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40k: Adeptus Astartes

  • Mar. 13th, 2008 at 3:54 PM
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Some fill-in rules to tide people over if they want to be utterly munchkin and can't wait for the new books. Purely fan material, all rights etc remain those of the makers of Dark Heresy and the IP thereof.

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Career Web

  • Mar. 10th, 2008 at 4:38 PM
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Dark Heresy presents us with an extremely limited and character-class oriented advance scheme for careers that doesn't reflect the more free-wheeling capability to advance that is present in Warhammer Fantasy Roleplay. This can feel constricting to players who are experienced with the old system and so a method of changing careers between those roles is considered - by many - to be desirable as well as providing an easier way to slot in new career paths.

This article presents a way for characters to move between the different Dark Heresy careers and ranks within a web and also allows for the easier creation of new careers that can slot into this web without creating too much career complexity.

Rank
Each career path, even though there are divergences, consists of eight ranks ranging from 0 xp to the heights of 10-15 thousand xp. You keep track of rank (experience spent) separately for each career you advance in, experience spent to change careers is not counted. If, for example, a character achieves the rank of Scribe as an Adept and then switches to become a Novice Cleric then they have rank 3 and rank 1 respectively.

Changing Career Path
Switching to a listed alternate career path costs 100 xp while an unlisted one costs 200 xp.

Characteristic Advances
You use the characteristic advances for the career path - or equivalent - that you are currently on, you may still not raise your characteristics more than the four times normally available.

Career Web
Adept

Entries/Exits: Basic, Cleric, Imperial Psyker, Tech Priest.

Arbitrator
Entries/Exits: Basic, Assassin, Guardsman, Scum.

Assassin
Entries/Exits: Basic, Arbitrator, Guardsman, Scum.

Cleric
Entries/Exits: Basic, Adept, Arbitrator, Imperial Psyker.

Guardsman
Entries/Exits: Basic, Arbitrator, Assassin, Scum.

Imperial Psyker
Entries/Exits: Basic, Adept, Cleric.

Scum
Entries/Exits: Basic, Arbitrator, Assassin, Guardsman.

Tech Priest
Entries/Exits: Basic, Adept.

Example New Career
Pest controller
The Hives and Farms of the Imperium can play host to many peculiar pests and interstellar travel and commerce can unleash the most vicious and terrible creatures upon unsuspecting worlds. Pest controllers are the unsung heroes of the Imperium and, in the course of their work, can often be the first to uncover anything from Genestealers to mutation.

Entries/Exits: Basic, Scum, Guardsman

Ranks
1. Pest Controller XP 0-499
2. Exterminator XP 500-999
3. Purgatorius XP 1000-1999

Characteristic Advances
Use the Arbitrator advance schema.

Pest Controller Advances
Pest controllers are local tradesmen who take it upon themselves to eliminate basic pests from around the Hives, farms and ships of the Imperium. It isn't the most glamorous of jobs and can be quite dangerous but you're always guaranteed a free meal and the Imperial authorities or farmers often put a price on the elimination of pests.

AdvanceCostTypePrerequisites
Barter100S-
Blather100S-
Chem Use200S-
Ciphers (Underworld)200S-
Climb100S-
Concealment100S-
Search100S-
Secret Tongue (Gutter)200S-
Swim100S-
Tracking200S-
Wrangling200S-
Basic Weapon Training (Flame)100T-
Hatred (Vermin)100T 
Jaded100TWillpower 30
Resistance (Poison)100T-
Resistance (Disease)100T-


Exterminator Advances
An Exterminator is a recognised expert in the field of pest control and can spend long periods of time in sewers and pipes rooting out the nests at the root of pest infestations and cleansing them with fire. Exterminators are much sought after when the infestations are something new or alien.

Advance
Cost
Type
Prerequisites
Awareness
100
S
-
Chem Use +10
200
S
Chem Use
Ciphers (Underworld) +10
200
S
Ciphers (Underworld)
Climb +10
100
S
Climb
Concealment +10
100
S
Concealment
Contortionist
100
S
-
Drive (Ground vehicle)
200
S
-
Forbidden Lore (Xenos)
200
S
-
Search +10
100
S
Search
Secret Tongue (Gutter) +10
200
S
Secret Tongue (Gutter)
Silent Move
100
S
-
Tracking +10
200
S
Tracking
Wrangling +10
200
S
Wrangling
Cleanse & Purify
100
T
Basic Weapon Training (Flame)
Deadeye Shot
100
T
Ballistic Skill 30
Hardy
100
T
Toughness 40
Street Fighting
100
T
-


Purgatorius Advances
A Purgatorius is an Imperially licensed pest control operative and receives a modest stipend from the Imperial government for their work as well as their increasing knowledge of Xeno lifeforms being overlooked. A Purgatorius is a legend amongst farmers and vat harvesters for their ability to root out even the most exotic infestations, but their services don't come cheap.

Advance
Cost
Type
Prerequisites
Acrobatics
200
S
-
Chem Use +20
200
S
Chem Use +10
Ciphers (Underworld) +20
200
S
Ciphers (Underworld) +10
Concealment +20
100
S
Concealment +10
Contortionist +10
100
S
Contortionist
Dodge
100
S
-
Drive (Ground vehicle) +10
200
S
Drive (Ground vehicle)
Forbidden Lore (Xenos) +10
200
S
Forbidden Lore (Xenos)
Medicae
200
S
-
Search +20
100
S
Search +10
Secret Tongue (Gutter) +20
200
S
Secret Tongue (Gutter) +10
Silent Move +10
100
S
Silent Move
Survival
200
S
-
Tracking +20
200
S
Tracking +10
Wrangling +20
200
S
Wrangling +10
Air of Authority
200
T
Fellowship 30
Blind FIghting
200
T
Perception 30
Crack Shot
200
T
Ballistic Skill 40

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Abhumans

  • Mar. 10th, 2008 at 3:28 PM
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As a start and to test the waters, here's some holdout rules for creating Abhumans within the Warhammer 40,000 universe - rules oddly missing from Dark Heresy.

Ogryns
Ogryns that are pressed into anything beyond simple labour or straightforward military service must have undergone the Biochemical Ogryn Neural Enhancement process (BONE). Ogryns that have not undergone this process are considered to be too stupid to be useful in any other role. Ogryns are only found on Feral and Imperial worlds - specifically former prison planets and places where they have been imported as cheap labour. The BONE treatment adds an additional 1d10 of Intelligence to the score indicated below. Due to Ogryn's massive size they also gain a free skill 'Giant Stride' which adds half again to their movement as per page 212 of Dark Heresy.

Characteristic
Base
Feral
Imperial
Weapon Skill
2d10+
25
20
Ballistic Skill
2d10+
10
15
Strength
2d10+
35
35
Toughness
2d10+
35
35
Agility
2d10+
15
15
Intelligence
2d10+
10
10
Perception
2d10+
10
10
Willpower
2d10+
20
25
Fellowship
2d10+
10
15

















Ogryns are somewhat limited in their careers, the cost of the BONE program is generally only undertaken by those with the budget to justify it, which almost inevitably means the Imperium itself. Some criminal cartels and noble houses have also managed to scrape together the funding to enhance some Ogryns, typically for use as enforcers or bodyguards.

Ogryns are limited to the following Dark Heresy career paths: Arbitrator, Guardsman, Scum

Ratlings
Ratlings are tiny sized, lecherous, food obsessed abhumans from rural worlds in the Imperium. Ratling communities have managed to carve a niche for themselves in the Imperial worlds despite their short stature and relative weakness as cooks and snipers, but also as able traders and agri-farmers. Ratlings suffer from the drawback 'Little Legs' and lose one quarter of their movement.

Characteristic
Base
Feral
Imperial
Hive
Weapon Skill
2d10+
10
10
10
Ballistic Skill
2d10+
30
30
30
Strength
2d10+
10
5
5
Toughness
2d10+
10
55
Agility
2d10+
30
30
30
Intelligence
2d10+
20
20
20
Perception
2d10+
20
20
20
Willpower
2d10+
20
25
25
Fellowship
2d10+
30
35
40

















Ratlings are limited to the following Dark Heresy career paths: Adept, Arbitrator, Assassin, Guardsman, Scum.

Squats
The Squats are an unfortunate race of abhumans, scattered from the majority of their homeworlds by the sweep of the Tyranid hive fleet Behemoth and the majority of their remaining homeworlds violently taken over by the Imperium Squats are now hard to find, though their technical expertise is much sought after and The Guild tries to maintain ties between the remaining Squat communities. Their refugee status has lead to the formerly unthinkable, Void Born Squats born on Space Hulks of refugee fleets from their home worlds. Squats suffer from the drawback 'Little Legs' and lose one quarter of their movement and also tend to suffer from agoraphobia. Squats are rarely taken into Inquisitor retinues due to the persistence of their heretical ancestor worship, even amongst Squats who are ostensibly loyal members of the Imperium.

Characteristic
Base
Feral
Imperial
HiveVoid
Weapon Skill
2d10+
30
30
3030
Ballistic Skill
2d10+
20
20
2020
Strength
2d10+
25
20
2020
Toughness
2d10+
30
25
2025
Agility
2d10+
10
10
1010
Intelligence
2d10+
20
20
2020
Perception
2d10+
20
20
2020
Willpower
2d10+
20
25
2530
Fellowship
2d10+
10
15
2015

















Squats are limited to the following Dark Heresy careers: Adept, Arbitrator, Guardsman, Scum.

Special Equipment
The Ogryn Ripper Gun is special equipment issued only to Ogryns and usable only by Ogryns due to its size and bulk.
Class: Basic (Ogryn only)
Range 30m
ROF: -/3/10
DAM: 1d10+4 I
Pen: 0
Clip: 30
RLD: Full
Special: Scatter, Reliable (NB: All OTHER firearms are considered Unreliable in the hands of an Ogryn)
Wt: 15 kilos
Cost: 1,000
Availability: Scarce
Ammunition: 1/10, Scarce

Ogryn Grenades
Ogryn grenades are large stick bombs which produce much larger fragments than standard fragmentation grenades. They share the same statistics save that they have a penetration of 1 and and scarce to find outside of Imperial Guard armouries.

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