Corrupting loyalists

By Animus3, in Deathwatch Gamemasters

Hi everyone. I am a GM for a small kill-team (2-3 players) and would like to discuss methods of leading one or more players to chaos worshipping with him realising (almost) too late. I believe the whole idea is worth exploring as it presents interesting opportunities and it would be satisfying for a GM if he could do that without forcing anyone to switch loyalties. So far I have set my eyes on a black templar assault marine with an aspiration to become a champion. As a start i decided that he will be informed that a prestige warrior lodge on erioch noticed his skill at arms and are considering inviting him to their secret society. The trick is the other players are highly suspiciuos and might realise what is going on too soon. What do you think about that?

Traitors on Erioch? I just don't see that happening simply because the presence of the Inquisition. If I was going for Erioch, I would run the campaign on the premises that the entire Deathwatch is a bad apple (and that the final Vault would contain a scroll that said "jokes on you!") which would be interesting on a grand scale.

Regardless, I think you would be better off isolating the three from both base and confirmed friendlies over an extended period of time in order for the ruse to hit home. The size of the team suggests that they could be the only survivors from a mission gone south on some remote rock, or even a long distance recon force on said rock. Either way, the key thing is that they are cut off from home and limiting their in-game ability to tell right from wrong. I would use a single source of information that they, as meta-players, feel that they ought to be able to trust: an Inquisitor. This may contradict my initial statement, but keep in mind that Erioch has the web of security that the planet of, oh let's say Backwater III, is lacking. And should the players begin to doubt the Inquisitor, you can always introduce the Seemingly More Trustworthy Local who may or may not turn out to be the real chaos agent.

As entertaining as it is the idea of the whole Deathwatch in Jericho Reach is a bit too much and I don't think I could handle it. You have a point in saying that Erioch is one of the most secure places in the Jericho Reach but that's what makes it interesting. Its a place where kill-team feels most secure and where finding influence of chaos would be most shocking to them. I plan to run this plot in the background of a campaing during which kill-team earns honour and respect among their battle-brothers. Something like setting a stage to something even bigger. The kill-team will either succumb to the lure of chaos or fight back their daemons and prevail. Aside from that I think I'll take your advice to keep them away from base and friendlies. They seem to rely too much on their superiors and some time without direct orders may force them to make some independent decicions.