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The Streets Are Mine (necromunda Rp)

Discussion in 'Role Playing' started by Akragth, Apr 28, 2014.

  1. Akragth Akragth Well-Known Member

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  2. Akragth Akragth Well-Known Member

    The all important google drive link is here.

    Introduction

    Welcome to Necromunda, the planet which every flavour of scum, villain and mutant you can think of calls home. You live in one of the many great hive cities of this planet, which are rife with crime and disorder. You are a gang member, part of the Draconians gang, which operates in sector 42-G. Your gang is recently reformed, and is out to make a name for itself. Your role is simple; to help your gang make a name for itself, to kick back the other gangs, and to make yourself filthy rich.

    This post is meant more as a reference guide, than something you have to sit and read through. It's an explanation of what I am doing and how it will (hopefully!) work.

    The basics

    For this RP I decided to make the system a bit more involved than simply picking the best weapons, alongside awesome traits to go with and turning up to mission one with an epic character. I want you to be able to progress, to mould your characters in to whatever you want them to be. We'll still be running it on a mission basis. Where the gang goes will depend on the leader. The sector will be mapped out, more on that later.

    I know that RPs don't usually present a set of rules at the start, but I wanted this one to be more akin to tabletop/PnP style. So bear with me, and it probably won't be too painful :p

    The stats are just a guide, not a hardline mathematical formula. It's mostly for me to show why equipment is worth bothering with, and for me to to decide whether an action is realistic, or not.

    Some parts of the game, eg looting, will call for some randomness. I will , literally, roll a die to find the random results, where needed.

    This RP will basically work as me putting up roadblocks for each of you to tackle. It won't be turn based or anything like that, and you have relative freedom on what you do. That said, equally I won't be allowing anyone to go Mary-Sue.

    Money mechanics
    1. You are given a starter balance of 250 credits. Every trait, upgrade or weapon is paid for with credits.
    2. Credits are earned for mission completion and can be looted during missions.
    3. Credits will be given per player, not per character. I don't want a player earning 2x what another player did by virtue of having 2 characters, or we'll end up with folks fielding dozens of character and raking thousands of credits in per mission.
    4. Weapons, equipment and miscellaneous items which I refer to as ''lootables'' can also be looted during missions.
    5. Traits are permanent, unless the character switches class and the new class cannot use that trait, in which case the player ''sells'' the trait back for half of is cost.
    6. Bionics as permanent.
    7. Weapons, equipment and lootables can be sold of half of their buy price (which is to say half of their ''cost'' value) whilst between missions. Items marked with sale price rather than cost are sold at that value, but cannot be bought.

    Leader mechanics
    1. The leader is a unique character, which cannot be purchased.
    2. The leader is picked, by vote and remains leader until either dead, or crippled by injury and unable to take to the field.
    3. The leader can access the gang inventory and leader purchases.
    4. How the leader spends the gang funds is up to them, but they cannot be spent on individual characters.
    5. The gang will start with 500 credits in the gang's account.
    6. Any items recovered by the gang (ie, not ones given to players by the GM) are stored in the gang inventory. The leader may sell the items, or hand them to his men, but he may not buy items with gang funds.
    7. The leaders may also purchase base defences. Each base defence is placed in a specific territory, and will be listed in the territory map as such.
    8. He may also purchase NPC allies, either to be used for defending the gang territory, or to aid in attacks. NPC allies are permanent, but can die.

    Character mechanics
    1. Every character starts as a juve, which is basically a rookie. Your first character is free.
    2. Their classes can be upgraded, for a fee.
    3. Each class has restrictions on which equipment and traits they can use. (see ''classes'' and ''references'' tab).
    4. You may own multiple characters.
    5. When characters die, half of their total point value is refunded to the player's wallet.
    6. Should all of your characters die, you will be given a new juve at no cost.
    7. Characters will die. I wouldn't advise getting too attached.
    8. Characters who die in battle lose all loot.

    Character stats
    1. Gun Skill - your character's skill with a gun.
    2. Melee Skill - your character's melee skill
    3. Strength - how hard your character hits (melee only)
    4. Toughness - how much of a beating your character can take, before suffering a wound
    5. Wounds - how much health your character has. 0 wounds = dead. Losing more than half of the wounds in one mission means a chance of taking an injury. Wounds can be restored via medics, or by sitting missions out.
    6. Stats can be changed though class change, weapon purchase, trait purchase or equipment purchase.

    Wounds are lost at the discretion of both the player, and the GM, but the GM has the right to overrule the player if needed. Lost wounds will be removed from the character sheet, and should be marked at the bottom of the posts they're lost in as follows:

    -1w

    That way I can ensure I pick up the wounds, and keep the character sheets up to date.

    The stats will vary. Some may increase, and others decrease. As the GM, I would appreciate if people are courteous with highlighting when things change (eg you lost a wound? Say so, as I showed above).

    Stats (except wounds) are out of 10. It's not possible to raise a stat above ten, regardless of any combination of gear which may be possible.

    Injuries
    1. Injuries vary, some are permanent, some are temporary.
    2. Some injuries may be treated by the gang medic, between missions.
    3. Certain injuries will force the character to sit out a mission, to recover.
    4. Serious injuries may be negated through the purchase of bionics.
    5. Injuries are randomly assigned, by the GM.

    Equipment mechanics
    1. Your character has three 'slots' for weapons, left hand, right hand and belt.
    2. Your character can carry either a 1h weapon in each hand, or a 2h across both hands.
    3. Every character starts with a free knife. This is stored on your belt, unless used.
    4. You can't place bought weapons on to the belt (unless you buy the ''equipment belt'' which is found under misc, in the equipment tab). You start off with 2 room in your pack (replaces belt). The 'hand' of each weapon is used to calculated its size. So a 2h weapon takes the whole pack. The equipment belt still adds extra space, it doubles the pack.

    5. You may wear one armour at a time.
    6. You may carry up to 2 grenades (the ''grenade pouch'' upgrades that to up to 4, and is found under misc, in the equipment tab).
    7. Unused items can be sold back, for half of their cost value.
    8. Certain items are restricted by class, and cannot be used by anything but that class (though, certain traits can bypass that restriction).
    9. Vehicles can be used both in mission and out of mission. Each vehicle is bought by the gang leader, and must be assigned to at least one player (the driver). If assigned to multiple players, the leader must decide which position each player takes in the vehicle (eg, who drives, who guns). If the vehicle has a passenger capacity, it may carry additional members of the gang in to a mission, but those inside cannot fire until they disembark.
    10. Outside of missions, vehicles can be used to initiate attacks on territories up to one grid square away from the gang owned land (see map mechanics below).
    11. Non-lethal weapons can incapacitate enemy fighters.
    12. Replaced ''inventory'' with stash. Any items not used in battle, eg lootables, spare weapons, will be stored here.
    13. Items in stash do not confer stat bonuses.

    Traits/bionics
    1. Traits and bionics can be bought with creds.
    2. Traits are permanent unless the character changes class, and the new class cannot use that trait.
    3. Which class can use which traits can be found on the ''references'' tab.
    4. Bionics are permanent, regardless of class and can never be changed once bought.
    5. Bionics don't take injuries, but may be damaged.
    6. Damaged bionics can be repaired by the technician class, between missions.
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  3. Akragth Akragth Well-Known Member

    Prisoners
    1. Enemies knock out via non-lethal weapons may be captured.
    2. They're more or less handled as if loot.
    3. The leader may attempt to ransom the prisoner back to his home gang(random chance, random credits)
    4. Or attempt to turn him over to the law for a reward (random chance, random credits)
    5. He may order the prisoner killed
    6. Or released.
    7. Or attempt to recruit him as an NPC (random chance).

    Mission mechanics
    1. Missions are initiated by the gang leader. The leader picks a territory (see map below) for the next attack to take place (unless a defensive mission is forced, by the GM).
    2. Once a territory is picked, the mission will be given more detail by the GM.
    3. Missions will use the grid co-ordinates of the map (see below).
    4. Missions will be offered by the local information broker from time to time, often with a couple of missions to pick from. The gang leader will then decide which mission to tackle.
    5. There can only be one mission underway at once.
    6. Missions are defined as complete when the objective is achieved. They may not necessarily require the enemy be utterly destroyed in order to be finished.
    7. Players earn money upon mission completion, either through payment (if the mission is given by information broker) and/or through the sale of the gang's loot. I will ensure each player gets a roughly similar income per mission, whether through the literal credit income, or the value of what they looted.
    8. After each mission I will post a post mission analysis, listing the items and/or money that each player earned, as well as what the gang learned. Any losses, such as people dying, or a vehicle being destroyed, will also be listed.
    9. Defensive mission may be undertaken by hired NPCs (results may vary!)
    10. Missions will vary in length. They won't all be week long campaigns, some may be done in a few hours (depending on player online availability).

    Map mechanics
    1. The map works on a grid co-ordinate basis.
    2. Each square is a territory. Each territory varies from the next.
    3. Completing a mission secures the territory for the gang, and will be changed to blue in order to represent that.
    4. The other gangs can, and will, attack territories around them (including player owned territory). There will be fluctuations in who holds what.
    5. Some territories are owned by other gangs, and are coloured to represent that.
    6. Others are owned by other parties (arbites, mutants) or not at all (general store)
    7. Purple, dark grey and territories cannot be attacked.
    8. The gang can attack any territory directly connected to the territories it owns.
    9. Vehicles may bypass #6, and allow the gang to instead attack territories up to one grid square away from the gang owned area.
    10. Faction headquarters are 2x2 squares big, and are by far the hardest challenge to overcome. But once defeated, that faction will cease their offensive maneuvers.

    GM communication
    Naturally, I will read all of the posts here. However, sometimes I miss things, or forget things. Keeping on top of the character sheets/inventories is a challenge I have set myself, but I except a certain degree of co-operation.

    To that end, highlight anything I need to see, as the GM, in red at the end of the post preferably bold, too, so it really stands out).

    For example, if you kill a guy, write
    GM information: Loot roll, body of ganger

    That means I know it's a note to me. I know it's you looting, and I know you're looting the ganger you just killed.

    Each mission will have a set enemy number, so keeping score will be important for us. I'd appreciate any efforts you make to help me in that. There are rumours those who obey get more creds, but who's to know if that's true?

    So, these are situations where I'd like you to put GM information:
    Killed an enemy.
    Attempted to loot an enemy.
    Lost a wound.
    Found a crate/something you want to try and loot
    Anything else which requires a GM decision.

    Misc
    1. Every now and then I'll throw out a random event. Some may be good, others will be bad.

    Mandatory rules
    Be fair.
    Have fun.

    So, that's it. If you have any questions, please keep them to that OOC chat here, or in a PM to myself. Odds are I forgot something here. Any new areas will be added in blue, and if something is removed it'll be crossed out.
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  4. Akragth Akragth Well-Known Member

    The Draconians Gang

    Backstory
    The gang was started by the former leader, Lenny One-Eye, after he left House Delaque following some sort of altercation, involving the daughter of one of the leaders.

    Lenny decided to move on, and strike it out on his own using the funds he'd saved from years of service as part of Delaque. He bought a small warehouse in the south west of sector 42-G which would serve as his new headquarters.

    At first he raided with impunity, and the gang gained territory in and around the area. But they overstretched, they got too ambitious, and they painted a target on to their own backs. House Delaque paid off a corrupt Arbites officer, and the full weight of the Imperial law came tumbling down on Lenny's gang.

    Lenny was arrested, the gang's territory was seized and his men were scattered. Lenny died in jail, supposedly an accident, but it's rumoured he died to a Delaque hitman.

    For a while things stayed quiet, but now one of Lenny's former men, Jimmy Jones has decided to reunite the gang, under new leadership, with renewed ambition and maybe, just maybe, a chance to get revenge for their fallen boss.

    Funds are thin and the gang were pushed right back to their warehouse headquarters, but with fresh recruits signing up each day it's only a matter of time before the gang reach their old heights again.

    Gang life
    Hive life offers few comforts. It's a harsh environment, and for many residents the choice is to join a gang, or simply die. The Imperial authorities, whilst active in the hives, tend to only involve themselves during particularly large crisis. They're generally happy to let the gangs simply kill each other.

    To join a gang is to join a brotherhood. Gang-mates are fiercely loyal to their cause, for without their gang at their side the perils of hive life would likely claim the gangers life.

    The gang leader is the master of the gang's destiny. He answers to no man, there simple is no higher power. He alone will mould the fate of the gang. Win or lose, live or die, that fate is in his hands.
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  5. DeranVendar DeranVendar Subordinate

    Jimmy waved off the newest group of mooks that had signed up, tossing them the credits they needed to get some weapons and a meal while having the four drive off an armored car courtesy of the local shop. It had been a pretty decent first week on the job, easy going while the crew scrounged up some extra credits for the gangs vault. Roughly five hundred was available and he just spent four hundred of it equipping the new recruits and getting them a ride, with a hundred left and a lil bit beyond that set aside Mr Jones waltzed on over to the bar near their turf.

    Place was looking rather sparse but it was still a bit earlier, a window shattered as a stray bullet broke through but no one seemed particularly phased, just tightening the grips on their own weapons. Taking a seat he prepared to order when some nut job robe wearer approached him, brief exchange later and it seemed the gang would have their first job. Taking the contract for it Jimmy gave it a good looking over.

    Skipping the drink seeing as time was short Jimmy hollered and sent out word along the lines for everyone to gather at their Headquarters, time for a bit of briefing and their first real taste of action.
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  6. Having taken his last shot of GLE not more than an hour before, and was therefor allmost completely unfased, allmost only the logical department working. "Where are we going sir?" He dident look at anywhere than the leader, completely neutral to what else was happening.
  7. Uriel1339 Uriel1339 Lord of Posts

    Andrea hung out near a window, her glasses which made her more look like a teacher than a Gang-member sitting on her nose. Flak armor well visible over her tank top. Her Dark-Brown hair which seemed almost black hung lose from her back as she sat there - On top of a pile of crates.

    Her Rifle well maintained and just got cleaned and reloaded. It was always lock and loaded, but sometimes Andrea felt like keeping it as well guarded and taken care of as of her own eyes which she praised over much of her other feats - Because those allowed her to be good at, at what she was - Shooting.

    She had tried to join the gang back then under the original leader - But was declined due to her age and that she was not good enough. But hey, seemed like the gang had a downfall and needed now anyone they could get. The Scout in the meanwhile was with the Imperium - getting some training and stuff. Though it was just not... Satisfying enough.

    The whole blabber about being righteous while being corrupt at the same time. Either you are upfront with this lady or you can forget it - But don't play Two-Face with her. For she had a gun and knew how to use it.

    Since the day she got recruited or better said accepted, she made the pile of crates to something like 'her corner'. Though as the news came in of the new boss giving finally the first taste of action, the 'Eagle' came down from her nest and went for the headquarters - The Hunting Rifle always ready to shoot at anyone for she was free like an eagle and so would she also choose her prey - Just as she would please.
  8. Akragth Akragth Well-Known Member

    Jennifer stood from her corner table, thumping her brother, Danny, as she rose.

    ''Wake up,'' she said.

    Danny woke with a jolt, his pistol instinctively pulled from its holster. She pushed the gun away from herself, and moved past him. He stood, following her, and wiped away some saliva from the edge of his mouth.

    ''Honestly,'' she said, ''who sleeps in a bar?''

    ''That table was comfy, okay?'' he said back.

    ''The boss says we've got work to do,'' he said, stopping to look back at him for a moment. ''Let's get going.''
  9. Zyver Zyver_Wyrdmake Steam Early Access

    Johan leaned against a wall and hummed calmly to himself. The hunting rifle rested against his hip, bringing a smile on the man's face. He opened his light blue eyes and took in his surroundings.

    "Something's going on," He growled, hearing a slight commotion, "Just as I was about to relax."

    He grabbed the hunting rifle and placed it on his back, with determined steps he begun moving where he knew people to be - and the boss to be.
  10. Loldoom Loldoom Well-Known Member

    Gordon had taken the chain off his sword and was sharpening them indiviually, a slow monotonous task but it kept his mind off things. When he heard the call Gordon took his sword and chain and sat down in the "Briefing room", which wasn't all too impressive, yet.

    While he waited he began fitting the chain back in, if things went well he could spice this baby up with a bit more zest!

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