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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.
HERE
HERE
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.
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.
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.
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.
| Advance | Cost | Type | Prerequisites |
| Barter | 100 | S | - |
| Blather | 100 | S | - |
| Chem Use | 200 | S | - |
| Ciphers (Underworld) | 200 | S | - |
| Climb | 100 | S | - |
| Concealment | 100 | S | - |
| Search | 100 | S | - |
| Secret Tongue (Gutter) | 200 | S | - |
| Swim | 100 | S | - |
| Tracking | 200 | S | - |
| Wrangling | 200 | S | - |
| Basic Weapon Training (Flame) | 100 | T | - |
| Hatred (Vermin) | 100 | T | |
| Jaded | 100 | T | Willpower 30 |
| Resistance (Poison) | 100 | T | - |
| Resistance (Disease) | 100 | T | - |
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 |
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.
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.
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.
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.
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 | 5 | 5 |
| 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 | Hive | Void |
| Weapon Skill | 2d10+ | 30 | 30 | 30 | 30 |
| Ballistic Skill | 2d10+ | 20 | 20 | 20 | 20 |
| Strength | 2d10+ | 25 | 20 | 20 | 20 |
| Toughness | 2d10+ | 30 | 25 | 20 | 25 |
| Agility | 2d10+ | 10 | 10 | 10 | 10 |
| Intelligence | 2d10+ | 20 | 20 | 20 | 20 |
| Perception | 2d10+ | 20 | 20 | 20 | 20 |
| Willpower | 2d10+ | 20 | 25 | 25 | 30 |
| Fellowship | 2d10+ | 10 | 15 | 20 | 15 |
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.
