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Bazl
Jul 19, 2014 18:14:55 GMT 8
Post by senorsomething on Jul 19, 2014 18:14:55 GMT 8
Bazl is assigned to the imperial guard from the Necromunda's 8th regiment.
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Bazl
Jul 19, 2014 18:16:04 GMT 8
Post by senorsomething on Jul 19, 2014 18:16:04 GMT 8
t9|UiPev2d10 2d10 2d10 2d10 2d10 2d10 2d10 2d10 2d10 2d102d10·2d10·2d10·2d10·2d10·2d10·2d10·2d10·2d10·2d10
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Bazl
Jul 19, 2014 18:33:44 GMT 8
Post by senorsomething on Jul 19, 2014 18:33:44 GMT 8
19, 18, 17, 16, 15, 15, 14, 11, 10, 7 Dropping the 7 weapon skill: 10 ballistics: 15 Strength: 15 Toughness: 19 Agility: 18 Intelligence: 14 perception: 16 will power: 17 fellowship: 11
hive born: +20 to everything but toughness (+15) and fellowship (+25)
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Bazl
Jul 19, 2014 19:01:20 GMT 8
Post by senorsomething on Jul 19, 2014 19:01:20 GMT 8
starting wounds qCQj0CvH1d5+8 fate points 1d10 starting wealth 1d5+10
build 1d100 age d100 skin 1d100 hair 1d100 eyes 1d100 quirk d100 class 1d100 divinition 1d100 1d5+8·1d10·1d5+10·1d100·d100·1d100·1d100·1d100·d100·1d100·1d100
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Bazl
Jul 19, 2014 19:08:54 GMT 8
Post by senorsomething on Jul 19, 2014 19:08:54 GMT 8
Starting wounds: 12 Fate point: 1 Starting wealth: 15 Build: Scrawny (50 kg, 1.6m) Age: adult SEl6GqYr1d10+25 Skin: tan Hair: Mousy Eyes: blue Quirk: Outrageous Hair Class: Factory dreg background Divination: "Sins hidden in the heart turn all to decay." Begin play with 3 corruption points. Tainted.
1d10+25
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Bazl
Jul 19, 2014 19:53:26 GMT 8
Post by senorsomething on Jul 19, 2014 19:53:26 GMT 8
Advancements: Awareness, barter, charm, navigation equipment is just the starting package
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Bazl
Jul 19, 2014 19:55:11 GMT 8
Post by senorsomething on Jul 19, 2014 19:55:11 GMT 8
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Bazl
Jul 19, 2014 23:58:15 GMT 8
Post by Oriol FM on Jul 19, 2014 23:58:15 GMT 8
Love how it looks so far. Here you have more information about Necromunda, which is a Hive World, not just a hive. That means there's no wildlife at all, it's a crazy world where you can't see the original ground because it has all built on. All the ores were extracted to build the city, and the tunnels and digs were built around to form the huge underhive where gangs battle against each other. Being a weapon and munition factory, people learn fast how to fight dirty and survive, and that's why both the Imperial Guard and the Space Marines (Imperial Fists) recruit from their gangers. Take a look at the different gangs, in case you want to belong to one of them: warhammer40k.wikia.com/wiki/Necromunda_(Planet)Thing is, all big armies, and the Imperial Guard is the biggest army that ever existed, have a certain amount of camp followers: en.wikipedia.org/wiki/Camp_followerAll this camp followers are usually from the same world the army is coming from, but they grow in numbers on every world they step on. Every merchant, every crook, every prostitute, every thief sees his chance to get a piece of the action and try to make a honest (or dishonest) living out of it. My point would be, being a Necromunda scum, she was following the Necromunda spiders, maybe she's from the spiders gang but she didn't get drafted, or she flunked basic training and wasn't accepted (she's not exactly a crack shot, or maybe she's just indisciplined). I don't know, work on that a little bit, make the character your own
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Bazl
Jul 20, 2014 0:21:22 GMT 8
Post by nathanjames on Jul 20, 2014 0:21:22 GMT 8
I've already directed her to the wiki so she has a go-to source.
Now I wish I just had "The Redeemer" comic collection for her to really sink into.
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Bazl
Jul 20, 2014 1:05:41 GMT 8
Post by senorsomething on Jul 20, 2014 1:05:41 GMT 8
I'm still figuring this out but I had the impression that gangers were higher up then scum would be? Knowing when to fight to the teeth, when to turn tail, and when to kiss tail is what my character probably knows best. A work in progress. I was kind of interested in the Escher house but again, i didn't think that a lowly scum could be in a ganger house. Am I misunderstanding the hierarchy?
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Bazl
Jul 20, 2014 11:05:42 GMT 8
Post by Oriol FM on Jul 20, 2014 11:05:42 GMT 8
Necromunda is ruled in a kind of feudal system, like old Japan or Europe on the middle ages were. As long as you belong in a clan, you're safer than the non-affiliated. The thing is, inside the clan's hierarchy, there are different "castes", so to speak. If you're a valuable member of the clan, you'll be up in their hierarchy. If you're not useful, or you're a member that still have a lot to prove, you'll be low in their ranks. The clans have a warlord, clan chief, or whatever you want to call them, that runs the show. sometimes he/she will have advisors and their inner circle of trusted people. these people will have underlings, and they will also have underlings of their own, and so on and so on.
In Dark Heresy, they use "scum" to define individuals who choose a criminal career, not exactly the lowest elements of the criminal sector. As such, in DH, they would define all the clan members as "scum", if they're involved in criminal activity. In a japanese yakuza clan, for example, they would define all their members as scum, regardless of how much money (or influence) they had. Of course, the lower members will be just "lowly scum" and the highest rank members might be known as "Mr. Scum", if you get my meaning.
Also think that crime in the imperium is strange. Each sector, each planet, each city, have their own rules that are determined by the one in charge. The only serious Imperial -or "federal"- crimes, so to speak, are the ones that directly affect the well-being or the status quo of the imperium of man. Trafficking with xenos artifacts, aiding and abetting mutants, heretics, or xenos is also a serious crime. Conspiring against the imperial government or institutions, that also does it. All of these are usually covered by the Arbites, unless it gets really serious, and they decide to call in the Inquisition. But a lot of minor heresies, minor mutants, or xenos artifacts traffic occur everyday, and the Arbites deal with them.
Other crimes are entirely up to the government of the sector or planet. Killing and murder might not be illegal in some worlds, for example, and an Arbites there could witness you killing another citizen in a bar fight and not move a single muscle. In some other planets, you could get arrested by littering on the street. Depends on what the imperial authorities decide in that world, so as a Scum, you might do well in informing yourself of where the line is before you do anything rash. Of course, as an inquisition acolyte, you have license to do pretty much whatever you want.
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Post by senorsomething on Jul 21, 2014 21:42:50 GMT 8
Wondering about gear, what I have/probably should have as default. I don't know what kind of things there would be for a scum. Still working out gangers but been busy working on my history/backstory. Lots for me to learn so a bit slow going as I learn what the worlds are like. Here's a picture of Bazl that I made.
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