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Forums » Looking for RP » Necromunda Roleplay

Congratulations! Your character lost the intergalactic lottery, big time! It just so happens that your character grew up on Necromunda! A hellish and twisted planet that is filled with more gangs and hive scum than Nal Hutta! This roleplay is about one thing and one thing only, survival. Your character must brave the underhive, a gargantuan run down city several kilometers below ground. This tomb of decay and metal is all your character knows, for everything outside the underhive if toxic and dangerous. Your character has to make a name for themselves, and a living. There is a variety of gangs and a rich ecosystem of all manner of lifeform crawling in the underhive. The various gangs and groups report to Great Houses that report to the planetary governor.


Life is vicious, cynical, and shall I say grimdark in the Underhive? Your character must do whatever the can to survive. They can join one of the various gangs, they can become a guilder merchant, or they can become a ruthless hired gun bounty hunter! The choice is yours, but so are the consequences!



Plot:

Our characters try to survive and make a name for themselves in the underhive. They can do so in various ways by various "careers" from hive scum ganger juvies working their way up the ranks of the various gangs, to influential merchant guilders pandering wares that have been either stolen or created by the gangs. They can become bounty hunters, or even be scavies (mutant outcasts). They must choose a pathway, and this is how I will assign them to other groups. Everyone starts off with 1000 starting credits to spend how they please, and everyone can have two weapons at they start. (I will reward players for good roleplay with added loot at my leisure.)


Pathways:


Hive Scum Gangers

.House Orlock: The bro-tier biker gang, your character can be male, female, and anthro. They look out for each other and yet they're cutthroat to their competitors. You best be a good shot to run with this gang because they're all about firepower! The House of Iron!

.House Goliath: The chads of the setting, they're gigantic and musclebound. Might makes right with your character! You're a melee brute and you're tough as nails. (Even if you're a tad macho and considered stupid.)

.House Escher: No boys allowed! Only women! (It doesn't matter your real life gender, but your character MUST be female.) The space amazons that make all sort of chem and stimulant, plus genetic stuff and laser rifles. You move fast, you hit hard, and you're smart.

.House Van Saar: You get the best toys, but at what cost? You're stuck in a life support suit and you have severe radiation poisoning. If you like the high tech group, with a bit of ailment you can join this rich house.

.House Delaque: The sneaky house, your character is very much stealth based and you like to shoot and sneak.

.House Cawdor: ++REDACTED FOR FURRY HERESY++ (The hyper religious house, very few can take this option and those who do must show constant penance for being anthro.) (I don't expect a lot of people to 'want' to play these guys anyways.)


Guilders: Space Merchants! You buy and you sell! The gangers work for you, but you have a policy of neutrality!



Hired Guns: You're out there to make that money! You can be employed by the guilds or the gangs, but if you betray one everyone can go after you!


Scavies: Outcasts and mutants, your character may get good or bad mutations. Plus plenty of anthros join these guys, (due to mutations), but everyone hates your character . So you join other scavies to teach the others a lesson in anti-ableism!


Rules:

1.Due to the HUGE amount of balancing, the fact this is a roleplay forum, and the fact that I would have to get everyone up to speed. We will forgo the use of RPG mechanics for better narrative play. However, I will add some "mechanics" behind the scenes.

2.Yes, you can have anthros in a "human" gang. So long as they serve the houses and play their roles.

3.All characters can start up to 1000 spending credits, also you can choose TWO weapons from here: https://necromunda.fandom.com/wiki/List_of_Weapons_Used_on_Necromunda

4.HOWEVER, if you're in a House/Gang, you can get "special" weapons too! Orlocks get a harpoon gun, Eschers get whips and poison weaponry, Goliaths get huge hammers and things that go bonk in the night. Van Saar get a lot of high tech stuff, and Cawdor get wacky things like explosive bows, blunderbuss tipped halberds, and explosive rat bombs! (I will regulate all this on your character, note me for details!)

5.Play your role, guilders don't shoot at gangers willy nilly and gangers have to work with other gangers. Hired Guns must fight due to bounties that are established.

6.Play fair, this roleplay is meant to be conflict ridden, so please keep it in good sportsmanship.

7.Ask me questions! If you need help for the lore, your character's career path, or if you're just curious as to what you can or cannot do, feel free to ask me!

8.With any three characters in the same faction, they're considered part of a gang. They will be your buddies and you play cooperatively to survive here.

9.Only Guilders may remain truly neutral, Hired Guns remain neutral until they run on a bounty that steps on the toes of their clients rival gang.



Fill Out Sheet: (So I can help you with your character.)


Name:

Species: (We can be lenient here, but do know you will be underground in a gargantuan run down labyrinth.)

Age: (Note: Due to gene treatments and bionics your character can live for very long!)

Career: Hive Scum Gangers, Guilders (merchants), Hired Guns, Scavvies.

House: (If hive scum gangers.) Orlock, Escher, Goliath, Van Saar, Delaque, Cawdor.

Personality: (This will help us.)

Virtues: (Good things about them, will help coordinate characters in how they best can be used.)

Vice: (This is Warhammer, everyone sucks. Give em some character flaws!)

Physical weaknesses: (Separating this from vices, physical flaws and limitations.)


Weapons: You can only have two of them, but pick one that sounds the coolest! (No Bolters at the start though please. )
Magic 50%
Magic is rare, but not unheard of. Mundane characters may or may not believe in it. Magical characters may form small and exclusive pockets for study, protection, etc.
Technology 80%
Far future, perhaps interstellar travel (generation ships)
Combat 90%
The world IS war, but there may be RPs that don't feature it. Warhammer Fantasy/40k, etc.
Romance 40%
Romance is slightly desired, but the overall plot is more important.

Details: Freeform, paragraphs required, long-term RP partner preferred. Will be played with a small group of players.

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