NOTE: Some rudimentary knowledge of the
HERO System
rules is necessary to understand this conversion
document. |
|
The following tables categorize Warhammer
Skills by the method which they can be converted
into the HERO System. |
DIRECT CONVERSION SKILLS |
The following table displays Warhammer Skills
that have either the same name or are so
similar in both systems as to make further
explanation pointless. In other words, the
Acrobatics skill of Warhammer converts directly
into the Acrobatics skill of the HERO System.
|
Acrobatics |
Acrobatics |
Acting |
Acting |
Animal Care/Animal Training |
Animal Handling |
Bribery |
Bribery |
Concealment (Urban\Rural) |
Concealment |
Contortionist |
Contortionist |
Cryptography |
Cryptography |
Disguise |
Disguise |
Linguistics |
Language Skills/Linguist Skill Enhancer |
Lip Reading |
Lipreading |
Pick Lock |
Lock Picking |
Mimic |
Mimicry |
Ride |
Riding |
Seduction |
Seduction |
Shadowing |
Shadowing |
Ventriloquism |
Ventriloquism |
|
LESS OBVIOUS DIRECT
CONVERSION SKILLS |
The following table lists Skills that have
a different name in the two systems, but
function similarly. For example the Warhammer
Skill Silent Move (Urban\Rural) maps directly
into the Stealth Skill in the HERO System. |
Blather |
Conversation |
Drive Cart |
Transport FAM: Cart |
Evaluate |
Analyze (Subject) |
Follow Trail |
Tracking |
Escapology |
Contortionism & Lockpicking |
Etiquette |
High Society |
Fast Talk |
Persuasion
|
Haggle |
Barter |
Heal Wounds |
Paramedic |
Jest |
Conversation |
Law |
Bureaucracy |
Palm Object |
Sleight of Hand |
Pick Pocket |
Sleight of Hand |
Public Speaking |
Oratory |
Scale Sheer Wall |
Climbing |
Set Traps |
Security Systems |
Silent Move (Urban\Rural) |
Stealth |
*Smithing |
Weaponsmith |
Surgery |
Paramedic & either FAM: SS: Surgery
or FAM: SS: Medicine |
*Torturer |
Interrogation |
* see below for further conversion |
|
KNOWLEDGE AND PROFESSIONAL
SKILLS |
A good number of Warhammer Skills translate
directly into specific Knowledge and Professional
Skills, or a combination of both in the
HERO System. The following chart organizes
these abilities. |
Art |
KS: Art, PS: Artist |
Astronomy |
KS: Astronomy, PS: Astronomer |
Begging |
PS: Beggar |
Boat Building |
KS: Boat Building, PS: Boat Builder |
Brewing |
KS: Brewing, PS: Brewer |
Carpentry |
KS: Woodworking, PS: Carpenter |
Cartography |
KS: Cartography, PS: Cartographer; possibly
KS: Geography |
Clown |
PS: Clown |
Comedian |
PS: Comedian |
Cook |
KS: Culinary Arts, PS: Cook\Chef |
Dancing |
KS: Dances, PS: Dancer |
Demon Lore |
KS: Demon Lore |
Embezzle |
KS: Accounting Tricks, PS: Accountant |
Engineering |
KS: Engineering, PS: Engineer |
Fire Eating |
PS: Fire Eating |
Fishing |
PS: Fisherman; possibly FAM: Navigation |
Heraldry |
KS: Heraldry, PS: Herald |
Herb Lore |
KS: Herb Lore |
History |
KS: History, PS: Historian; various specialized
subject Knowledge Skills |
Hunting |
KS: Hunting, PS: Hunter; possibly Survival |
Hypnotism |
KS: Hypnotism, PS: Hypnotist |
Identify Magical Artifact |
KS: Legend Lore |
Identify Plant |
KS: Botany, PS: Botanist |
Identify Undead |
KS: Undead Lore |
Juggling |
PS: Juggler |
Manufacture Drugs |
PS: Druggist; possibly FAM: SS: Chemistry |
Manufacture Magic Items |
KS: Artificing, PS: Artificer |
Manufacture Potions |
KS: Alchemy, PS: Alchemist |
Manufacture Scrolls |
KS: Scribing, PS: Scribner |
Metallurgy |
KS: Metal Lore |
Mime |
PS: Mime |
Mining |
KS: Mining, PS: Miner |
Musicianship |
KS: Music, PS: Musician |
Numismatics |
PS: Mathematician; possibly FAM: SS: Math |
Palmistry |
PS: Palmreader |
Prepare Poisons |
KS: Poison Lore |
River Lore |
KS: River Lore; possibly AK: Specific River |
Rune Lore |
KS: Rune Lore |
Sailing |
PS: Sailor |
Scroll Lore |
KS: Scroll Lore |
Singing |
KS: Music, PS: Singer |
Smithing |
PS: Blacksmith |
Stone-working |
PS: Stonecutter or PS: Mason |
Storytelling |
KS: Story Lore, PS: Storytelling; possibly
Acting and Oratory |
Tailoring |
KS: Clothes Patterns, PS: Tailor |
Theology |
KS: Religious Lore; PS: Theologist |
Torturing |
PS: Torturer |
|
WARHAMMER SKILLS THAT REQUIRE
SPECIAL TREATMENT |
The following table lists Warhammer Skills
that do not map directly to HERO System
Skills. Some map to Talents instead, some
to Characteristic boosts, and some require
custom Power Constructs to model. |
Acute Hearing |
+2 PER Hearing |
4 |
Ambidexterity |
Ambidexterity Talent |
3 |
**Charm |
+5 PRE |
5 |
Charm Animal |
The character is liked\obeyed by animals. |
5 |
+10 PRE, Only vs. Animals |
*Disarm |
CSL: +2 OCV with Disarm |
4 |
Divining\Hunches |
The character is able to gain occasional
premonitions. Information is usually sparse;
such as Bob should go to the river, but
not why or what might happen if he does
or doesnt. |
var |
Use Danger Sense |
*Dodge Blow |
CSL: +1 DCV |
5 |
Dowsing |
The character is able to detect water. |
3 |
Detect Water |
Excellent Vision |
+2 PER Sight |
4 |
Flee |
+4" Run, Only To Run Away (-1) |
4 |
Fleet Footed |
+2" Run |
4 |
*Frenzied Attack |
CSL: +2 HtH Levels, Side Effect (Always;
1/2 DCV; -1) |
5 |
Immunity to Disease |
LS: Immune to Disease |
10 |
Immunity to Poison |
LS: Immune to Poison |
10 |
Lightning Reflexes |
Lightning Reflexes: +2 DEX All Actions (Only
To Go First) |
3 |
Lucky |
1d6 Luck |
5 |
Magical Awareness, Magical Sense |
Sense Magic (Ranged) |
7 |
*Marksmanship |
CSL: +1 Ranged Level
|
5 |
Meditation |
Power Skill: Meditation |
3 |
Night Vision |
Nightvision |
5 |
Orientation |
Bump of Direction |
5 |
Rowing |
+6 REC, Only When Rowing (-2) |
4 |
Sixth Sense |
Danger Sense (immediate vicinity, out of
combat, Function as a Sense, Intuitional);
No Conscious Control (-2) 11- |
7 |
Spot Traps |
Sense Traps, Ranged |
7 |
*Street Fighter |
CSL: +1 HtH Combat |
5 |
*Strike Mighty Blow |
CSL: +2 OCV with Haymaker |
4 |
*Strike to Injure |
Hand Killing Attack 1 pip (1/2d6 with STR) |
5 |
*Strike to Stun |
Hand Attack +1d6 |
5 |
**Strongman |
+5 STR |
5+
|
Super Numerate |
Lightning Calculator |
3 |
Swim |
+3" Swimming |
3 |
Trick Riding |
+2 with Riding Skill |
4 |
**Very Strong |
+5 STR |
5+ |
**Very Resilient |
+1 CON, +1 BODY |
4+ |
**Wit |
+2 INT, +3 PRE |
5+ |
Wrestling |
Martial Grab, Martial Escape, Sacrifice
Throw
|
10 |
* These abilities could be expanded upon
by taking HtH or Ranged Martial Maneuvers
instead with GM permission. For instance,
Offensive Strike would be ideal to model
Strike Might Blow, while Killing Strike
would be ideal for Strike to Injure. Consult
with your GM.
|
** Abilities that map to Characteristic
increases in the HERO System will cost the
character more points than indicated if
they are over their Characteristic Maxima. |
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