Session Outline

Choose a Hive World Choose a Mentor Build the Gang Build a Rival Choose a Concept Character Creation

The Initial Call

The gang came together when they were just Juves. They bonded over a shared vision of a Frozen Wasteland when they encountered <Group Choice>. The gang initially tried to figure it out, but in the end were forced to survive. They settled into life in the hive. They’ve made a small name for themselves, and they acquired some assets. A year ago everything changed when <Former Ally’s Name> left the gang to join the <Player Characters> would be rivals. In the progress, <Former Ally’s Name> ruined a big job and got <PC’s name> caught.

The characters are aware they have psychic potential from the initial dream. They are aware of the mysterious black ships which have taken people in the past, and they know they should turn themselves in. However they’ve be warned my their mentor that doing the right thing doesn’t guarantee survival.

The Hive World

The Salvage Yard – The planet is a galactic junkyard. Hivers spend their days stripping refuse of valuable and recycling scrap. Most of the planet surface is a desert crowded with old junk. The underhive and lower levels are under the surface. It’s tight corridors are carved from stone or made from makeshift scaffolding. Habs are old pieces of hulls, launch tube and even unexploded ordnance. The characters’ hideout would be a broken and abandoned voidship.

The Water World – The planet is a moisture farm and mining operation. Much of the lower levels and underhive are located beneath the vast ocean surface of the world. It’s constantly wet and the hive often creeks under the water pressure. Living here sounds a lit like living in a ships cabin. The whole hive functions around an ancient technology that draws water from the sea and makes it potable. The characters’ hideout would be a res thought lost when the section it was in was breached.

The Munitions Hive – The planet makes most of its money by producing ordinance of the Imperial Guard’s larger guns. The underhive is located within a false mountain, and much of the worlds natural atmosphere is toxic. The manufacturing takes place deep underground in an elaborate factory managed by the Adeptus Mechanicus. The characters’ hideout will be an abandoned observation space for a unstable test site.

The Mentor

Ol’ Remus – Remus is an older human who spends most of his time at the local bar. He tells old war stories about fighting on unhabitable planets against things he can’t speak of. He recalls a childhood spent in green pastures and training to do war on horseback. People generally believe he is crazy. He disappears from time to time and comes back with a new story. He is about 60 years old with long grey hair, and a narrow face. He carries himself well but generally wears rags. He tells the characters stories of failed psykers and the dangers of the warp.

Saga Strom – Saga is only a few years the characters senior. He runs the local ganger hang out. A place of peace and solace. A shaved head and face, his eyes are dark and smouldering. He wears a great coat open to expose a mesh armor. He also wears a cap reminiscent of a commissars, a supposed reward from the planetary governor. His “gang” act as bouncers, and they are fairly well armed.He tells the characters stories of locals with psychic potential who’ve gone missing and of those who were killed by mobs.

Vildros Nilsson – Vildros is around 35. A central figure among workers at the munitions plant, she spends her down time helping make life in the hive more bearable. She generally protects those who can’t protect themselves. Gangers aren’t welcome in her home, but she can frequently be found at the “hall” where the workers gather. There she is always willing to engage in hopes she can turn people away from that life. She is tall, broad and solid. She has a bionic arm and an augmented eye. She tends to wear overalls that are covered in grime. She is very pro imperium, despite the conditions everyone lives in. She generally tries to get gangers to quit, but those that persist she advises on other ways to get out of the life. She wants people to join the guard who can’t give up violence. The only thing that makes her hesitate are the black ships. Those visibibly disturb her.

Build the Gang

Name the Gang

Pick their colors/clothing style

What is their primary source of wealth (Robbery, Illegal Salvage)

What was their biggest job?

Whose the leader?

Build the Rival

Name them and their Gang

Pick their colors/clothing style

Other than being a charismatic leader type, what are their strengths?

What is their primary source of wealth (Robbery, Illegal Salvage)

How were they vital in your biggest job?

How have they publicly embarrassed the gang since?

Character Creation

Archetype & Race

Scum, Ganger

Tier 1, Human (Base Speed 6)

Prereq: Cunning 1

Influence Bonus +1

Keywords: Scum, <any> ( Keyword as Background)

Scrounger: Gangers make use of every available resource, and have a knack for finding spares. They recieve +Rank to cunning tests, and may make single retroactive influence test with a bonus +rank once per sessions, representing an item they prepared in advance.

War Gear: Choice of laspistol, autopistol, hand cannon OR stungun, Knife OR sword, and a bedroll, canteen, clothing (gang colors)

Specialties:

Leader: Leadership 2

Replaces Scrounger with “Raise Spirits”: Once per combat, the Ganger may take a free action to boost morale with a speech or warchant. The character an all allies with the Scum keyword within hearing range heal 1d3 shock.

Medic: Intelligence 3

Quick Patch: A scum adds +rank on medicae tests when treating characters with the Scum keyword.

Heavy: Toughness 3

My Brothers Keeper: Once per battle, a heavy may suffer the effects of an attack that hits an ally instead of of the allied character. When doing so, increase the heavy’s resilience by +Rank for determining the advantage of that attack.

Broker: Cunning 2

Guanxi: Once per scene, a fence may use a favor that has been done or will be done to gain +Rank to an influence or interaction skill test involving a being with the Scum keyword.

Blade: Agility 3

Dance like a butterfly: The character gains +Rank on either the Athletics or Persuasion interaction attack.

Brain: Intellect 3

Total Recall: Once per session, a brain gains +Rank on an Investigation, Scholar or Tech roll.





Attributes & Skills

Attribute Build: Five Attributes at 3, Two Attributes at 2.

Skill Build: One skill rating at 4, three at 3, one skill rating 2.

13 BP Free – Personalizing Equipment, Additional Equipment, Save them

Personalizing Equipment -

Add Upgrade: Costs BP = to upgrade. Upgrade chosen has maximum rarity equal to items own rarity.

Additional Equipment:

One primary weapon, a player can replace a primary weapon with a item of the same rarity.. They must pay the difference in value with BP

One secondary weapon. The secondary weapon must use a different combat skill than the primary weapon. The weapon must be of the same rarity, and the weapon is purchased with BP.

Armor: One suit of armour appropriate to the characters species and archetype.

Backgrounds

Origin as Background: Characters who choose an origin as their background may choose to gain either + 3 Shock or +1 Wound

Accomplishment as Background: Characters who choose an accomplishment as their background may choose to gain +1 Influence or +2 Wealth

Keyword as Background: The Gangers can choose the <Neighborhood>, <Planetary Government>, <Criminal organization> as their keyword. Characters who choose a keyword as their background have a particularly close connection to that organization, and it offers them a network of valuable contacts. The hero has a reliable and trustworthy contact who acts as their liason to the group represented by the keyword. The character can send and receive messages to the contact even over great distances. The contact can provide the hero with information, equipment or a minor favor once per session. In addition, the character counts the initial reaction of an NPC who is a member of the keywords organization as one step higher than normal.

Goal as Background: Characters who choose a goal as their background gain +1 Glory in addition to gaining +1 Wrath any time that they accomplish an objective.

Ganger Origins:

Listener: You have always had a special talent for listening, and you’ve developed a reputation for knowing things from those who you know.

Bastard child: One of your parents isn’t known, and it’s rumored they are someone of a hire status from the city above.

Witness: You witnessed something terrible as a child. A murder, a genestealer or a terrible accident.

Disabled: You used to be capable of a special skill that required specific motor function, but you can’t do that any longer. Either your fingers don’t work like they used to.

Guard Orphan: Your parent or parents were in the guard. They died in a glorious fashion, and people treat you differently because of it.

Ganger Accomplishments:

King Slayer: You took down a rival gangs boss, and the story has spread widely through the hive. Maybe it was highly public or maybe the story has taken on a life of it’s own, either way you’re well known.

Marked for a Recruitment: Since you were a small child, the Imperium has marked you for recruitment. The hive assumes you will leave soon.

Best of the Best: Your are among the most skilled in the Hive in a particular skill. Your reputation is tied to it, and there is a story of a particular feat you accomplished using that skill.

Fence or Information Broker: You are well known throughout the hive as someone who knows something or who can get things.

Ganger Goals:

For the Emperor: You wish to join up with the imperium in a specific role. Most likely it’s with the Imperial Guard, but it could be with another branch.

Death to the False Emperor: You hate the Imperium, to the point where you are ready to join up with the heretics

Gang Lord: You wish to rise to the top of the Hive world Society.

Off this damn planet: You want out. You don’t care particularly how, but you want out of the hive. Maybe it’s from a sense of adventure or a sense of dread, but you want to leave all this behind.

Advancement

Rank Advancement

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Build Points Earned Character Rank Rank Bonus 0 – 19 Initiate 1 20 – 39 Worthy 2 40 – 59 Veteran 3 60 – 79 Hero 4 80+ Champion 5

Tier Advancement

The first campaign is set entirely within “Tier 1”. This means there will be no PC Psykers, Inquisitors or Space Marines. If at the story resolution we wish to keep going, we will move the story to Tier 2. At this point, the players will have choices to make.

The characters will keep any memorable wounds, bionic enhancements or story acquired items. Otherwise new items will be made from scratch according to character creation rules for that tier.