The Expedition - Necromunda forum RPG [New players welcome!]

HorribleHedgehog

Gang Hero
Aug 16, 2017
576
1,033
103
Deep beneath the towering spires of Hive Primus, in the dark corridors and dust-swept domes of the Underhive, legends of long-lost riches and hallowed archeotech of miraculous powers are often told. Most of these tales are simply embellished fancies of the desperate scum that infest the drinking holes of underhive settlements or scams by prospective rumour-merchants. However, news of priceless artifacts unearthed and strange, outlandish discoveries arrive just frequently enough to ensure that there is never a shortage of adventurous fools to venture into the dark.

One such tale is that of the Old Mourner, a bounty hunter of legendary renown who is said to have amassed a fortune large enough to buy himself into the hive nobility ten times over. Why he never did so, the tale does not tell - only that he disappeared and left it all in a place known only as the Mourner's Mill.

This fabled location was thought either long lost or entirely a myth, until one night, a sickly, raving guilder stumbled into the minor settlement of Wastelake. The delirious man claimed to have found the Mourner's Mill, and personally witnessed the glorious wealth within. The word began to spread well before the broken guilder had succumbed to his illness, and by the next week the settlement was swarming with treasure hunters, mercs, scummers and bounty hunters eager to join an expedition into the depths...

***

Greetings, hive scum! This thread is dedicated to the play-by-post Necromunda RPG, The Expedition. I'll be the GM, so feel free to PM me with any questions you have regarding this game. Now, some basics and the rules:

In case you're not familiar with the concept, a play-by-post RPG is a form of text-only narrative game played by posting (duh). The players each create a player character and then detail the character's actions in their posts. The games master helps resolve conflict situation (ie. when two player characters get into a scuffle or someone tries to do something that has a chance of backfiring or failing spectacularly) and generally tries to keep it all together without restricting the players too much.

FIRST OF ALL

This RPG is mostly about writing a compelling story collectively, rather than intricate game mechanics or trying to 'win' the game. As such, the rules are very much on the light end of the scale, and most of the time won't be needed at all.



CONFLICT

Since we're going to be having multiple cooks in the kitchen at the same time (so to speak) there will likely be situations that need arbitration, like players disagreeing with each other, starting a fight with NPCs or attempting to do something difficult or dangerous. These are the key scenes of the story - it'd be awfully dull without them! This is where the conflict resolution mechanic comes in. Each conflict can be broken down in four categories or parameters: motion, safety, pride and co-operation. In each of these categories you can either fail miserably, gain a partial success but make some compromises, or succeed fully.

Motion: how close you get to your goal.

Pride: how you and others feel about your actions.

Safety: your physical (and possibly mental) well-being.

Co-operation: is whether you need your allies or manage on your own.

The categories are independent of each other: you can survive with your pride intact despite failing at your goal, or you can get through a fight unscathed despite needing an ally to bail you out later. Each of these parameters is either at a failure (0), a partial success (1) or a full success (2).

Motion: If you fail, you make no headway to your goal. If you have a partial success, you likely succeed, but must pay some price for your victory. Full success: you succeed.

Pride: If you fail, your behaviour may antagonize other people or make your character deeply ashamed of themselves. If you have a partial success, your behaviour is not seen as acceptable or indicative of strength, and you lose face. If you have a full success, you act with honour (such as it is for hive scum) and decisiveness.

Safety: If you fail, you’ll be heavily injured or end up cornered. If you have a partial success, you’ll be somehow harmed or at a disadvantage. If you’re lucky, you’ll have a full success and escape without harm. See Wounded below for the effects.

Co-op: If you fail, someone comes to help you, but you’ll both be in trouble. If you’ve got a partial success, you’ll need a mate to help you succeed. If you’re entirely successful, you can manage on your own. When another one needs to help you, you have to break off your story at a cliffhanger before it’s entirely unraveled. One of the other players will have to jump in the story and finish it himself (according to the parameters of course). He can also use an NPC for this if he’s not present. If the PC is entirely alone, tough luck, the Badzones are dangerous for the lonely!


These ‘rules’ only apply when somehow there is some meaningful conflict. You don’t need the GM to describe how your character holds his liquor in a drinking den, but you will if you want him to ambush a host of scavvies. After writing his piece, the GM will hand you the parameters and subtract them according to the situation. The rest of the story is up to you!

It goes like this: 1. GM posts to frame the setting, so you know where your character is. Use your imagination to fill in the blanks. 2. You post what your character does, what happens in that scene. If it involves something your character could not do on himself, or involves conflict, you will need the GM to: 3. Post the parameters of the conflict. 4. After that, you post how you resolve the story, according to the parameters (which you have or haven’t altered - more on this later). Sometimes, when co-op is low, you have to break off your story and let another finish it.

Generally, the GM frames and sets the conflict and you make the story.



CHARACTERS

There are some ways to add bonuses to these conflict parameters to increase your chance towards full success.

Flaw and Strength: Everyone is at least good at something and everyone has a weak spot as well. Your strength is what your character is renowned for. It could be the huge frame of a Goliath, the silvery tongue of a natural-born merchant or even minor psychic powers. Other examples would be being an expert shot or a knack for stealth, or indeed any skill or trait that may come in handy downhive. A flaw is not exactly the opposite - it is the ugly facet of your character's person. Recklessness has been the downfall of many an adventurer and cowards are liable to let their allies down. Greed has reduced many an expedition to petty infighting and paranoia has influenced many a betrayal.

Using your Strength gains you a bonus you can assign to one of the categories (you can bring a failure to a partial success and a partial success to a success). ‘Using’ means you have to do something for it: in your tale you describe your character benefits from his strength - you'll have to invent a plausible scene to show how your character uses his skill to his advantage.

Flaw works similarly. You can use your flaw to switch the penalties on one category over to another of your choosing. (For instance, you can change a failure in Motion to a failure in Safety) Again, this only counts if you can tell it. You could narrate how, by recklessness (=flaw), you taunt the enemy away from your employer, thereby keeping him safe (motion towards your goal in the combat) instead of going for the GM’s Motion 0 (failure) and Safety 2 (success). You end up with a failure (0) in Safety for yourself, but a successful goal. A flaw can therefore be an important advantage for the player.

Using a flaw has an additional advantage: you (re)gain a Grit point, a token you can exchange for a bonus (+1) on one of the categories.

Don’t take ‘failing’ too personal. Without flaws, characters are quite boring, and the Underhive is full of dangers even for the most stone-cold killer. The rules will hopefully make those sacrifices count!

Goal: a goal is what your character want’s the most on the long run. Maybe he’ll never achieve it? It could be as simple as wanting to prove you're the hardest bastard out there, or as lofty as ascending to the hive nobles' ranks. By making this clear, you open your character up for other players and the GM to become involved in your story in a way that’s relevant.

Greatest Fear/Moral Principle: Everyone lives, therefore everyone has something he fears the most, and even hive scum have principles. When you’re faced with your greatest fear, you’re going to avoid it, even if it breaks your deepest principle. This makes great opportunities for roleplay and drama. Only rule here is that you’ll gain a Grit point (used to manipulate the categories) each time you break your principle to avoid fear. Sometimes though, you’ll want to face your fear, go straight into the conflict, and burn those accumulated points to overcome the odds! By doing great things, such as facing your fear, you will ‘level up’: you will increase your Total Grit points, which increases your maximum grit points. That’s probably all for leveling rules-wise.

Wounded: When your Safety is at ‘partial success’, you have somehow lost physical integrity, you’re harmed. We’ll call this ‘wounded’ ruleswise. One way is by being actually ‘wounded’, other effects could be an increase in animosity from others or another disadvantage. You lose the ability to burn grit points for the next conflict. Tick this off on your sheet or remember it. If you’re entirely unsuccessful, tick it off twice, you’re unable to use any bonus and have to play the parameters straight. See next bit.

Do not forget to keep track of your Total grit points (goes up) and you Current grit points (this will fluctuate) as well. Both start at 1, Current grit points can never be higher than Total points.

When you present your character here, along with a description, write a line or two for each trait: Flaw, Strength, Goal, Fear, Principle. Think about it. Envision the burdens and hopes of you character.



COLLABORATIVE STORYTELLING

To make a good story look good, we’ll have to agree on a few layout issues. I suggest writing story in a quote for starters, and everything else (such as rules, discussion) in plain text or hidden under spoilers. That should keep the thread nice and tidy. Secondly, we have to agree on a tense and a ‘narrative mode’. I think the most universal and easy is to write in the past and use the third person, even about your own character. We can use quotation marks or italics for direct speech.

Gesilde nervously checked the charge of her las-packs for the third time, and hissed at Brucke: "We gonna go or what? The scavs get any closer and they'll be dropping turds on us!”

You don’t have to write long texts. If you’ve read on to everything so far, sometimes a small sentence can keep the story going. Sometimes though you’ll want to write a few paragraphs on how your character angsts over his emotional conflict, or on an elaborate battle scene. Use your imagination and try to write interestingly. Sometimes the GM will start a pm conversation with one or more players, to pursue a side story privately. The players can also always PM the GM to ask anything or start a secret/private plot.

That’s it for the rules. Tell good stories and tell them well. Avoid slovenly writing, make interesting characters, care for them (and kill them). The badzones await...

CHARACTER SHEET AND EXAMPLE CHARACTER:

If you wish to enter the story, make sure you post this information next to your intro story (or separately). If you want, copy it on paper so you can keep track of your points in pencil or use it for inspiration or sketching.

[Character description]

Name:
Age:
Nickname or function:
birthplace:
Contacts, friends:

Strength:
Flaw:
Goal:
Greatest Fear:
Principle:

0 (Wounded)
(unable to use your Grit points)
0 (severely)
(unable to use any bonus)

Total grit points: 1
Current grit points: 1


Example character: Brucke

A mercenary of long standing, no one quite knows how Brucke came to be ousted from the great clan house of Orlock, only that he never talks about it. In fact, he rarely talks about anything, and keeps to himself unless the job requires co-operation. Despite his cold personality, Brucke is a prized bodyguard for his tight-lipped nature and ability to keep his cool even in heated situations.

He is a short but stocky man with grizzled features and a scraggly hair and beard. His shotgun's barrel is notched with a dozen kills and he has a small gang's worth of wicked-looking knives hanging from his belt. His clothes are of Orlock make, but all symbols of the house have been filed off or defaced.

Name: Brucke
Age: 29
Nickname or function: -
birthplace: Habzone 2856.12, Orlock territory
Contacts, friends: Employed by the Guilder Cairistiana as a bodyguard-slash-enforcer

Strength: Nerves of steel - Brucke is stoic and dispassionate even in situations that make most scummers lose their cool.
Flaw: Distrustful - Brucke has a low opinion of most other people, and rarely trusts them with sensitive information - or any information at all, for that matter.
Goal: If he has one, he isn't telling.
Greatest Fear: Being used by others.
Principle: Don't betray your employer, unless he betrays you first.

0 (Wounded)
(unable to use your Grit points)
0 (severely)
(unable to use any bonus)

Total grit points: 1
Current grit points: 1


That's all for the technical bits - now let's get this show on the road!

***

Cairistiana the Guilder surveyed the ramshackle settlement standing before her. Wastelake was little more than a slapdash collection of scrap metal hovels rounded out by a few more permanent dwellings, surrounded by a wire fence on three sides and an acrid sump pond - she assumed this to be the town's namesake - on the remaining one.

"Not much to look at." , she flatly stated while fondling her guild symbol - an utilitarian disc barely larger than her fist. "But I suppose this deep in the Underhive I shouldn't have expected anything more."

"About right"
remarked one of her two travelling companions, a wiry woman with a pair of laspistols on her belt, a collection of savage scars on her face, and most notably, a gaping hole where her nose had once been. "We're lucky there's a settlement at all. Normally you'd find nothing but sump-sucking scavvy scum at these depths, but apparently this is a safe spot."

"For a given value of safe, anyway. Brucke, do you have the flyers?"
The guilder said, addressing her second traveling companion - a short, stocky man with grizzled looks and a well-maintained shotgun slung across his shoulder. The man grunted, which Cairistiana took for a yes. "You and Gesilde pass those around whatever drinking holes you can find in this place. I'll go get us some accommodation."

Her hirelings nodded in agreement and went on their way.

***

Later that day, in the local drinking den "Drowning Mutie"...

Cairistiana and her underlings were sitting at a table in a corner of the den. Gesilde and Brucke had just returned from passing out the flyers and the guilder was anxiously waiting for prospective recruits to turn up.

"Lighten up, miss" croaked Gesilde, her chair propped back and her feet resting on the table. "Ain't no underhiver can resist the call of a good treasure hunt. They'll be lining up to join us before the night's over, you mark my words."

Cairistiana couldn't help but smile at the mercenary's carefree attitude. "It's technically an expedition to reclaim lost guild property, you know."

"That's what I said"
Gesilde shrugged.

Their conversation was interrupted by the heavy thud of the tavern's door...

Alright then - time to start introducing your characters to the story, people!
 
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HorribleHedgehog

Gang Hero
Aug 16, 2017
576
1,033
103
This post is reserved for bookkeeping.

LIST OF PLAYER CHARACTERS

Bella appears almost a cliche Escher. Tall and lithe and moving like quicksilver she made her name as a scout and swordswoman as a member of The Deathshade Harpies. She still proudly wears their insignia on her lightweight armour but refuses to be drawn on what happened to them or why she is the only one still standing.

When confrontstion is likely she prefers engineering an unfair fight to a shootout. Her preferred engagement is a single stilleto thrust to the back though she is more than adept with the sword at her hip. She is also equipped with a functional but unimpressive laspistol.

She hates running solo but has been slow to trust since whatever fate befell the Harpies left her alone and scraping by.

Name: Arabella.
Age: 25
Nickname or function: Bella
Scout and swordswoman.
birthplace: Vectia Dome. Escher territory.
Contacts, friends: Currently none. Formerly of the now defunct Deathshade Harpies gang. Current relationship: Last woman standing!

Strength: Whether low level prescience, just years of exposure to the underhive or plain dumb luck, Bella feels like she knows an opponent's next move before they make it. Sadly only manifests in high stress situations or she'd be rich by now. At least she's still alive though!
Flaw: Impulsive. Perhaps due to the above and her ability to infiltrate and evade she doesn't always look before she leaps, often preferring to go on instinct alone.
Goal: Amass the credits to return to Vectia Dome at the head of a reformed Deathshade Harpy gang and avenge their downfall. Once a Harpy..
Greatest Fear: Currently living it. As much as she excels at solo scouting, Bella hates operating alone without a support network of any kind.
Principle: Honesty and Integrity. By underhive standards at least. Bella prefers to honour her deals and keep her word but will happily stab a non-friend in the back or even in thier sleep if the opportunity presents. She just won't lie about the intention beforehand!

0 (Wounded)
(unable to use your Grit points)
0 (severely)
(unable to use any bonus)

Total grit points: 1
Current grit points: 0 - she used her grit point to safely survive her fight against the scavvy mob.

Most people you ask about the street urchin named Sevro remember him along the lines of "the grubby little shit who stole my good respirator!" or possibly "the kid they once saw playing in the corridor before it got really dark and the light bulbs went missing..."

Regardless of how most people remember him in person, there are those that have closer dealings with this light fingered juvenile, to them he serves as a cheap source of novel, if unreliable devices for a wide range of applications.

he is not without enemies however, his short stature and shortage of years make him a tempting target for those who want to make use of his skills on a more permanent basis...

Name: Sevro (Sev to his mates)
Age: 14
Nickname or function: Scavenger, tinkerer and light fingered little terror
Birthplace: Unknown, found on doorstep of the scrap shop 'Grendels gubbinz' which spontaneously exploded ten years later...
Friends/contacts: A small network of customers who think he's just the delivery boy, along with a bunch of other assorted urchins and beggars

strength: Tinkerer - Very talented at building things from scrap and repurposing technology.
Flaw: Juvenile - he's 14! Also will do anything to get his hands on Ciphas Caine memorabilia...
Goal: Get off world - become a hero of the imperium!
Greatest fear: Exposed positions and sleeping anywhere not protected by at least two booby-traps.
Principle: It's not stealing if I don't Like you...

An average size man with a worn looking face, brown hair and a slight curve to his posture, Dangerous Dalton is a man with but one desire - Mung Vases!

Working from his 5th Floor Cell Workshop, he has forged a great many Vases, selling them by the dosen to his rather shifty clientele (no doubt to sell further afield), he is quite content with his relatively quiet existence, toiling away at his craft and spending his few hard earned caps on the best wildsnake, synthfood and women this dome has to offer!

One day something is going to go wrong he keeps reminding himself, but until then, life In the underhive is pretty good!

Name: Textamillion Dalton
Age: 24
Nickname or Function: ‘Dangerous’ or more colloquially, ‘that pot guy’
Birthplace: A small settlement in Dome 342765867B (Underhive)
Contacts: afew good acquaintances at the local drinking hole and afew not so good acquaintances who provide him with goods and materials.

Strength: Steady Hands- years of counterfeiting have given him the uncanny ability to replicate small details and manipulate delicate objects.
Flaw: True Bravery - he is never afraid........to completely ditch who he is with and leg it for all he’s worth! It’s saved him up until now, and he has a certain pride about it!
Goal: To release his own range of Mung Vases, he already has them made, it’s just no-one seems to want them! ‘One of these days he tells himself’
Greatest Fear: losing his only one true Mung Vase! He keeps it in a Safe next to his bed and checks it regularly through a secure slot!
Principle: You can always find new people but you can never replace good pottery!

0 (Wounded)
(Unable to use your grit points)
0 (Severely)
(Unable to use any bonus)

Total grit points: 1
Current grit points: 1

LIST OF NON-PLAYER CHARACTERS

PEfwTyR.jpg


The financier and leader of the expedition to reclaim the riches of Mourner's Mill, Cairistiana is a young guilder of relatively low standing within the merchants guild. Once, her family had been a significant player in the commerce of Hive Primus, but a string of bad business decisions by her predecessors have ruined their standing with the guild. Now, as the sole heir of the Wecter family, she is driven to the Underhive in a bid to turn their fortunes.

She is a young woman of slightly portly build, with a data-monocle on her right eye and guilder tattoos on her chin and below her left eye. She wears her merchant's badge in a necklace. Despite being nearer to the bottom than the top in the hierarchy of the merchant's guild, her clothing appears gaudy and expensive by the standards of the Underhive - the shoulders of her heavy crimson longcoat are covered with the fur of some exotic creature.

Name: Cairistiana Wecter.
Age: 27
Nickname or function: -
birthplace: Korten commerce zone. Orlock territory.
Contacts, friends: The employer of Brucke and Gesilde. As a low-ranking guilder, she has a couple of useful contacts within the lower echelons the merchant's guild.

ejb2Iv8.jpg


A mercenary of long standing, no one quite knows how Brucke came to be ousted from the great clan house of Orlock, only that he never talks about it. In fact, he rarely talks about anything, and keeps to himself unless the job requires co-operation. Despite his cold personality, Brucke is a prized bodyguard for his tight-lipped nature and ability to keep his cool even in heated situations.

He is a short but stocky man with grizzled features and a scraggly hair and beard. His shotgun's barrel is notched with a dozen kills and he has a small gang's worth of wicked-looking knives hanging from his belt. His clothes are of Orlock make, but all symbols of the house have been filed off or defaced.

Name: Brucke
Age: 29
Nickname or function: -
birthplace: Habzone 2856.12, Orlock territory
Contacts, friends: Employed by the Guilder Cairistiana as a bodyguard-slash-enforcer

OPijS7o.jpg


Once a common worker in the chem-forges of house Escher, Gesilde's life changed when she was drafted to serve as a test subject for a new line of combat enhancers. The treatments heightened her reflexes greatly, but had an adverse effect of making her prone to violent rages while stressed. The enhancers - and by extension, Gesilde - were deemed failures. Not long after, Gesilde found herself running with an Escher gang called The Murderval. However, after she killed two of her fellow gangers in the middle of a shootout, she was ritually disfigured and exiled from the house.

Gesilde is wiry in build and her face bears several exile scars, most notably having only a gaping hole in place of a nose. Her clothing still bears the colours of her former gang, but age has dulled the colours. She is armed with two laspistols and a long thrusting dagger.

Name: Gesilde
Age: 27
Nickname or function: Gilde
birthplace: Hab-block theta 17, Escher territory
Contacts, friends: Employed by the Guilder Cairistiana as a bodyguard-slash-enforcer

82gpNHK.jpg


A scavvy the expedition encountered in the Drossfields. His face is marked by a set of tumorous growths on his right cheek and his incomplete set of teeth are badly rotted. He is dressed in rags and conceals his head with a filthy hood. He is armed with a crude blunderbuss.

Killed by Sevro. Turned out to have been the son of Festus.

Fh3hLCV.jpg


A scavvy leader ruling over the Drossfields scavvies. Father to Smiley. He is very tall but hunchbacked, has a lazy eye and is missing a part of his ear. His shoulders are covered with a filthy, matted pelt of some underhive creature.

Following Smiley's death, Festus seeks revenge on the expedition.

GwqvLYx.jpg


Babayj is and old hermit woman living near the edge of the Drossfields. She appears impossibly old, with wrinkled, sagging skin and a back stunted by years. Some of her teeth have been replaced with metal ones. She is armed with a long rifle that doubles as a walking stick.

Babayj invited the expedition over to her house for wine and rest.

e8bxAQo.jpg


A mutated scavvy tracker under Festus's command. She is accompanied by a hunting dog, Fangsy.
 
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JBScion

Juve
Mar 21, 2018
15
29
13
Ashbourne DE6, UK
I wrote a bit of prologue for my character to set the seen a little bit, he's probably going to wait until more people show up before making an entry.

Sevro carefully tightened the casing around his makeshift transponder, humming softly to himself. he mentally reviewed what he'd learnt from the pamphlet and several overhead conversations, a treasure hunt! It was just so exciting!

Of course he'd have to persuade the guilder to take him, but it was unlikely they would turn down someone with his skillset, especially after he gave his demonstration...

What would a guilder look like? They must have lots of gold on them - the streets up there were paved with the stuff - maybe they'd have some sort of harness system to keep them safe up there. The spire was very high up after all...

Grinning, Sevro finished his work and began to make his way out of the hovel, arming a number of nasty traps along the way. He was finally going on a proper adventure!
 
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KopMcGinty

Ganger
Mar 14, 2017
220
319
63
Isle of Wight
Bella nursed her cup of Whiplash. The Drownin Mutie was a Warren of alcoves and shadows. She sat in one such spot and listened intently to the talk a couple tables over.

"It's technically an expedition to reclaim lost guild property, you know."

Bella suppressed a chuckle at the womans words. Despite the deadly appearances of her companions, the speaker was who caught her attention. Though Bela couldnt quite put her finger on it, something was off about this woman. Something different. She had dealt with dozens like the womans two companions but not she suspected this one.

It wouldn't pay to let on to her presence sooner than necessary though and pay was what she was here for after all.

Idly fingering a well worn but deadly sharp stiletto dagger, she settled back into the shadows and waited.

[Character description]

Bella appears almost a cliche Escher. Tall and lithe and moving like quicksilver she made her name as a scout and swordswoman as a member of The Deathshade Harpies. She still proudly wears their insignia on her lightweight armour but refuses to be drawn on what happened to them or why she is the only one still standing.

When confrontstion is likely she prefers engineering an unfair fight to a shootout. Her preferred engagement is a single stilleto thrust to the back though she is more than adept with the sword at her hip. She is also equipped with a functional but unimpressive laspistol.

She hates running solo but has been slow to trust since whatever fate befell the Harpies left her alone and scraping by.

Name: Arabella.
Age: 25
Nickname or function: Bella
Scout and swordswoman.
birthplace: Vectia Dome. Escher territory.
Contacts, friends: Currently none. Formerly of the now defunct Deathshade Harpies gang. Current relationship: Last woman standing!

Strength: Whether low level prescience, just years of exposure to the underhive or plain dumb luck, Bella feels like she knows an opponent's next move before they make it. Sadly only manifests in high stress situations or she'd be rich by now. At least she's still alive though!
Flaw: Impulsive. Perhaps due to the above and her ability to infiltrate and evade she doesn't always look before she leaps, often preferring to go on instinct alone.
Goal: Amass the credits to return to Vectia Dome at the head of a reformed Deathshade Harpy gang and avenge their downfall. Once a Harpy..
Greatest Fear: Currently living it. As much as she excels at solo scouting, Bella hates operating alone without a support network of any kind.
Principle: Honesty and Integrity. By underhive standards at least. Bella prefers to honour her deals and keep her word but will happily stab a non-friend in the back or even in thier sleep if the opportunity presents. She just won't lie about the intention beforehand!

0 (Wounded)
(unable to use your Grit points)
0 (severely)
(unable to use any bonus)

Total grit points: 1
Current grit points: 1
 

CaptainDangerous

Executive Officer in charge of Fraggles
Staff member
Yak Comp 3rd Place
Oct 30, 2016
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Durham, uk
All day cycle, that’s all anyone had been talking about.
Treasure hunt this, guild expedition that, Tex was sick of it!
Even his good pals, Slim Jim and Rooster, down the Drunken Mutie were all hyped and full of stories. Tales of great riches and infamous deeds, but Tex had seen this all before. What he had never seen, he thought to himself, is anyone ever coming back from one!
Tolerating their nonsense, and enjoying his Spore Bitter, he had watched as the group of strangers settled in the corner booth and made their way around the room handing out leaflets and promising the hive. He didn’t pay much attention to what was being said, he hated the guild, especially since they confiscated a batch of his forged Vases recently, but his comrades were already counting their fortunes and were midway through there celebratory drink.
Slim Jim was past out in the bar stool next to Tex, a perfectly full pint in one hand and a leaflet in the other, and Rooster had left for a slash over an hour ago.
Tex was fed up, but as he put his drink down he noticed something on the leaflet, an image caught his attention! With dexterous motion he slid the leaflet from Slim Jim’s hand and (with no dexterity at all) dragged Jim from his stool to use his jam jar optical aids that were tied around his neck, Tex looked closer.
The inscription on a wall was ancient Ratskin iconography, something only years of repetition could begin to teach, and the symbols were rat.rat.omega.delta.spider.spear............Mung Vases!
Tex’s eyes lit up as Jim, still comatose, slid to the floor, (somehow not spilling a drop of his still full pint). Tex turned with paper in hand toward the guild entourage, he winced inside looking at the guild badge, on display for all to see, but what was beside the guilder interested him a great deal more!
With her feet on the table, and twin holstered laspistols on her belt, Tex questioned why he hadn’t noticed this un-nosed beauty before!
He took a final swig of his Spore Bitter, brushed down his dusty worn overcoat, and was dwelling on an unsavoury thought when there was a sudden Thud at the tavern door...

An average size man with a worn looking face, brown hair and a slight curve to his posture, Dangerous Dalton is a man with but one desire - Mung Vases!

Working from his 5th Floor Cell Workshop, he has forged a great many Vases, selling them by the dosen to his rather shifty clientele (no doubt to sell further afield), he is quite content with his relatively quiet existence, toiling away at his craft and spending his few hard earned caps on the best wildsnake, synthfood and women this dome has to offer!

One day something is going to go wrong he keeps reminding himself, but until then, life In the underhive is pretty good!

Name: Textamillion Dalton
Age: 24
Nickname or Function: ‘Dangerous’ or more colloquially, ‘that pot guy’
Birthplace: A small settlement in Dome 342765867B (Underhive)
Contacts: afew good acquaintances at the local drinking hole and afew not so good acquaintances who provide him with goods and materials.

Strength: Steady Hands- years of counterfeiting have given him the uncanny ability to replicate small details and manipulate delicate objects.
Flaw: True Bravery - he is never afraid........to completely ditch who he is with and leg it for all he’s worth! It’s saved him up until now, and he has a certain pride about it!
Goal: To release his own range of Mung Vases, he already has them made, it’s just no-one seems to want them! ‘One of these days he tells himself’
Greatest Fear: losing his only one true Mung Vase! He keeps it in a Safe next to his bed and checks it regularly through a secure slot!
Principle: You can always find new people but you can never replace good pottery!

0 (Wounded)
(Unable to use your grit points)
0 (Severely)
(Unable to use any bonus)

Total grit points: 1
Current grit points: 1
 

JBScion

Juve
Mar 21, 2018
15
29
13
Ashbourne DE6, UK
Sevro double checked the contents of his pack, the power cells were still there, the flask of sump acid hadn't leaked and the bundle of shotgun shells was well wrapped. Most importantly though, his demonstration package was undisturbed.

He'd swiped it from his rival, Old Mugbutt a couple of months back, the old geezer did make some pretty good pieces, very reliable, if a trifle unimaginative. Sevro had felt a trifle bad when he stole it from the storeroom of 'Mugbutts Munitions'. he'd left pretty good drawing of a sump rat in its place though, so he wasn't worried about reprisals.

Taking a deep breath and nervously stroking the hilt of his stub gun, he walked up to the door to the 'Drowning Mutie' and pushed hard.

It flew wide open with a resounding thud.

He entered the hole doing his best to look serious, as he surveyed the room. The patrons weren't an impressive bunch, and none of them looked to be guilders. The drunk on the floor by the bar was impressive though, that pint was pretty precariously balanced on his chest...

the hunched, haggard looking fellow in the middle of the room, made him feel a little uneasy, as did the woman with the knives eyeing him from the shadows. the group in the middle table looked like his best bet though, one of them did have guild symbols on her, she just didn't look ostentatious enough. He quickly concluded the real guilder must have gone to the toilet.

Figuring there was nothing else for it, he called out in his most authoritative voice "I hear someone round here is looking for some hire muscle!"
 

HorribleHedgehog

Gang Hero
Aug 16, 2017
576
1,033
103
The patrons of the Mutie didn't seem too impressed by Sevro's entrance - in fact, many were trying not laugh, and almost as many could be heard cursing the folly of today's youth - but at least he caught the attention of Cairistiana's entourage. Gesilde observed the scrawny juve with an amused smile before turning to speak to her employer in a low voice. "Might do okay for vent-running. Won't carry a full pack, though, but I reckon we can get him to sign up for a pittance." The guilder responded with a hint of a nod.

The scarred scummer turned to face Sevro, and addressed him with a raised voice. "You don't look all that muscular, runt, but we're feeling charitable so we'll take you. Half pay, of course. You in?"
 

JBScion

Juve
Mar 21, 2018
15
29
13
Ashbourne DE6, UK
Sevro blinked for a second, he hadn't expected it to be that easy. He rocked back on his heels, processing what had been said, at which point, the words "half pay" filtered in...

"Whatchameen half pay! Half pa -" he cut his tirade short, they probably didn't realise how awesome he was. Which, he supposed, was understandable since they'd never met him before.

He'd been expecting to have to show them his skills anyway though, so he plunged onward with his plan. Taking a breath, he started moving toward the table.

"See, I'm not the, um... muscular sort of muscle. I'm more the, em, drop a nailbomb on em kinda muscle... Like, say, someone sits on a landmine. An he's all like "oh shit", an yer all like "well f**k, he's got all the treasure on im, how do we get that back?". You see, I'd be like, "daant worry i'll get the treasure, without blowin everything to kingdom come!" See I'm an pro-fessnal at sortin bombs n stuff, yeah?"

At this point he had reached the table, and produced a bulbous, roughly hemispherical object from his pack. He then dumped it unceremoniously onto the table.

"I'll give ya all a demonstration, yeah?"

No one was looking at Sevro by this point though, the savvier patrons of the bar were taking cover, whilst those sat at the table were sat rigid, staring in a mixture of horror and disbelief at object before them. More accurately they were staring at at the small plaque on top, reading:

"MB Munitions, MKII Proximity Mine"

And the blinking red light next to it.

"oh yeah, stay really, really, reaaly still for this bit"

The light turned green.
 

CaptainDangerous

Executive Officer in charge of Fraggles
Staff member
Yak Comp 3rd Place
Oct 30, 2016
4,146
13,715
288
Durham, uk
Oh....him!
Although their paths had never crossed directly, Tex knew this runt from all his wretchhed exploits around Wastelake, like that time they needed someone to unclog fresh water pipe ....he blew it up, or the time they needed someone small enough to fit between the crack to release the bulkhead .....he blew that up too!
And now here he stood, a small figure in a very looming doorway. Tex resigned to the fact he had been upstaged, sighed as he turned from his newly found love, and ordered another beer.
Taking a sip and wiping the fungus foam from his mouth, he chuckled as the guild entourage seemed equally unimpressed and offered Sevro a half stake in the Expedition!
The smile didn’t last long, the boy pulled out an explosive!
Tex quickly dropped his pint and dropped to the floor, the drink bounced off Slim Jim’s head and Tex pulled his unbeknowing friend across himself as a makeshift shield!
The ever evasive pint finally fell from the drunkards grasp, it contents rolling across the floor just as the bombs light turned green....
 

KopMcGinty

Ganger
Mar 14, 2017
220
319
63
Isle of Wight
As the youngster made his less than impressive entrance, Bella had been every bit as "impressed" as it seemed the rest of the room. Complete boredom at the kids brash antics rapidly gave way to amusement though as he whipped out his device and slammed it down for his demonstration.

'''Huh" she thought to herself. "Things just got interesting". She had seen such devices numerous times in her travels. In fact a large part of her time had been spent finding and marking exactly that sort of thing. Her ability to spot and avoid mines and other such nastiness in the darkness was matched only by her complete inability to fathom how to disarm the damn things. That, she reflected sadly had always been the job of.. others.

Tensing, ready to flip the table she sat at, she watched unfolding events keenly.

Against her better judgement, she realised she liked the kid. Clearly dumb as a jacked up Goliath and just as likly to get himself horribly dead, she found she had a grin to wipe off her face.

Besides, half pay for him might mean more to go round the rest. So long as they made it out of the bar that was.
 
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HorribleHedgehog

Gang Hero
Aug 16, 2017
576
1,033
103
For one very long second, the bar was shocked into silence, with every pair of eyes fixed on Sevro and the package on guilder's table. The silence didn't last long.

"YOU GODDAMN BRAT, YOU THINK THAT WAS FUCKING FUNNY?" shaking with rage, Gesilde had pulled out her long, nasty dagger and was pointing it at Sevro. "I'LL GUT YOU, YOU MISERABLE PIECE OF-"

She didn't get any further before she was tackled and pinned to the floor by Brucke, who had barely blinked an eye at having an armed mine dumped in front of him.

Processing all that had just happened, Cairistiana let out a small sigh of relief and relaxed her posture. He then spoke to Sevro: "You'll have to excuse my employee here. She... has an aversion to surprises." She gave the juve a smile and a look that said "DON'T DO IT AGAIN".

"But now I see you're more useful than you look. You get full pay. We expect you to work for every cred of it, so don't think even think about slacking off or we're using you for scavvy bait. And no more surprises, or I'll let Gesilde loose on you." She nudged to where Brucke was still busy restraining the furious mercenary.
 
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KopMcGinty

Ganger
Mar 14, 2017
220
319
63
Isle of Wight
Now!
Instinctively grasping the opportunity presented by the scarred woman's actions, Bella was quickly on the move.

Skirting the startled patrons and grasping a freshly vacated stool as she passed, the flame haired Escher quietly approached the table as the gaudily dressed woman first admonished, then threatened the youth with Giselde's wrath. This was clearly the leader of the small group and hadn't so much as flinched during the altercation. Bella swung the stool round and sat directly behind her.

She still felt uneasy about the woman who she now presumed was the Guilder the flyers spoke of. No, if anything the whole event had only heightened her suspicion and wariness of the woman. A Guild pay day was apt to be a good pay day though.

One hand resting lightly on her stiletto, Bella finally made her presence known.

"Now that was quite the show kid."
 

CaptainDangerous

Executive Officer in charge of Fraggles
Staff member
Yak Comp 3rd Place
Oct 30, 2016
4,146
13,715
288
Durham, uk
Tex pushed the youth out the way.
The juve had seemed quite pleased about his own antics, but Tex felt this was the right time to introduce himself.
Soaked through with beer he offered the guilder a handshake. “Dangerous Dalton at your service” Through years of toxic inhalation his voice seemed older than his age “but you can call me Dangerous” he raises an eyebrow toward the now angry looking beauty holding the knife, she doesn’t react.
“You may be familiar with my mungware? Imperial Dalton? But if you are going further downhive you are going to need someone who knows what to look out for!” He places a soggy bit of paper on the table next to the explosive, everyone tenses. “See this writing here, I know THEIR language!”

He jumps a little when he notices an Escher sat behind the guilder, has she always been there he thought.
 

HorribleHedgehog

Gang Hero
Aug 16, 2017
576
1,033
103
Though the bar wasn't exactly a tranquil place at the best of times, the bomb threat and the scuffle immediately after had stirred it to a whole new level of activity. The most cautious of the den's clientele were making for the doorway, while others were pushing to get a better look at the maniac teen bomber or Gesilde cursing underneath her colleague. Brucke had her hands behind her back and the scarred mercenary had resigned to glaring murderously at Sevro.

Amidst all the commotion, Cairistiana thought she heard an unfamiliar voice from right behind her, but before she could turn a hunched man rushed to greet her. She nodded as the man introduced himself as Dangerous Dalton and started rambling on about Mung vases. Paying only cursory attention at the man's words, she glanced over her shoulder trying to get a look at the phantom who had slipped behind her, until Dalton slammed a brew-soaked flyer right next to the mine on the table.

“See this writing here, I know THEIR language!”

Snapping back to the slightly manic fellow, Cairistiana regarded the man more carefully. He looked healthy enough - by underhive standards at least - and if he really knew the language of the ratskins, he could be an asset.

"A pleasure, mister... Dalton? I take it you're interested in joining our expedition?" She smiled before her next words. "Indeed, old Mourner was rumoured to have quite a collection of authentic Mungware... it comes as no surprise that an enthusiast like you would take interest. Welcome aboard."

Before Tex could answer she spun around to witness the tall Escher sitting behind her, smiling a wicked smile and resting a hand on the pommel of her dagger. "And now, about you..." Cairistiana studied the warrior-woman warily. She hadn't said anything, but Cairistiana surmised the lithe woman hadn't just decided to appear right behind her for shits and giggles. "Yes, you look quite capable. You want in?"
 
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JBScion

Juve
Mar 21, 2018
15
29
13
Ashbourne DE6, UK
Once Sevro regained his balance, he couldn't help grinning, that had gone very well. his skillful negotiation had gotten him full pay and obviously impressed this guilder lady. Nosey and Dangerously intoxicated hadn't really phased him, he'd been threatened and pushed around before...

So Sevro surreptitiously helped himself to the ration bar inside the mine casing, loudly chewing and glaring at no-nose whilst her boss negotiated with the drunk and the impressively sneaky escher.
 

CaptainDangerous

Executive Officer in charge of Fraggles
Staff member
Yak Comp 3rd Place
Oct 30, 2016
4,146
13,715
288
Durham, uk
With such a dismissive response, Tex knew he should of used a business card.
Well, at least she said yes.
He tries to get her attention again “see, those Vases don’t mean Vases, they indicate a great Ratskin hoard, I shouldn’t think we will find any mungware”
Vase! vase! vase!.... all mine Tex thought.
He looks to his side where the young Sevro, still beaming, is eating what looks to be an out of date ration pack. Sevro meets Tex’s glare with a smile.
 

KopMcGinty

Ganger
Mar 14, 2017
220
319
63
Isle of Wight
It hadnt been as in your face as the youngsters, nor as desperate and manic as the unkempt and to her shifty looking man, but Bella was quietly pleased with how her own spontaneous demonstration had gone. The crimson coated womans attention finally turned towards her.

"Yes, you look quite capable. You want in?"

"Assuming you pay at least as well as you dress, I think I might just be" replied Bella.

"Might want to consider a table against the wall next time though. As a gesture, I'll let you have that one for free"
 

HorribleHedgehog

Gang Hero
Aug 16, 2017
576
1,033
103
Almost as soon as she'd pitched her offer to the stealthy Escher, Cairistiana could hear Dalton beginning to babble on again. She decided it was safer to ignore him than the hardened ganger lounging right in front of her, though, so once again his blathering fell on deaf ears.

"Assuming you pay at least as well as you dress, I think I might just be. Might want to consider a table against the wall next time though. As a gesture, I'll let you have that one for free" stated the gun-for-hire with a cocky smirk.

Cheeky, but Cairistiana wasn't about to call her out on that. "I'll be sure to take it to heart, miss...?"

"Bella. Just Bella."

"Wonderful. Now, if you'll excuse me, I should probably stop ignoring our resident expert on ratskin language..." Cairistiana said with a resigned smile before turning back to face Tex.
 

HorribleHedgehog

Gang Hero
Aug 16, 2017
576
1,033
103
"We're expecting about a week's worth of travel to reach the Mill, not accounting for delays. Rations will be provided." Cairistiana gave Dalton a quick once-over to see if he was armed, and added: "Also, you're going to want to bring a weapon. We're not expecting to fight, but one cannot be too careful in the wastes." She noted the man looked profoundly uncomfortable at the mention of danger.

Leaving Dalton to his thoughts and turning to the rest of her fresh recruits, Cairistiana reviewed the last half-hour in her head. In addition to herself, Brucke and Gesilde she now had an Escher scout, a tech-whiz teenager and a translator/Mungware specialist of dubious resolve. A six-way split favouring her wouldn't be too bad, even if none were claimed by the dangers of the hive... and some almost certainly would be. Her decision made, the guilder raised her voice and addressed the group.

"Alright - I think I'm done recruiting. We wouldn't want to split the treasure too many ways, would we? We'll be leaving tomorrow, at the start of the morning shift. Bring a backpack or other means of carrying a load - we'll meet at the gate." She tried to sound as reassuring and inspirational as possible. "After this, we'll all be rich beyond our wildest dreams. Sleep on that, ladies and gentlemen."