What Careers would be in Necromunda RPG setting?

By Peacekeeper_b, in Dark Heresy

Working on doing a Necromunda themed campaign for DH/RT 40KRPG. What careers (new or old) would you think there would be in the Underhive?

Im thinking of doing the various gangs as origins, but dont really think the careers would just be ganger, heavy, juve and leader. But bounty hunter and enforcer (both based on arbitrator), ganger (based on scum), mercenary (based on guardsman) are definate possibilities.

Any other suggestions from the Necromunda game? Novels? Comic Strips?

Never played Necromundra myself but a low hive based campaign could be a little like cyberpunk (in style) or a rebellion based Star wars game (in plots). Character types could include a techie, fixer/merchant, informant in addition to those you mentioned. All the classes would need a fairly heavy edit but should still allow psykers, mutants and cybernetic limbs (all suitable cheap and nasty types). Just make sure everything is covered in an extra layer of grime!

I was thinking about this the other day.

I was thinking that the various houses should be background packages.

As for classes, scum is a definite. Most of the other classes work, kinda. They just need a certain amount of tweaking (especially in the background areas). The only one that should be replaced / changed drastically is Imperial Psyker. Most, if not all, gangers are going to be rogues. After all, characters could come from any background.

Just my 2 cents.

I think you already have the tools in the current classes

Gangers are either scum or guardmen. (role in gang would be derived from skills taken and not by any defined path.)

Scum can represent Scum. (obviously)

Bounty Hunters can either be Scum or Arbitrators.

Arbitrators are....well, arbitrators. (again, duh)

Psyker is just a wyrd with more training.

Cleric is a perfect fit for Redemptionist leaders.

Assassin could be played as hired killers, but I think I have a better solution for them.They could be your Spyrers. They have to start with the Noble background and based on their purpose for being in the hive, I'd say Assassin might fit their role well.

Tech Priest, probably would have to be dropped from a Necromunda campaign.

Well, that's some of my thoughts on the topic.

Well as I can see there are the Gangs, Spyers, and Enforcers.

The gangs are;

House of Cawdor

House of Delaque

House of Escher

House of Goliath

Orlock Gang

House of Van Saar

Pit Slave Gang

Rat Skin Gang

Redemptionist

Scavvy Gang

Spyers

Enforcers

Iam sure that if you made a starting package for each gang/house much like home worlds and then had a hand-full of classes for each house much like homeworlds. I could tell you now that Spyers would use the Nobel Homeworld, and Enforcers would use a Schola Background. Goliath would be feral and so on.

I think you should for each of the six houses a unique homeworld like those in the Inquisitor's Handbook.

Some suggestions for traits:

House Goliath: Members start with a Toughness of 20 + 2d10 and a Fellowship of 20 + 2d10. They get -10 on all Fellowship rolls when interacting with members of House Escher. They should also receive a trait that gives them an advantage in close combat (or a close combat-related talent).

House Delaque: Some bonus on Sneaking, but also -5 on all Perception rolls involving sight in very light areas. And -10 on all Fellowship rolls when interacting with members of House Orlock.

House Van Saar: Use the Gunmetal City entry from the Inquisitor's Handbook.

House Escher: Some bonus on acrobatics. -10 on all Fellowship rolls involving members of House Goliath.

House Cawdor: All members have the True Believer trait and start with the Secret Tongue (Redemption) skill.

It's very likely that these suggestions need some balancing.

As soon as I have some Ideas for House Orlock and other gangs, I'll post them here.

Really, all of the career paths are possible. Guardsmen can either be a PDF soldier, a merc, or a captured slave. Scum are a given. Assassins are definately in, either as Spyrer types or as skilled gangers. Clerics aren't too out there. The tricky ones would be Tech Priest and Psyker. Although psykers do exist on Necromunda, they tend to be the unsanctioned variety. And although there are Servictors and Pit Slaves, Tech priests don't quite fit that bill.

And Necromunda is great. I'd love to see specific setting info. Alternatively, one could make the Houses as either "Home Worlds" or as background packages. Getting them to play nice might be tricky though.

Peacekeeper_b said:

Working on doing a Necromunda themed campaign for DH/RT 40KRPG. What careers (new or old) would you think there would be in the Underhive?

Im thinking of doing the various gangs as origins, but dont really think the careers would just be ganger, heavy, juve and leader. But bounty hunter and enforcer (both based on arbitrator), ganger (based on scum), mercenary (based on guardsman) are definate possibilities.

Any other suggestions from the Necromunda game? Novels? Comic Strips?

Based on my interpretation virtually all of the careers that have been put out in DH could be in the Underhive. Conceptually yes the miniture game is focused upon the Houses: Cawdor, Orlock, Delque, Goliath, Escher, and Van Saar. And with the Outlaws expansion it covered things such as Pit slaves, Redemptionists, Spryers, Ratskin Renegades, Arbites, Scavvies, and Ash Waste gangs. Toss into the mix the 'Scum', Bounty Hunters, and Ratskin Scouts you could hire as well as the Wyrds and you've just about opened every single doorway for the existing careers.

The key to the setting is that the place is not 'considered' part of the Hive proper. They live beneath it and are beneath the concern of those that live above. Hence for the very noticable divide between the Hive and the Underhive. The squalor of below is a prison and a freedom for those that live there. Of course the Wyrds would most likely follow the Verminspeaker setup for Psykers. Tech-priests would be rare, but what Tech-priest wouldn't risk himself at the rumor of Archaeotech that he could reclaim for the glory of the Machine God? And just because someone may have a background that has them from beyond the Underhive does not mean that they couldn't have come here (for whatever their reason) and now due to the powers that be are stuck in the Underhive. Arbites are as likely to be upstanding as they could be rotten. Clerics could be trying to redeem the poor souls honestly or with the purifying flames of the Redemptions ideals blazing from their lips. Assassins, guardsmen, and scum could and most likely would form a large percentage of the populace because they would have to turn to such things to survive. Adepts would be the Guilders, the money-lenders, the traders of the lifeblood of guns, ammo, and poorly refined protein sludge for food. Even a Sister could be found in the Underhive. More likely to be one working with a Cleric to heal and bring the unfortunates back into the light of the Emperor than a blazing sun of fiery death to scourge the mutant but each has it's place.

There is so much versatility within even a single career that multiple scum could still be both entertaining and profitable since it's all about being part of a gang...cause alone in the Underhive you've got no one to watch your back, even if you don't trust the ones in the gang that do watch it...that marginal fraction of more trust is what keeps the gangs alive when solitares are killed in alleys or in broad glow-lamp. I don't think you need to do much with the Homeworld option, but if you did Metalicans might be a good fit for Orlocks being the 'shooty type'...a Volg hiver might make a good example of a Goliath, the Sinophian while 'Imperial Worlder' might make for a good Delaque setup due to their sneaky/backstabby setup...and the options just continue on if you have the desire to subtly bend the existing stuff to your whim.

That's less than my two thrones worth but I figure it would be good enough for you unless you want more.

My first thought after buying DH was now I could dust off my Necromunda figs! Ratskins screamed Feral World build, Malfian Bloodsworn are dead on Bounty Hunters , Verminspeaker/Beastmaster covers Wyrds and the Mining Helot Augmetics( Modified to replace one arm) give you the Pit-Slave.

Truth be told Necromunda is where my Campaigne will start- only the Name/Planet will be one of the many Hive wolds in the Malfian Sub-Secter. They even brought back the Ripperjack and the Milliasaur! Oh yea and the Redemptionist. I would go for the Scummer as a ganger and a Guardsman as a heavy and leader.

While I like the idea of having distinct careers for a Necromunda RPG setting, Im still not fond of the rank progression system found in Dark Heresy.

But I can start to see the different career options for Necromunda RPG taking place.

I haven't found a particular like or dislike yet in the rank progression but perhaps in more playing I will.

I personally like the fact that perhaps more than anyplace other than perhaps the Imperial Guard you can get people from virtually any walk of life from those that have to be there to those that are hiding amongst them.