors try to impromptu hang him (again) from a dead tree, but the branch snaps before anyone does anything worthwhile. His captors’ response? To beat the living daylights out of him and continue to beat him senseless until Cooper interferes by killing everyone around him. [=McCoy’s=] reaction to the beating of mythic proportions he just endured? '''Nothing.''' Not even a disinterested “ow.”
221* AMasterMakesTheirOwnTools: Makes his own bullets and his own KnockoutGas vials.
222* MasterOfUnlocking: Can crack pretty much any type of lock in mere seconds. Only doors that are barred or bolted from the other side will defeat him.
223* MasterPoisoner: Uses a syringe with a poison that instantly kills the opponent. Also carries other {{Perfect Poison}}s in his bag such as water hemlock (“seizures until respiratory failure”), deadly nightshade (“a classic since Ancient Rome”), white snakeroot (“painful, slow and steady”), oleander (“first your heart races, then it slows, then it stops”), and rosary pea (“a small dose is enough”).
224* MindOverMatter: Well, yes, as part of his ''Franchise/StarWars'' EasterEgg in ''Wanted Dead or Alive.''
225* MorphWeapon: A non-magical instance in the first game. Outside of the dedicated, resource-restricted sniper mode, his Buntline is only marginally better than Cooper’s standard Single Action Army (the difference in two guns’ effective range is non-existent). But should he attach his custom sniper stock and load the Buntline with special cartridges, it abruptly and vastly increases the gun’s range and accuracy, and allows him to take down human-sized targets from hundreds of yards away.
226* MultipleGunshotDeath: A non-canonical example. In the announcement trailer for ''Desperados III'', for Cooper’s second “savegame,” Doc gets shredded into a bloody pulp by enemy Gatling fire. The trailer then promptly reloads.
227* MurderIsTheBestSolution: Loathes puzzles and wild goose chases so much that he, in the first New Orleans mission, suggests CuttingTheKnot on the whole by murdering all three potential marks. All of them are bad people, but Kate is disappointed he doesn’t want to play the detective nonetheless.
228* NeatFreak: Exaggerated. Simply stepping into ''water'' prompts him to let out a frustrated growl and hunker down to wipe his boot dry. Later on, he likewise expresses an intense distaste when handling an infant citing that should “[the baby] wet itself,” he’ll not hesitate to drop it.
229* NoFullNameGiven: Double subverted. Before ''Desperados III'', [=McCoy=] was known simply as “Doc” – even to Cooper with whom he’d forged a lasting friendship. The credit roll of ''Desperados III'' acquainted us with his first name, but in the game itself, it’s never acknowledged or spoken out loud.
230* NoGoodDeedGoesUnpunished: Played for Laughs. In the “Once More With Feeling” DLC, [[spoiler:at long last, getting his hands on [=DeVitt’s=] great wealth fills him with so much wholesome joy that he offers to buy everyone involved a round of drinks. This enables Hector and Rosie to vanish into the night along with all the money while the gang slept off their drinks]]. Doc’s morning-after reaction is… [[AtomicFBomb something to behold.]]
231* NotEvenBotheringWithTheAccent: Despite hailing from Scotland and coming to the United States only in his mid-twenties, [=McCoy=] speaks with a sort-of Southern U.S. accent in all four games. Though his military background -- breaking recruits of their accents as a safety measure was common back then -- might explain that.
232* NoCelebritiesWereHarmed: To the late Creator/LeeVanCleef. He was one already when he debuted, but ''III'' made the resemblance even more blatant by touching up his facial features and adjusting his eye color.
233* NoHistoricalFiguresWereHarmed: With [=McCoy’s=] InSeriesNickname and standing as a cold-blooded doctor-slash-killer, he shares more than a passing similarity with the real-life [[http://www.en.wikipedia.org/wiki/Doc_Holliday Doc Holliday]]. The fact Holliday’s best friend, the renowned lawman Wyatt Earp, carries a (personalized) Colt Buntline (and Creator/ValKilmer’s terrific portrayal of Holliday) in ''Film/{{Tombstone}}'' only makes the homage all so obvious.
234* NothingPersonal: One of his melee kill voice lines. Also has a few words of wisdom on the topic; see his quote. [[spoiler:He shares his thoughts with Cooper to boot, foreshadowing Cooper’s true motives]].
235* NotSoAboveItAll: All of his humorous quips are conveyed without a single pause, laugh, or change of inflection.
236--> '''[=McCoy=]:''' ''(moments after killing a mook by putting him through an industrial saw, voice flat and emotionless)'' [[StealthPun He never saw that coming.]]
237* OminousOperaCape: Wears a flowing, burgundy-red one in ''[=WDoA=]''.
238* OnlyInItForTheMoney: [[spoiler:At least for the first half of the game]], [=McCoy=] is only there to get paid. [[spoiler:And even after his CharacterDevelopment]], he’s still very much allured by the would-be chime of profit.
239* OOCIsSeriousBusiness: Given his love for money and all sorts of financial arrangements, he ''utterly'' disregards the fact he’s in a [[spoiler:'''''gold''''' mine at the beginning of Chapter 3]], instead opting to plot [[spoiler:their escape]] with implacable determination. Even Isabelle – who’s a reformed former mercenary – remarks that she [[spoiler:“should’ve packed a few [gold] nuggets”]] in her voicelines.
240* OutfitDecoy: In the first game, he can mount his coat, hat, and the aforementioned cape onto a dummy. The enemies treat the resulting scarecrow as one of your party members and either open fire or try to approach it to knock it out.
241* PerpetualFrowner: All of his in-game portraits in all of the games feature him putting on a menacing scowl in contrast to the rest of the gang and their easygoing smiles.
242* PsychoForHire: Downplayed. He a ConsummateProfessional who works only when he’s been paid (or when there’s a guarantee of compensation), but he makes the fact he genuinely enjoys murdering people abundantly clear.
243* QuickDraw: [[AcceptableBreaksFromReality Yes, really.]] At least in ''III'', not so much in ''[=WDoA=]''.
244* RealMenCook: And how! He even finds time to share a new cupcake recipe with Cooper all while the train he was contracted to protect is being looted in a side-splitting EasterEgg.
245* RequiredPartyMember:
246** Two of the fourteen main-story missions would be downright impossible to complete without [=McCoy’s=] sharpshooting. The game is well aware of this and will give him a “golden bullet” during those segments so the player would not soft-lock themselves by running out of ammo for his Buntline.
247** The same goes for missions where you are required to crack locks to proceed as Doc is the only one with the lockpicks.
248* {{Retcon}}: ''Desperados III'' intentionally reworked much of his backstory.
249** ''Cooper’s Revenge'' asserts Doc never finished medical school -- he was kicked out of the program for unruly and destructive behavior. ''III'' made him a full, licensed doctor.
250** In the manual to ''Wanted Dead or Alive'', it’s stated Doc fought in the Civil War and lost his left eye during the Battle of Gettysburg (1863). ''III'', on the other hand, made him desert the army altogether after just one year, therefore preserving his eye.
251** ''Cooper’s Revenge'' and ''Helldorado'' both established that the only reason [=McCoy=] joined Cooper’s gang was that he, out of the blue, fell in love with Kate (who, in turn, viewed him as an AbhorrentAdmirer). This part of his backstory squicked the developers of ''III'' out so much that they promptly blasted it from existence.
252* RevolversAreJustBetter: His Buntline Special has vastly superior range and is nigh-silent, meaning he can pick off enemies at a distance without being detected.
253* RiseAndFallGangsterArc: Invoked deliberately in ''III'' where Doc’s depicted in “his glory days” and is his most skilled and most egotistical incarnation. Those days, naturally, fade in the TimeSkip between ''III'' and ''[=WDoA=]'' though the reason behind it is left ambiguous.
254* RunningGag: Not one in Cooper’s gang, including Cooper himself at first, not believing [=McCoy’s=] a real doctor. This repeats every mission where Doc has to work with a new companion and this even carries over into ''Wanted Dead or Alive''.
255* ScienceFoils: To Isabelle. Both are the party’s resident medics, but he’s, what one would call, a conventional doctor who renders conventional aid to the wounded (disinfectant, bandages, surgical intervention), while Isabelle is a voodoo shaman who uses herbs and BloodMagic to help the injured. Unsurprisingly, both are leery of each other methods, but that mutual dislike will not stop them from using their skills on each other should the need arise.
256--> '''[=McCoy=]:''' ''(if healed by Isabelle)'' You seem too fond of these [herbs].\
257'''Isabelle:''' ''(if healed by [=McCoy=])'' Thanks… I guess.
258* ShellShockedVeteran: Subverted. He muses about the war in his idle voice lines, and the war is explicitly stated to have been his CynicismCatalyst, but, if anything, the war had turned him into a TriggerHappy PsychoForHire.
259* ShoePhone: There’s a gas trap inside his doctor’s bag, and it is sprung as soon as the bag is opened.
260* SignatureHeadgear: His wide-brimmed felt fedora that leaves his head only under the direst of circumstances, e.g. [[spoiler:being arrested and shipped off to work at a gold mine]] or when he’s about to be strung up. Even a horse kicking him across the face doesn’t knock it off. Somehow.
261* SnakeOilSalesman: Playing with. Quit being a mercenary and became a mundane traveling merchant (complete with his own MedicineShow) sometime after ''III'', though the genuineness of his “goods” has remained ambiguous. All one knows is that the local populace tries to lynch him for the alleged fraud and that all his merchandise was highly combustible.
262* SnarkToSnarkCombat:
263** With Isabelle whose tongue is sharp enough to put him in his place.
264** With Sam in the first game, especially during Doc’s tutorial mission which culminates in Sam being bit by an alligator and [=McCoy=] having a laugh at his expense.
265* SniperPistol: A literal example of the trope. His Buntline Special is a long-barreled Single Action Army that functions as a SniperRifle.
266* SourSupporter: Is by far the most pessimistic member of Cooper’s gang in all games, and practically every mission in ''Wanted Dead or Alive'' opens with him voicing how what they’re about to do is a fool's endeavor.
267--> '''Cooper:''' ''(cheerfully)'' Keep smilin’, Doc.
268* StabTheScorpion: How he and Cooper first meet. Cooper eliminates the two bandits holding [=McCoy=] at gunpoint, to which [=McCoy=] responds by aiming his Buntline at Cooper. John has a fleeting incredulous reaction and [=McCoy=] pulls the trigger, killing the third bandit who was about to jump John from behind.
269* TheStoic: Zigzagged. He’s down-to-earth and is the frank [[TheKilljoy killjoy]] of Cooper’s gang, but from time to time he lets his mask slip. ''[=WDoA=]'' upgrades him to a conclusive NotSoStoic.
270--> '''[=McCoy=]:''' ''(in a suspiciously perky tone)'' Let's get this going. I don't wanna be late.\
271'''Isabelle:''' Huh, you're in a good mood today.\
272'''[=McCoy=]:''' ''(instantly bristles, menacingly)'' What's that supposed to mean?\
273'''Isabelle:''' Ah, there's the [=McCoy=] I know.
274* SupportingLeader: He is Cooper’s right-hand man and will take command of the gang when Cooper is otherwise indisposed e.g. jailed or about to be executed.
275* TalkingInYourSleep: While knocked unconscious during the Baton Rouge mission, [=McCoy=] keeps murmuring about ‘roses’ and ‘drinks.’ His associates brush these comments off as inebriated {{Non Sequitur}}s, but in reality, this is Doc’s way of saying that [[spoiler:it was Rosie who spiked the group’s drinks the other night]] which, in turn, led to the all-out ransacking of the town the following morning. How exactly did he come to that conclusion is left ambiguous.
276* TallDarkAndSnarky: [=McCoy’s=] black-haired, astonishingly lanky (according to the developers, he’s somewhere around 6’3” – 6’7” tall), and, given half a chance, will snark all day long.
277* TeamChef: Is implied to share the responsibilities of keeping the team fed with Hector seeing as they sometimes go out to “stock up on their provisions.”
278* TheyCallMeMisterTibbs: Is very quick to correct anyone who tries to address him as “Mr. [=McCoy=]” instead of “Dr. [=McCoy=].” Only Kate’s (Irish) uncle, the Baron, and the President of the United States get away with calling him “Mister.”
279* ThrowingTheDistraction: He can throw his doctor's bag as a distraction. The trap inside will also briefly blind anyone who opens it. In ''Wanted Dead or Alive'' it’s more like Placing a Distraction.
280* TokenEvilTeammate: The most cynical, cantankerous, and downright creepy member of Cooper’s gang, and a true soldier of fortune, too. That is, at least in the public eye.
281* TooMuchInformation: His reaction when Hector starts eulogizing about Bianca during the O’Hara Ranch mission.
282--> '''Hector:''' <...> You should have seen her. All battered and rusted up. I had to polish her, clean her, oil her—\
283'''[=McCoy=]:''' ''(bluntly)'' I think I’ve heard enough, thank you.
284* TranquilFury: Justified. Under calmer circumstances, he is impassive and grim, but that changes after [[spoiler:Cooper gets the entire gang captured and sent to the gold mines to be worked to death]]. One can tell from [=McCoy’s=] tone alone that he’d rather wholesale slaughter absolutely everyone there – [[spoiler:and John in particular]] – but reins it in. Unsurprisingly, he [[spoiler:decides to leave the gang scant minutes later, and is absent for roughly two in-game weeks]].
285* TriggerHappy: Does not take kindly to threats, and will, with little hesitation -- [[MoralityChain if Cooper isn’t there to cool him off, that is]] -- answer anything he perceives as a slight with lethal force. Justified as he’s a ProfessionalKiller.
286* {{Troll}}: Allows Sam to be bit by a (from Sam’s point-of-view, tranquilized) alligator and only patches him up when Cooper calls him out.
287--> '''[=McCoy=]:''' ''(in a matter-of-fact yet snarky tone)'' Did I forget to mention that the gas only works on people? Animals don't react to it. Ain't that just too bad – I just clean forgot.
288* TroubleEntendre:
289** Parodied. During the EasterEgg picnic scene, [=McCoy=] will (nonchalantly but in his signature sinister tone) notify Cooper that he’s looking for “volunteers to try out [his] newest (cupcake) recipe”. Cooper treats the invitation with skepticism and answers that he’d rather stick to his rations to which [=McCoy=], without skipping a beat, tells him that the aforementioned cupcake is perfectly safe… before eating it right in front of John. John’s reaction is a gloomy hum.
290** Played straight with his StopPokingMe quotes where he casually lists off all the poisons he has in his bag.
291* TrustMeImAnX: Establishes that he’s, in fact, [[UsefulNotes/{{Aromantic}} aromantic]] by invoking this trope.
292* VillainousWidowsPeak: Hides a truly magnificent one beneath his hat.
293* ViolentGlaswegian: Downplayed. [=McCoy=] is Scottish and is a tad too callous and bloodthirsty for a doctor, but is more on the TranquilFury side of things than the UnstoppableRage other examples of this trope like to demonstrate. He has a few {{Rage Breaking Point}}s of his own, however, with “stupid puzzles” and “not getting paid” being pretty high on his list.
294--> '''[=McCoy=]:''' ''(grits through his teeth)'' Now, if there's another letter, or map piece, or any more damn nonsense in [there], I swear I'm gonna kill someone.
295* VitriolicBestBuds:
296** In ''Desperados III,'' he butts heads with Isabelle the most and frequently disagrees with her on matters of principles and morality. See also the BelligerentSexualTension entry.
297** Downplayed in ''Wanted Dead or Alive,'' where he and Sam do not get along and will spit venom in each other’s direction, but never do anything that’d compromise the other.
298* TheWatson: While the group as a whole could qualify for this trope in ''Wanted Dead or Alive,'' Doc asks the most questions in all of the mission briefings Cooper exposes.
299* WeakButSkilled: Is physically the weakest and second-to-last least mobile of all the playable characters but he makes up for it with a well-rounded ability kit that lets him solo entire missions.
300* WholeCostumeReference: His appearance, especially in ''Wanted Dead or Alive,'' is reminiscent of [[Film/ForAFewDollarsMore Colonel Douglas Mortimer]]. They even use the same Colt Buntline Special, albeit with a few key differences[[labelnote:*]]Doc uses his Buntline with a custom sniper’s stock and Mortimer uses a detachable shoulder stock, morphing it into a mini-rifle[[/labelnote]].
301* YoungerThanTheyLook: ''Desperados III'' gave him a fair smattering of wrinkles that’d fit a man in his sixties, but in reality, he’s only 39.
302* ZeroApprovalGambit: Implied. He seems to purposefully be maintaining a facade of a total unrepentant jerkwad to appear more sinister and intimidating. But taking into consideration he’s a killer-for-hire, it makes sense for him not to want to show off his HiddenHeartOfGold to his potential employers.
303[[/folder]]
304
305[[folder:Kate O'Hara]]
306!!Kate O'Hara
307->''“Oh, they tried [to mistreat me]. I gave 'em a good reason to put bars between us.”''
308->'''Voiced By:''' Elly Fairman (''[=WDoA=]''), Creator/EricaLindbeck (''III'')
309
310[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gui_hud_misc_portrait_kate_03.png]]
311[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/wdoa_kate.png]]
312[[caption-width-right:200:Kate as she appears in ''Wanted Dead or Alive'']]
313
314A young, intrepid, and strong-willed woman trying to save her uncle's ranch from the [=DeVitt=] Company's hostile takeover. After she succeeds in her mission, she joins the gang on a permanent basis, citing her thirst for adventure.
315----
316* ActionGirlfriend: She and John are an item and she is not afraid to get her hands dirty, that’s for sure.
317* AffectionatePickpocket: May very well become one if she first flirts with her target and then filches something from their pockets.
318* AncestralWeapon: As she notes in her dialogue, her Derringer was passed down from her mother.
319* ArtisticLicenseGunSafety: One of her idle animations in ''III'' has her take out her Derringer and attempt to [[GunTwirling twirl it…]] only to drop it soundly on the ground and then sheepishly pick it up again.
320* BareMidriffsAreFeminine: Her default cowgirl outfit in ''Wanted Dead or Alive'' places an emphasis on her role as the seductress of the group.
321* BloodSplatteredWeddingDress: In her debut mission, as a result of blasting Mayor Higgins with a shotgun at point-blank range, Kate must find a new disguise to replace her blood-spattered wedding dress as it will immediately give her away to guards.
322* BrainBleach: Obtaining and reading the fake letter from the Chez Manu Café during the New Orleans mission will make all three heroes (Kate, Isabelle, and [=McCoy=]) positively dry heave with disgust. Soon after, Kate also suggests burning said letter and washing their eyes with soap.
323* CardSharp: By ''Wanted Dead or Alive'', she’s become a ProfessionalGambler who always has an extra Queen of Hearts card on her person. She then cheats at poker by covering the lowest-ranking card on her hand with it.
324* DirtyHarriet: She can impersonate a prostitute by taking the appropriate outfit.
325* EatingTheEyeCandy: Has a peek or two at Cooper’s ass should he go up a ladder during the Eagle Falls mission.
326* FieryRedhead: Has lustrous red hair and, following her uncle’s death at the hands of the [=DeVitt=] Company's thugs, chooses to hire a bounty hunter and a professional killer to help her demolish a bridge so [=DeVitt=] would never threaten the people of Flagstone (and her ranch) ever again.
327* GirlyGirlWithATomboyStreak: Kate repeatedly puts her feminine wiles to good use, but likewise knows how to handle firearms, drinks, swears, and largely can act like a man.
328* GroinAttack: In contrast to everyone else, her melee attack involves kneeing an enemy in the crotch. This is just as effective on female mooks.
329* HeadTurningBeauty: When she uses her Entice ability, not one simple male guard can resist her.
330* HeroicSeductress: Her EstablishingCharacterMoment has her pretending to marry the Mayor of Flagstone in order to sneak into his study and find the documents she's looking for. This is her main role in the game as well, being able to dress in disguises she can take from courtesans and distract all male enemies (bar Long Coats) with her charms.
331* HiddenWeapons: Because her Derringer is small, it's easy to conceal, allowing her to bring it with her to the [=DeVitt=] mansion party – a mission where Cooper’s bulky guns get confiscated.
332* ImmigrantParents: Her Irish parents brought her to the States when she was nine.
333* KickingAssInAllHerFinery: Her disguise options often involve stunning {{Pimped Out Dress}}es that do not hinder her movement or attack speed in the slightest.
334* LittleUselessGun: Subverted with her Derringer. While it overheats quickly and has a slow firing rate compared to the gang's ''[=WDoA=]'' arsenal of guns, it can still instantly kill foes at close-to-medium ranges. In ''III'', its low caliber is a clear advantage as the noise from the gunshot doesn't travel far, and that allows Kate to gun down her foes without alerting the guards in the vicinity.
335* MakeupWeapon:
336** In ''Cooper’s Revenge'' and ''Helldorado'', she can use a special compact powder laced with a sedative to put her enemies into a catatonic state.
337** In ''III'', she’s got (unlimited) vials of eye-watering perfume she can toss to briefly blind her enemies.
338* MasterOfDisguise: With the proper outfit, Kate can impersonate anyone from a common servant girl to a beguiling courtesan.
339* MeaningfulEcho:
340** Starts to reuse some of [=McCoy’s=] select/confirm barks in the Las Piedras mission, [[spoiler:highlighting her desire to cut her losses as he did]].
341** Throws Cooper’s own “nobody goes in alone” phrase from Chapter 2 back at him in the finale of the game. The proud John is humbled.
342* OneOfTheBoys: After the Eagle Falls mission, decides to keep Cooper, Doc, and Hector company on their bounty-hunting adventures. She also doesn’t shy away from swearing and heavy drinking.
343* PlayingCardMotifs: The Queen of Hearts. In ''Wanted Dead or Alive,'' she can use a standard 52-card deck of playing cards to breadcrumb-lure unsuspecting enemies.
344* RestrainedRevenge: Her uncle’s death at the hands of [=DeVitt’s=] mooks motivates Kate to exact vengeance against the man himself, though she ultimately settles on taking him into custody for the crimes he’s committed.
345* RunawayBride: Her plan was always to skip out on the wedding to Flagstone's mayor once she got the deed to her family's ranch back. Circumstances force her hand, resulting in her blasting the groom with a shotgun.
346* ScrewThisImOuttaHere: Defied. [[spoiler:Kate toys with the notion of leaving the gang altogether after John screws everyone over, parroting Doc, but Hector manages to convince her to stay after a soulful banter]].
347* ShowSomeLeg: When disguised, she can distract any male enemy except for Long Coats.
348* TheSmurfettePrinciple: Played straight in ''Cooper’s Revenge'' and ''Helldorado'' but downplayed in ''[=WDoA=]'' and ''III'' where she has Mia and Isabelle to keep her company, respectively.
349* StripPoker: Admits she managed to lose her previous courtesan dress in a poker game in between the two New Orleans missions.
350* UtilityPartyMember: She’s the only member of the gang with no lethal melee takedown or means of hog-tying anyone up, but she can navigate enemy territory with the right disguise, has an incredibly powerful Area of Effect blind ability, and, like [=McCoy=], can drag bodies within the striped segment of the vision cone.
351* WomanScorned: When she learns that her 'groom' Mayor Higgins intends to sell her family's ranch to [=DeVitt=] company and tries to blackmail her into going along with the threat of death, she doesn't hesitate to blast the greedy bastard away with a sawed-off shotgun. [[spoiler:She also doesn't take it well when Cooper's misguided attempt to take on Frank alone gets everybody captured, and spends two whole missions calling him out for his foolishness]].
352[[/folder]]
353
354!!Gang members introduced in ''III''
355
356[[folder:Hector Mendoza]]
357!!Hector Mendoza
358-> ''“You know, I did some real bad things too. And [Cooper] still trusts me.”''
359->'''Voiced By:''' Lucas Schuneman
360
361[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gui_hud_misc_portrait_trapper_00.png]]
362
363A jovial ex-thug and an experienced trapper, Hector is Cooper's best friend, and who’s known him for many years. The two used to go on jobs together before the start of the game.
364----
365* ADayInTheLimelight: The entire “Money for the Vultures” DLC is all about him and Rosie.
366* AnimalMotifs: Bears, befitting his savage yet mellow nature.
367* TheAtoner: It's implied that the reason Hector is so loyal to Cooper [[spoiler:is to atone for his role in James Cooper's death. That said, after Frank is dealt with, he no longer feels chained to Cooper and will leave the gang after the DLC missions]].
368* TheBigGuy: The only one in the team who can take on Long Coats in straight-up physical combat, has the most health, and can carry two bodies at once.
369* BearTrap: Uses one he named “Bianca”. One of the Baron’s Challenges even awards him two additional traps called “Camilla” and “Lucia.”
370* BrickJoke:
371** Defied with the Deadwood joke. During their Flagstone escapade, Hector will playfully state that the town’s whorehouse “reminds him of the one in Deadwood” to which Cooper humors him. Later, during the second New Orleans mission, Hector tries to crack the same joke in regards to the Red Lantern brothel, but this time around, Cooper shuts him down before Hector can get to the punchline.
372** Played for Drama in the DLC. Should [=McCoy=] snipe someone during the first mission, Kate will laugh and say that Hector now owes her half of his cut – they’d bet on whether Doc would hit his shot. Come the [=DLC's=] epilogue, and [[spoiler:Hector has made off with the entirety of [=DeVitt=] hoard]].
373* BrutishCharacterBrutishWeapon: He’s a barbarian-esque character who fights with a simple yet deadly woodcutter’s axe.
374* ButNowIMustGo: [[spoiler:The ending of the entire DLC has Hector swipe the money from the successful Eagle’s Nest heist and settle down with Rosie somewhere. He leaves a letter for Cooper, telling him he loved the time he spent together, but wants to quit while he's ahead. This also retroactively explains why he's not around for the first game.]]
375* CampCook: In the aftermath of the team bombing the Eagle Falls bridge, cooks everyone a meal which even the HiddenDepths SupremeChef [=McCoy=] doesn’t pass up.
376* ComicallyMissingThePoint: In the “Late to the Party” DLC, Hector -- much to the irritation of [=McCoy=] and Kate -- starts going on and on about Rosie which culminates with him declaring that she is “just as adorable as when [all of them] had drinks together [in Baton Rouge].” In response to Doc’s acidic remark (in Baton Rouge, Rosie had [[spoiler:drugged and framed them all]]), Hector simply lets out a fond sigh.
377* CompanionCube: He talks to Bianca as if she were a living, breathing person. The rest of the team rightfully thinks he’s a bit cuckoo.
378* DefectorFromDecadence: [[spoiler:Used to be one of Frank’s right-hand Long Coats but left all that behind after Frank ordered him to kill a child.]]
379* DumbMuscle: Is the strongman of the team but is, to quote [=McCoy=], a neanderthal. Justified in that he can’t read, has some problems counting, and is “not good with French names”.
380* FirstNameBasis: Officially, he’s got a last name, but the rest of the cast refers to him as just ‘Hector’ (or as ‘Mr. Hector’ in fancier cases).
381* ForgottenFirstMeeting: Played for Laughs. The Baton Rouge episode opens with Hector waking up from a night of heavy binging next to the sheriff’s wife, Rosie, and forgetting how they’d met. Rosie, on the other hand, remembers everything as [[spoiler:she’s the one who spiked the team’s drinks the other night]].
382* {{Foreshadowing}}: The game provides plenty of subtle warnings that [[spoiler:Hector is about to take off with the gang’s hard-earned heist cash at the conclusion of the DLC]] as well as his general infatuation with Rosie.
383** Back in the main game, if the gang fails to stop Rosie and then reads her farewell letter, Hector will sigh longingly and call her a “woman after [his] own heart.”
384** In the second DLC mission, Hector muses about settling down and opening a quaint little saloon.
385** In the third DLC mission, Hector outlines his multi-step plan as “free Doc, open the lock, say hello to retirement”. When the annoyed Cooper reminds him that they’re also supposed to free Kate and Isabelle who likewise were taken captive because of him, Hector brushes that comment off.
386* TheFriendlyTexan: He’s from Texas, and is the most amicable member of the team.
387* HealItWithBooze: He carries a flask of [[GargleBlaster high proof whiskey]] that heals him and him alone. It's too strong for anyone else to drink, something that can be taken advantage of using Isabelle's ''Connect''.
388* HonoraryTrueCompanion: [[spoiler:Ultimately, he is this after it's revealed he and Rosie had manipulated the rest of the gang so they alone would get their hands on [=DeVitt’s=] money]].
389* IntergenerationalFriendship: With the much younger Cooper [[spoiler:whose life he spared fifteen years ago]].
390* LOL69: Doesn’t fight back an immature chuckle when he kills his sixty-ninth enemy during the O’Hara ranch mission.
391* ManlyFacialHair: Hector's full beard isn't just for show; he's a capable hunter who can use traps to his advantage and swiftly kill enemies with his axe, including the Long Coats.
392* NeverGetsDrunk: He can quaff and quaff from his flask to the player’s heart's desire, but that’ll never affect Hector in any negative way.
393* NeverLearnedToRead: Downplayed. He’s illiterate, but the rest of the party never calls him out on it.
394* PeltsOfTheBarbarian: Is clad in cured furs and is the most savage member of the gang. Justified in that said pelt prevents the chain slinging Bianca over his shoulder from chafing.
395* ThePigPen: According to several characters, Hector emanates an unsavory stench as a result of his rudimentary personal hygiene.
396* SexIsViolence: Judging from the tone of his voice, he gets progressively more hot and bothered the more kills he gets under his belt during the O’Hara ranch mission – in contrast to the ever-professional [=McCoy=] who counts his kills with muted, delighted viciousness.
397* SickeninglySweethearts: His lovey-dovey romance with Rosie is enough to fill the rest of the gang with more than a little revulsion.
398* ShotgunsAreJustBetter: While relatively short-ranged, Hector can kill multiple enemies with a single blast as long as they're within his arc of fire.
399* StillWearingTheOldColors: [[spoiler:If you look closely, his outfit is a ragged, modified version of the Long Coats' uniform, hinting at the fact he used to be one.]]
400* SuspiciouslySimilarSubstitute: Fills almost the same role as Sanchez from the previous three games -- a hard-drinking BigGuy who can haul two bodies at the same time and uses a sawed-off.
401* WouldntHurtAChild: [[spoiler:Refused to hurt the fourteen-year-old John which set him up on a path to redemption]].
402[[/folder]]
403
404[[folder:Isabelle Moreau]]
405!!Isabelle Moreau
406-> ''“I can give you some jimson to soothe the pain.”''
407->'''Voiced By:''' Creator/DebraWilson
408
409[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gui_hud_misc_portrait_voodoo_00.png]]
410[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/gui_hud_misc_portrait_cat_00.png]]
411[[caption-width-right:200:Stella]]
412
413A voodoo witch working with Marshal Wayne to try and put an end to the [=DeVitt=]'s criminal activities. She gets captured during one such excursion, escapes, and subsequently joins Cooper’s gang after likewise freeing them from [=DeVitt=] goons’ clutches.
414----
415* AllWitchesHaveCats: She’s a voodoo witch with a pet cat – one that also acts as her familiar.
416* AmbiguouslyBi: In addition to the BelligerentSexualTension entry below, she low-key flirts with Kate, knows which one is the “fanciest whorehouse” in the [French] Quarter, and is not embarrassed to point out the “curves” and the “colors” of a raunchy illustration you can potentially acquire during the first New Orleans mission.
417* ApronMatron: She’s petite, middle-aged, maintains constant discipline, and even when troubled, shows wisdom.
418* ArtisticLicenseReligion: She explicitly practices the Louisiana branch of Voodoo (her debut mission is called that), but her backstory, her appreciation for BloodMagic, her offering the souls of her enemies up to the Ghede nation/family of loa, said loa existing in the universe of ''Desperados'', and the fact the loa were incorporated into some revivalist forms of Louisiana Voodoo only in the 20th century, indicates that she’s practicing Haitian UsefulNotes/{{Voudoun}} instead.
419* AscendedExtra: [[spoiler:Stella, alongside Agent Floofs (a dog) and Sergeant Cluckers (a chicken), get their own Baron’s Challenge level]].
420* BelligerentSexualTension: With [=McCoy=]. They spend plenty of time arguing and generally being unpleasant towards one another (or even ''about'' each other when they’re stranded on opposite sides of a map) but after [[spoiler:Doc walks out on the gang, Isabelle – begrudgingly and not-so-begrudgingly via the mind-controlled Hector – confesses that she misses “the old grump”]].
421--> '''Hector:''' [[spoiler:''(while being under Belle’s control, dreamily)'' Oh, she misses him. Heh... Doc, you idiot]].
422* BlowGun: She uses one to fire darts that enable the usage of her ''Connect'' and ''Mind Control'' abilities.
423* CastFromHitPoints: Her ''Mind Control'' is a channeling ability that costs one point of health per use.
424* ClandestineChemist: Back in New Orleans, before her and the gang’s paths crossed, Isabelle was a vendor of all sorts of herbs, potions, and drugs. One of her clients was [[spoiler:Rosie Adams.]]
425* CutscenePowerToTheMax: [[spoiler:In Doc’s absence, heals the gunshot wound in Cooper’s leg by invoking some complex BloodMagic spell. This ability is not available to her in regular gameplay, and she collapses from exhaustion right after wiping away Cooper’s injury]].
426* {{Familiar}}: Her seal-point cat, Stella, is intelligent enough to understand human speech, can faultlessly distract almost any enemy, and [[spoiler:even leads her fellow pets in a Baron Challenge to rescue Doc]].
427* {{Foreshadowing}}: At one point in the DLC missions, Isabelle confesses to [[spoiler:having been Rosie’s “supplier” -- Rosie had used the narcotic she’d gotten off Isabelle to drug the gang back in Baton Rouge]]. When Cooper wisely asks whether [[spoiler:Rosie has any more of that drug on her]], Isabelle replies with a cautious ‘maybe.’ It’s implied that [[spoiler:Rosie with Hector slipped everyone a mickey ''again'' at the end of the DLC, albeit this dose was a lot smaller -- it knocked the gang unconscious but they woke up with no ill aftereffects.]]
428* FootPopping: Does a variation of this trope when offering to chaperone her new friends to New Orleans. Doc, at whom the FootPopping is aimed, is not amused.
429* TheGadfly: To Doc and Doc only, as part of their BelligerentSexualTension gimmick.
430--> '''Isabelle:''' ''(slyly)'' I just wanna see the look on [=McCoy’s=] face.
431* GenreShift: Until she appears, the setting seems firmly grounded; she suddenly introduces actual magical abilities that nobody else uses.
432* HiddenDepths: In the “Five Steps Ahead” DLC mission when Kate swipes a housemaid’s dress to disguise herself, Isabelle comments on her familiarity with how tight those uniforms are implying she once was a house slave. The fact that this mission takes place on a Louisiana cotton plantation only heightens this theory.
433* HollywoodVoodoo: Downplayed. While her ''Connect'' and ''Mind Control'' abilities are magical in nature in contrast to the grounded nature of everyone else's skills, the information found in ''Desperados: A Pen & Paper Roleplaying Game'' reveals that her powers have been bestowed upon her by the loa, the key supernatural figures in Voudoun.
434* LoopholeAbuse: Tries to invoke one on [=McCoy=] by saying he still owes her since they haven’t found Wayne yet; they only found out where he’s being held. It doesn’t work, and she has to cough up the money to ensure he comes along on the actual rescue mission.
435* TheMedic: Her jimson herbs heal up characters when ingested.
436* NeverTrustATrailer: The cinematic trailer for ''III'' shows Isabelle siccing Stella to tear and claw at a guy’s head. In the game itself, Stella can only be used to distract oblivious enemies; sending her to take out one that’s been alerted to the team’s whereabouts will result in Stella ping-ponging back to Isabelle.
437* OlderAndWiser: She’s been active for many years – first as a mercenary, then as Marshal Wayne’s top enforcer – and superbly [[spoiler:chews Cooper out in the aftermath of him attempting to take Frank on alone and refusing to drag others into his problems]].
438--> '''Isabelle:''' You know, no matter how many times I've heard that kinda bullshit, it never turned out right.
439* OnlyInItForTheMoney: Subverted and lampshaded. Isabelle openly admits there was once a time when she’d do anything -- emphasis on anything -- for money before Marshal Wayne pulled her out of that pit. She then lampshades the trope in relation to Doc and says she cannot tolerate people like him. The fact [=McCoy=], at this very moment, is establishing that he wouldn’t do some things even if he was paid to do them [[{{Irony}} is lost on her due to them not being within each’s other earshot.]]
440* OurSpiritsAreDifferent: ''Desperados: A Pen & Paper Roleplaying Game'' states that Stella is a Voudoun loa in the shape of a cat that’s bound to Isabelle. In the game, this manifests as Stella, whenever she is called, popping into existence by Isabelle’s side in a poof of magic.
441* PeoplePuppets: Her ''Control'' ability seems to work like this; enemies she puppeteers shamble around with occasional hints that they're struggling.
442* PlatonicLifePartners: With Wayne, the Marshal of New Orleans.
443* PrimalStance: Her default idle/walking animation has her bend and slouch. Subverted whenever she enters a Public Zone -- there, she walks and runs with her spine straight as a new pencil.
444* PsychicLink: Her ''Mind Control'' functions like this as, from time to time, her possessed victims can be heard exclaiming information only Isabelle would know.
445* RaginCajun: She’s a hard-as-nails voodoo witch from New Orleans, so she obviously qualifies.
446* SnarkToSnarkCombat: Whenever she and Doc wind up on a stint together, expect them to fling snide comments at each other almost non-stop.
447--> '''[=McCoy=]:''' You're going to a lot of trouble to find this Wayne.\
448'''Isabelle:''' ''(seething)'' What part of “friend” don't you understand, Sunshine?
449--> '''[=McCoy=]:''' <...> ''(with polite disregard)'' He got caught and you're risking your neck to drag him out.\
450'''Isabelle:''' Hard for you to understand, I'm sure.
451* SupportPartyMember: Isabelle, by far, is the most melee-oriented member of the group; lacking a gun, she is required to get close to each of her foes. Because of this, even with her magic, any gunfight with her on the front lines results in an increased risk to her.
452* SuspiciouslySimilarSubstitute: Fills almost the same role as Mia from the first game -- a SixthRanger who joins the gang last, who has a pet that can draw the enemies’ attention, and who uses darts to make enemies attack each other.
453* {{Synchronization}}: Her ''Connect'' ability weaponizes this; you link two people, and whatever happens to them happens to the other. You can even link your own party members and Isabelle herself for some advanced synergies.
454* ThatOldTimePrescription: Her HealingHerb of choice is jimsonweed, a plant known for its delirium-inducing and hallucinogenic properties. She does make an explicit remark that she ‘prepares’ fresh leaves, though.
455* TokenWizard: She’s the only party member in all the games who freely uses magic.
456* UnhappyMedium: She frequently has nightmares after using ''Mind Control'' if her select voicelines are anything to go by.
457* VoodooDoll: Subverted. She carries a straw one with her at all times, but all of her abilities require her own blood.
458* WeirdnessCensor: Hector doesn’t notice that she is blatantly using magic. At one point, if you have her mind-control one enemy into shooting another, he comments that he must have been piss-drunk, and Isabelle responds with [[SureLetsGoWithThat "Yessss... drunk..."]]
459* WheresTheFunInThat: In the “Five Steps Ahead” DLC, this is her reasoning for when Cooper asks her why she sidelined Doc (the party’s resident MasterOfUnlocking) when they were explicitly told they’d be required to bust a lock.
460* YouExclamation: Her response to [[spoiler:[=McCoy=] almost lazily strolling into view seconds after subduing [=DeVitt=] and saving them all]]. She promptly cools off.
461[[/folder]]
462
463!!Gang members introduced in ''Wanted Dead or Alive'' and ''Cooper’s Revenge''
464
465[[folder:Samuel Williams]]
466!!Samuel Williams
467->'''Voiced By:''' Dean Hill (''[=WDoA=]'')
468
469Cooper’s trusted friend, one of the best demolitionists in the western United States, and generally a man who enjoys the company of a fair lady.
470----
471* TheCaretaker: After Mia’s father is executed by Marshal Jackson’s men, Sam comforts the newly orphaned girl and convinces the rest of the team to take her in.
472* DemolitionsExpert: He handles most of the explosives, such as TNT and nitroglycerine.
473* NoodleIncident: A Santa Fe job he went on with Cooper – heavily implied to be the bank job that Kate references in the DLC to ''Desperados III'' – during which half of the town was “blown to hell and back.” We never learn what really happened.
474* PerpetualSmiler: Sam positively brims with joy and with a desire to live and thrive – in contrast to the ever-surly [=McCoy=] in whom Sam’s joie de vivre induces vomiting.
475
476[[/folder]]
477
478[[folder:Pablo Sanchez]]
479!!Pablo Sanchez
480->'''Voiced By:''' John Guerrasario (''[=WDoA=]'')
481
482A gang leader known for his monstrous strength, he crosses paths with Cooper first as his bounty target, but later becomes one of his most steadfast allies.
483----
484* BearTrap: In ''Cooper's Revenge'', he's able to set up bear traps to catch his targets.
485* TheBigGuy: He's able to carry two bodies at once and even lift a Gatling gun, carrying it around.
486* BoulderBludgeon: He's able to pick up medium-sized rocks and toss them at the hostiles to knock them unconscious.
487* HeelFaceTurn: In the first half of ''Wanted Dead or Alive'' he's the primary antagonist, but after being double-crossed by El Diablo he joins the heroes.
488* SawedOffShotgun: He carries a double-barreled sawed-off as his main weapon, even managing to fire it one-handed.
489* ThrowingTheDistraction: Sanchez carries around flasks of tequila he can toss on the ground to make enemies approach them and pick them up, distracting them from their usual routine.
490[[/folder]]
491
492[[folder:Mia Yung]]
493!!Mia Yung
494->'''Voiced By:''' Elly Fairman
495
496An orphaned Chinese girl who joins Cooper's posse to avenge her father's death at the hands of Marshal Jackson's deputies. She's young, but has a lot of experience with a blowgun and can use her pet monkey to cause ruckus among the enemy's ranks.
497----
498* BlowGun: Her main weapon that she uses with poisoned darts.
499* MischiefMakingMonkey: Her pet monkey, Mr. Leone, can be used to confuse the enemies.
500* PutOnABus: Doesn't appear in ''Cooper's Revenge'', with her goal of avenging her father being achieved in the previous game.
501* SixthRanger: She's literally the sixth member to join Cooper's team in the second part of the game.
502* TheSneakyGal: She's able to hide inside empty barrels to avoid being seen by enemies.
503[[/folder]]
504
505[[folder:Hawkeye]]
506!!Hawkeye
507
508A wounded Native American archer who is patched up by the gang at Fort Wingate. In gratitude, he chooses to aid them in exposing the cloak-and-dagger conspiracy surrounding Angelface.
509----
510* DominoMask: His face is painted to resemble one.
511* InnocentlyInsensitive: Late-''Cooper’s Revenge'', forgets the fact [=McCoy’s=] missing an eye when asking what Doc can see which prompts an exasperated grunt from him.
512* ThirdPersonPerson: Refers to himself almost exclusively as “Hawkeye.”
513* TontoTalk: Speaks understandable English but has a propensity to skip over prepositions. Adding to that, he never addresses other gang members by their names instead preferring to use epithets (i.e. “white medicine man” for [=McCoy=]).
514[[/folder]]
515
516!!Non-playable characters introduced in ''Desperados III''
517
518[[folder:Vincent Montgomery [=DeVitt=]]]
519!!Vincent Montgomery [=DeVitt=]
520-->'''Voiced By:''' Creator/JoeZieja
521
522[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gui_hud_misc_portrait_tycoon_00.png]]
523
524The owner of a powerful railroad company. This corrupt businessman is responsible for some of the most heinous crimes in the game.
525----
526* ZeroPercentApprovalRating: Despite his more or less spotless public image, his ControlFreak tendencies make him loathed in the eyes of even his underlings as evidenced by their under-the-breath mutterings if he tries to speak with them.
527* BathroomBreakout: [[spoiler:How he outwits the gang in the end: while bound, he asks for a chance to relieve himself, forcing Cooper to accommodate his request and unknowingly divide the oblivious group. This then allows [=DeVitt=] to get the drop on Hector. He would’ve succeeded in shooting at least someone too if it was not for the returning [=McCoy=] incapacitating him from afar]].
528* BigBad: While Cooper's main beef is with Frank, [=DeVitt=]'s top enforcer, Vincent [=DeVitt=] and his cronies are still responsible for most of the gang’s troubles.
529* BondVillainStupidity:
530** For some undisclosed reason, Vincent refused [=McCoy=] payment for services rendered in the first mission of the game which, more or less, jumpstarts the plot.
531** [[spoiler:Dedicates himself to gloating into the protagonists’ faces while holding them at gunpoint which leads to [=McCoy=] taking a shot at him]]. Justified in that he had no way of knowing [[spoiler:[=McCoy=] was even there]].
532* CorruptCorporateExecutive: He uses political connections to boot people out of their homes, take control of the O'Hara ranch, and, thanks to LoopholeAbuse, make use of slave labor.
533* EqualOpportunityEvil: He employs women and people of color as HiredGuns in nearly equal numbers to men and white people.
534* {{Foreshadowing}}: Raising an alarm that reaches Vincent’s ears in his mission will force him to whip out a double-barreled shotgun, indicating he can (and will) use one.
535* MalevolentMugshot: Has two massive statues of himself within his manor grounds. Hector can topple one and potentially kill one or two mooks with it and the second one has a hidden switch ''somewhere'' on it that reveals a hidden safe with all his vast riches.
536* NearVillainVictory: [[spoiler:Cooper very nearly causes one when he decides to face Frank alone]].
537* NotSoHarmlessVillain: He may be wimpy-looking, but as some of his underlings comment, he's got quite an evil eye, and will readily bully almost anyone into submission. [[spoiler:The heroes learn this far too late]].
538* PragmaticVillainy: [[spoiler:After he captures Cooper and his friends, instead of taking retribution against them for their meddling, he hauls them to be worked to death in his gold mine as he, in his own words, doesn’t want “good material to go to waste”. While not glamorous, this does allow the heroes to escape after a while]].
539* RailroadBaron: His railroad company is so powerful he's able to get houses in Flagstone demolished to run tracks through the town.
540* SouthernGentleman: He wears magenta-red instead of the white more typically associated with this trope but he still qualifies as a gallant and distinguished gentleman with a railroad empire and an opulent mansion in New Mexico.
541* UncertainDoom: No one is sure what to make of him following his arrest. Even his brother simply comments that Vincent ‘disappeared’ without a trace.
542[[/folder]]
543
544[[folder:Frank]]
545!!Frank
546-->'''Voiced By:''' Creator/DanielRiordan
547
548An infamous outlaw who’s the head of a powerful gang. Currently, he's working as the top enforcer of the corrupt [=DeVitt=] Company.
549----
550* BadBoss: His men fear him as he's perfectly willing to maim and even murder those who tick him off.
551* BloodKnight: He's an Old West version of this; he loves showdowns at high noon to the point where he'll set them up intentionally even when he could kill someone without giving them a chance to fight back.
552* TheDragon: He's Vincent [=DeVitt’s=] top enforcer.
553* DragonTheirFeet: He quits [=DeVitt=]'s employ just before the main characters enact their plan to stop the corrupt businessman. Therefore, after [=DeVitt=] has been taken into custody, the final mission involves tracking and taking Frank down.
554* NobleDemon: To an extent, at least compared to the utterly amoral [=DeVitt=]: Frank has a code, is nostalgic for the good old days, and would prefer to kill man in head-on duels rather than from behind. However, his code only extends to respecting people who ''can'' fight back; he [[WouldHurtAChild has no qualms about murdering children in cold blood]].
555* RetiredGunfighter: What he fancies himself as, but he’s still absurdly quick on the draw as Cooper finds out.
556* ScrewThisImOuttaHere: Has enough of [=DeVitt’s=] snobbery in the penultimate mission and leaves him just before Cooper infiltrates Casa [=DeVitt=].
557* WouldHurtAChild: He ordered [[spoiler:Hector to kill Cooper when the latter was just a child, sparking Hector's defection from decadence]].
558[[/folder]]
559
560
561[[folder:Marshal Wayne]]
562!!Marshal Wayne
563-->'''Voiced By:''' Ted Barton
564
565[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gui_hud_misc_portrait_marshall_00.png]]
566
567A U.S. Marshal who is investigating the [=DeVitt=] Company's dealings. He is also Isabelle's old friend whom she cares about a lot.
568----
569* BadassInDistress: He's implied to be a good shot, but he's just too outnumbered and outgunned to take on Frank and his goons at once which gets him captured and requires Isabelle to enlist Cooper and his friends' help to save him.
570* BigGood: The closest person to one in the game. He's a ReasonableAuthorityFigure who directly opposes the villains of the game.
571* GuestStarPartyMember: He joins your party in the bayou mission, taking Kate’s slot, which makes escorting him to the level exit much easier.
572* InstantlyProvenWrong: In the aftermath of his rescue, Wayne goes on to say that he “owes [the gang] a great deal” and hopes to “repay the favor someday.” Cue [=McCoy=] cashing in all of his goody-two-shoes points and Isabelle letting out a long-suffering sigh.
573* OffscreenMomentOfAwesome: Managed to avoid (re)capture by the [=DeVitt=] goons when [[spoiler:the rest of the gang was taken captive and brought to the gold mines]].
574* PlatonicLifePartners: With Isabelle, a reformed mercenary and a voodoo witch.
575* PositiveFriendInfluence: When asked why she would go to such great lengths to save Wayne, Isabelle explains that there was a time that she'd do anything for money, and Wayne was the one who helped Isabelle out of that situation. Gameplay-wise, his instructions in the Casa [=DeVitt=] mission prevent the heroes from killing innocent civilians.
576* ReasonableAuthorityFigure: He's the only known figure of authority in New Orleans who isn't corrupt or blind to the [=DeVitt=]'s company's unethical practices.
577* ShipperOnDeck: Seems to quite approve of Cooper and Kate as a couple as he sees them off on an infiltration mission into Casa [=DeVitt=].
578* USMarshal: Natch.
579[[/folder]]
580
581[[folder:The Baron]]
582!!The Baron
583-->'''Voiced By:''' Creator/DougCockle
584
585An enigmatic figure that follows our heroes, often offering them a chance to participate in his exclusive challenges for the benefit of his clients’ entertainment.
586----
587
588* BrutalBonusLevel: Zigzagged. At times, his Challenges can become these as more often than not he will throw in a new rule or two (e.g. he takes away all of your weapons, your ability to carry corpses, or limits you to one corner of the map) to make things more interesting. At other times, his missions are unadulterated adrenaline rushes (e.g. he orders you to kill everyone on the map in the bloodiest fashion possible).
589* CharacterCatchphrase: “My clients are watching.”
590* MysteriousBacker: Supplies the heroes with various inventive gadgets and/or ammo so they can perform the great feats he’s expecting them to.
591* OddFriendship: With [=McCoy=] whom he candidly calls “[his] friend” in “Bird Hunting.” On the other hand, it’s not known what Doc thinks about the Baron, but it’s implied the feeling is mutual despite him owing the Baron a debt.
592* PublicDomainCharacter: Given his title, the grisly nature of his tasks, his apparent supernatural abilities, how much he knows about the protagonists, and him being surrounded by his ‘clients,’ it is strongly implied he’s [[UsefulNotes/{{Voudoun}} Baron Samedi]] himself, the Voudoun loa of death.
593* SecondPersonNarration: Every Challenge begins with a briefing that summarizes how, well, ''you'' came to be in his employment, with the exception of two levels (“One Woman Army” and “Bird Hunting”) which address Isabelle and [=McCoy=] respectively, informing the player that the Baron knows them already.
594* SharpDressedMan: His looks are described only a handful of times, but all of them establish that he’s a dark-skinned man in a dapper suit.
595* SmokyVoice: Courtesy of Doug Cockle. His voice is stated to be smoky in the briefings too.
596* TheSpook: No one knows anything about him as he only appears in bonus missions to ''Desperados III''.
597* TheVoice: You will only hear him but never face him.

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