Deep Cover Campaign

By Heidrich Krauhausen, in Dark Heresy Gamemasters

Hi guys, i'm new to the forum, and being a GM.

I'm trying to have a large plot behind the campaigns, which is mostly their inquisitor being Ordo Chronos.

One of the campaigns i'd like to run in this plot is the inquisitor facilitating his own rise to power, through one case of time travel.

of course, my players will one day be his most trusted acolytes (and perhaps interrogators) so he sends them back in time so that they

can secretly aid him, and themselves. since meeting yourself is a temporal no-no, i'm thinking it could be interesting to have them go

into deep cover and infiltrate the heretics that are being hunted. to make this more interesting, i'm thinking of having them roll black crusade

characters as an alias. they'd have access to all their old skills, but if the alias doesn't have it too, folk might get suspicious, same with characteristics.

i'm wondering if this would be a great idea, a terrible one, or something i should wait to do until i'm as experienced with being a GM as i am with 40k lore.

opinions on this campaign idea are also welcome.

Its certainly a very unorthodox Dark Heresy game, but I don't think that you'll be setting off any mines with it. I think it sounds pretty interesting and so I say: Go with it!

Sounds good, though bear in mind that Black Crusade characters are designed to do naughty things. They are also quite a lot of DH XP. If your characters are of that level it is fine.

The campaign sounds like a great idea - how far are they willing to go down the path to corruption to get in with their cover? WIll they lose themselves in it instead of complete the mission?

The fact that black crusade characters do bad things is exactly why i chose it. in addition to the temporal headache of orchestrating their next adventure from the enemy camp, i fully intend to make my PC's have a game of moral limbo, "how low will you go" will be the theme of it, along with leaving clues and avoiding suspicion from the other bad people. and the EXP level shouldn't be a problem, this will be the second adventure i run before i move them to ascension. where their first adventure will be the other side of this adventure.

about my only worry right now is that my tech-priest might actually go bad for good, he plays a complete madman (mostly because he knows nothing of the universe and just wanted to be a robot). i have ways for my other players to control him, but i'm having a hard time figuring out how to make those methods work without blowing their cover. any ideas?

I guess the question is can they make the character understand how important it is that the cover stays intact? If the character gets it then it shouldn't be a problem. Also you might impress upon him the dire consequences of temporal issues should they meet themselves. If they know that they will be investigated by themselves then the cover can't be blown or who will walk through the door guns blazing?

Failing that just have a word with the player. If he wants to go down the badness route I would let him as long as he understands what will happen. I.e presumably the other players will have to take him out. It could be fun (and sobering for the rest) if they do actually have to stop him.