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Dark Heresy: The Radical's Handbook €23,15
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Dark Heresy: The Radical\'s Handbook
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Dark Heresy: The Radical's Handbook
Verlag: Cubicle 7 Entertainment Ltd.
von Megan R. [Häufiger Rezensent]
Hinzugefügt am: 04/23/2015 08:41:43

So, what's this? The Radical's Handbook is billed as being a sourcebook for both GMs and players, although the wise GM will make sure that he's read it first and has a chance to decide what, if any, parts the players will be allowed to read. (Ideally, that is: in the real world players can go to bookshops and may also be GMs themselves anyway!) Still, you will have to decide what is valid for your game. But I digress. Here is a wealth of character options - new origins, alternate career paths and all manner of goodies - to widen the choices available. The 'Radical' bit comes in because in fighting the evils that beset the Imperium, many Acolytes, however well-meaning, become corrupted by them or at least adopt the principle of 'fighting fire with fire' and stray somewhat from the straight and narrow path of pure devotion. There are plenty of options here for those who would model such heretical ideas in the development of their characters... and ideas, too, for the GM in laying snares for the unwary, devising NPCs and creating plots around such corruption. The road to hell, they say, is paved with good intentions, after all.

A brief Introduction is followed by a collection of flavour text pieces describing some of the dreadful things that can happen to Acolytes and others in the service of the Imperium. Perhaps this will inspire the GM, or maybe it's something the Acolytes will stumble across in some dusty archive... mysteries and discord where none should be, surely?

Next is Chapter 2: Falling From Grace. Here we find how Radicals are forged and twisted, the routes into such heresy and a whole collection of origins, background packages, alternate career ranks and elite advances for those who would follow such paths. For some it is a falling from grace, for others a gentle drift and some have always been this way, they've just proven adept at keeping their real opinions to themselves!

Chapter 3: Factions provides an array of different groups with a wealth of detail about what they believe and how they behave, whilst Chapter 4: The Shadow War is a primer on the tools and methodologies available to those who'd walk these shadowy paths and use the concepts of the enemy against them. Delve deep into the history of ideas, see how the factions evolved and decide which, if any, your character might choose. The process could provide for many an adventure in itself, so GMs may choose to limit access to this material until a given character has been seduced by a faction, then let them read more about what they have got themselves into...

Then Chapter 5: The Dark Arts provides information on sorcery and daemon weaponry - great powers indeed if you are prepared to risk your very soul by investigating and using them. All manner of dark technology here, discussed and provided with the necessary rule mechanics for those who dare to wield them. Again this is something that GMs may find useful, to use against the party or as lures to draw them astray. If that's not enough Chapter 6: The Lure of the Alien looks at the strange items and ideas that alien races bring, perhaps fledgling Radicals will find allies there even if it is just a little against the Imperial Creed to have dealings with them.

In the last part of the book, Chapter 7: The Radical Campaign looks at bringing Radical ideas into the game - perhaps the radicalisation process is one of the themes, or a bunch of Acolytes may find themselves serving a Radical Inquisitor - there's a whole host of ideas here that should set a GM's creative juices flowing. Finally, Chapter 8: Calixian Radicals presents some ready-made allies and adversaries, dangerous folk all who have crossed the line into heresy in some manner.

For the GM, Chapter 7 is essential reading if you have any thoughts about tempting your Acolytes into straying from the paths of righteousness. After all, in a game that is all about the evil that abounds in the setting, all characters should at least be at risk of being led astray - and some will want to stray without need of leading. An interesting read, plenty of food for thought as campaigns are devised - and providing the tools that you will need to put such machinations into action.



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