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Neutralista

Assistance With Potential Fun

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So, I'm starting up a game of Dark Heresy with some friends, and one of my players is the kind to play a villain amongst heroes. Besides the obvious difficulty of hiding such heretical ideas amongst the Inquisition, how can I make it work so that, even when he hits 100 corruption points, he can still play as a main antagonist character?

To rephrase the question: When his character hits the point of no return, can I have a way for him to play as the main antagonist, or do I take over the character at that point and have him reroll?

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If ALL players will have fun from such a game - why not? You're the GM, just throw this rule into the airlock.

The main problem will be not the hiding of ideas but hiding of mutations.

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I have somewhere read such example. The GM and the player generated a BC equivalent sheet for that pc. mechanically speaking it is difficult, becouse you would need to use some BC rules and tweak them. Essentially, it is written that BC pc is a DH pc which reached 100cp.

I myself tried to transfer my pc to BC sheet but xp prices of advances does not align. Skills and talents are grouped into different chaos god alignments and their price depends on your aligment. Anyway, you can play using both systems for that pc. That way, you could get some interesting things from BC.
 

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HI,
If the answer is still important to you, I would strongly advice againt this:

>
Rese:Anyway, you can play using both systems for that pc. That way, you could get some interesting things from BC.

Black Crused and DH1 may look the same at first, but they are both completly different mechanics and dynamics wise. Not to mention that BC is ment for one to play bonified traitors.

I would suggest that you redirect your groups player to the Radical side of inquisition. There are many "dark'n'evil" backgrounds for playing loyal-ish to the imperium characters.

On the other hand if ALL of your players are fine with it just remove the 100CP limitation. But avoid mixing and maching mechanics from different books

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I too would't try mixing these lines for a longer campaign. You have other options at hand, though.

First, being a villain doesn't necessarily mean acquiring corruption on a regular basis (well, not more than usual for an acolyte ;) ). In fact, a memorable villain might be smart enough in his dealings with daemons to avoid that fate for a long time.

But let's assume that whatever the player/character wants to do brings corruption with it. You're probably best off with inventing ways to stave that effect off and handle them narratively, meaning there things the character has to do in order to keep him safe from corruption which on the other hand might get him in trouble with his other duties. Covering himself in hexagrammically warded clothing for most of the time, inflicting sacrificial wounds with a holy relic on a regular basis...analogous to the optional rules for removing insanity.

Though, if your player accepts that sooner or later, the character WILL go down in a blaze (monstrous, fiery or otherwise), there is a much cooler option. Dark Pact!

Think about it, it shelters you from corruption to a certain degree, if i recall correctly, because you're already "pledged" to a specific entitity, it gives the character a bunch of stuff to hide from his teammates...and he does get abilities that are very useful to their work, in the short run. So you could just portrait these as "miraculous", the character could claim to see saints when these things happen.

And then, at a point where it has maximum impact, there comes the pay day. Whatever the team is doing goes to hell, and all they might be able to achieve is to try and save their comrades soul while destroying his possessed body. Sound good?

Anyway, if you're already in the midst of it, let us now how it went :).

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