WFRP at a Glance
Four ideas carry most of the game. Each part of the guide builds on them.
Roll Under
Roll d100 and try to get equal to or under your Characteristic or Skill, after any difficulty modifier. Low is good.
Success Levels
Subtract the tens digit of your roll from the tens digit of your target. The result is how well (or badly) you did, and opposed tests compare it.
Careers
You are what you do: a career sets your skills, talents, status and what you can advance next.
Fate, Fortune & Corruption
Spend Fortune for rerolls and Resolve to shrug off fear; burn Fate to cheat death and Resilience to resist mutation. Chaos is always waiting with Corruption.
The 24 Parts
Players first, then running the game, the Old World itself, and playing solo. Read in order or jump to what you need.
For Players
Welcome to the Old World
What WFRP is, why it is grim and perilous, and what a session looks like.
Character Creation
Species, careers, characteristics and the ordinary person you are about to put in danger.
Skills & Advancement
Tests, Success Levels, skills, talents and spending XP to climb your career.
Combat
Initiative, opposed tests, Advantage, Wounds and Critical Wounds.
Advanced Combat
Positioning, outnumbering, terrain and fighting smart so you survive.
Magic
The Winds of Magic, Channelling, casting, miscasts and why wizards are feared.
Corruption & Madness
Corruption points, mutations, mental trauma and the slow slide to Chaos.
Diseases & Afflictions
Infection, symptoms, treatment, and plague as a story engine.
Equipment & Economy
Brass, silver and gold, what things cost, and living on very little.
Magic Items & Artifacts
Rare, dangerous treasures and how to make them matter.
Social Intrigue
Charm, bribery, status and talking your way through the Empire.
Travel & Exploration
Roads, rivers, inns, wilderness and getting from A to B alive.
Player Advice
How to play a doomed hero well, and enjoy it.
For the GM
Running Your First Session
Preparing, opening, pacing and wrapping up your first night as GM.
Campaign Themes
Grim and perilous or black comedy: choosing your campaign's tone.
Scenario & Adventure Design
Hooks, investigations, set pieces and adventures that bend instead of break.
NPCs & Villains
Memorable townsfolk, rivals and villains for the Old World.
Threats & Bestiary
Beastmen, greenskins, Skaven, cultists and the fear they bring.
Campaign Management
Long-term play, consequences, downtime and keeping a campaign alive.
The Old World
The Empire & Its Provinces
Electors, provinces, cities, law and daily life in the Empire.
Gods & Religion
Sigmar and the pantheon, cults, blessings, miracles and heresy.
Guilds & Organizations
Guilds, orders, colleges and societies: who really holds power.
The Criminal Underworld
Gangs, fences, smugglers and the price of a life of crime.
Playing Solo
Tools
Use these at the table.
Dice Roller & Toolkit
d100 tests with Success Levels, criticals and fumbles on doubles, exact odds, plus hit locations and generators.
Sample Characters
64 ready-made characters, one for every core career, fresh starters and veterans of all five species, ready to load into the sheets.
Character Sheets
Fill in, save and print characters: characteristics, skills, Wounds, encumbrance and Corruption worked out, plus armour, weapons and spells.