Understanding Skills: What You Can (Poorly) Do
Skills in WFRP represent what your character has learned through bitter experience, formal training, or sheer desperation. Unlike other RPGs where you start competent, here you begin barely able to tie your own shoes—and that's if you're lucky enough to own shoes.
The Skill List: Tools for Survival
How Skills Work: Rolling to Not Fail
Every skill is tied to a Characteristic. When you use a skill, you roll 1d100 against your Characteristic + Skill Advances (each advance adds +1). Your Success Levels (SL) are the tens digit of your target minus the tens digit of your roll. It's simple math, which is good because your character probably can't do complex math.
Experience Points: The Currency of Not Dying
XP in WFRP is earned through suffering, surviving, and occasionally succeeding. You'll need every point to crawl your way up from "useless" to "somewhat useful."
Spending XP: The Advancement Menu
Career Advancement: Climbing the Ladder
Talents: Special Abilities for Special People
Talents are special abilities that make your character unique—or at least slightly less generic. They cost 100 XP the first time (more if you take one again), you can only buy the ones your career offers, and they're absolutely worth it when they save your life.
Endeavours: What to Do Between Adventures
Between getting stabbed by cultists and running from beastmen, characters can pursue Endeavours—activities during downtime that might make them slightly more prepared for the next disaster.
Endeavour Ideas:
Training, Income and Banking come straight from the 4e Rulebook; the rest are this guide's suggestions to agree with your GM.
- Training: Find a teacher and learn a new skill (costs money, takes time)
- Income: Use your Trade skills to earn a pitiful wage
- Banking: Stash your brass pennies with a banker (if you have any)
- Carousing: Drink away your sorrows and maybe hear useful rumors
- Shopping: Try to find that armor that might save your life
- Treatment: Heal injuries, cure diseases, remove mutations (good luck)
- Research: Study that mysterious artifact (it's probably cursed)
Real Advancement Example
Gottfried's Progress After 10 Sessions:
Starting Point: Rat Catcher with WS 31 and no Melee advances
XP Earned: 650 total (survived a lot, somehow)
Purchases (first five advances cost 25 XP each for a characteristic, 10 XP each for a skill):
- WS +5 (5 × 25 = 125 XP) - Melee tests now at 36 instead of 31!
- Dodge +5 (5 × 10 = 50 XP) - Slightly better at not dying
- Melee (Basic) +5 (50 XP) - Can swing a club properly (Melee 41 now)
- Endurance +5 (50 XP) - Tougher from all the beatings
- Perception +5 (50 XP) - Spots danger a little more often
- Combat Reflexes talent (100 XP) - Acts before getting stabbed
Spent: 425 XP
Result: Still weak, but now weak with options!
Remaining XP: 225 (enough to step up to the next career level, with change left over toward the Hardy talent)
The Reality of Advancement
Character advancement in WFRP is slow, painful, and absolutely earned. Every +1 to a skill represents blood, sweat, and probably some light trauma. But that's what makes it satisfying—when you finally become competent at something, you've truly earned it through suffering.
Remember: In most RPGs, you start as heroes and become legends. In WFRP, you start as nobodies and maybe, just maybe, become somebody who dies heroically instead of pathetically.
"I used to be terrible at everything. Now I'm merely bad at most things.
That's what we call progress in the Old World!"
- Albrecht the Survivor, former Beggar, current Mercenary