
I'm thinking about starting/GM'ing a Dark Heresy campaign with some very specific players and circumstances in mind. I'm looking at weekday evenings 6:30/7:00 p.m. PST start times. Weekly or every other week. Note that day and time my vary slightly from week to week, session to session. So, if you're not flexible during the week, don't bother volunteering. I see sessions lasting between 2-4 hours each. Here are some of the things to keep in mind: 1. If you've never played Dark Heresy and/or don't know much about the 40K universe, this game is not for you. 2. This will be RP-heavy . If you're not comfortable talking in character to each other and NPC's, then this game will not be for you. 3. You will have to think and figure shit out . As this is an RP heavy game, much of what you'll be doing will be investigating, interviewing and interrogating. As this is for knowledgeable/advanced players, what you know of the universe will matter almost as much as your rolls on lore tests. 4. This is NOT going to be a hack and slash, shoot 'em up game . Combat will be appropriate to the story and will actually matter - i.e. no random encounter bullshit. When it happens, it will be visceral and dangerous. You will likely have to burn fate to stay alive at some point in the not too distant future. 5. (This is all subject to change) I am aiming for starting characters off at Rank 2 w/ 600 xp total. I may alternatively choose to start everyone at 500, but award some bonus xp for in-depth backgrounds. Either way, it would give an opportunity to dip into the next set of skills/talents or advance a characteristic or two, so you don't suck. Character creation will be standard rules w/ a twist. You will be allowed 2 modification in the form of either re-rolls or swaps - meaning you roll as normal, then you can either reroll your low numbers, with each reroll being final; or you can swap the roll between characteristics, with each swap being considered 1 modification. You can also use one of each type of modification. Fate, wounds, insanity and corruption may not be rerolled, but divination can be. All starting packages and alt ranks are available, but you must obtain my permission to take one before doing so - note that you'll have to make a really good case why you want to be a Redemptionist Firebrand... and, no, I will never allow anyone to be Crimson Guard. No Adepta Sororitas are permitted. 6. I will be sticking to most standard rules, but not all . As I am sure most of you agree, some of the rules in DH make no sense or feel stupid. The nice thing about all rules in games, we can break them or modify them to suit our needs. I have done this. Here's an example: - For melee, every 2 degrees of success you get on an attack will get you 1d5 additional damage. Why? Because I like melee, and it's too weak at low level in the rules, as written. So that's it. That's the lengthy post. Please reply if you're interested, fit the description and think you can do this. *Disclaimer: If you're chomping at the bit to get started, relax. I'm shooting for starting this next month.