Duscha Teutogen, the Shell Duke

The Gunrunner

Elder Member
Name: Duscha Teutogen
Race: Human
Hive Registered (Y/N): Y
Affiliation: Tunnel Rats representative, Shellmen boss.
Trade and/or Occupation: Arms Dealer
Wealth Level: Cooking with Gas


Age: 35
Height: 6'0
Weight: 176
Appearance:


His skin is pale from so many years without sunlight, and there are various discolourations on the arms and hands from past chemical burns. His dark, greasy hair is cut with the intention just to keep it out of his eyes and at a length that it can not be grabbed. It is nothing fashionable, but it is just neat enough to be presentable. His features are sharp, with sunken eyes further drawing attention to his piercing bright blue eye. The other, meanwhile, us covered by a bionic implant - A grey box of sorts imbedded into the socket, with a horizontal slit along the center. Its wires are hidden beneath, though there is an evident grey tint to the flesh around the implant. 


A brown longcoat lays over his flak vest, but held tight against the body with both the ceramic pauldrons and laspistol holster. The scratches and imprints on the sides and front of the coat tell their story of the fights he has been in - Failed attempts to kill the Shell Duke. However, more than a few have clearly broken through the material. On the right breast, there is the metal bar of a Lieutenant. The surface has been lovingly polished.
 
Notable Gear: Flak armour, mesh-armour longcoat, steel fighting knife, laspistol, compact vox device, bionic eye. 


His weapons tend to vary, naturally, but the above is what he is usually seen with.
 
Skills & Abilities: 
PDF training, Slump specialist (Hand-to-hand, firearms, survival.)


A web of smuggling contacts formed from both his over-the-shoulder time while working with an information broker, and recruiting the former dealers of the penal division's survivors.


Since the violent take-over from Duscha's Shellmen and the other Tunnel Rat gangs, they've cut  themselves a tasty portion of territory that secures a strong position for their take in the arms market. 


Duscha's 'Shellmen' gang take on the common dregs as do other hive gangs, but his can boast a strong veteran 'core' from the past offensive into the Necromundan Slump. When Duscha feels the need to show his force and doesn't want an embarassment, these are the men he will consistently depend on.
 
Flaws & Vulnerabilities: 
There is absolutely no sugar-coating it - Duscha is hated by the gangs around him. A consequence of his violent territorial takeover, dominating personality, and PDF history. There are two things keeping him out of the many potential wars: The strength of his gang, and his value as an arms dealer.


Duscha has an obsessive personality which has pulled him into an addiction to Spook. The gangs his dealers belong to, to some degree, have Duscha under their influence. Other gangs wanting him to grant them a favour or two need only get his dealers on their side first.


Though strong, he is limited; his territory simply can not expand further than it has already, as it would mean the creation of untrustworthy lieutenants to control the areas. His pool of trustworthy and leader-worthy has run dry, and the enemies he's made means this is unlikely to change.
 
How would the people that know your character describe his or her personality?: Duscha's positive descriptions have been 'Efficient,' 'Cold,' and 'Charismatic.' His negative descriptions have been 'Obsessive,' 'Proud,' 'Excessive,' and 'Manipulative.' All true; one has to have the positive traits to survive despite so many enemies, but one can not ignore the negatives that got him there. Indeed, he is a man able to think of a solution to his problems while symultaneously creating them.
Though more than any other description, "Violent" is rarely forgotten. Duscha is not a man who easily takes to drastic measures - he far more prefers to avoid direct conflict since territorial expansion is now unlikely - but when he has, it was always brutal. From blitzkriegs, to bombings, to assassinations, to mortar barrages, to the massacre of entire gangs. This arms dealer is not one to be crossed.
 
Character History: 
Duscha's parentage was, considering the context of the underhive, nothing special; petty people scraping by to survive, not ready for just another mouth to feed. They harboured enough sympathy to care for him until he was old enough to walk, but that was as far as they would go. A mere toddler, he was left to fend for himself in the piss-soaked streets. Strangely, that is not to say he couldn't; even here, one will hold their fist or gun when the suspicious one is a child. It gave him a few benefits that other gangs valued, and Duscha's early life was spent acting as a messenger and a drug mule for the local gangs. The work was indiscriminate, doing small jobs for anyone who could pay. Then, once it was over, he would be forgotten again - Just another street urchin.



A disregard that was not only valuable to crooks and dogs, but also to certain... unorthodox dealers - Dealers who valued information more than guns or needles. Duscha's work was simple: Wait, listen, watch, and report what he sees. This way, he was in positions where he could learn much about criminal tactics and and its 'order.' Over the years of this continued listening and reporting he learned of specific assets, their violent takeovers, business undercuttings, the value of reputations, proper locations for fences and other illegitimite businesses, and more. He was able to take on the knowledge of businesses and gang-bosses without ever being in their membership. He continued working with the broker past his childhood, and in his free time would extend his targets to learn more and more about the underhive. He stole the notes and recordings of even the information broker's own spies to take on as much as he could. 


By age 25, the information broker and a number of its spies are delivered by cheap bounty-hunters to the border-precinct of the Necromunda Enforcers. Reports on enforcer supply routes has led to many raid attempts from small gangs. The brokers are charged with the same crimes by association - Most are sentenced to immediate execution, but Duscha is delivered to a Penal Division being formed in the Lower Hive - 3rd Hunter Division, unofficially known as the 'Tunnel Rats.' Its officially recognized as an 'experimental,' with the task of taking the fight directly to the cultists in the Slump of the hive city. A request for an official and better equipped military formation for the task is made pending - The decision will depend upon the successes of the 3rd Hunters.



With the specialized role and stakes, each member is first put through the basic training of the common Imperial Guardsman. This includes use of the field kit, weapons, moving in cover, protocols, accuracy, hand-to-hand, etc. Additionally, they were trained to survive in the very hostile and toxic environments under the ash pile - To maintain their suits, close breaches, clean filters, perform chemical tests, etc. The training regime is harsh and unforgiving, as it must be to ensure the safety of the PDF volunteers and procured equipment. After three Terran months, the Division is reported battle ready. They are briefed and deployed five terran days post-report.


The results of their deployment, and further information, is provided in the following reports and interrogations. In summary: Casualties were high, and 3rd division was eventually cut off from reinforcements and the possibility of retreat. While they fought their way back to the underhive, the conscripts slowly became the leadership of the division - Duscha Teutogen was one of these unofficial leaders. The volunteer PDF were, essentially, demoted in the field. There is strong reason to believe that a number of officers and NCOs were intentionally killed via 'field homicide' and others, though the total number is not as high as some believe.



On arrival, the force debriefs. Inquisitor Erghish Kleist finds them suspect of stumbling on 'forbidden knowledge' of the chaos gods due to their route - The near entirety of the volunteers are to be interrogated, while all penal conscripts and some PDF NCOs are sentenced to be executed. The latter, and some of the former, manage to escape the inquisitor's wrath and make it deeper into the hive. There, the criminal lieutenants and sergeants form their own gangs out of the forces they have. Each has its own name and autonomy, but they agree to still work together. The individual gangs have many names, but the whole organization of them is referred to as the 'Tunnel Rats.'



They have since violently taken over a large section of territory for themselves, using their training and stolen equipment. Duscha, meanwhile, has been establishing and utilizing contacts. The Tunnel Rats as a whole have ceased taking territory, and now set themselves up to play a part in the arms market under Duscha's leadership. Their forces are used purely for defending their business, though they have in the past stepped outside their borders to respond to their threats.



Contacts: 
Watze Eldern, smuggling ring leader asset aquired from a 'Fire Barons' negotiator in the penal division. The relationship is purely business-related.
Anatolii Zerbaliev, information broker. Professional relationship, though both play a security role for each-other.
Stesha Ovsiannikov, a spook-abusing chemist of the explosive variety whom Duscha has employed. Discovered through Anatolii, and the relationship is professional.


 
Folks who would like to kill you: Most surrounding gang members, the PDF, rival arms dealers, Inquisitor Erghish Kleist.
 
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Arms dealing hanzers eh?


Just about tailor made to be my arch enemy.


I'm wondering actually, can characters die? or are we all just rolling with plot armor?
 
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You're character has a rich history along with a fresh reason for setting up shop in the Underhive.  Depending on your story direction, I may want to collobarate on major weapon purchases for my character's gang.


@admiral9 Characters can't be forced killed, but players are free to raise the stakes of their conflicts voluntarily.  This way your squad of Enforcers can't scurry down to the Underhive and execute my character on page one.   ^_^
 
Will GM arbitration in general be used I wonder? Considering that there's gonna be conflicts of importance having someone just be able to go I win and I refuse to acknowledge otherwise kinda ruins the spirit.
 
He has a really intensive biography, but all-in-all, he's a pretty great character.


I can sense a possible collaboration between your, and my character.


And on the off-side, I do believe GM arbitration is a necessity in some occasions. I mean, some people may attempt to god-mod here.
 

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