Skills in WFRP
In any game system, skills help define character's identity. WFRP is
no different. In fact, it's strong emphasis on non-combat skills help
create its rich, credible and fascinating environment. As with other
aspects of the game, I have deliberately avoided creating new skills.
Instead I've chosen to focus on detailing existing ones:
- Animal care: horse – a 2-page overview of the equine race (physical description, typical behaviour, requirements and performance). Written as a hand-out to players whose equine knowledge is limited and yet their characters are supposed experts (semi-realistic).
- Expanded
rules for begging – when a hero's got nothing else then,
provided he can swallow his pride, he might survive on charity
alone.
- Follow Trail – if your player is no Ray Mears but wants to play a ranger character convincingly, then this 2-page primer should go a long way to impressing the other heroes, not to mention offering new roleplaying opportunities (semi-realistic).
- Ranger tongue – short but specialised words that precisely describe the land and the features that define it. Written as a hand-out to players whose geographical knowledge is limited and yet their characters are supposed experts (semi-realistic).
- Secret signs: Ranger – a 2-page overview of the signs used by woodcutters, hunters and trappers to survive in the wilderness. Once again this has been written to be used as a handout (semi-realistic).
- Secret signs:
Thieves – a 1-page summary of the signs left by rogues and
gypsies to help each other recognise good spots and avoid dangerous
places. Here too, even if your a character isn't skilled, I
encourage you to use this as a way of enriching your campaign
(semi-realistic) as players love
handouts.
- Weather lore – 1-page summary of the main portents used to predict the weather. Written as a hand-out for players whose meteorological wisdom is limited though their characters are supposed experts, i.e. rangers. I liberally sprinkle our games with references from this list. They seem to serve as colourful details but wise and observant players may also recognise them as potentially life-saving indicators (semi-realistic)