Greetings and salutations!
I'm new to Dark Heresy, and will be playing my first game tonight as GM. I've only bought and read the core rulebook, and I've come up with a few areas where clarification would be appreciated before I try to run this beast. So, here goes...
1- Insanity and Corruption ; In the rulebook, you gain insanity points by failing on a Fear Test and corruption points by dealing (pact) with Daemons, specifically. Are there any other sources of IP and CP? Call of Cthulhu comes to mind where merely reading blasphemous tomes of forbidden lore would grant you insanity points. Any guidelines for instances when insanity and corruption should be doled out, as well as quantities- or is this strictly GM fiat? Sure, gazing into the warp may corrupt an Acolyte, but to what degree?
2- Space Travel ; When reading the book, I figured that Slower Than Light travel was used for voyages between planets and Warp travel was reserved for longer journeys, such as a trek to other sectors for example. However, in the Illumination adventure it is said that the trip to Iocanthos (presumably from Scintilla) takes 3 days at warp! Scintilla and Iocanthos are practically within arm's reach by cosmic standards. Does that mean that Slower than Light travel is utterly useless, or at least dreadfully impractical? Will the Acolytes be using Warp travel exclusively, since they don't have years to get to their destination? Also, I trust this means that there shouldn't be a lot of "planet hopping" in your average mission. Basically, I'm just looking for a rough idea of times and distances when traveling the sector. Oh wait, time is wonky in the warp....
3- Psychic Power ; And now the mandatory psychic question(s). I figure at least one of my players will want to dabble in psychic powers, so I should be able to answer their concerns. What happens when a non-psyker gains the Psy-Rating talent (the Adept, for example)? I know what happens mechanically, but what about thematically? Are the characters whisked away to the Golden Throne on Holy Terra to be sanctioned for 3d10 years? Are they simply allowed to continue using their psychic abilities unchecked? Wouldn't their Ordos hunt them down as rogue psykers? I know this isn't likely to come up for quite a while, but I'm really curious. Similarly, wouldn't an Acolyte who is suddenly afflicted with a mutation be destroyed by his fellow Acolytes and Inquisitors?
4-Mutant Abomination ; I've noticed that the entry for the Mutant Abomination has "Corruption Points:8" and "Insanity Points:12" listed in it's stats. What's up with that? It's the only creature with those characteristics. What do those mean? How do you use them? Are those the points gained from contact with such a being, or merely corruption and insanity that the mutant has? The former seems rather steep, while the latter wouldn't be enough.
5- Errata & FAQ ; Should I download, print, and/or read that monstrosity? Does it address glaring problems/oversights in the core rulebook, or is it mainly typos? Basically, I loathe the idea of playing a game and having a huge printed document on hand that must be constantly referred to in fear that what's in the book is "wrong". Can the game be played with the core book alone, or will I run into severe difficulties?
Well, that about covers it for now. I'm sure I'll have much more to ask after we've played a game though. Thanks in advance for any input or insight-- it's all greatly appreciated!