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.
BASIC CAREERS
Bodyguard
Career Card
Your Successful Guarded Position or Improved Guarded Position increase enemy Misfortune penalties granted by the action cards by 1.
Bone Picker
Career Card
You receive one Expertise die for Resilience checks based on Diseases.
Camp Follower
Career Card
During story mode, once per day per character, remove one stress from a single target.
Charcoal Burner
Career Card
You may ignore one Misfortune die because of conditions with low lighting. You receive 1 Soak from attacks from fire, including Bright magic.
Diestro
Career Card
While carrying a Rapier, you receive a fortune die, which must be expended on enhance action.
Ferryman
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.
Field Warden
Career Card
In your hands, Slings are considered Fast weapons.
Fisherman
Career Card
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.
Jailer
Career Card
When a target disengages from you, he receives 1 fatigue.
Kossar
Career Card
When using a non-shield weapon in each hand, you gain +1 Defense and +1 damage.
Marine
Career Card
You receive +1 Defense. When fighting aboard a ship or boat, you receive +2 damage.
Militiaman
Career Card
If you are Fatigued or Distressed, you receive +1 damage. If you are Strained, you receive +2 damage.
Outlaw
Career Card
When you disengage, you receive +2 Defense for that round.
Berserker
Career Card
When you use Weapon Skill against an enemy in Conservative Stance and you are in Reckless stance, you receive one Fortune die.
Protagonist
Career Card
You receive 1 Fortune die with Intimidation and Weapon Skill checks against enemies with a lower Willpower than your own.
Runebearer
Career Card
You may ignore two misfortune dice from rocky, underground, hilly or mountainous terrain penalties.
Seaman
Career Card
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.
Shield Breaker
Career Card
You may carry a Round/kite shield at no encumbrance penalty. Shields gain +1 Defense in your hands.
Squire
Career Card
You receive one free maneuver every turn that may only be used to give an ally a weapon or item.
Toll Keeper
Career Card
When a target attempts to use a skill check against you in the same turn he disengaged, the target receives one misfortune die.
Trademan
Career Card
Tradecraft rolls receive: Two Boons: Put one Fortune point onto the Party Sheet.
Vagabond
Career Card
The Vagabond receives 4 starting Fortune points at the beginning of every session.
Valet
Career Card
Once per session, when an ally within close range gains Fatigue, you may gain the Fatigue instead.
Woodsman
Career Card
If you are struck from the cover of light foliage and underbrush, the enemy gains one Misfortune die.
Kithband Warrior
Career Card
You may socket a Reputation, Focus or Tactics slot into any one slot on the Party sheet.
INTERMEDIATE CAREERS
Artisan
Career Card
Fortune Dice with Tradecraft checks in which you have a specialty give you an Expertise Die instead of a Fortune die.
Highwayman
Career Card
Once per session, when using Ride or Charm checks, you receive one Expertise die.
Interrogator
Career Card
When you use Fortune on an Intimidation check, you gain an Expertise die instead of a Fortune die.
Innkeeper
Career Card
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.
Upgrades:
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.
Fence
Career Card
You gain two fortune dice when haggling for illegal goods.
Friar
Career Card
You receive two fortune dice to Resilience and Discipline checks involving temptation and corruption.
Mate
Career Card
Once per session, you may remove all recharge tokens on an exhausted talent on the Party sheet.
Politician
Career Card
During social encounters your actions gain: 2 Boons: heal 1 stress to a target of your choice within close range.
Racketeer
Career Card
Skill rolls made against the Racketeer receive one Misfortune die if they have lower Strength than the Racketeer.
Spy
Career Card
When making Guile or Intuition, checks, you may remove two Misfortune dice from the pool.
Targeteer
Career Card
Once per session, you may ignore all Misfortune dice from a Ballistic skill check.
ADVANCED CAREERS
Empire Engineer
Career Card
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.
Explorer
Career Card
You may ignore one terrain-based Misfortune die to movement and actions performed in any terrain.
Ghost Strider
Career Card
While hiding, you receive one free prepare maneuver when using Ballistic Skill.
Sea Captain
Career Card
The Sea Captain gains the special Party Sheet, the Captain's Crew .
Captain's Crew
10 Tension
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.
Outlaw Chief
Career Card
Once per session, during your turn, all allies within close range may disengage.
Steward
Career Card
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
Spy Master
Career Card
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.