In the grim darkness of the 41st millennium, there is only war. Unless you're an Ork in which case its pretty great. This RP will use a very, very simple tabletop system known as "Roll for Shoes" and we will be using the site's dice roller for it. Here is a link to an explanation: [url=https://gist.github.com/brunobord/8943645]Clicky[/url]. If you're wondering why we're using this its because it a very simple system with not a lot of explaining like DnD or Dark Heresy and because it allows for some stupid shit because of how open ended it is; perfect for an RP about a bunch of orkz. Its also remarkably self sufficient as you can roll against yourself to see if you pass or fail an action if I'm not around to do it. This will be set up more like a traditional tabletop RP however with GM being mostly separate from the player characters and having a heavy hand. If you're played DnD in real life before, then you know what to expect. I will be setting up encounters and creating stuff along the way for you guys. If you've never actually played DnD irl, then expect some puppetting and more direct interaction than most normal RPs on this site. As for the plot: a bunch of Orks on a derelict cruiser happen to stumble upon a Rogue Trader vessel that's just jumped out of the Warp and is a little stuck. The Orks being friendly as they are, decide to butcher and presumably eat most of the crew until they get to the Rogue Trader himself (who they mishear as "Roof Trainer") who explains who he is and what kind of job he does for the Imperium. The Orks are strangly enthralled for all of two minutes before they kill the Rogue Trader. However, several of the Orks have gotten it into their heads that they should be Rogue Traders having been amused by the stories of adventure, wealth and fighting (but mostly fighting). Players will start as one of the clans vying for power and the position of "Roof Trainer" aboard their new ship as a sort of tutorial level before they go off and do whatever Roof Trainers do. In addition, the system will allow for some unique character creation if you so choose. Like the example given in the link, you can roll to see if you're proficient with tools or guns only to find out that no, in fact you're blind but have excellent echolocation and prefer to throw squigs at loud noises in combat. As a general rule of thumb, because this is the Orks, stupid and funny shit will be greatly appreciated but try and be creative; anyone can make an Ork that's big, bad, smells to high hell and can 1v1 an Avatar of Khaine or some shit, but it takes true class to make the aforementioned blind squig-slinger. [hider=More Clarification on the System] Basically you roll to see if you can actually do/have/be something against a second roll from either the GM or yourself if the situation allows it. If you roll higher than that second roll, you can do/have/be that action or thing. Of course there are limits on that and I'm not going to allow someone to have a cyclonic torpedo in their ass just because they rolled well. As for "advancement", you must roll a 6 on all of dice in which you will level up that trait or have a trait similar but stronger. If you keep parkouring over stuff, then you might get something like Athletics 1 to Athletics 4. If you keep using your feet to solve problems (locked door, annoying grots, etc) then you might go from Boots of Kicking 1 to Feet of Feats 2 which are both technically part of the same skill "tree". As you level up, you get to roll more d6s to see if you pass but the counter roll will also get that many d6s. If you are Artist 3, then you roll 3d6 to see if you can paint the MonOrka Lisa and must roll higher than whatever the counter 3d6 gets. If you get three 6s, then you get Artist 4. Going above the counter roll means sucess, going below means failure and breaking even is.. neutral? Something like that. [/hider] Ideally the group will not be too large but in the case it is, I reserve the right to pick and choose who I wish as this stuff does require a bit of trust in everyone else as well as knowing the person won't try and constantly do stuff that would break the game.