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Necromunda Rp Planning And Ooc

Discussion in 'Role Playing' started by Akragth, Apr 26, 2014.

  1. Akragth Akragth Well-Known Member

    Hehe. You're both welcome to help.

    I drew up some basics, classes and the shop. The values might need tweaking, but I have a fairly good idea of how it'll be run.

    The current plan is:

    You start with 250 credits and a free ''juve'' class character (rookie, basically).
    You can buy additional characters, if you can afford them. Cost and ability, as well as what they can equip, will vary by class.
    The classes have baseline stats. The stats can change through traits, or equipment.
    Every class has a knife, and nothing else.
    You pick your equipment, traits etc, based on what that class can pick, and what they can afford.
    You'll have the option to either make your first character pretty awesome, or to run a couple of characters who are capable, but less awesome.

    The elected gang leader is upgraded to the ''leader'' class, for free. The leader class is unique and can't be bought/promoted to. The leader can be replaced if he dies or is otherwise removed from power (eg crippling injury).

    As it stands, the stats are intended purely as an indicator more than a literal mathematical formula. For instance if I see someone with a gun skill of 2 trying to make a 100foot headshot, with a pistol well, the stats would tell me he can't do that and as GM I could request that be removed. But a guy with a gun skill on 7, and a sniper, might be able to make that same shot.

    In addition, I'm considering giving the leader additional funds (as ''gang funds'') to be able to buy stuff like stationary defences in bases, vehicles (bikes, trucks, etc), NPC allies (bounty hunters, etc) or maybe gang-wide traits. The gang funds wouldn't be usable for buying weapons, though.

    Since folks might (will!) lose characters, I'd give them a % of their character's value (ie, cumulative worth of their weapons, equipment, traits etc) as a refund, to make their new guy from. That way we don't end up with people stopping playing because all their credits died in one go.

    If anyone has ideas for traits they'd like to see in game, or even weapons (think I have most bases covered) then PM me!

    So. Thoughts? ^^
  2. Akragth Akragth Well-Known Member

    Alright, since I've been asked a few times, here are the classes as I currently have them:

    Basic roles
    Juve: Rookie. Can only take basic weapons. Can be promoted to ganger. Everyone starts here.
    Ganger: Catch all class, no specialisation, but no mastery either. Can be promoted in to specialist roles.
    Specialist roles (can be promoted to advanced roles)
    Scout: Decent range attack, can take snipers (which further increase ranged ability), average melee
    Medic: Decent ranged attack, decent melee, can heal allies
    Technician: Decent ranged attack, average melee, can repair machines
    Advanced roles
    Support: Ranged class, can use heaviest ranged weapons, very poor melee
    Tank: Melee class, can use heaviest melee weapons, very poor ranged
    Unique role
    Gang leader: Leads the gang, has access to most equipment, and can spend gang funds on additional equipment, such as vehicles or hiring mercenaries/npcs. Cannot be bought. ''There is only one''

    Promotions are bought with creds, not granted via exp or by me or anything. Where you take your guy is your choice.
  3. Uriel1339 Uriel1339 Lord of Posts

    I miss a Technician role that can also construct machines ^^

    Anywho sounds good so far - depending on how the values of weapons and stuff runs up to ^^
  4. Akragth Akragth Well-Known Member

    I can pm you the pricing charts? I don't wanna post until I'm fairly final on them, it'll get messy if it's posted multiple times, because there's a lot of information to post.
    Deran Vendar and Urian Velos like this.
  5. Akragth Akragth Well-Known Member

    Important, all information on classes, weapon prices/abilities, traits, loot, etc will be stored on my google drive, here!

    Overview

    Alright then, chaps. Sign ups are open. I'll be using this thread to co-ordinate things, before I open the RP thread proper (shout out to Savij for the thread name change!)

    The data involved for this one means I'll be hosting the character sheets, etc, externally on my google drive. So you should reply with what you want, here, and I'll copy them out to my google account.

    The premise here is that we're all from a single (small) Necromunda gang. The gang is relatively unheard of, and short of money, but high on hope. We're setting out to make a name for ourself, take over territory, kick ass and get rich!

    Characters

    The character creation is a little more involving than usual on this one. Everyone starts with:
    A free juve class character.
    A free knife (which can't be sold, and is always carried, no matter what else is equipped).
    250 credits.

    All of the equipment types are listed under a head (eg ''pistol'', ''melee'' etc). All classes may use equipment from the melee, pistol, grenades, armour or misc categories. Classes will have listed anything they can use beyond that. Some items are restricted by class, even if that class can use items from that section, and are labelled as such (eg only a tank can use a ''large axe'').

    Weapons: The weapon stats are,
    Rating, which is a rough estimate of that weapon's comparative power.
    Range, self explanatory.
    Hands used, most weapons demand 2 hands, but some can be used in 1. You may carry either a 2 handed weapon, or two 1 handed weapons only. The misc item ''Equipment belt'' allows for an additional 2h, or 2x 1h weapons.
    Cost, the credit cost of the item.
    Notes, any additional information, or restrictions, on that weapon.
    Certain guns can be modified, using the ''Gun Accessories'' area.
    Grenades are present, by default your character may carry up to two. The misc item ''Grenade Pouch'' doubles that to four. Grenades are one use each, use it and lose it!
    Armour: Characters can also wear armour, though only one type at once (of course!).
    Misc items: Several miscellaneous items are available to buy, some increase carrying ability, others are usable items.
    Class upgrades: These can be found in the traits tab. Each upgrade's cost is listed. So, for instance, taking a juve to ganger, and then a ganger to a scout would cost 75+100, so 175 credits. But that would then allow the character to use, for instance, sniper weapons. Each class follows different statlines, and allows different options for weapons. They can be found under the 'classes' tab.
    Traits: These can also be bought from the traits tab (list possibly not final), but are rather expensive and not really intended for relatively new characters. Some change your character's stats. I will always keep your character's stats up to date, using any additional attributes they may gain from traits or equipment. Certain traits can't be used by certain classes (Juves, for instance, can't use any). The 'references' tab has a chart detailing which class can use which trait.
    Bionics: These expensive upgrades permanently increase your character's stats. They are found in the traits tab.
    Additional characters: New juves can be bought, for 75 credits each. All new characters come with a free knife, and nothing else besides. They can then be upgraded, same as your first character.

    Classes

    Each class uses a 1-10 rating (TT style) for its stats. The stats are meant for me, more or less, to decide whether a player's actions are reasonable, or not. Better stats = being able to do better stuff, essentially.
    The stats are:
    Gun Skill, this is how well the character shoots, and how well they handle firearms. A low score may, for instance, result in the character having trouble with guns overheating, or jamming.
    Melee Skill, this is how proficient the character is at hitting things. A low score will mean both their offence and defence will suffer in melee.
    Strength, this is how hard the character hits. It only relates to melee. Think of it as being that strong guy can still hurt, even if he's only using a club, whilst a weak guy will hardly hurt anyone, even if he uses a sledgehammer
    Toughness, this is how much of a beating the character can take. It only relates to melee (because bullets just hurt everyone). A higher score means a better chance to avoid wounds in melee.
    Wounds, this is your health points. Lose these and die. Lose half and face a possible injury. Their loss will be, largely, determined by me. The enemies in this RP aren't going to be filling numbers, they're out for blood. Yours. Certain injuries may demand the character sit out a mission, to recuperate. Medics can help with injuries.

    Gang Leader

    I'll allow for people to vote on a gang leader (I also reserve the right to vote myself, in the event of a tie) once we have several characters made up. The leader will be permanent until he either dies, or is crippled with certain injuries. The leader will be granted a second, separate funding pot. He will be able to use that to upgrade gang-wide things, such as base defences, or to buy vehicles for the gang to use.

    Character sheet

    So. To the fun stuff. Here is the character sheet:

    Player name:
    Character name:
    Age:
    Gender:
    Physical Description:
    Brief History:

    Class: (Juve by default)
    Equipment:
    -Right hand:
    -Left hand: (N/A if using 2h weapon)
    -Belt: Knife
    -Armour:
    -Grenade(s):
    -Equipment:
    Traits: traits are permanent (barring class change, where the new class cannot use a certain trait)
    Bionics:
    Injuries: (GM controlled - each player will have x many wounds. Losing more than half your wounds may lead to a permanent/semi-permanent ''injury'' which may reduce a stat, or otherwise hinder you)
    Total Character Value (combined value of equipment, traits and bionics).

    How you equip your guy(s) is entirely up to you.

    If there are any questions, and let's be honest - there will be - then by all means just ask! It might be a bit of trial and error to get the character sheets right, which is another reason I'm waiting off before letting the RP start.


    Example character sheet:
    Player name: Akragth
    Character name: Akragth
    Age: 26
    Gender: M
    Physical Description: -
    Brief History: -
    Class: Ganger (+75 creds)
    Equipment:
    -Right hand: Lasgun (+30) with foregrip (+15)
    -Left hand: N/A
    -Belt: Knife, chainsword (+50)
    -Armour: Flak (+30)
    -Grenade(s): 1x flash (+20), 1x smoke (+20)
    -Equipment: Equipment belt (+10)
    Traits:
    Bionics:
    Injuries: None.
    Total Character Value: 250 creds
  6. DeranVendar DeranVendar Subordinate

    Player Name: Deran Vendar

    Character Name: Jimmy Jones

    Age: Nineteen

    Gender: Male

    Physical Description: Thin, lanky and a pretty boy face for the most part, shaved head with a thin thin THIN lair of blonde hair stubble on his head. Jimmy sits on the short side at a solid five feet zero inches in height.

    Brief History:Jimmy fell into the gang life pretty young, being both short and a rather trust worthy looking boy helped him waltz about where ever he needed to. Always has a thing for knives and other close combat weapons, never liked being the center of attention though.

    Class:Leader

    Right Hand:power Sword
    Left Hand:Bolt Pistol
    Belt: Knife, Shock Maul
    Armour: Carapace
    Grenade(s):Frag and Krak (one of each)
    Equipment:Respirator ,Equipment Belt, Hidden Blade

    Traits:
    Sneaky
    Iron Will
    Dodge

    Bionics:

    Wounds:
    Grall Stonefist and Akragth like this.
  7. Akragth Akragth Well-Known Member

    Just to add, this RP is still very much under construction. The values and traits etc are still subject to possible change. I won't 'lock in' the characters until we're good to start the RP.

    There are still traits waiting to be added (some for scavenging, for instance). You can, very much, make suggestions for traits if you wish (I'll also consider traits which give a + of one thing and a - of another). I will also be added effects of the lootable narcotics and booze, etc. I

    If you have suggestions (be it for loot, equipment, gun mods, traits, whatever) then by all means let me know.
    Bjorn Hardrada and Deran Vendar like this.
  8. name: Sacarias "sack" Kesh

    age: 23
    gender: male
    Physical discription: normal build, a bit taller than averege, a stern face dark hair, with slick haircut. and a clean shave.

    Brief history: Sacarias grew up close to the underhive, his youth was hard and poor. most of his friends from back then had been abhumans, and as he grew up and saw his friends get killed aroung him for being diffrent or mutated. he then began taking GLE to surpress the feelings of sadness and remorse, this growing in to a slight addition in later years, he became a ganger since he needed to make the money to feed his addition and because the GLE made him feel only slight remorse for the killings he do. he belives that anything can be done for the right price.

    Class: ganger
    Right hand: stub gun
    left hand: stub gun
    Belt: 1 knife
    Armor: Clothing.
    Grenades:
    equipment

    drinks and drugs:

    Traits: gunslinger

    okay thats 245
    Deran Vendar likes this.
  9. Uriel1339 Uriel1339 Lord of Posts

    Player name: Urian Velos

    Character name: Andrea 'Eagle' Hawk

    Age: 25

    Gender: Female! (~Rawr!)

    Physical Description: Thin, 1.75 meters tall, Hazelnut brown Eyes, long dark brown hair, wears usually glasses - but doesn't really need them, she just likes to have her 'Eagle Eyes' protected ; though she dislikes sunglasses because they give wrong shades and ruin sight in some ways.

    Brief History:

    Lost family and friends in so called 'Accidents', not really thinking the Imperium can give her what she desires she decided to go for the 'free life' and to 'Fly like an Eagle' (Reference to the song from the 90's I believe). She is a free spirit and attempting to 'put her in a cage' may result in death.

    Though she was lucky enough to have received Imperial training in long-range combat and could be considered somewhat as a Scout.

    Class:
    Scout (-175)

    Equipment:

    -Right hand:
    Hunting Rifle (-4o)

    -Left hand:
    N/A

    -Belt:
    Knife

    -Armour:
    Flak (-30)

    -Grenade(s):
    None

    -Equipment:
    None

    Traits:
    None

    Bionics:
    None

    Injuries:
    None

    Total Character Value:
    245 Credits

    Remaining Credits:
    5 Credits
    Akragth and Deran Vendar like this.
  10. Bjorn Hardrada Bjorn_Hardrada Well-Known Member

    Character name: Samuel "Doc" Gideon

    Male

    Age: 24

    Physical Description: just at 5'11 feet tall almost 6 feet, not skinny but neither muscular nor overweight, just.... somewhere in the middle of all that :p, short-medium length blonde hair, trimmed beard (the kind that is mustache and runs down the sides of the mouth and covers the chin in a beard), a normally kind face with blue eyes, wears glasses because he is near sighted (things at a distance start to get blurry)

    History: Was going to a medical school but was arrested when it was discovered he was sneaking medical supplies to the poor who could not afford them, he managed to escape and now views the authorities on this planet as corrupt and greedy and believes that although this gang may be sometimes cruel to people, they are still a better hope for the people than the Imperium is, so thus as fallen into a life of crime, serving as the gang's 'medic'

    class: Medic (ganger upgrade + Medic upgrade -185)

    Equipment:

    2 medi-packs (for now, ill try to keep in supply) -20

    Lasgun -30

    Lasgun Foregrip -15

    Value = 250 creds

    remaining credits: none
    Akragth, Deran Vendar and Urian Velos like this.

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