Simplified Advancement in Warhammer Fantasy Roleplay
We do not use the core advancement rules. We use the simplified rules below.
You spend x.p. to advance your character's abilities. The cost is 1:1 for any IN-career advances to action, talent, skill, wound, fortune, and stance. The limit of in-career advances you can get in each category is listed on the career description. Out-of-career advances to skills, talents and characteristic upgrades cost one additional x.p.
Limits
• Each skill, fortune die, and characteristic may only be trained once per rank.
• Skill specializations may only be gained in a trained skill and are for a specific category (gained only once).
• Advanced skills must be "acquired" first (cost 1xp), but may also be trained during the same rank (1xp).
• Each characteristic advance cost the equivalent of the new score and may only be upgraded once per rank.
• Some action cards have a rank listed. Cost is +1 advance for each rank higher than yours.
Experience Rank
0-9 1
10-19 2 Change career
20-29 3 etc Change career
Changing Careers
• You don’t change careers until you rank up.
• You lose old talent slots. Old career skills become “out of career.” Stance upgrade is kept the same.
• You may "re-take" a career, just give it a new theme (see house rulebook). You gain the career ability again.
• Spellcasters leaving the spellcasting career tree, lose their "Order/Faith" card
• Wound threshhold is raised by one.
Other optional advances (experimental)
* Gain heirloom item (roleplay)
* new trait
* favor from npc (roleplay)
* Gain an action card a second time at a higher rank (cost is increased by 2, rank 3 only).
* gain another career's ability until next x.p.(non spell)
* Improve corruption threshold (human only)
* inheritance
* sidekick
* create new spell
* create superior item (blue)
* Gain resistance to one condition type
* Gain one super fortune point (yellow or blue), cost higher, must trade for current fp
*etc.
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