If you're an Essex University roleplaying group member, the stay out is serious; this'll ruin most of the plot for the campaign if you peek.
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Okay, so I'm planning to run Dark Heresy next year, and have a good idea of what I want to run. However, since it doesn't exactly fit in with a standard dark heresy campaign, I figure it's worth running past some other GMs first to make sure I haven't made any collossal mistakes and to get some more ideas for bits and pieces that I might of missed.
Setting wise, I'm planning the PC's to start off being assigned to investigate a Rather Large Space Hulk that has just drifted out of the Warp into realspace near the outskirts of Imperium space. Their job is to find out what happened to the ship, how much of a threat it poses (if any) and recover anything valuable if at all possible. Administratum records show that it is an /old/ explorator class vessel (not sure how old, but definitely in the couple of millenia range). when the PC's get on board, they'll get to look around for a short bit before the vessel slips back into the Warp, trapping them on board.
Now, the big thing about this space hulk is that there's going to be a big squabble over it by various powers. The Emperor will be one of these powers, those much weaker than normal thanks to his presence being more the last vestiges of faith in him; the four Chaos gods will be another four powers, and the ships' machine spirit itself has gotten to the point where it's another power. Each power will have different goals. There's also lesser servants running around; a small contingent of Space Marines will be the biggie, split between traitor marines (one per Chaos God), faithful marines (3 of those) and spirits (the other five, though these will all be the work of one of the dead ones who was also a Psyker, who didn't die so much as become a psychic ghost with much reduced power as a "saving throw" against dying, who manifests illusions of himself and the other dead space marines in order to inspire those that remain.)
On board, the Geller fields still work, although they are weakened; as such, daemons will be on board, though they'll tend to stick to their own areas (strongholds). The ships' machine spirit also has its' own strongholds, but the Emperor doesn't, relying on the faith of the devout all over the ship rather than concentrations of power. Outside of the strongholds, it's a war zone, with mutants, minor daemons, and all sorts of crazy running around. The (rather unpleasant) deaths also have created psychic ghosts, which replay the last moments of the dead in a full blown spectral illusion (i.e. what is seen is there but translucent.)
Since the PC's are trapped, it's going to be run closer to survival horror (taking a hefty chunk of inspiration from System Shock 2) than standard Dark Heresy; players will have to be careful about resources, and run away and be cunning rather than go in blazing (hence why I'm using Dark Heresy, not other 40k rpgs.) The other big thing is that death won't be permanent. Rather, dying will lead to resurrection, but the power that chose you denotes you as it's chosen and now asks thing of you. I'm planning to keep "nicer" ones for those who would normally have a much higher income, to help balance that side of things as they can't exactly collect a wage packet from where they are. (The specific power will depend on the number of players I get and In addition, dying leaves Marks; these are randomly rolled. You'll get the Minor Mark first, and then if you roll that result again when you die it upgrades to the Major Mark. In addition, you always gain 1d5 Insanity and Corruption each time you die.
The Death Marks table will be in a further post, as will the strongholds I have so far.