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Wanted: Reckless thrill-seeker to help squander massive fortune on interplanetary adventure.

My life has been long and tedious in the extreme. The many years I have been alive have all been spent performing a single job. Recent events have made my job obsolete, so I am forced to retire. As my existence was devoted almost entirely to performing this one job, I have accumulated vast wealth in my time, as a byproduct of never having an opportunity to spend so much as a single credit.

I do not regret the life I have lived thus far. However, given recent circumstances, I have been forced to change that life. Given time to think about what I would like to do, after my many years of living in ceaseless tedium, I have decided I would like to try a new way of living. To that end, I have decided to seek the aid of someone more experienced in the ways of the galaxy at large than myself, given that I have almost no experience of life outside of my home world.

All expenses shall be paid for by me. Given the nature of my request, I shall also set aside funds to be given to any surviving family, should the worst occur. A standard pay of five million credits per year shall be paid, with a contract lasting no less than five standard Terran solar-cycles. At the end of contract, terms may be renegotiated, with option to continue service available.

Any interested please send resume and list of travel experience to the attached galactic address. Time and place of meeting will be sent in return, to meet for short interview.


This was the message received by nearly every known adventurer, merchant, mercenary, pirate, and anyone else who cared to look for work in the latter half of the Perseus arm in the Milky Way galaxy. Though it was received by so many, passing across everything from Imperial data networks, to Dark Eldar work bulletins, to even Ork mail systems, to the majority of the universe it was just another piece of useless junk mail. Not important enough to act on, as it was clearly some Inquisitor plot to seek out heretics, or a scheme to fool gullible eldar, or one o' Limp 'ead's bad jokes.

That is, except for you. Something about this, this odd, almost alien request spoke to you. What it said was truth, a promise of adventure, and a chance at wealth few could obtain.




So, that's it. Racial restrictions are few and far between, and the course of events is far from set in stone. Anyone interested, feel free to get in contact with me via PM. I'll answer any questions you may have there, and we can work details out after that.

I look forward to exploring space with you!
Name: Trarkrod Ironkrakah

'Rank'/Type: Mek Boy

Age: Lotz (about a decade)

Klan: Deathskullz

Appearance: As big as the average boy, he's built up more bulk than the average mek boy by constantly running into battles to gather loot. In keeping to his klan's superstition, he paints all of his equipment luck-blue. He has also taking to wearing a wrench symbol, both on his helmet and as a banner on his back, so other boyz who need help with their gear on the battlefield can come find him. His teeth and claws tend to be noticeably more beat up than the average ork, a side-effect of using them during his work.



Personality: Trarkrod is a mekboy who likes to live on the battlefield. Unlike most mekboys, he never set up a shop to work out of, and has no grots running around helping him. He always felt his best inventions got made during the middle of combat, when the boyz need something special to get them out of trouble and back to the fight.

Equipment:
Kustom Buzz-Choppa: A large circular saw Trarkrod has modified with a harness and a few orky-bitz. While a bit unwieldy compared to a traditional choppa, it is much better for harvesting loot on the battle field. While its cutting capacity is comparable to a space marine chainsword, the larger blade enables for deeper cutting.

Kustom Burna: Smaller than the traditional burna, its actual purpose is as a cutting and welding torch. However, by switching the nozzles and upping the output, he can use it as a one-handed burner. Doing so burns through his fuel fairly quickly, though, and and is only about as effective as an imperial hand-flamer.

Blast-Mask and Harness: The traditional strap system and helmet used by burna boyz. Modified for Trarkrod's purposes, it has some spare clips on his belt for his mek tools and a small container on the back for holding particularly valuable loot.

Promethium Tank: Necessary for holding the fuel he needs to power his torch, he's slapped some layers of armor plating to make it more resilient to solid munitions fire. He fills it before every outing with his own special blend of promethium and squig oil, mixed specifically to produce the hottest flame possible.

Mek Tools: The traditional wrenches, hammers, and the like a mek needs to loot and build with. While thicker and heavier than humans would need, his are light weight for an ork. This lets him carry them around a bit easier on a clip at his belt.
Well, here he is. If you'd like me to expand on anything, let me know.


@Skwint Yes, Now that's accepted cannon. However, for a majority of the time Orks have been a playable race, the orks debated which of the two gods was which. If my memory serves me (I was never a primary ork player) each of the klans had their own belief on the matter. It was even sighted as a reason for ork infighting (not that they need a reason.

So, I wanted to ask @Ollumhammersong for his opinion on the matter. My hope was that if it mattered between the vying factions in this campaign, he'd explain as much.
@Ollumhammersong Serious question: Which one is Gork, and which one is Mork? For the purposes of this campaign.
Well, obviously I'm interested. Likely I'll take the part of the group cook/explosives expert. If orks understood the concept, he might be called a 'chemist.'
Okay, just a couple more things:

When the game begins, will there be something stopping us from gaining power/abilities/gear?
If the group has a mek and a painboy, then it's entirely reasonable that cybork upgrades and powerklaws could be attached to various group members. Assuming we end up co-operating more than normal, we could feasibly elect a leader among ourselves. Would the leader then grow into a nob, as ork leaders tend to?

I asked about the terrain and kind of tasks we'll be facing because it will help players know going in what kinds of characters will actually be playable. Playing a kommando is perfectly reasonable, from a power-level perspective, but if we're never in a situation where one of us being sneaky would come up, then it's no different than playing an ork boy. Especially if we're expected to constantly be near each other.

These questions aren't me trying to manipulate things to my advantage, or to spoil the surprise. I've RPed in the 40k universe a number of time, here, on other websites, and even on the table top. The same problems tend to come up, and I'd like to avoid them where possible.
The 40k setting is massive, and deals with everything from grots to imperial titans in terms of scale. It's quite often a problem when people come to a game with different expectations of where on that scale they're going to be, in terms of both importance and potency.
It's also a setting capable of exploring every conceivable type of adventure. When people create characters who excel in certain scenarios, especially in an advanced thread where characters require a great deal of time and effort to create, they can be quite upset when they find out all that effort is for nothing.

When it comes down to it, I think this could be an amazing narrative with great opportunities for roleplaying unique scenarios, while also being quite fun. However, I also see all the potential issues, and experience has taught me to be weary of those things.
Alright, that's the basics out of the way. Now, to go a bit more in-depth.

What version of orks are we going for here? Will these orks be the grim-dark war mongers of death and destruction type, or the goofy, dumb-funny joking type of orks? Are we going to be monsters like a large percentage of the cannon would describe orks as, or the joke that their codex makes them out to be?

As a group, will we have worked together before? Are we an existing mob that has been together for a while, or will we be just random boyz who decided to group up because we could?

How important will we be to the overall plot? Are we meant to be 'heroes' who are sent on missions that the bosses need done, and thus our final decision of who to back will carry weight? Or, do the bosses themselves each have a preset destiny in store for them, and who we pick just decides what kind of game we play near the end?

How are we going to handle group equipment? For example, if our mob has a truk, who gets to drive? Who gets to use the guns? Will we decide as a group what kind of equipment is on the truk, or will the one designated the driver be considered the 'owner' who gets to make the final decision on what happens to it? Or, will there just always be an NPC driving us where we need to go in whatever the plot demands we be riding in?

What about in-fighting? Orks are well known for vying for power, especially within their own groups. Will we be depicting the typical ork traits, and thus constantly sparing with each other? Will our group be special, and more effective because of a surprising level of co-operation? Or will there just be a nob among us who keeps us in line, and if so who?

How about the planet we're landing on? What kind of terrain should we expect? Who will we be fighting? It would be quite annoying to create a mek who specializes in looting enemy war gear, only to find out we're fighting tyrannids the majority of the time.
Do we have to be orks? Could we instead be grots? If so, do we have to be basic grots, or can we have special gear? Examples in order of potency: mortars, grot tanks, killa kans.

Would we be allowed to be stealth boyz? How about an odd boy? Loota?

Orks come in a wide variety of shapes and sizes on the table top, but truth be told they're like most other races. Most variants of ork are just boyz with different varieties of shooty/stabby kit. So, what are we allowed in our selection of weapons/wargear?
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