'Allo guys. I intend to run a deep-cover campaign for the climax of my player's time in Dark Heresy before we move to Ascention-level play.
As the title says, I have 3 ideas that I'd like the excellent community here to weigh in on.
1: A fitting foe.
My goal with this big bad is for him to be an enemy of their inquisitor, so he has to be more dangerous than anyone they've met before. Their inquisitor is a member of the Ordo Cronos, who has access to limited time travel (I haven't decided on details yet, but the effect is that he has perfect timing and a VERY good idea of what "should" happen). As such he only has two real enemies that can threaten him (his regular work is time consuming, but not very threatening to him, which is why he has acolytes). These two foes are Minerva, an AI from the dark age of technology that can read the Akashic Records; and the Czar of Vultures, an VIII legion prophet who often weakens planets from the inside by starting a cult and creating internal strife before he call in the warband he belongs to.
For this adventure I want them to face the Czar, but I run into the problem that no matter how tough I make him, no matter what gear I give him, my players are so damned killy that I would not be surprised if they beat him to death with their bare hands. I think #2 might solve this, but I'm not sure
2: A way to force my acolytes into their cover-persona.
My acolytes are about as subtle as an ogryn in a bridal dress. So I've been considering having them psychically conditioned to believe that they are their cover persona. The conditioning will break and their old persona shall return on a trigger-word.
I know my guys like their gear (more than half of it is trophies from heretics they've put down) and I don't want them totally screwed when it's crunch time, so I've been toying with the idea of having some of their weapons in a rapid-deployment case (1/2 action to gear up everyone in range) that one of them will lug around under the impression that it is an unholy relic that must be protected by them personally. This is the part that I'm the most uncertain about in #2.
3: Actual deception, not just withholding information.
This is where my "ethical" concerns come in. I don't want my players to know that they are undercover, some of them have trouble separating what they (the player) knows and what they (the character) knows. To fix that I don't want to tell them that they are undercover. I want them to believe that they are Black Crusade characters who are trying to rise through the ranks of the Czars cult to learn as much as they can about his operation for their true patron, who they will believe to be an ascendant champion of Chaos Undivided that can protect and reward them for their information on the Czar. The information will be dropped at a remote location in the form of a data-cube that my tech-priest will encrypt.
To tie #3 in with #2, their patron will provide them each with a "word of power" that will grant them "immense strength and knowledge beyond your ken" that they must only use in their time of greatest need, for it will reveal their true master to the Czar of Vultures and his flock. This word of power will of course be their mental-trigger that restores their skills and abilities.
As I said, my concern with #3 is the ethics of how I want to run this. Is it too sleazy to mislead them like this? and is there a better way of doing it?
And the biggest question is: Does this sound like fun?
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