I've been working on attempting to get a few of the overlooked careers from Warhammer 2e instead into the modern game. All the below careers are not found in 3e core sets or official expansions.
Instead of posting the entire card, I'll post the element with the problematic potential: the career cards. Balance Issues, oversights and thoughts are appreciated.
Your Successful Guarded Position or Improved Guarded Position increase enemy Misfortune penalties granted by the action cards by 1.
You receive one Expertise die for Resilience checks based on Diseases.
During story mode, once per day per character, remove one stress from a single target.
You may ignore one Misfortune die because of conditions with low lighting. You receive 1 Soak from attacks from fire, including Bright magic.
While carrying a Rapier, you receive a fortune die, which must be expended on enhance action.
During your turn, you may spend 1 fatigue to disengage for free. While on a boat or ship, you may disengage for free without spending a Fatigue.
In your hands, Slings are considered Fast weapons.
When using a spear, your Weapon Skill rolls gain 2 Boons: Piercing 1. When using a Net with Ballistic Skill, you gain a Fortune Die.
When a target disengages from you, he receives 1 fatigue.
When using a non-shield weapon in each hand, you gain +1 Defense and +1 damage.
You receive +1 Defense. When fighting aboard a ship or boat, you receive +2 damage.
If you are Fatigued or Distressed, you receive +1 damage. If you are Strained, you receive +2 damage.
When you disengage, you receive +2 Defense for that round.
When you use Weapon Skill against an enemy in Conservative Stance and you are in Reckless stance, you receive one Fortune die.
You receive 1 Fortune die with Intimidation and Weapon Skill checks against enemies with a lower Willpower than your own.
You may ignore two misfortune dice from rocky, underground, hilly or mountainous terrain penalties.
Once per turn, you receive a free maneuver to exchange a Reputation or Focus talent. If you are on a boat or ship, when using a Fortune Point to remove a recharge token, remove 2 instead of 1.
You may carry a Round/kite shield at no encumbrance penalty. Shields gain +1 Defense in your hands.
You receive one free maneuver every turn that may only be used to give an ally a weapon or item.
When a target attempts to use a skill check against you in the same turn he disengaged, the target receives one misfortune die.
Tradecraft rolls receive: Two Boons: Put one Fortune point onto the Party Sheet.
The Vagabond receives 4 starting Fortune points at the beginning of every session.
Once per session, when an ally within close range gains Fatigue, you may gain the Fatigue instead.
If you are struck from the cover of light foliage and underbrush, the enemy gains one Misfortune die.
You may socket a Reputation, Focus or Tactics slot into any one slot on the Party sheet.
Fortune Dice with Tradecraft checks in which you have a specialty give you an Expertise Die instead of a Fortune die.
Once per session, when using Ride or Charm checks, you receive one Expertise die.
When you use Fortune on an Intimidation check, you gain an Expertise die instead of a Fortune die.
You receive the Inn card.
The Inn card
At the beginning of every session, make a Tradecraft (2d) roll. For every success, you make five silver. If the roll did not succeed, for every sword, the Innskeeper must pay 5 silver out of pocket. Every comet grants you one gold. A boon grants the Inn one Reputation point. A bane grants the Inn one Bad Reputation point. A Chaos Star indicates a crisis, usually worth 1 gold in repairs or damages. A Good reputation can be spend on any Fellowship check to give one Fortune die. A Bad reputation point gives the Innkeeper one Misfortune die on a check of the GM's choising.
An Innskeeper may purchase a permanent Fortune die for the beginning of session Tradecraft roll, during his career for 1 advance each. These advances count as Innskeeper career advances.
As well, the Innskeeper may increase the value of each success and failure by giving double the value in gold.
You gain two fortune dice when haggling for illegal goods.
You receive two fortune dice to Resilience and Discipline checks involving temptation and corruption.
Once per session, you may remove all recharge tokens on an exhausted talent on the Party sheet.
During social encounters your actions gain: 2 Boons: heal 1 stress to a target of your choice within close range.
Skill rolls made against the Racketeer receive one Misfortune die if they have lower Strength than the Racketeer.
When making Guile or Intuition, checks, you may remove two Misfortune dice from the pool.
Once per session, you may ignore all Misfortune dice from a Ballistic skill check.
You may invest Fortune dice into items to improve their function in which you have a specialty. When the item is used it gives one Fortune die to all dice rolls involved in it's function until the end of the session.
You may ignore one terrain-based Misfortune die to movement and actions performed in any terrain.
While hiding, you receive one free prepare maneuver when using Ballistic Skill.
The Sea Captain gains the special Party Sheet, the Captain's Crew.
Party, Advanced, Social, Seafaring
Sea Captain only
Tension 5: Everyone except the Captain suffers 2 stress
Tension 10: The Captain gains stress and fatigue equal to the number of players with stress, then tension resets to zero. Afterward, everyone else gains 1 stress and 1 fatigue.
The Sea Captain can allow other characters to use his own Action Cards as long as they are within Close Range and have all requirements.
Two Any, One Focus
2 Boons: The Sea Captain may remove a charge counter from one his actions.
2 Boons: The Sea Captain may remove a charge counter from one of his talents.
2 Boons: The Sea Captain may remove an exhausted talent and replace it with one of his own talents.
While on the Captain's ship, when a character uses Fortune points, he receives an Expertise die instead of a Fortune die.
Once per session, during your turn, all allies within close range may disengage.
Fine items cost x7 instead of x10 the cost. Average items cost x3/4 of the cost. Poor items have no change in value. These values are before
You may socket this card into the Party Sheet into any slot. Any non-Spy Master may spend 1 Stress, 1 Fatigue to add one Expertise roll to any roll. When making Social actions: 2 Boons: Spymaster recovers 1 Stress.