NOTE: Some rudimentary knowledge of the
HERO System
rules is necessary to understand this conversion
document. |
|
The Warhammer Fantasy Roleplaying Game was
released in 1986 by Games Workshop, the
UK based game company responsible for the
Warhammer line of Table-top miniature games.
|
The Warhammer FRPG License was allowed to
sit and collect dust by Games Workshop in
the early 90s despite its popularity amongst
gamers due to a change in company focus
and a lack of sales in the U.S., but the
License was later renewed by a new publisher
called Hogshead Games who reprinted some
of the main supplements and added some new
content as well. Hogshead allowed the License
to lapse later, and more recently the game
has been reprised by Chris Pramas of Green
Ronin and material is being printed again,
in glossy color this time.
|
The new version is very well designed and
is arguably an improvement over the already
awesome original game. Some key enhancements
include a cleaner and clearer presentation,
a simplified characteristics model, and
a better Magic System. All in all the new
edition of Warhammer FRPG, referred to here
out as WHFRPG2e, is a very playable and
fun role-playing game. |
However, all things are made better by the
HERO System, so I took it upon myself to
convert this latest edition of Warhammer
Fantasy Role Playing Game into the HERO
System |
The intention of this Conversion Document
is to allow the easy conversion of Warhammer
FRPG 2e characters into the HERO System. |
Generally it is assumed that when characters
are converted into the HERO System the paradigm
of the original game is not being imposed
on them thereafter. However, an individual
GM is free to also carry forward other elements
of the source material as they see fit.
|
For example, it is assumed that the
Career path restrictions of Warhammer are
not enforced in the HERO System and that
character advancement is done in the normal
HERO System fashion post-conversion; however
a GM could certainly dictate that the Warhammer
Career progression restrictions remain in
force.
|
CONVERT EXISTING CHARACTERS |
The most direct use of this document is
to do a strict ability to ability conversion
of existing characters from Warhammer FRPG
into the HERO System.
|
This document could also be used to facilitate
a looser "feels about right" translation
or re-expression of a Warhammer character
into the HERO System. |
CREATE NEW CHARACTERS |
Alternately, a lot of the provided material,
such as Package deals and the HERO System
versions of abilities could be used to create
new characters but still instill in them
a certain Warhammer-esque flavor. |
For example, a player could make a
new character by taking a Race Package and
one or more "Career" Packages
to start with and adding other miscellaneous
abilities to suit. The resulting character
would "feel" like a Warhammer
character, even though it was never actually
expressed in actual Warhammer abilities. |
FLEXIBILITY |
In the pursuit of bringing characters from
Warhammer FRPG into the open-ended and flexible
HERO System
the focus of the Conversion is on options
rather than didactic "hard" mappings
between the two Game Systems. Further, if
an individual GM or player feels prefers
some other mapping for various abilities,
it is inconsequential to overrule the mappings
provided herein with some other ability. |
For example, Bob the GM doesn't agree
that Dodge Blow should map to +1 DCV; he
decides that Dodge Blow should be handled
as Penalty Skill Levels to Offset the Roll
with Punch optional Maneuver and that it
should cost only 3 points to make it more
consistent with other Warhammer Skill conversions.
Thus he states that Dodge Blow = +2 PSL
to Offset Roll With Punch; Real Cost: 3
points. |
Along those same lines, it's not unreasonable
for players or GM's to swap out individual
conversion items on a case by case basis
if it seems appropriate. There's often more
than one way to "skin" the same
"cat" in the HERO System after
all. |
For example, Jay the player is converting
his Hunter into the HERO System, and decides
that he would rather express the Perception
ability as +3 INT rather than +1 All Perception
and asks the GM if that would be ok. If
it is, then he adjusts the converted character
appropriately; no harm no foul. |
COST CONSIDERATIONS |
If converting a character directly, just
add all the abilities they are supposed
to have according to the Conversion documents,
and add up the cost at the end to determine
the cost of the character. |
If making a new character, or if doing a
loose conversion, then buy abilities as
appropriate, but remember that one of the
key concepts behind any point based role-playing
game like the HERO System is that each cost
paid also has an opportunity cost associated
with it. I.e., if you spend too much on
ability A, you might not have enough points
to get ability B. Exercise frugality when
buying character abilities and remember
that in a point based system it is generally
better to start off mediocre at a broad
range of things than it is to start off
a past-master at one thing but be otherwise
useless due to Character Point shortfalls. |
TOTAL CHARACTER POINTS |
The following conversion document assumes
a 50 point Base, with a maximum of 50 points
of Disadvantages. |
NEW CHARACTERS |
If creating a new character in the HERO
System but using the material herein as
part of a "Hammer HERO" campaign,
so to speak, then assume that this is in
effect unless the GM indicates that the
Base or maximum Disadvantages are other
than 50+50, or awards extra starting Experience
to start the characters off more seasoned. |
CONVERTING CHARACTERS |
If converting an existing character into
the HERO System, then just buy all the characteristics
and abilities that the character has in
Warhammer, and whatever they add up to be
is the character's point total; any point
cost beyond what is covered by the Base
points and Disadvantages is treated as Experience. |
Converting
Characteristics |
When converting a Warhammer FRPG character
into the HERO System compare each Warhammer
FRPG Statistic to the adjoining chart to
determine which Warhammer FRPG Statistic
maps to which HERO System Characteristic,
including any math necessary. The following
text supplements the chart with explanations
for how to manage the more unusual conversions. |
S/3 |
STR |
Ag/3 |
DEX |
T/3 |
CON |
W |
BODY |
INT/3 |
INT |
WP/3 |
EGO |
FEL/3 |
PRE |
(Discretionary) |
COM |
(Derive Normally) |
Figured |
A-1 |
Special |
(WS-Ag)/3 |
Extra HtH Combat Levels |
(BS-Ag)/3 |
Extra Ranged Combat Levels |
M+2 |
Running |
|
COMELINESS (COM) |
For Comeliness just assign a value appropriate
to the character's general appearance.
|
WEAPON AND BALLISTIC SKILL (WS/BS) |
For the Extra Combat Levels generated by
WS and BS, round off in the character's
favor, and combine the HtH and Ranged Levels
into All Combat Levels where possible.
|
EXAMPLE 1: If a character had 42
WS, 25 BS, and 37 Ag, that converts as so:
(42-37 = 5/3 = 1.66 rounds to 2) and (25-37
= 0). Thus the character would get 2 HtH
Levels. |
|
EXAMPLE 2: If a character had 52
WS, 44 BS, and 37 Ag, that converts as so:
(52-37 = 15/3 = 5) and (44-37 = 7/3 = 2.33
rounds to 2). Thus the character would get
3 HtH Levels and 2 All Combat Levels. |
ATTACKS (A) |
For Attacks, add (A-1) extra SPD until the
character hits CHAR Maxima. After that for
every additional point of Attack left over
give the character the following abilities
in order: In the interests of being fair
to the character, it is permissible to round
figured SPD off at the normal cost before
adding this bonus SPD if their Figured SPD
has a .5 or greater remainder. |
- Rapid Attack (HtH); Real Cost: 5 points
- Rapid Attack (Ranged); Real Cost: 5 points
- Adept Footing: +4 DCV, Only to Calculate
1/2 DCV (-1); Real Cost: 10 points
|
EXAMPLE: If a Warhammer character
had Ag 48 and A 3, then they would convert
to having (48/3 = 16 DEX), and thus
a Figured 2.6 base SPD; 4 points is added
to the Figured SPD to bring it up to 3 SPD.
Next the character adds up to (3-1 = 2)
to their SPD; but if the character hits
CHAR Maxima at 4, then they get 4 SPD and
Rapid Attack (HtH) instead. |
MAGIC POINTS (Mag) |
The Magic statistic is handled in the Magic
System Conversion; disregard it at this
step. |
INSANITY POINTS (IP) |
The Insanity Point statistic is discussed
more in depth under Disadvantages below;
disregard it at this step. |
FATE POINTS (FP) |
There are several ways of handling the idea
of Fate Points in the HERO System. Personally,
I consider the fact that all HERO System
characters intrinsically have more character-saving
options available to them in the form of
defensive actions that they can Abort to
when their life is on the line to be sufficient
coverage. However, for those who don't agree,
the following options are presented. |
Fate Points as Luck |
This option is not available in my campaigns |
A simple conversion of FP is to simply take
1d6 Luck for every Fate Point the character
has. I recommend the "Count the Normal
BODY to determine re-rolls per game"
variant for this situation. |
Fated: 1d6 Luck per 1 FP; Real Cost:
5 points per d6 |
Fate Points as Combat Luck |
This option is not available in my campaigns |
Another option is to convert Fate Points
as Combat Luck. This isn't an exact match,
particularly since Combat Luck won't save
a character from something they aren't aware
of or when they are stunned or unconscious.
However, it does make a character much more
survivable in most circumstances. |
Near Miss: 1 level of Combat Luck
per Fate Point; Real Cost: 6 points per
level |
Fate Points as DCV |
This option is not available in my campaigns |
Another option is to convert Fate Points
as DCV Levels. Similar to the Combat Luck
option, there are some intrinsic downsides
to this method, but it does confer a high
level of protection in a wide variety of
circumstances. |
Hard To Hit: +1DCV per 1 FP; Real
Cost: 5 points per +1 DCV |
NONHUMAN STATISTIC BONUS |
When converting non-Humans into the HERO
from Warhammer FRPG 2e, don't worry about
their Statistic enhancements at this juncture.
Go ahead and base the conversion off of
the character's full Advanced Profile, including
their Race bonuses. However when adding
a Race Package later, you must ignore any
HERO System Characteristic modifiers in
the Race Package that are labeled with their
Race name.
|
ADJUSTING FIGURED CHARACTERISTICS |
You may feel the urge to adjust a few Figured
Characteristics at this point, but you should
wait until after you have added a Race Package
and any Profession Packages to the character. |
FIXED CHARACTERISTICS |
It is left to GM's discretion whether an
exact conversion of Statistics to Characteristic
is required without variance or if the resulting
HERO System Characteristics can be tweaked. |
START FRESH OPTION |
Another option available with GM permission
is to flush a character's Warhammer FRPG
Statistics altogether, and start the character
at the normal HERO System "Base 10"
for all Base Characteristics. Many of the
Profession Packages (detailed below) give
Characteristic bonuses appropriate to that
particular profession. By not spending points
on Characteristics now you will have more
points to spend on these Profession Packages
later, many of which will give the character
Characteristic increases. |
This is more of a "loose" conversion
approach, which is perfectly viable, but
as a caveat to that the GM will have to
determine a point limit for characters made
in this fashion. |
SAMPLE DIRECT CONVERSION |
The following example demonstrates a conversion
between Warhammer Statistics and HERO System
Characteristics. |
WARHAMMER PERSPECTIVE |
Shown below is distinctive Warhammer Profile
representing a Warhammer character's Statistics.
An extra row has been added below the Warhammer
Statistics; in this row the equivalent HERO
System Characteristic value is displayed
for each Warhammer Statistic. |
33 |
45 |
42 |
38 |
36 |
34 |
27 |
32 |
-- |
+3 Range Levels |
14 STR |
13 CON |
12 DEX |
11 INT |
9 EGO |
11 PRE |
3 |
14 |
4 |
3 |
5 |
0 |
5 |
2 |
4 SPD |
14 BODY |
N/A |
N/A |
7" Running |
-- |
-- |
-- |
|
HERO SYSTEM PERSPECTIVE |
The adjoining chart simply shows a HERO-centric
perspective of the same conversion shown
above from the Warhammer perspective.
|
STR |
14 |
10 |
4 |
DEX |
13 |
10 |
9 |
CON |
13 |
10 |
6 |
BODY |
14 |
10 |
8 |
INT |
11 |
10 |
1 |
EGO |
9 |
10 |
-2 |
PRE |
11 |
10 |
1 |
COM |
10 |
10 |
0 |
PD |
3 |
3 |
0 |
ED |
3 |
3 |
0 |
SPD |
4 |
2.3 |
17 |
REC |
6 |
6 |
0 |
END |
26 |
26 |
0 |
STUN |
28 |
28 |
0 |
Running |
7 |
6 |
2 |
+3 Range Levels |
15 |
Total Cost |
61 |
|
CALCULATE COST |
When you are finished, calculate the Total
Characteristics Cost in the HERO System
and move on to the next step. |
|
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|
|
Select Race
Package Deal |
Warhammer
Race Package Deals |
Each character must have one (and only one)
Race Package Deal, which may or may not
modify the character's Characteristic Maxima,
and which contains any race-specific benefits
that all members of a certain race enjoy.
|
A Race Package cannot be modified directly;
all abilities listed in the Package must
be taken. No Race Package may cost less
than 0 points. |
If your character was a member of an non-standard
Race that is not provided for
here, ask your GM to provide you
with an appropriate Race Package. |
PACKAGE COST |
Race Package Deals are treated as a closed
purchase at the listed Total Cost. The Disadvantages,
if any, within the Package are not counted
as part of the character's Disadvantage
Total, they are subtracted directly from
the cost of the Package Deal.
|
Another way to think of this is that a character's
maximum Disadvantage points are increased
by the total value of the Disadvantages
in their Race Package Deal. This means that
some Races effectively have more character
points than others assuming the same Base
points and Experience, but at the cost of
inflexibility and a larger load of Disadvantages
that can't be gotten rid of or altered. |
NOTE: This is a specific variation from
the HERO System rules. If your GM is uncomfortable
with this exception he will let you know
how to handle the discrepancy. |
EXAMPLE: The Halfling Race Package
Deal has 91 points of abilities and 56 points
of Disadvantages and Characteristic decreases
and thus costs a character 35 Character
Points rather than 91 Character Points. |
RACE CHARACTERISTIC BONUSES |
Ability increases that are labeled with
the Race name are not affected by NCM; instead
they are added after NCM is applied. Ability
increases that are not labeled with the
Race name are affected by NCM. |
If using HERO Designer v2 to record characters,
this can be accommodated by either buying
the Race Characteristic bonuses as Powers,
or using the Alternate NCM Template maker
provided
here to adjust the NCM appropriately. |
Example: Halflings get an ability
called Halfling Charisma which is defined
as +6 PRE. This is not affected by Characteristic
Maxima; thus effectively Halfling have an
NCM of 26 PRE. However, one of their option
groups allows them to take the ability Suave
which is also defined as +6 PRE; this is
affected by Characteristic Maxima if taken.
|
Putting that into practice, if a player
were to take the Halfling Race Package and
chose Suave, then they would add 6 to their
base PRE of 10 for a total of 16. Then the
player applies Halfling Charisma for a total
of 22 PRE. Normally the last 2 points of
PRE would be over the NCM limit of 20 PRE
and would cost double. However, for purposes
of NCM, the character only has 16 PRE and
thus is not affected by the cost doubling.
Later the player decides to buy more PRE
with Experience and raises the Halfling's
PRE to 27, which brings the character's
PRE over NCM by 1 point and thus the last
point costs double. In effect the character
now has 21 PRE + Halfling Charisma (6 PRE); |
CONVERTED CHARACTERS |
As noted briefly above under Converting
Characteristics, when converting a character
into the HERO System from Warhammer, you
have essentially already accounted for the
various bonuses and penalties different
races get, since they were already included
in their Warhammer statistic profiles. When
applying a Race Package to such characters,
do not apply Characteristic Bonuses to them
that are labeled with the Race's name. The
NCM exemption for these abilities still
apply however. |
Example: Joe the player converts
his crusty Dwarf Troll Slayer Grignir into
the HERO System. When converting characteristics,
Joe uses the full values for Grignir's Strength
and Toughness to determine his STR and CON,
even though they are higher than normal
thanks to the Dwarf's starting bonus to
both statistics; conversely he uses Grignir's
Agility, Fellowship, and Movement values
to determine DEX, PRE, and Running even
though they are lower than normal due to
the penalty Dwarfs take on those statistics
in Warhammer. |
After taking care of determining his
Characteristics in the HERO System, Joe
goes to the next step and applies the Dwarf
Race Package to Grignir. However the Dwarf
package deal includes Dwarf Strength, Dwarf
Durability, Dwarf Clumsiness, Dwarf Reticence
and Dwarf Legs which give bonuses to STR
and CON and assign penalties to DEX, PRE,
and Running. These are intended for new
characters being created fresh in the HERO
System; thus Joe ignores them as they have
in effect already been applied by virtue
of the Warhammer version of the character
having them embedded in their Warhammer
statistics profile. |
However, Grignir still has an effective
Altered NCM of 23 STR, 23 CON, 17 DEX, 15
PRE, and 9" of Running by virtue of
being a Dwarf.. |
After selecting the appropriate Race Package,
add the Package's Total Cost to the character's
Point Total and move on to the next step.
|
Translate
Character Abilities |
Warhammer
Career Conversions |
Warhammer
Skills Conversion |
Warhammer
Magic Conversion |
CAREERS |
Warhammer characters moved through various
Careers as they progressed, and the Careers
each gave access to various character abilities
that were bought with Experience Points.
The Careers have no real relevance in the
HERO System (since the character is effectively
the sum of their actual abilities in the
classless HERO System), but they can still
serve as useful Package Deals and template.
|
A selection of Career Packages are provided
in the
Warhammer Career Conversions document. |
NOTE: The Career Conversion Packages are
a work in progress. While the goal is to
eventually have all the Basic and Advanced
Careers mapped, the new rulebook has over
a hundred Careers, and it takes time to
get them all converted into the HERO System.
Currently all of the Basic Careers are provided;
the Advanced Careers will be forthcoming. |
WARHAMMER SKILLS
AND TALENTS |
Skills and Talents are the primary ability
set in Warhammer. The HERO System also has
ability categories called "Skills"
and "Talents", but that's where
the resemblance stops. Warhammer Skills
don't necessarily map to HERO System Skills
and Warhammer Talents don't necessarily
map to HERO System Talents. |
Determining what kind of ability in the
HERO System best parallels a Warhammer Skill
can be tricky, since the same solution doesn't
work for all situations. To facilitate this
process a table categorizing Warhammer abilities
into the HERO System is provided in the
Warhammer
Skills Conversion document.
|
Some Warhammer abilities do map to HERO
System Skills that have associated Skill
Rolls. Simply determine the HERO System
Skill Roll normally for that Skill according
to it's base Characteristic. |
Example: Silent Move in Warhammer
maps to Stealth in the HERO System. Stealth
is a DEX based Skill, and thus its starting
Skill Roll will vary depending on the DEX
of the character in the HERO System; a character
with a 15 DEX will have a 12- Stealth Roll,
while a character with a 20 DEX will have
a 13- Stealth Roll. |
WARHAMMER MAGIC
USE |
The new Warhammer FRPG still has a relatively
low magic level when compared to other Fantasy
RPGs, but it is much more flexible than
the old Warhammer FRPG Magic System, and
more interesting. A full conversion of it
is provided in the
Warhammer Magic Conversion document. |
After mapping Warhammer Skills and any Magical
Spells into abilities in the HERO System,
add the abilities and their costs to the
character's Point Total and move on to the
next step.
|
Character Trappings |
Some Warhammer FRPG characters collected
a few Magic Items in their Careers, while
most make do with mundane swag. Converting
either into the HERO System is fairly simple.
|
MAGIC ITEMS |
For magic items simply build an Independent
Power Construct in a Universal Focus that
does whatever the Magic Item does in Warhammer.
Keep in mind that Warhammer was generally
low magic when making items, however. |
Example: Boots of Leaping grant their
wearer the ability to make prodigious leaps.
In the HERO System that might be written
up as Boots of Leaping: Leaping +8"
(Accurate), Reduced Endurance (0 END; +1/2)
(19 Active Points); Independent (-2), IIF
(Magic Boots; -1/4); Real Cost: 6 points. |
Magic items cost Character Points to make,
but not to acquire. |
EQUIPMENT |
If converting a character from Warhammer
FRPG, just match the list up with equivalent
items in the HERO System. Find entries for
your mundane weapons and armor on whatever
weapons and armor list your GM is using
for Fantasy HERO and you are done.
|
Normal Equipment can also be bought with
money, to include mundane weapons and armor.
The Fantasy HERO Price list, the Warhammer
FRPG Price list, a custom list, or an arbitrary
economy determined by the GM are all valid
means of determining how much things cost.
You should check with you GM to determine
what kind of economy they intend to use,
what Price list, and what weapons &
armor chart they intend to use.
|
Mundane Equipment does not cost Character
Points. |
When finished, add any Costs to the character's
total and move on to the next step. |
Select
Personal Disadvantages |
Character Disadvantages are a concept not
found in Warhammer FRPG and therefore appropriate
Disadvantages must be approximated from
aspects of characters that are left mechanically
undefined in Warhammer FRPG.
|
The primary purpose of Disadvantages in
the HERO System is to add flavor and context
to a character, and to give the GM story
hooks with which to involve a character
with the setting. In many cases it's a character's
quirks and flaws that make them stand out
rather than their capacity to kill things,
manipulate a fictional magical system, or
use arbitrarily determined skills and abilities.
Have fun with your character's Disadvantages
rather than rotely taking them just to get
more character points. |
PERSONAL DISADVANTAGES |
In this context "Personal Disadvantage"
refers to any Disadvantage which does not
stem from a character's Race Package Deal.
|
Note: this is a specific exception to the
HERO System rules, wherein Disadvantages
from Package Deals DO count towards a character's
Disadvantage limit. If your GM is uncomfortable
with this exception he will let you know
how to handle the discrepancy. |
CONVERTED CHARACTERS |
It is up to individual GM's to determine
any minimums or maximums for how many points
of Disadvantages converted characters should
take. Personally, I would recommend requiring
at least 50 points worth of Disadvantages
for converted characters. Any player that
can't come up with 50 points worth of flavorful
and appropriate Disadvantages simply isn't
trying. |
NEW CHARACTERS |
The maximum points from Personal Disadvantages
is assumed to be 50 points (but check with
your GM). If the full 50 points is not taken
then the character has fewer Character Points
with which to buy abilities. Thus if a starting
character only takes 50 points of Personal
Disadvantages, then that character only
has 100 Character Points available to him
initially (50 Base + 50 Disadvantages). |
BACKGROUND |
Consider your character's background, history,
and events that have occurred in game play
as potential sources of Disadvantages. |
INSANITY POINTS |
Any mental disorders a character has acquired
in the source material via Insanity points
should be translated into appropriate Psychological
Disadvantages. |
CHAOS MUTATIONS |
If a character has any Chaos Mutations,
buy the beneficial aspects (if any) as Powers,
and the hindrances as Disadvantages. |
When finished, tally the Disadvantage Total
and move on to the next step. |
Final
Tweaking and Math Check |
By this step you should have an almost finished
character. Go back and review the character
and make sure you have covered everything.
Once you are happy with the character make
sure that it tallies correctly, meeting
the Character's Point Limit and that any
Power constructs are calculated correctly.
Finally, make sure that the character is
not only mathematically correct, but also
well balanced and apparently fun to play. |
CONVERTED CHARACTERS |
It's up to the GM whether or not a character
can be modified beyond just mapping their
characteristics and abilities directly as
part of a Conversion. However as a general
rule of thumb a GM might allow a dispensation
of 5% of the character's total point cost
in discretionary points to adjust the converted
character with, with any particular tweak
subject to veto. |
Thus if a character totaled up to 183 points
after all their abilities and characteristics
were directly converted, the GM might allow
that character 9 extra character points
to personalize the character with. |
ADJUSTING FIGURED CHARACTERISTICS |
Figured Characteristics are very important
in the HERO System; they are a very active
part of a character. PD and ED help a character
resist damage, SPD controls how many actions
a character gets, REC determines how fast
a character can "bounce back",
END correlates to how long a character can
keep going, and STUN is how much damage
the character can take before getting knocked
out. |
At this point you may have a few points
left over. A good place to spend them is
in adjusting your character's Figured Characteristics.
For example, you may want to round off your
character's SPEED, bump up Recovery, fatten
up Endurance, etc. However, try to avoid
tweaking your character's Base Characteristics
to take advantage of point recursions. If
this practice is commonplace, all Fantasy
HERO characters tend to polarize on a few
"sweet spot" increments in various
Characteristics, which robs characters of
a lot of their flavor. |
CONVERTED CHARACTERS |
As mentioned above, a GM might allow converted
characters some number of discretionary
points; an excellent place to spend some
or all of them is on Figured Characteristics. |
When you are satisfied, move on to the next
step. |
Game Master Approval |
Simply turn the character over to your GM
for final approval. If the GM has any issues
with the character, address them and make
any requested corrections. Once the GM is
happy with the character, you are finished
with Character Creation and are ready for
play. |
|