Ashclimb, a play-by-post RPG setting with AI as the GM.

Biggle_Bear

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ASHCLIMB: A Solo + Community Narrative RPG in the Underhive

“Ash falls like snow. The climb never ends. And no one forgets a slight.”

I’m launching a solo roleplaying campaign set in the Necromunda underhive—specifically in a vertical ruin known as The Ashclimb. It’s a game that explores what the skirmish battles don’t show: the people, politics, secrets, and scraps of meaning between the gunfights.

What Is This?
  • A story-driven RPG with light dice mechanics
  • I’ll be playing the main character
  • The game is co-GMed by an AI assistant (ChatGPT) to help narrate scenes, interpret outcomes, and expand the world
  • You (the Yaktribe community) are invited to shape the setting through a Community Turn
What Makes It Different
  • No need to make a character to participate
  • You don’t need to commit long-term—drop in when a Community Turn opens
  • The game is slow-paced and designed for forum play
  • The story will be posted regularly for anyone to read or follow

The Community Turn

On scheduled days (probably once per week), I’ll post a prompt asking the community to:
  • Suggest an event or world development (e.g., a guild war, a tunnel collapse, a heretek sighting)
  • Make a move for a faction (gain territory, forge alliances, start trouble)
  • Help define the goals or loyalties of key NPCs

I’ll curate the suggestions and roll with them—success may be based on chance, faction strength, or narrative logic.

Ashclimb at a Glance
  • A vertical hive ruin, with sectors like Climb’s Crown, Deep Cuts, and the Outer Shadows
  • Factions vying for control—Ember Saints, Ash Knives, Hollow-Eyed, Enforcers, and more
  • Territories that shift hands, each affecting the world
  • Simple D6 mechanics with 6 traits and a tag-based gear system

If you’re curious about underhive life beyond the battles—or just want to occasionally shape a living, changing world—this project might be for you.

Let me know below if you’re interested in following along or shaping Ashclimb’s fate during the Community Turns!
 
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I’ll be back soon with the main character, some more setting stuff and then an example of what I mean by the community turn.
 
Meet Gorran Slagjaw.




Gorran Slagjaw

Tagline: “Diplomacy’s dead. I’m the guy they sent to bury it.”

Archetype: Loan Enforcer

Occupation: Debt collector for a hive creditor cartel. When they say “payment plan,” Gorran is the plan.

CHARACTERISTICS (8 points total, max 3 per stat)
  • Grit – 2 (He can take a punch and stay standing.)
  • Smarts – 0 (Thinking ain’t his job.)
  • Skulk – 1 (He’s not sneaky, but he knows the alleyways.)
  • Smash – 3 (The fists. The jaw. The reputation.)
  • Shoot – 0 (Carries a gun. Doesn’t aim.)
  • Sway – 2 (He persuades people with the tone of a falling hammer.)

GEAR TAGS
(3 to start)
  • “Breaker’s Knuckles” – custom-weighted fists, etched with tally marks
  • “Debt-Skin Coat” – armored trench, stitched with debtor tattoos
  • “Stub Iron” – short-barrel gun, barely legal even by Ashclimb standards

TRAIT (1 to start)
  • “Intimidating Presence” – Once per scene, you may gain +1 to Smash or Sway when threatening someone.

STRESS & EDGE
  • Stress: 0/4
  • Edge: 2/session
WOUNDS:

3 (Standard for most characters)
 
So the idea behind this project is that I feel like playing an RPG and decided to do it with my AI app as GM. But rather than completely by myself I would like to include all you too.

Other times when an RPG has been attempted of this forum it dissolved when people came busy. So as a work around I want this as a Solo game but to include a faction turn where others can contribute (I saw it done with Stars Without Numbers via a popular YouTuber and their fan base). So I hashed out a plan with the AI. Rather than a Faction Turn I thought a Community Turn suits it better because I want all of you to be able to make narrative, environmental or even NPC changes to the game.

I hope that helps clarify what is meant by the posts above? I am hoping that there will be NPCs that emerge from the Yaktribe members and are often controlled by them, but at the same time it is not someone else’s character. Other can chime in with the character. The AI app can control them. So on and so forth.

Gorran Slagjaw will be the primary PC. A shaker for loan sharks (think like in Red Dead Redemption 2). I wanted a character that does violence for money but not a scummer or a merc, per se.

As you will be able to see from his stats, they aren’t GW. They aren’t deep. I just asked the App to jury rig a system.

Soon I will come back with more info on the setting and ask the app to start us off with an example of a community turn.
 
So am I right in thinking that Gorran is like the Rick Grimes of the story, I.e. the story evolves around him but it’s not necessarily just his story?

So are we like minor gods playing with fate and trying to make him miserable in an entertaining way?

…or am I completely off track and I should just shut me gob and see what happy first before trying to work it out!? 😄

Either way I’m intrigued 👍
 
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THE ASHCLIMB

Built into the blackened ribs of a collapsed hab-spire, The Ashclimb is a halfway-town, a trade chokepoint perched precariously above the deeper underhive sump rivers. Once a mining station, it now survives on salvage, black market chem-trade, and risky access to ancient ventilation shafts known as the Spiral Lungs—rumored to lead to deeper secrets or worse.

Fires once roared through this region, leaving fused metal, scorched rockcrete, and swirling ash in every crevice. Locals still say the soot “climbs you if you linger too long.”

MAJOR FACTIONS OF THE ASHCLIMB

1. The Ember Saints
  • Type: Fanatical underhive cult (pseudo-Imperial)
  • Power Base: Upper ruins of the Climb, near the Sun-Chapel
  • Beliefs: Fire is purifying. Ash is proof of suffering endured.
  • Assets: Flame-based weapons, relic salvage, martyr fighters
  • Lore: Founded by a broken preacher who survived a dome-fire, the Ember Saints claim that only those who pass through the “Trial by Flame” are worthy of salvation. They hold public burnings—sometimes ceremonial, sometimes not.
2. Ash Knives
  • Type: Espionage and smuggling syndicate
  • Power Base: The Ashcut—an abandoned mining lift shaft turned smuggler haven
  • Style: Masks, whispers, hidden blades, sabotage
  • Assets: Info networks, blackmail, chem caches
  • Lore: The Knives rarely strike in force. They manipulate others into conflict, then pick the bones clean. Rumor has it the current Knife-Master once served House Delaque—and faked his death.
3. Sumpcrawlers Union (Local 47)
  • Type: Militant workers’ collective
  • Power Base: The Gantries, a tangled warren of walkways over active sump channels
  • Style: Heavy tools, sump-gear, exo-rigs
  • Assets: Rigged demo charges, engineering skills, brute strength
  • Lore: Tired of being sent to die for scrap quotas, the Union organized. Now they claim “no climb runs without the Crawlers.” Their strikes have collapsed domes before—on purpose.
4. Guild Enforcer Detachment Zeta-3
  • Type: Official Helmawr-affiliated force (barely)
  • Power Base: Ironhold Depot near the trade lifts
  • Style: Brutal, underfunded, corrupt
  • Assets: Heavy stubbers, debt records, authority
  • Lore: Technically law in the Ashclimb, Zeta-3 is undermanned and over-bribed. They let the town govern itself unless coin goes missing or Guild interests are threatened. Their commander, Marshal Grenth, keeps a tally of how many bribes he’s taken. He’s proud of it.
5. The Hollow-Eyed
  • Type: Semi-mythical scavenger sect
  • Power Base: Unknown; emerge from the Spiral Lungs
  • Style: Pale skin, whisper-speech, scavenged pre-fall tech
  • Assets: Relic tech, psychic oddities, fear
  • Lore: They rarely speak. When they do, it’s nonsense or prophecy. Some say they feed on dreams. Others say they don’t eat, just wait. Whenever they surface, something changes in the town. Some think they’re older than the Ashclimb itself.

TERRITORIES OF THE ASHCLIMB

[SECTOR: CLIMB’S CROWN]

(Uppermost hab ruins, exposed to toxic light)

1. Sun-Chapel of the Ember

Ruined cathedral turned shrine, glowing from sacred flame-pits.

Controlled by: Ember Saints

Tag: Holy site, public executions, martyrdom rituals

2. Hollowplate Markets

Scavenged roof-plate turned market bazaar; full of hawkers, false relics, and scavver lords.

Controlled by: Guild Enforcers (loosely)

Tag: Trade hub, contested influence, bribery runs deep

3. Gloamside Ladders

Narrow vertical thoroughfares lined with nests, hoists, and climb-thieves.

Controlled by: Ash Knives

Tag: Ambush zone, passage tolls, whisper-safe routes

[SECTOR: MID-CLIMB]

(Central structures and bridges—the beating heart of town)

4. Ironhold Depot

Half-collapsed lift-station now used as the Enforcer barracks and gear cache.

Controlled by: Guild Enforcers

Tag: Fortified, corruption central, political leverage

5. Gantry Rows

Dense maze of catwalks and jury-rigged walkways suspended over industrial vents.

Controlled by: Sumpcrawlers Union

Tag: Chokepoints, worker housing, engineering strikes

6. Slagwitch Alley

Known for synth-witches, cut-rate augmetics, and ghost-voxes.

Controlled by: Unclaimed (rumored Hollow-Eyed influence)

Tag: Occult, rumor hotbed, psychic instability

[SECTOR: DEEP CUTS]

(Lower Ashclimb—below the main decks, forgotten but alive)

7. The Ashcut

A massive collapsed mining shaft, now a haven of shadows, black smoke, and secret trades.

Controlled by: Ash Knives

Tag: Smuggling hub, chem exchanges, secret duels

8. The Coil-Yards

Old cable yards infested with sump-rats, scrap gangs, and forgotten servitors.

Controlled by: Sumpcrawlers Union

Tag: Resource-rich, dangerous salvage, saboteur hideouts

9. Spiral Lungs Access Node Theta

A rusted gate at the edge of town leading down into the mythic Spiral Lungs.

Controlled by: Hollow-Eyed (unofficially)

Tag: Forbidden zone, relic access, high danger

[SECTOR: OUTER SHADOWS]

(Borderland ruins and fringe habitats)

10. Chokemouth Gate

The only stable bridge to surrounding dome ruins—guarded, taxed, and sometimes rigged to fall.

Controlled by: Enforcers, but contested

Tag: Gate control, external access, raider attacks

11. Blackgrit Habs

Low-ceiling slums full of squatters, burned-out domers, and junkyard cults.

Controlled by: Unclaimed

Tag: Tinderbox zone, gang turf wars, volatile

12. Maw of Cinders

A cratered zone where something old burned hot and deep—still smolders faintly at night.

Controlled by: Ember Saints (pilgrims only)

Tag: Dangerous ground, relic digs, fire rites
 
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So am I right in thinking that Gorran is like the Rick Grimes of the story, I.e. the story evolves around him but it’s not necessarily just his story?

So are we like minor gods playing with fate and trying to make him miserable in an entertaining way?

…or am I completely off track and I should just shut me gob and see what happy first before trying to work it out!? 😄

Either way I’m intrigued 👍
The Rick Grimes analogy is very accurate. The community could just make Gorran Slagjaws life harder if that is what is most interesting. But I will be asking the AI app to also give screen time to the community charges too.

So maybe there will be events that do not affect him yet but it could be interesting to see it develop without him. Or we might see NPCs from a certain faction and want them to succeed of fail. I will try my best to make the Community Turn to feel impactful.
 
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So the app has made the first Community Turn -

COMMUNITY TURN #1 — “Smoke Rising”

Ashclimb stirs. Grit grinds in the vents and whispers carry between the Gantry Rows. Every faction is eyeing opportunity—or trying to cover their last mistake.

Players may react, scheme, or claim opportunities based on the below events. Respond with your gang’s action, observation, or consequence in-character if you wish. These entries are open-ended to invite interpretation.

1. Fire at the Maw of Cinders

A secondary fire has broken out near the Maw’s southern lip. Ember Saint pilgrims gathered in silent prayer before the blaze—then vanished. Only scorched footprints remain.

Options for interaction: Investigate the blaze? Blame another faction? Steal relics while the Saints are distracted?

2. Ash Knives Sighted at Slagwitch Alley

Several figures in soot-masks were seen entering Slagwitch Alley under escort from synth-witches. Local augmetic sellers have gone silent since.

Options for interaction: Spy on the meeting? Disrupt it? Seek the synth-witches’ services for yourself?

3. Rumors from the Spiral Lungs

A scavver emerged screaming from Access Node Theta, blind in both eyes. He dropped a half-melted data-slate before collapsing. The Hollow-Eyed were seen watching from above.

Options for interaction: Intercept the slate? Trade with the Hollow-Eyed? Block access to the node?

4. Enforcer Crackdown at Hollowplate Market

Zeta-3 enforcers have declared “anti-price-gouging measures.” Traders suspect it’s just an excuse to seize goods.

Options for interaction: Bribe the enforcers? Rally traders to resist? Use the chaos to smuggle in contraband?

5. Union Strike in the Coil-Yards

Local 47 has walked off the job after a crane collapse injured five riggers. They’re demanding better hazard pay and insulated gear.

Options for interaction: Support the strike? Break it? Steal from the shut-down yards?

You’re free to respond to any of these events—or use them as inspiration to invent your own developments. The next Community Turn will reflect the impact of your choices.

Let the ash fall where it may.
 
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So all this stuff is essentially session zero. I will ask the AI app to start the game a proper tomorrow with just me and it. and maybe insert a new community turn for all you to take part in once we have something to work with.
 
I’m still confused slightly, do we need to pick one of the subplots? Would a poll help? If everyone inputs which is their favorite then it would be kinda like playing original fallout, but collectively!?
 
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No no. These are things that actually happened in the setting. The “options for interaction”, I didn’t ask the App to include these. I’m guessing it included the options as suggestions for what the PC could do.

I will post some gameplay soon. Then at suitable intervals I will ask you guys to suggest new contributions, instead of the App making them. I would get some gameplay done now but I’m at a barbecue so the project will have to wait.
 
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to:dr - I made a character called Gorran Slagjaw, professional debt collector. makes an example of first debtor, second one folds and gives up the location of the merchandise. Will the workers strike survive?

GM:

SESSION 1 — “The Dust Never Sleeps”

Opening Shot:


A cold wind whispers through crumbling vents high in the cavern wall. A shaft of weak, yellow light slices through the gloom, illuminating swirls of ash and grit. The city stretches below—tiered walkways, creaking lifts, rusted pipes, and half-collapsed platforms hanging above bottomless black. Somewhere below, a deep metal groan echoes like a dying beast.

This is Ashclimb. The final chokehold of industry, where hope goes to rust and only the desperate rise.

Now tell me:
  1. Who are you in Ashclimb?
    A ganger with debts to settle? A drifter with a half-map and no memory? A Guild apprentice running from your past?
  2. What’s one thing you carry that connects you to your old life?
    (A keepsake, a wound, a code—anything.)
  3. And what rumor brought you here?
    (A job, a relic, a name spoken in the dark?)
Player:
I am Gorran Slagjaw. I collect debts for my clients. Sometimes for guilders when the debt get bad (but they usually get watchmen and enforcers to collect). Most of my clients though are private loan providers that rely on people like me to collect in full rather than calling on feelings of duty.

I was connected to a team before following work to the Ashclimb. My old partners are out there somewhere in another part of the hive. The reminder that i carry of them is a tattoo above my right eye. It is shaped like a portcullis with a halo of barbed wire and two credit currency symbols inside. Together they crudely resemble a skull.

I came to the Ashclimb when i heard of lots if debts needing to be collected and higher rates for collectors. Considering the first community turn, i suspect it is the creditors wanting to apply pressure to the Union Strike in the Coil Yards, to attrition them back to work.


GM:

Scene 1 — “Coil Yards, Edge of Sector J”

The Coil Yards lie in stubborn silence. Usually you’d hear the hydraulic churn of the winding engines or the rhythmic screech of mag-haulers dragging scrap rails to the spooling gantries. But today, the walkways are quiet. Workers squat in clumps around barrel-fires, smoking or glaring up at the Guild banners still fluttering in the dust. You see more red armbands than usual—Union colors.

You’ve been hired by a client known only as “Kurn the Blue-Tooth.” He fronted a few crates of stimwrap and ash-meat to some Yard bosses months ago, expecting a generous return once hauling resumed. But the strike hit, and now he wants his dues.

His words still ring in your ear:

“Two choices, Slagjaw. Either make them pay, or convince ‘em it’s cheaper to work than to owe me.”

You stand on the catwalk above the Yard bar, “The Gutline.” Below, two names flash from your list:
  • Brask, foreman and old labor-vet with a rep for holding out.
  • Ketta, a younger runner, the kind who might cave with a little pressure.
As you watch, both appear—Brask arguing with a group of picketers at the far gate, Ketta slipping into the bar alone.

Player:

Gorran is loud and arrogant, so he goes for the big fish first and expects the runner to fold without a word.

I march straight towards Brask and assuming i can get right up to him i grab his shoulder, spin him around, and say “Brask! You owe my boss something!” I lift up my fist with the Breaker’s knuckles. Then turn my hand over and open my palm, ready for payment.

GM:

Scene 2 — “Confrontation at the Yard Gate”

Brask turns with the grace of a rusted loader frame—broad, scarred, face like a cracked weld. The three picketers flanking him go stiff as you grab his shoulder, but they don’t move. Not yet.

Your voice cuts through the Yard’s gloom like a rivet-gun.

“Brask! You owe my boss something!”

When your knuckles flash, branded metal etched with the symbols of Guilder-approved violence, there’s a ripple in the crowd. The kind that travels. Whispers pass. Even the fires crackle quieter.

Brask doesn’t flinch. His one good eye narrows.

“Slagjaw, is it? Kurn’s little mongrel collector. This Yard doesn’t move ‘til the Guild bends first.”

He spits. Not at you. Near you.

“Tell your boss if he wants blood for credit, he can come and boil it himself.”

He stands straight. The picketers square up behind him—not aggressive, but aligned.

You see Ketta watching from the bar’s doorway now. You were right—she’s already calculating whether to run.

Brask hasn’t drawn, but tension’s thick as sump-ice.

Player:

With my hand on his shoulder i drag him viciously a step or two back away from his friend, to off balance him then pumel him with my Breaker’s Knuckles. Not once. Several times until he submits.

GM:

Scene 3 — “Breaker’s Sermon”

The first punch lands like a dropped servo-brick. Brask stumbles as your knuckles crash into his gut—steel meeting muscle, old armor plates crunching beneath your weight. He grunts, doubles, and you don’t stop.

Another strike—crack!—jaw.

A third—wham!—his eye socket caves like slag glass.

The picketers freeze. One makes a move, but the sound of your gauntlet against flesh stops him cold.

Brask falls to one knee. Blood streaks from his nose and temple, dripping onto the ash-caked metal grating. He blinks, dazed, trying to rise again—until the next blow flattens him.

You stand over him, fist dripping red.

A few in the crowd back away. One films it with a crackling old pict-recorder. Ketta disappears from the bar doorway like a shadow under a closing blast door.

Brask coughs, rolls, and pushes a cred-chit into your open hand.

“There. You bastard… Take it…”

The Union crowd stares—quiet, simmering. But quiet.

You gained:
  • 1 Payment Token from Brask
  • +1 Infamy in the Coil Yards
  • -1 Union Favor (Strike sympathizers now see you as a threat)
Behind you, a voice hisses from the Gutline’s side alley.

It’s Ketta.

“Hey! Slagjaw. You want all your creds? You’re gonna need to move faster than word travels around here. Meet me in the Lift Core. I’ll make it easy—if you don’t bring the mob.”

Scene ends.

Would you like to follow Ketta now, or check in with Kurn, or something else first?

Player:

I will yell “PAY YOUR DEBTS OR END UP ON MY LIST! NOW PICK HIM UP AND BEAT IT!”

I follow Ketta. I will check behind me as i go to make sure i am not being watch, or followed by the strike members. If i see any i ‘ask’ them if they are looking for a doctor.

GM:

Scene 4 — “The Lift Core”

Your voice booms through the Yard:

“PAY YOUR DEBTS OR END UP ON MY LIST! NOW PICK HIM UP AND BEAT IT!”

There’s movement—slow, uncertain—but it happens. The picketers gather Brask, eyes flicking away when you glare at them. No one meets your stare for long.

You head toward the Lift Core, the rusted artery of Sector J. Pipes like bundled bones snake down into the dark, framing the ancient elevator shaft that used to run loads to the Smelt Cradles below. It’s quiet now—Union hands locked it down days ago.

As you descend the catwalks, you check your flank.

One figure—lean, hooded—is tailing you. Trying not to be obvious about it. Another pair hang back at a distance, pretending to smoke, but their eyes track you. Strike muscle, likely.

You spin on the closest one.

“You looking for a doctor?”

The words come sharp, loud enough to echo off the pipes.

He startles—flinches like you slapped him.

“Nah—no, no, Slagjaw. Just… makin’ sure you don’t get lost.”

They scatter like bolt-flies from a flare.

The Lift Core looms.

Inside, Ketta waits near the edge of the shaft, lit by the soft red hum of a maintenance terminal. She’s nervous, flicking her ash-coat sleeve, looking past you before speaking.

“Nice work up there. You bought yourself some time… but not much. Word spreads fast.”

She reaches into a crate and pulls out a small lockbox.

“Half the creds I owe. I was gonna stiff Kurn completely—but I’d rather owe him than you.”

Then her voice drops.

“But if you want all your creds… I can tell you where the Union’s keeping the stim crates. They never burned ‘em like they said. They’re holding them for leverage. You tell Kurn you recovered the stash—he’ll call it square and maybe owe you.”

She eyes you, gauging your reaction.

Player:

I reach out towards the box, but then grab her wrist. Take the box from her hand and start patting her down for whatever else she has that might cover the debt.

After that i tell her she can get it back IF the intel is good. And that she is coming it retrieve it too. (So intimidate)

GM:

Scene 5 — “Collateral”

Ketta flinches the moment your hand snaps around her wrist, but she doesn’t scream. Smart. She’s seen enough collectors to know when the shouting starts, it’s already too late.

You take the lockbox—feels heavy enough to hold what she claimed—and begin patting her down.

She stiffens but doesn’t resist.

“C’mon, Slagjaw… I’m not holding out…”

Your practiced hands prove otherwise.

You find:
  • A backup cred chit tucked in her boot (maybe another tenth of the debt)
  • A collapsible baton hidden in her coat lining
  • A stub-auto mag—empty
  • And a keycard marked Y-22 — UNION HOLDING — SMELT STACKS
You let the silence settle as you hold up the items like exhibits in a one-sided trial.

Then you lean in.

“You want this back? That info better be gold. And you’re coming with me to pick it up. If it’s a trap… your name joins the list.”

She pales, lips tight, nods once.

“Alright. You want the crates? We go tonight. Smelt Stack 22. No workers on shift—it’s where they offload the Guild’s overstock and ‘misplace’ it.”

She eyes the box in your hand.

“Just let me walk in front when we get there. If they see me with you… it’ll go bad fast.”

You gained:
  • 1 Partial Payment Token
  • 1 Smelt Stack Keycard (Y-22)
  • Ketta as a reluctant guide
  • +1 Risk (Strike sympathizers now consider you a serious threat)
End of session 1
 
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I will play another session tomorrow and then open the first true Community Turn, when you guys will suggest what factions do next, if any environmental hazards trigger or take some control over an NPC. (Maybe the entries in the Community Turn could be newspaper articles?)

Just keep it in tone with the game and in line with established lore, then I will feed it to the AI app and tell it to include it in the game.

I hope it will make an interesting read for everyone.
 
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So am I right in thinking, where it says player, that is stuff that you are writing?
Sorry if that’s an obvious question, but I’m just trying to work out what’s going on?
It’s extremely detailed, so the AI remembers all this stuff?
It certainly escalated quickly!: “give me money” “no” *whack* “ok” 😄
I’m especially interested in the hollowed eyed!
Are they mystics, are they just drug crazed tech worshippers!?
Also the ash cult that wander up and down, like, getting covered in the toxic dust is some sort of cleansing ritual!
 
I wanted Gorran to enter town with a bang! I imagine that it was a deliberate choice, so that when he goes for smaller targets they pay up quickly instead of trying to ask for a couple more days they promise. 😏

The ember guys sound like a redemptionist crusade. I’m hoping they haven’t funded their cause with debt. It sounds like a dangerous task to collect from some fanatics who believe in the destruction of structured society and are willing to martyr themselves.

Does anyone have any ideas for fake swear words for Slagjaw to use?

Edit: yes I am Player and the AI app is the GM
 
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religiously (& credit) based: Throne, Throne-forsaken
swearing belittling an opponent: Groxcrap, Bollocks, Cawdors arse, Mercatorsfeed, Shitstain
swearing referring to the origin of the opponent: Uphive c*nt, Midhive fancyboy, Ratfeed, (Delaque) Spook...

you could 'bastardize' any of those: Mercator pallidus refuse > pales ref, meatgob / cantina owner: swillserf

this could be helpful: https://natfka.blogspot.com/2020/05/necromunuda-vernacular-gang-speak.html
(the original lingua primus articles can be found on scribd)
 
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tl:dr - Slagjaw gets a narrow window to retrieve the merchandise. He gathers a team to pull the job off clean. Despite being watched from the shadows he gets out of there. Maybe there will be a future for him in Ashclimb after all.

[session 2 Start]
Player:

So I think Gorran Slagjaw would know how big and how many the stim crates are, right? Does he need help carrying them, and does he know if there are lifts in the section to make an escape? If he needs help, he will likely go to Kurn, his employer, since Gorran is new to town and doesn’t have buddies to help.

Otherwise he would prefer to turn up at Kurn’s door with the crates in hand.

GM:

Yes—Gorran would have a solid sense of how stim crates usually come packed. They’re industrial medicae-grade, typically stored in heavy plasteel cases about the size of a coffin lid and weighing more than a grown man if full. A single crate might be dragged by one person, but moving more than one without a cart or rig would be a slow, grunting nightmare.

There are lifts and belt-rigs in this section of the Ashclimb, but access is inconsistent. The lift near the Coil Yards depot—likely the easiest path out—is shut down as part of the strike and only operational with Guild override. That means the main viable options are:
  1. Smuggle the crates out piecemeal through side paths or vents (slow, risky, especially with unrest growing).
  2. Pull in help—Kurn or hired hands—to move them all in one coordinated run.
  3. Try to find transport or gear locally, like a grav-sled or sump mule.
So if Gorran wants this done quickly and cleanly, he’ll likely need a team or a favor—and Kurn would be the first call, especially since Gorran’s still building his rep in this district.

Want to go straight to Kurn, or try casing the area first to look for gear or shortcuts?

Player:

I’ll ask Ketta if she has access to something to transport them, since she works in the area. But I’m thinking that I need access to that lift by the Depot. My best chance of getting the codes is Kurn, but I don’t think we established him as a Guilder, only an invested individual. Otherwise it might be a fight with the picketers, and they out number me.

I think… ah man. I go to Kurn. I tell him I got the location of the stim crates and need that access code, a couple of extra hands and a transport.

GM:

Ketta lets out a sharp little laugh when you ask her about transport.

Ketta: “What, you think I moonlight as a freight hauler? I sling parts and data, not crates. But…”

(she shrugs)

“You clear a path and I might know someone with a rig. Don’t ask me for more till you’ve got the route.”

So—Kurn it is.

The climb to Kurn’s holdfast takes you through a cleaner slice of the Ashclimb, where fire-welded doors bear personal emblems instead of Guild seals, and the ash settles lighter on the walkways. When you knock, a dull chime answers—one of those buzzer tones meant to announce someone important is waiting.

The door unseals, and Kurn greets you in his usual way: robes parted just enough to show the sidearm on his hip, face unreadable behind smoked goggles.

Kurn: “You’ve got something for me, Slagjaw?”

When you explain what you found, Kurn doesn’t blink—but the corner of his mouth tightens.

Kurn: “Stim crates from the depot. That’s not just debt recovery—that’s capital control. Guilds will want their cut.”

He walks a short circuit of the room, pulling data-slate cords out from a wall socket as he paces.

Kurn: “I can get you a code. Not clean, but it’ll ping green for fifteen minutes. I’ll send two workers—silent, obedient. You get the crates, you get them back here. No mistakes.”

He pauses, then adds:

Kurn: “And Slagjaw… if the picketers jump you, don’t kill anyone with a Union patch. Scars I can explain. Corpses are harder.”

He turns, waiting for your answer.

Want to take the offer as is—or ask for more (or less)?

Player:

That last comment causes Slagjaw to grimace. He is thinking to himself that he would have preferred gangers to workers.

“How many crates did you give them? Can we get them all in one go? If you want it done cleanly we have to be able to move fast and quiet.”

GM:

Kurn gives a slow nod, almost like he expected the question.

Kurn: “Six crates. Full shipment. They lifted it from a waystation in Upper Coil—meant for a Guild enforcer barracks, not the Yards.”

He taps his data-slate once and turns it so you can see. A rough schematic flickers up: a Depot schematic with six crates marked in a half-circle inside a container room. Only one hallway connects it to the lift.

Kurn: “Three of them can be stacked. The others will need to ride separate. You’ll need a flatbed sump crawler to do it in one haul—I’ve got a line on one, driver owes me favors. You get the code, the crawler, and the two hands.”

He lowers the slate.

Kurn: “But speed and silence aren’t cheap, Slagjaw. You want a cleaner run than muscle-and-threats, I’ll need more than your usual cut. You want to impress in this town, you pay in effort or blood.”

You get the sense he’s offering you two roads:
  • Option A: Take the deal as is—quieter, faster, cleaner, but your take from the job will be lower.
  • Option B: Push back—ask for a better cut, or ditch the crawler and do it rough-and-loud.
Which road does Gorran walk?

Player:

“You’re gonna tie my hands and then starve my cut?! When I am getting YOUR merchandise, for you? Fine forget your favor. We’ll drag ‘em across the ash. For slag’s sake.” I will tell him the meeting place and time.

I think we are ready for the mission.

GM:

Kurn doesn’t argue. He just watches you rant with that glacier-still calm of someone who doesn’t need to explain himself.

Kurn: “Then drag them. But don’t break them. If that stim gets corrupted by the dust, it’s just sludge with a fancy label.”

He sends the code anyway—flashes it to your slate on a tightband signal and marks two of his crew for pickup. You leave with the override key, two sets of eyes to help move the crates, and the distinct impression Kurn would be just as content if this whole plan failed… as long as someone else took the fall.

Job Setup: The Stim Heist
  • Objective: Extract 6 stim crates from a sealed Depot room in a strike zone.
  • Timeframe: One run, 15-minute lift access window.
  • Assets: 2 hired workers, 1 loading rig (manual), strike zone access code.
  • Risks: Union picketers, random scavengers, Guild patrol sniffing around.
  • Reward: Favor with Kurn, and the stim cut (if delivered intact).
Want to dive straight into the mission? Or do you want to set the stage—check the strike zone, prep the route, or talk to your two helpers before the job starts?

Player:

Ketta is there right? I hand her the key card back and tell her to lead the way, and remind her that I will hunt her down if she tries to double cross us. She said it will work out bad if I am seen with her so I send one of the workers with her. Once they check that the coast is clear they are to signal for us to come with the manual loading rig.

GM:

Ketta takes the keycard back with two fingers like it might burn her, then slides it into a pouch sewn under her jacket collar.

Ketta (dryly): “I’m flattered by your trust, Slagjaw.”

When you remind her of the cost of betrayal, she doesn’t argue. She just nods—and you catch the way her jaw tightens. Whether from fear or pride, it’s hard to say.

The worker you send along is a brute of a man named Telg, thickset and silent, the kind who doesn’t blink much. He falls in step beside her with a grunt, and the two disappear into the side streets, heading for the Coil Yards access gate.

The second helper—Larra, smaller but wiry and sharp-eyed—waits with you beside the rig: a rust-stained loading cart with a squealing traction unit and barely charged power cells. Larra watches the rooftops while you wait, tapping a stress rhythm on the handle of her toolbelt.

Fifteen minutes pass. Then your slate pings—a green flashcode from Telg. Coast is clear.

The lift is operational. The route is prepped.

Larra grins and slams the rig into motion.

Larra: “Let’s go bag some medicine, boss.”

Next Scene: You arrive at the edge of the Depot compound. The strike zone is eerily quiet, the kind of silence that feels arranged. Ketta and Telg are waiting by the side door—marked with Union graffiti, now hastily scrubbed. The lift terminal hums with weak life, keycard scanner blinking amber.

Want to proceed straight in and hit the crates? Or pause to prep, ask Ketta questions, or scan the area for trouble?

Player:

We have a limited time frame. I tell Telg and Larra to load the trolley. I have just a Quick Look around before me and Ketta start picking up a crate.

GM:

As you wave Telg and Larra in, they hustle forward without a word. The loading rig rattles and whines as it crosses the threshold into the depot’s interior.

Inside, the stim crates sit just where Kurn’s map said they’d be: stacked in a half-circle like a forgotten offering. They’re marked with faded Guild medicae symbols—T12/Burn Suppressant, G10/Combat Cocktail—and sealed with vox-tags that chirp angrily but weakly, either low on power or overridden by the lift key.

Larra cracks a grin.

Larra: “We’re gonna be rich on resale and ulcers.”

Quick Look—Awareness Check

Your eyes sweep the depot while the others work. The industrial gloom plays tricks with depth—conduits wrapped in cloth, old scaffoldings sagging overhead—but nothing’s moving. Still, there’s a strange sound—not boots or voices. It’s more like a scraping, skittering sound, up near the ducting.

You glance upward.

A pair of hollow eyes blink back. Then vanish.

Someone’s watching. Or something.

Ketta sees your reaction as she grabs a crate with you.

Ketta (low): “You saw it too, didn’t you.”

Before you can answer, Larra whistles—“Three loaded!”—and Telg’s hauling the fourth into place.

Ketta: “We leave now, we’re in the green window. You wanna poke around or push through?”

You have maybe five minutes left before the lift window closes.

Push forward—or check the vents?

Player:

Push forward. The faster we get this out the smaller the window of opportunity for any reprisals.

And a pair of ‘hollow eyes’ sounds like another Tuesday spook. Not a picketer waiting in ambush. Naturally I am keeping an eye out as we go. Gun out. I already calculated that if some monstrosity comes out we can drop a crate to keep it occupied.

GM:

The lift groans as it descends, the floor rattling beneath your boots. Larra and Telg are hustling now—no wasted motion—muscle memory and urgency blending into a rhythm. You and Ketta shove the fifth crate into place as the last crate slams down with a jarring thud that echoes like a bell in the hollow Depot.

Larra (half-joking): “You ever feel like you’re stealing from ghosts?”

Telg (deadpan): “No. Ghosts don’t pay bounties.”

You roll the loading rig onto the platform. The lift chimes once—access verified—and begins to ascend toward the street level gate.

Ascent Phase

Your eyes are scanning constantly. The vents, the walls, the shadowed supports above the cargo rails. You catch another flicker—movement, definitely—but it doesn’t follow. Not yet.

Gun drawn, you press yourself near the crates. One crate could be sacrificed, sure, but each one dropped weakens your score… and your standing with Kurn.

Then the lift shakes. Just once. Like something heavy landed nearby.

Ketta flinches. Telg reaches for his stubgun. Larra starts muttering under her breath.

But nothing comes.

Not yet.

Final Gate

The lift locks into place at the street level. The blast door slides open, revealing the corridor to the alley where Kurn’s operatives should be waiting.

No picketers. No Guild. No freakish watchers. Just your team, your crates, and the thrum of a win narrowly earned.

Ketta (quietly): “We’re through.”

Job Complete: The Stim Heist
  • Six crates retrieved.
  • No loss of goods.
  • Minimal exposure.
Rewards:
  • Favor with Kurn increased.
  • Gorran gains reputation as a reliable—if blunt—asset.
  • Ketta’s loyalty… complicated.

Would you like to do a wrap-up scene with Kurn or anyone else? Or cut to a later moment—perhaps rumors swirling, a new debt arising, or a complication revealed?

Player:

How about a scene where we have just delivered the goods, Kurn sees me and Ketta out and there me and Ketta have a moment?

As Ketta turns to walk away I grab her shoulder. “Hey partner! Where’s a good place to get a drink around here? How about the Gutline?!” I jest with a laugh. Naturally gripping her coat tightly so that she can’t just walk away.

GM:

The crates are stacked like gold bars in Kurn’s receiving bay, grime-streaked but intact. He barely glances at them before nodding—just once—and muttering something to a pair of his aides. They vanish into the gloom to inspect the haul.

Kurn walks you both to the edge of his compound with the quiet satisfaction of a man who got exactly what he expected. He doesn’t say thank you. Just gives you that ice-chip smile.

Kurn: “You keep earning like that, Slagjaw, and maybe this ash heap will start looking like a future.”

Then he’s gone.

You and Ketta step out into the street’s dim haze, sulfur lamps casting everything in dull amber. She exhales like she’s been holding tension in her lungs the whole time. Starts to turn away with no fanfare—

—and that’s when you grab her coat, yanking her to a stop.

Gorran: “Hey, partner! Where’s a good place to get a drink around here? How about the Gutline?!”

Your laugh is light, but your grip isn’t.

She stiffens. Doesn’t look at you for a beat. Then slowly turns her head, that sharp grin crawling back onto her face.

Ketta: “Only if you’re buying. Gutline’s pisswater unless you know the barmaid.”

She peels your fingers off her shoulder, one at a time. Doesn’t shrug. Doesn’t flinch. But her voice dips low, tight.

Ketta: “Next time you grab me like that, Slagjaw… make sure you don’t want me sober when it happens.”

Then she walks off toward the lights. Doesn’t hurry. Doesn’t look back.

Want to follow her and continue? Or let her go and close out the scene with a final moment for Gorran?

Player:

I look dumbfounded for a moment, trying to figure out if she was taking me seriously about the bar in front of which I beat up Brask or she was trying to get rid of me.

By the time I come to my senses, the moment to intimidate her into drinking with me has past by. Instead, I pull out a pouch from my coat pocket. “Hey, Ketta! Your stuff, as agreed.” And throw the pouch for her to catch.

I then walk the other direction to head to the room I rent.

GM:

She doesn’t turn when you call out—but her hand snaps up, catching the pouch in midair without missing a step.

Ketta: “Thought you’d forget.”

She doesn’t stop walking. Just pockets it and lifts one hand in a loose wave behind her, fingers twitching in something halfway between thanks and dismissal.

You stand there for a second longer, the sulfur glow painting long shadows off your boots.

The streets of Ashclimb feel quieter than before. Less tense, maybe. Or maybe it’s just that you earned yourself a night without someone bleeding on your coat.

You turn and head down the alley that leads to your rented hole— past steam vents, rusted gutters, a flickering shrine to the God-Emperor’s broken promise— and the distant echo of laughter from the Gutline, still ringing in your ears.

[Session 2 End]
 
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When I look at it again in a post, this is a bit of a wall text. Sorry about that. But for those that aren’t undeterred, I want to open the first true Community Turn.

To participate, just tell us something you think should have happened in the setting. Is Brask planning his revenge? Have the Ember Saints started another fire but this time bigger and somewhere more important?

Write it how you like too. Short story, as a news article, even a short message like “Ketta is trying to avoid Gorran”. They are all welcome. And we will weave it into the story.
 
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