Okay, I forgot to add this to the above question, but what kind of NPCs are we allowed? One this and the above are answered, Ill start working on my character sheet.
If it seems logical, yes. Not going to do it just because, but yeah if you get caught being a Menace2Society it could happen. As for equipment and NPCs, it's Guardsmen Tier. So Hive Scum, low level adepts, your personal chef, whatever, something like that.
Ah yes, seems a good time to get into that. Essentially, you choose, but there is a safe Haven in the Worker Tenement Stacks, which are massive Habs the Mechanicus maintains. Due to the ongoing conflict and nature of the Hive's creation, casualties among the civilian population are high due to a general paniced state. Upper Hive would have fared better, due to being away from the fighting and many having personal saferooms, but in the opening stages of the RP *gasp* someone will have arranged a mass escape of the gladitorial Pit-Slaves, so they'll be running rampant rioting and in the aftermath you'll find that many private saferooms were besieged and stormed by suspiciously well organized rioters. If you're playing an escaped gladiator you'll start at the Blood Pit in Upper Hive, where I'll be providing a more cool headed escapee as a guide. Kaptain, you may notice references to the last RP, which I've decided to conclude as the Inquisition Task Force successfully destroying the Central Scrap Processor, which was basically a giant smelter and the centerpiece of the areas industry. In general, think of the origin location as an Orbital Station. There would also be an air of unfamiliarity even to void born that lived their whole life there, as gravity will have been reversed, Upper Hive used to be the Inner Ship, and parts of Underhive are outer hangars and even some outer ship defensive installations, which brave(or foolish) contractors will be re-configuring into mining platforms. So what was once a lance battery is now a drill. On that note, all non-gladitorial slave characters will be emerging from an interior bunker in Middle Hive, I've come to call them Impact Shelters as they are built for both Orbital Combat and Crash Landings. Essentially its a hardened room with restraints attached to the walls and a grav generator. Anyone outside the Impact Shelters during the time of landing would still be somewhat cushioned from the grav force, but to them it still would be like falling 10 stories, so pretty much anyone who wasn't wearing any grade power armor would prolly still have died. So you emerge from the Vault(pun intended) and get to choose, either go with the Phobian Enforcers or go your own way, Poros will be leading the Grounders exodus so if you want to claim Outer Hive territory then you can make a sort of Wild West township of scrap metal and busted ships or a fortified estate. Or a swamp shack, or a mining camp, or whatever. It's a City of Death, it's dangerous to go it alone, here, take this. Though I do ask you to keep to a degree of realism. If you, say, try to take on a feral Squiggoth with nothing but a combat knife, well, medoubts that contest will end well.
Under dat logik, Ey'd probably start out in the Bloodpit riots. No way they'd let a giant mutant crocodile man in a shelter. Also, do I get an advantage when dealing with Orkz? Krox ez Green!
Name: Zwei Class: Heretek Race: Human(?) Characteristics: As with most Hereteks, he is a mess of cybernetics and flesh. An eye has been replaced with a visor, and several vital organs being lost has caused his torso to be covered in scars. He has black hair and his remaining eye is blue. His skin is very pale due to the way Hereteks lurk indoors in their laboratories all day. Has the mechandrites all Hereteks have. He is very curious and somewhat naïve. Honest, but to a fault. Working as a heretek has given him a serious blue-orange morality problem though. He sees the death and torture of humans as no biggie, but if you destroy his machines... Traits: Tech Expertise: He is a heretek, so knows a ton about machines. Chaotic Lore: He has a large knowledge on chaos and such as he is a heretek. Unnatural Strength: Mechandrites are very, very strong. Improved Vision: The visor lets him see very well, even in conditions where he shouldn't be able to Flaws Heresy: Anyone who is even remotely imperial or god emprah worshipping hates his guts as he is a heretek Weakness: While he has strong mechandrites, the rest of him isn't quite so strong Inexperience: As a heretek, he's a scientist, not a fighter. Hive Status: A heretek for hire History: He was a magos's apprentice before the ship crashed, the end of imperial rule led to the end of restrictions on what he could and couldn't do. The crash robbed him of his teacher though, and all the protections and notorieties that serving under him bring. Once he was alone, he turned to shadier and shadier sources for funding, eventually seeking employment from chaos itself and going full Heretek. Now, as a heretek, he can do what he like best: Expirement. Loyalties: For hire
Let's just call them cyborgs as the race, but looks good. Minor note, it was renegade when it was a space station as well. Being a Magos apprentice can still apply, thou if you wish to explain a sudden loss of status he could have been the Foreman of the Processor and died in the fighting.
NAME: Gary 57 Class: driver/operator Race: clone Characteristics:he is a bit of a awkward man he has a weird obsession with the word gary its probably due to the messed up genes of being over used and not replaced he is calm minded he is a easy to talk to chap and he is straight forward he does not sugar coat things even if it means risking everything Traits: natural born driver /can drive just about anything he only has to be inside ot amd look around before he knows how to drive machinery Loud: Screams Gary in a veriety of ways when he sees a enemy Betrayer: gary has killed a few other people making others look poorly at him Bastion of iron will : is strong minded torwards psykers Jaded: is uneffected by mundane horrors Blade master: can dual weild two melee weapons Equipment: a six shooter and a good crafted sword and a huge two handed wrench and has data slates of equipment storage comtainers Hive Status: Gary 57 had to drive loading trucks and other vehicles to help with un loading and on rare occasions he was allowed to drive armoured vehicles when docking History: Gary 57 was a clone of a once great renagader presumably named Gary , Gary 57 was made to drive and operate heavy machinery from light walkers to heavy artillery gary 57 had to know how to operate it or be replaced but due to the projects somewhat failure they got rid of the Garys their sere over 400 Garys, rouge traders bought and sold them they were left behind at random planets while some killed them selves because for some the defects were too awful but gary 57 was lucky enough to survive all of the moving around along with 230 others but he didnt care at all he knows how much hes worth and he is one of the few garys that remain Loyalties: Gary 57 does not care at all who he follows he has not grown hatred to xenos or other humans and clones he only follows those who dont go back on their set of rules Apperance: he has a brand of a 57 on his left cheek but besides the brand he has a handsome complexion he stands around 6'3 and weighs 149 lbs he wears a blue jumpsuit that has a 108 and on thw collar and the suit has a leather pauldron with leather arm bracers Personal info: due to him being a defectivish clone he has little to no self preservation and works on the task at hand and always puts the job before himself just because thats how he was made *edited*