This is an attempt to ditch all the boardgame elements that pervades the current edition of WFRP, and introducing more flexibility to character development.
Talents: No longer slotted. Use them all the time, when appropriate.
Initiative: Act in order of Agility or Fellowship as appropriate.
Stance: Players may freely choose what stance they wish to choose each round, but if you want to go from Reckless stance to Conservative Stance, or from conservative stance to reckless stance, you must move through Neutral stance first.
Reckless: You may use Reckless actions, and may use Reckless dice.
Neutral: You cannot add dice, and use actions associated with your Dominant Stance
Conservative: You may use Conservative actions, and may use Conservative dice.
Actions: No longer recharge. Instead, subtract Recharge rate from Initiative, to determine when you act each round. If the action penalty reduces you to 0, you dont actually take your action this round and must use initiative from additional rounds. Therefore a character with Agility 4, who attempts to use Accurate Shot (-6 Initiative), would act next round on Initiative 2 (4 from 1st round, 2 from second round). If they used Immobilising Shot, they would act on Agility 4, next round.
Advancement: Award 1 to 5 Experience points each session, based on the characters performance - 3 should be considered an average. You may trade in Experience for advances:
Advance Costs:
Actions: 5 Experience points each
Career Talent: 5 Experience points each
Non-Career Talent: 10 Experience points each
Wound Threshold: 5 Experience points each
Career Skills: 5 Experience points each to acquire or to increase by one level of training. Specializations cost 2 Experience points each
Non-career Basic Skills: 10 Experience points each to increase by one level of training. Specializations cost 5 Experience points each
Non-career Advanced Skills: 20 Experience points to acquire or increase by one level of training. Specializations cost 10 Experience points each
Fortune Points: 5 Experience points for each , associated with one of the characters Primary Characteristics
Stance Rating: 5 Experience points each
Characteristic Upgrade: A number of Experience points equal to the new characteristic x 5. If the characteristic is not a primary characteristic, add 5 Experience points.
Careers: Characters are no longer limited to 10 advances in each career. You can stay in a career as long as you wish, and may, if you want to , obtain all of the available advances, such as actions, stance, fortune, wounds and skills. Specialisms do not count towards your Skill limit. Career transitions cost 5 Experience points for each "advance" required.
John`s player is rather enjoying playing a thief and doesnt want to switch careers. He could, if he wanted to, eventually take 2 actions, 1 talent, 2 career skills, any number of non-career skills, 1 fortune point (for Agility and Fellowship), 2 reckless stance die, 2 wounds and any number of Characteristic upgrades - that`s 100+ Experience points!
Rank: This is now ignored. Instead, Rank requirements from spells and blessings are replaced with Divine or Arcane Ranks. As you fully complete each Arcane or Divine career (Spending at least 50 experience on a careers general advances, with 20 of those being spent on the fixed advances), the appropriate rank is increased by 1.
For example, a player has spent 60 experience points on their character`s Apprentice Wizard career, taking the required advances. They have now acquired Arcane Rank 1, and so may choose the more powerful Spell actions.
For Skills, you are now limited to increasing each skill once per career, rather than once per Rank. Therefore, while following a particular career, you cannot increase any skill by more than one level of training. If you want to gain any further levels, you will have to change into another career.