Skills and Advancement: The Long Road from Incompetent to Mediocre

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.

graph TD A[Skill System] --> B[Basic Skills] A --> C[Advanced Skills] B --> D[Everyone can attempt] B --> E[Use characteristic if untrained] C --> F[Need training to attempt] C --> G[0% chance if untrained] D --> H[Gossip, Dodge, Climb] F --> I[Language-Magick, Lore, Trade skills] E --> J[Usually with penalties] G --> K[Can't even try]

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. It's simple math, which is good because your character probably can't do complex math.

Skill Test Example: Dodging Death Base Agility: 32 Dodge Advances: +10 (one advance) Situational Modifier: -20 (dodging a giant's club) Total Target Number: 22 7 8 Roll: 78 FAILED! Take 2d10+12 damage...

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

graph LR A[Experience Points] --> B{What to Buy?} B --> C[Characteristics] B --> D[Skills] B --> E[Talents] C --> F[25-30 XP per advance] D --> G[10-15 XP per advance] E --> H[100+ XP each] F --> I[Maximum +25 total] G --> J[Maximum +40 total] H --> K[Career-specific only]

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're expensive, career-restricted, and absolutely worth it when they save your life.

Combat Reflexes Cost: 100 XP +10 to Initiative for determining Combat order. Strike first! Hardy Cost: 100 XP per level +1 Wound per level Maximum: Toughness Bonus Sixth Sense Cost: 100 XP GM warns of unseen danger "Something's not right here..." Lucky Cost: 100 XP +1 Fortune Point per session Stack with other sources Resistance (Mutation) Cost: 100 XP +5 to resist Corruption Less likely to grow tentacles! Frenzy Cost: 100 XP Enter battle rage at will +1 Strength, Immune to Fear Savvy Cost: 100 XP +5 to all Intelligence tests You're smarter than you look Night Vision Cost: 100 XP See in natural darkness No penalties for dark conditions

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.

Common Endeavours:

Real Advancement Example

Gottfried's Progress After 10 Sessions:

Starting Point: Rat Catcher with WS 31, no combat skills

XP Earned: 650 total (survived a lot, somehow)

Purchases:

Result: Still weak, but now weak with options!

Remaining XP: 270 (saving for Hardy talent)

The Reality of Advancement

Character advancement in WFRP is slow, painful, and absolutely earned. Every +5 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