Trying to flesh out a few ideas for a Dark Heresy campaign that I might be running at some point.
- I want this to be very much a combination of investigation and horror - old DH1 style
- Setting is Hive Desoleum. There's enough places fleshed out in it and near it that it seems a nice environment to use.
- The players will generate their inquisitor jointly with me - if the Inquisitor's background, interests and temprament doesn't really fit, I'll come up with something else.
- I want subtlety to be a big thing; so the players will have a 'home base' set in the mid-hive that is their centre of operations and may get attacked if they screw up by anything from a couple of heavies to a section of Involute Cadre, depending on who they've annoyed and whether they know how dangerous they really are.
- I have the idea of a mid-hive luxuries store/warehouse specialising in out-hive and off-world goods - it's got a secure warehouse and garage, explains the presence of and interest in odd curios, provides a good reason for people to travel and 'new faces' to pass through, including up-hivers and off-worlders, and I can see the sanctionates being prepared to issue a license for a sensible amount of independent armed security oathed to the owner ('sensible' meaning half a dozen laspistols and a shotgun or two racked in the back - I suspect the actual concealed arsenal will be somewhat more, PCs being PCs).
- Because Bad Puns and In-Jokes should always be indulged, I'm thinking " Universal Imports ".
A big part with any Dark Heresy mission or campaign is the "So What?" factor. The Hive has umpty-ump groups of oathsworn bodyguards providing security to factories or apex noble families, the 'regular police' of the Sanctionates of the Oath Inviolate, and some sort of limited 'federal presence' from the Adeptus Arbites where Adeptus Terra personnel are involved or Lex Imperialis is violated.
So there's always a question of why the Inquisition got involved in the first place. Inquisitors do not investigate muggings, or murders, or robberies - unless there's something odd that comes out in the process; a noble or secret acolyte being the victim, something impossible or heretical about the murder, etc, etc. The medicae mortuus finding the gene-tech implant wrapped around Saul Arblest's spine in the original DH adventure, Edge of Darkness , is a good example (I always thought that was just a brilliant adventure all round).
A big part of the background is the mid-hive and underhive gangs, so I wanted to throw in some sort of organised crime into the setting; giving a big, shadowy organisation which can (try to) punish the players for tanking their subtlety rating once it becomes aware of them.
The Faceless Trade is an obvious one, but I'd like something a bit different and another one (which got picked up on in some Sandy Mitchell books) is psykers - a rogue psyker is a helluva dangerous thing for a criminal syndicate to possess, but it could be a terrifically potent asset; especially something like a prescient or a telepath - pyromancers are essentially just walking flamethrowers but for organised crime the ability to read minds and edit memories is literally priceless. After all, crime is ultimately a business - the goal is to make money and not get caught, not to gun people down week after week.
As a result, I can imagine a criminal syndicate so inclined actively "helping" to hide emergent psykers from the Ordo Hereticus and the Adeptus Telepathica Astra - in return for indentured service. The comments about the authenticity of Inquisitorial IDs in a recent thread makes me think about a 'fake' Ordo Hereticus witchhunter team that might help in acquiring the psykers.
I don't imagine they'd treat them especially well - they're not the scholastica psykana (though they would probably need at least one competent instructor acquired from somewhere), and still probably suffer the standard Imperial citizen's prejudices/hatreds re psykers. The most efficient way to deal with the psykers is to alternate large doses of sedatives and spook, as required, a precious few null collars and/or kill-switch implants for the really dangerous ones, and to essentially beat compliance into their tame witches.
This works fine, until, without realising it, they scoop up an alpha -level psyker. Who objects to having compliance beaten into him/her, and, after escaping, is now trying to murder everyone they see as responsible for what happened to them.
Meaning the acolytes have to find the psyker, whilst he's trying to kill syndicate members (including members they don't know about, who as far as anyone else is concerned are high-ranking members of society, even Apex Nobles), without the syndicate catching on that they're agents of the Inquisition (real ones this time!) poking around their operations (which are heresy at the very least) and having them murdered before they can reveal to anyone why this psyker has started playing vigilante and why they are targeting them in particular.
And don't forget that one thing the half-insane murderous alpha remembers about the people who threw them into the hell-hole was that they had sigil rings with the symbol of the Inquisition....
Any thoughts for missions, scenes, characters or sub-elements of the story are greatfully received!