While I don't own it I have looked it over thoroughly. It's a beautiful book even if you never play the game. The illustrations are everything you might expect from this setting.
And the game looks very nice as well. If you've ever played WFRP it's pretty similar.
Yeah, I own it. It's pretty awesome, and a very unique system (similar to Chaosium's CoC system... sorta). As for the price tag, well, Paizo already marks it down to $53, then you get your Pathfinder Advantage (which basically just absorbs the shipping cost) and you've got it for cheaper than you'd find it at your FLGS anyway. Score!
I haven't yet played it as our 4E campaign kicked off instead, but it reads very well and looks like a lot of fun. One of our number is keen to run it so at some point in the future I'm sure I'll get to play :)
I played it, and love it. However, it does have some flaws, there is a pdf of errata out for it, and you really have to house rule it a bit.
When I say house rule, I mean be lenient to your players, and make them heroes instead of red-shirted peons jockeying for a position on their master's payroll. That was really the only thing that bothered me, the original Dark Heresy with no house rules has the player as basically a nobody in a vast universe filled with nobodies. If I wanted to play a useless POS, well, I really don't have to, since I am one, and I'd really not spend my time fantasizing about it. Also, get rid of insanity points, Call of Cthulhu this game should not be.
Other than making the characters more heroic, the setting itself is absolutely awesome. Although implementing house rules seems like a bit of a chore, the setting makes it all worthwhile. Give this game a chance and I guarantee you will love this game, and probably buy all the splat books too.
I bought the book when taking advantage of a 40% discount plus my 20% discount with B&N and the art work and dark fantasy grim and gritty feel I get really appealed to me. I'd love to play the campaign, but it's a matter of finding others familiar with the system.
When I say house rule, I mean be lenient to your players, and make them heroes instead of red-shirted peons jockeying for a position on their master's payroll. That was really the only thing that bothered me, the original Dark Heresy with no house rules has the player as basically a nobody in a vast universe filled with nobodies. If I wanted to play a useless POS, well, I really don't have to, since I am one, and I'd really not spend my time fantasizing about it. Also, get rid of insanity points, Call of Cthulhu this game should not be.
Other than making the characters more heroic, the setting itself is absolutely awesome. Although implementing house rules seems like a bit of a chore, the setting makes it all worthwhile. Give this game a chance and I guarantee you will love this game, and probably buy all the splat books too.
Really dude? Really, you can make it work, but you won't be playing Dark Heresy; you might want to try Rogue Trader - it may be more suited to your tastes, same system, same world, different premise.
The entire basis of Dark Heresy is that you are a peon on your master's payroll. The setting is the grim darkness of the 41st millennium, and there is only war, and you're a red-shirt wearing footsoldier in it, and you're fighting giant brains in jars, automatons trying to turn your body into a plasma base to sate the hunger of their cosmic masters, and corrupted, psychotic sexually deviant/diseased and rotting/mass-murdering, blood drinking/unsanctioned mastermind wizards who think turning into a bird is a good thing. You don't start out heroic, you earn it by virtue of not losing your mind or dying horribly in conflict with some daemon-possessed psyker who staples babies to himself as a form of worship to Slaanesh.
Get rid of insanity points? Lost that hopeless, overwhelming feeling of dread that no matter what you do, somewhere in the universe some dark celestial intelligence doesn't really care? Sure, you can, but then you need to get rid of every madness-inducing, warp-twisted, reality-bending, gruesome "Holy God that guy just exploded and his bone fragments embedded themselves into my armor, his now-smeared remains are making it difficult to walk, and I've been blinded with blood, guts and offal for 1d5 rounds." - no more dark chaos gods seeking to corrupt and twist your mind, no more chitinous planet-devouring bugs, no more corrupted traitors, no more sinister Inquisition lording over your every move and motive. It can work just fine, but it won't be Dark Heresy.
You, sir, just described exactly what drew me to the game and why I'd love to play it someday. I plan on picking up the other supplements when I see them on sale.
Insanity points, corruption points, you've got to get them all :>
Yes I threw a grenade into a crowd of people to kill the bionic assassin, yes it killed the peons and the assassin escaped, but it was NECESSARY.
Fear is my ally, so if my companions soil their trousers because they look at me when they shouldn't, because I have the fear aura thingy up....sucks to be them.
It's easy to be a homicidal maniac with a mandate from the inquisition in Dark Heresy, it's fun too! Sadly, your homicidal maniac is quite squishy......
Well, in the game I'm currently in, we landed on a lush jungle planet filled with psionic life, got chased by the alien equivalant of army ants that reanimate the creatures they kill, nearly fell into a raging river but the psyker used her power to punch the truck back onto the cliff, set the forest on fire and finally escaped the horde's clutches.
After finding our Boss, Inquisitor Veritas in the center of a Null encampment, we learned that Necrons were assaulting the camp daily and thus found ourselves in a pitched battle against Necrons and Pariahs.
For an idea of what Dark Heresy is about, I recommend reading the Eisenhorn series of novels by Dan Abnett, inspired by the Dark Heresy game. They show an imperial inquisitor and his retinue.
For an idea of what Dark Heresy is about, I recommend reading the Eisenhorn series of novels by Dan Abnett, inspired by the Dark Heresy game. They show an imperial inquisitor and his retinue.
For an idea of what Dark Heresy is about, I recommend reading the Eisenhorn series of novels by Dan Abnett, inspired by the Dark Heresy game. They show an imperial inquisitor and his retinue.
Read it, but it didn't move to me as much as a company of 8' tall genetically altered murder machines that are the Angels of Death.
The Emporer's Wrath must come from a bolter gripped tight by a ceramite-clad fist. :)
Nope, I was a Metallican Gunslinger, there is also a Psyker, a Noble Guardsman (our Intrepid Leader), a Feral Worlder Assassin, and a Huge Dude from Vulg (I have no idea what his class is).
We haven't actually started the battle yet, it's next Monday :). The one thing that might save us is the fact that the Necrons want to catch the Nulls alive for processing, so they won't be trying to hurt them. We also have a building filled with rocket launchers and heavy stubbers/multilasers set in embankments around the camp.
I have a 70 Ballistic Skill, so while I take a -30 from wielding a bazooka, it still leaves me with a 40 Ballistic Skill.
Oh, and the rulebook to play a space marine is coming soon.
Is that part of a series, or the entire wrapped up into one book? In the meantime, placed it on my wish list. Thanks! :D
The omnibus is all of the Eisenhorn books in one massive 768 page tome. If there is a local library system available near you, you can probably find it there.
Is that part of a series, or the entire wrapped up into one book? In the meantime, placed it on my wish list. Thanks! :D
The omnibus is all of the Eisenhorn books in one massive 768 page tome. If there is a local library system available near you, you can probably find it there.
No Space Marines yet? But can you play a Sister of Battle? Cause Nuns with Guns are cool.
Andrew Turner(Pathfinder Adventure Path Charter Subscriber)
I haven't played this game, but I've bought or pre-ordered all the books--they make for the coolest reading. Rogue Trader is an extension of DH, so you'd probably like it, as well.
Your game rocked. I especially like the part where you faced certain death, and one of your team members used a little ingenuity to save your bacon from getting deep fried.
FYI - I play a Noble-Born Metallican Gunslinger Assassin myself (a scion of Thane Westingkrup, from the Inquisitor's Handbook), and I've been in over my head fighting things like daemon-possessed Ogryns, their sorceress mistresses, and generally unpleasant, dark, alien things that a foppish dandy like Nihilius Constantin Westingkrup feels he shouldn't have to (by the God-Emperor they want him to wade in filth!? Unbelievable!). If you're trying to envision him - think the lead singer from the Scissor Sisters (clothing, haircut and all, except the hair changes depending on how he feels) wearing that vest Il Duce wears (in the Boondock Saints movies) under his go-go dancer clothing.
Even with a collective 80 BS (after talents and laser dot sites) with his two Kaydin-Adder Deathlight Duelling Las Pistols (they're daisies, I tell ya what) he still ends up running and hiding somewhere using a Chameleoline Cloak and a hardened bodyglove with a hood as a primary method of survival. I love it, it's taking on a Bull Moose in heat with five .22 pistols and winning on wits, teamwork, and a little luck. There's nothing quite as exhilarating as fighting a losing battle and making it out alive.
I haven't played this game, but I've bought or pre-ordered all the books--they make for the coolest reading. Rogue Trader is an extension of DH, so you'd probably like it, as well.
I have a couple of friends who play; I'll have to introduce them when you get to Colorado!
Wow, there sure are a good deal of assassins showing up in this thread. I'm currently playing a voidborn assassin in the [url]Dark Heresy pbp[/url] going on on these boards. It's less action-packed than the other examples in this thread so far, but the GM's been good at making sure we seemed competent even though it'd be easy for him to turn this investigation into a comedy of errors.
Random Summary of Game Currently:
Right now, we're all trying to figure out how our contact's disappearance, the Prisoner and the return of the Eviserator are related. The two current PCs who were born on this world are trying to find out how much changed in the three years since they left, the psyker's calling the Inquisition to find out our mission because your contact's missing, and my character (a servant of the contact) just wants to rescue his master and slice the Prisoner's chaos-worshiping throat open.
Oh, and never forget the importance of contacts. I made friends with the navigator of a Rogue Trader vessel, her name is Vela. We were in a pitched battle with a Flayed One and couldn't do any damage to it, but it couldn't get past our meat tank either. So I called in an airstrike. Bye-bye Flayed one, and thank you Vela!
Tharen the Damned(Pathfinder Adventure Path Charter Subscriber; Campaign Setting, Companion, Modules Subscriber)
@ Eisenhorn
Just to set this right: The Eisenhorn Novels precede the Dark Heresy RPG. I would say that a lot of ideas for the RPG come from the Eisenhorn and Ravenor Novels.
spoiler:
Especially some ideas for the Radicals Handbook might be influenced by Eisenhorn's later career.
@ Space Marines
Only the Space Wolves are still true Space Marines. The other chapters are like puppies to the alpha male!
Oh, one of the ruling nobles of the jungle world we're on has a beef with our noble and tried to make life hard on us. Little does he know, I stowed a nightworm (extremely powerful psychic monster) larva onboard his pleasure starcraft. When he leaves the psychic field the planet generates, the larva will explode with uncontained psychic energy and rip a portal to the warp onto his ship.
I put a camera on the ship so we can watch the fireworks.
Andrew Turner(Pathfinder Adventure Path Charter Subscriber)
Bitter Thorn wrote:
I have a couple of friends who play; I'll have to introduce them when you get to Colorado!
After finding a group of Nulls living in the psychic jungles of some pleasure planet that is decidedly less pleasurable than advertised, our courageous group of Inquisitors found ourselves besieged by Necron forces.
Given 2 hours of preparation before night fell and the Necrons attack, "Shanks" Lopez, gunslinger scum from the planet named after the greatest band ever, began Operation: Hide behind Nulls. Deciding to lure the Necrons to his position and into the traps he had set up, he began to paint a sign over his building reading: Nulls Here!, forgetting that he was illiterate. Ultimately, it read Nulz He...because his stalwart companion, the rather more intimidating Arbitrator from Drulg(?) named Dran covered half of it with sandbags.
Realizing he may have to defend his position from behind, he cleverly enlisted 2 of the null children to cover his autocannon, not realizing they had absolutely no clue how to operate it. The Necrons attacked shortly thereafter.
At first, they were easily destroyed by the team. Shanks fired the first shot, killing a wild boar that was deviously attempting to infiltrate the line. The Necrons teleported in afterwards, realize their cunning use of pigs had failed.
After being defeated, the Necrons withdrew, sending in a strikeforce of Flayed Ones to destroy Alphesius, our Noble Guardsmen, and Lyra, or Psyker warrior, both of whom were manning our explosive, possibly much more effective weaponry. Shanks set out to help them when he heard something behind him, turning in time to see 3 necrons pointing their Gauss rifles at him.
Screaming for the children to throw grenades at them, he realized too late he forgot to tell them to pull the pins first. One of the grenades landed in between the three Necrons, and Shanks attempted to blow it up, but the grenade proved surprisingly resistant, getting shot three times, and refused to detonate.
After making quick work of the three, Dran was about to attack a Pariah that had appeared, but was distracted by another three Necrons that had teleported in at the exact same spot the three he had killed had dissappeared from. Besieged on all sides, he quickly dove behind cover, said cover being disintegrated shortly thereafter by Gauss fire.
The Pariah proved to have 2 weakness: Getting hit by a full auto heavybolter that set off righteous fury 4 times, and being hit by a missile launcher point-blank in the face.
Shanks was shot by a Gauss rifle but found them to be rather less intimidating, recieving 1 wound. Nevertheless, he snatched up a Null child and used him as a shield, finding them to be rather more effective as meatshields. The Necrons, however, wrenched the child from his grasp and teleported away, but not before he pulled the pin to a grenade he had strapped to the kid's chest.
The krak grenade went off as the Necrons brought the kid to their master, a Necron Lord. The Necron Lord was visibly stunned, as children don't usually blow up in his face on a regular basis. If this is his one weakness, we may have a problem, because I am quickly running out of children.
We won the battle with no losses (except for the child, but as long as he didn't fall into enemy hands, we won). The Emperor continues to smile at us, and throw excruciatingly powerful enemies at us. The Emperor truly works in mysterious ways.
Just to set this right: The Eisenhorn Novels precede the Dark Heresy RPG. I would say that a lot of ideas for the RPG come from the Eisenhorn and Ravenor Novels.
In the introduction to the Eisenhorn omnibus, Dan Abnett talks about how he was given an early copy of the Dark Heresy RPG book by the design staff and used it as a source of inspiration for the books. I'm sure there was a lot of borrowing of creative ideas in both directions.