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Skip Navigation LinksHigh Fantasy HERO>Conversions>Warhammer>WH FRPG 2nd Edition>Careers
FROM: Warhammer FRPG 2nd Edition
TO: HERO System 5th Edition
NOTE: Some rudimentary knowledge of the HERO System rules is necessary to understand this conversion document.

Warhammer 2e Career Packages
Presented below are Career Packages suitable for converting existing Warhammer characters into the HERO System, or creating new characters in the HERO System. The Careers can be mixed and matched pretty freely, though some have restrictions based on Career. The Career Entries and Exits from Warhammer are also listed in the Options and Misc category for each Career Package both to facilitate Conversion and also as an optional "flavor-aid" allowing GM's to mimic the Career pathing from Warhammer in the HERO System if they want.
Several of the Career Packages below contain option groups, indicated by bordered sub tables with the caption "Select One". The intention is that an individual character selecting the Package gets any one of the abilities in the boxed group.
The Trappings, if any, listed under "Options" are intended primarily as flavor. They indicate the sort of useful things a character starting play with a given Career might be expected to have on average. Individual GM's might prefer a different means of determining starting equipment, and vice versa individual players might prefer that their character be less typical than others and start off with a different array of stuff. Confer with your GM during character creation to establish an accord on this matter.
For existing characters entering into a Career after play has begun, the Trappings are a good indicator as to what kind of equipment the character should have in order to be either successful at their prospective new career, or taken seriously by other members of that career, or both. It wouldn't be a terrible idea to acquire some approximation of the listed Trappings before attempting to start the Career.

Career Package Links
Career Package Links
Agitator Apprentice Wizard Bailiff
Barber-Surgeon Boatman Bodyguard
Bone Picker Bounty Hunter Burgher
Camp Follower Captain Charcoal-Burner
Coachman Entertainer Envoy
Estalian Diestro Executioner Ferryman
Fieldwarden Fisherman Grave Robber
Hedge Wizard Hunter Initiate
Jailer Kislevite Kossar Kithband Warrior
Lookout Marine Mercenary
Messenger Militiaman Miner
Noble Norse Berserker Outlaw
Outrider Peasant Pit Fighter
Protagonist Rat Catcher Roadwarden
Rogue Runebearer Scribe
Seaman Servant Shieldbreaker
Smuggler Soldier Squire
Student Thief Thug
Toll Keeper Tomb Robber Tradesman
Troll Slayer Vagabond Valet
Vendetta Sworn Watchman Woodsman

Warhammer 2e Skill and Talent Conversions
Most of the ability conversions between Warhammer and the HERO System should be self explanatory. However, some require a little clarification, as follows.

Many Warhammer abilities map to characteristic increases in the HERO System. When annotating these characteristic increases on a HERO System character sheet, they can be added directly to the relevant characteristics, or tracked separately if desired. However, whichever way they are tracked, they are intended to be direct adjustments to characteristics and not Characteristics bought as Powers (which have a subtlety different relationship with Normal Characteristics Maxima in the HERO System).

The amount of characteristic increase shown assumes that the character is below Characteristic Maxima. If the character is already over Characteristic Maxima, or the addition of the increase would take them over Characteristic Maxima then usually it is preferable to take the point cost indicated and buy however much of the characteristic in question that many points will cover over Characteristic Maxima.

Example: Joe is converting his character from Warhammer into the HERO System. By the time he gets to converting abilities, his character already has 18 STR via his characteristics conversion. Joe's character has the Very Strong ability, which maps into +6 STR in the HERO System, but 18+6 = 24, which is over Characteristic Maxima. Instead Joe buys 6 points worth of STR, which brings his character up to 22 STR.

In several places below a Warhammer ability will map to an option of a Martial Maneuver or some other ability in the HERO System, giving the player the choice of which to take. Generally speaking the Martial Maneuver versions of the ability are better, but special rules apply to the purchase of Martial Maneuvers that might prevent a given character from taking such an option.

A character must have 10 points in Martial Maneuvers in order to have any Martial Maneuvers. If the character cannot comply with that restriction, then they must take the optional ability given. Some starting careers offer enough abilities of this nature to allow a character to meet the 10 point minimum if they choose enough of the Martial Maneuver options together, while other careers don't and thus the character must take the lesser option (unless they already have enough Martial Maneuvers from previous careers).
In general, a GM should be lenient about allowing characters to consider all of their Careers when converting into the HERO System for purposes of qualifying for Martial Maneuvers. For instance, an experienced character that has been through several Careers might have picked up Strike Mighty Blow, Wrestling, and Dodge Blow, which all have Martial Maneuver equivalents; they should reasonably be allowed to opt for the Martial Maneuvers during character conversion.
Example 1: Joe is converting a Bodyguard character into the HERO System. The Bodyguard Package gets Streetfighting and Strike to Stun, which both have Martial Maneuver equivalents in the form of Defensive Strike and Martial Strike. However those two Maneuvers cost 5 and 4 points respectively, which doesn't meet the 10 point minimum required for Martial Arts. Luckily, the Bodyguard Package also offers the option of Disarm or Quickdraw. Disarm has a Martial Maneuver equivalent in the form of Martial Disarm which costs 4 points. If Joe opts for Disarm, then he may take all three Martial Maneuvers since their total cost exceeds the 10 point minimum required for Martial Arts buy in.
Example 2: Later Joe converts an Agitator character into the HERO System. The Agitator Package also gets Streetfighting, but doesn't get any other ability that offers a Martial Maneuver equivalent, and is thus forced to take the lesser +1 HtH Level version of Streetfighting.

Several of the below conversions offer some concrete ability, and also give a one point Reputation Perk relative to that ability. This is primarily done for accounting purposes, in an attempt to make as many of the Talent conversions as possible cost 6 points each so that "Select One" groups in Packages can be consistently priced rather than set to variable (var), which prevents the entire Package from being totaled. A one point Reputation Perk is an easy fit to pad out abilities that come up short at 5 points, so there you go.

However, it is still a real ability and can be quite useful. Presence Attacks and Interaction Skills are a very important part of a lower powered campaign in the HERO System and should not be discounted. When any violent confrontation has decent odds of resulting in at least one character death, non-violent solutions get a significant boost in attractiveness and utility.
In this particular case the Reputations are defined as a +1 or +1d6 boost to Interaction Skill Rolls or Presence Attacks for a small group that are aware of the character's Reputation on an 11-. Despite the roll associated with this, GM's should exercise common sense as to who is and is not aware of the character's Reputation. Generally strangers off the beaten path with no common background with the character are not going to know of the character regardless of what is rolled, while putative strangers that live in the same small town that the character has resided in for a while are more likely to know the Reputation.
A character can also buy up their Reputation over time so that eventually they are well known. Also, a player could fine tune their Reputations a tad so long as they remain relevant to the abilities they are paired with in some way. Finally, a player that had several Reputations of this sort from various abilities could merge them together in some combination to make a more personalized Reputation, with GM Permission.
Example 1: Joe is later converting another character that has Dodge Blow. If the Martial Art version is taken it comes with Martial Dodge and Reputation "Hard to Hit, Small Group, 11-". Those who have seen the character in action tend to be impressed by his dodginess and word of it has spread in the surrounding areas via bar talk, gossip, perhaps a local skald or bard of some sort, or even self promotion. Either way, if the character's ability to avoid being hit can ever benefit a Presence Attack or an Interaction Skill then the character would get +1d6 or +1 to the resulting roll if his Reputation was known to the other involved parties.
Example 2: Later in play Joe is using his new dodgy character, who gets involved in a confrontation which is looking to turn into a duel. Joe says in character words to the effect of, "You couldn't hit me on your best day", and makes a Presence Attack in an attempt to get the opponent to hesitate and maybe defuse the situation. If the GM determines (either via an 11- roll or just common sense) that the opponent has heard of the character's penchant for avoiding blows, Joe gets to roll an extra +1d6 on his Presence Attack thanks to his Reputation.