Skills represent a wide variety of ways that characteristics can be applied to specific tasks and functions. There are two main categories of skills in Warhammer Fantasy Roleplay – basic skills and advanced skills.

Basic skills are available to every character, and are listed on the character sheet for convenience. Basic skills represent the wide range of activities and focused characteristic use that anyone can attempt even without special training. Characters with training in a basic skill will tend to perform better than someone without training, but the skills can still be attempted untrained.

Advanced skills, on the other hand, are only available to people who have the proper discipline and training. Advanced skills represent very specific application of a characteristic, and cannot be attempted untrained. When a character acquires an advanced skill, it should be written in the space provided on the character sheet.

It is important to note that acquiring an advanced skill does not mean it is automatically trained – it simply means that the character now has access to the skill and can attempt checks based on that skill, as if it were a basic skill. Once acquired, an advanced skill can still be trained like a basic skill, allowing the character to add an expertise die to characteristic checks when the advanced skill is relevant for each level of training.

When a skill is trained, a check mark is made next to the skill on the character sheet. For each training box checked off, the character adds one yellow six-sided dice to characteristic checks when that skill is relevant. A character can train a skill once per character rank. When a character goes up in rank, he can spend advances to gain further training in a skill.


Basic and advanced skills can both benefit from dedication and focus. This is represented by skill specialisation. A specialisation is further knowledge and training in a specific aspect of the broader skill. Sample specialisations are listed with each of the skills. With GM approval, players may wish to come up with additional specializations for their characters if they want to pursue special training.

Earning a specialisation is one of the benefits of completing a career. When a character has successfully completed a career, his dedication is rewarded by allowing him to gain specialization with that career’s key skills. The GM may also grant skill specializations as a special award for completing campaigns or fulfilling story goals.

Specializations should be tracked on the character sheet by writing the appropriate specialization in the provided space. Specialization allows a character to add an additional white six-sided to checks when that specialization is relevant.

Master Skill List

Animal Handling (Fel) Advanced skill. Covers the ability to handle and care for domesticated animals, as well as get them to respond to training and commands. Animal handling can also be used to try and calm an aggressive animal, or get a sense of an animal’s disposition.

Specialisation options: Command, train, sense disposition, calm animal

Athletics (St) Basic skill. Covers general physical prowess and applying strength and conditioning to a task. This skill is used when trying to perform tasks relying on physical conditioning and athleticism, such as climbing, swimming, or jumping. It reflects a combination of fitness and the training to apply strength in a precise manner.

Specialisation options: Climbing, swimming, jumping, rowing, running, lifting

Ballistic Skill (Ag) Basic skill. Covers the basic use, care and maintenance of ranged weapons. This includes thrown weapons like balanced knives and javelins, as well as bows, crossbows, and slings. Also covers the basics of blackpowder weapon care and operation. It is a combination of hand-eye coordination, accuracy, and training with ranged items.

Specialisation options: Bow, crossbow, thrown weapons, blackpowder weapons

Channelling (WP) Advanced skill. Reflects a character’s ability to successfully harness the Winds of Magic to glean power to fuel arcane spells. The arcane equivalent of the divine skill Piety.

Specialisation options: Below capacity, overchannelling, conservative, reckless, by college order

Charm (Fel) Basic skill. Charisma and interaction on a friendly level. Charm can be used to manipulate others, create a favourable impression or interact good-naturedly with others. Charm can also be used to change the minds of individuals and small groups, to cajole, flatter, and gossip to glean information. Charm also includes seduction. Checks that involve convincing someone to do something unusual or against his nature are generally opposed by the target’s Discipline.

Specialisation options: Etiquette, gossip, diplomacy, haggling, seduction

Coordination (Ag) Basic skill. Applying one’s manual dexterity and fine motor skills to specific tasks. Use this skill to perform feats of acrobatics, balance along narrow surfaces, or slip from bonds. It also reflects delicacy and precision while manipulating objects.

Specialisation options: Dodge, balance, acrobatics, juggling, dance, knots & rope-work

Discipline (WP) Basic skill. This skill is used to resist the startling effects of surprising events, show resolve in the face of danger, and maintain composure when confronted by supernatural or terrifying situations. Discipline is also the ability to maintain one’s state of mind and resist the rigours of stress or attempts to manipulate one’s thoughts or feelings.

Specialisation options: Resist charm, resist guile, resist intimidation, resist fear, resist terror, resist torture

Education (Int) Advanced skill. This skill is a broad category covering a variety of knowledges and disciplines. Training in education confers basic literacy. This skill is used to recall facts about specific topics, rely on book-learned knowledge, or show appreciation and understanding of various schools of thought or philosophies.

Specialisation options: History, geography, reason, language skills, philosophy

First Aid (Int) Basic skill. Covers the basics in rendering care, tending to injury, splinting, and helping someone survive until better care is available, as well as evaluating the severity of wounds or trying to identify infections or sources of injuries. The more seriously injured the target is, the more challenging it is to treat them.

Specialisation options: combat surgery, long term care, tending critical wounds, tending normal wounds

Folklore (Int) Basic skill. General knowledge and information, common sense, and an understanding of the way the Empire and its society operate, and related topics. Folklore relies on experience, savvy, and second-hand knowledge moreso than refined education or information gleaned from books. It also encompasses knowledge of regional customs, colourful local myths and superstitions and the opinions of the common man.

Specialisation options: creature lore, Reikland lore, geography, superstitions, local customs

Guile (Fel) Basic skill. Sneaky, cunning, and surreptitious social interaction. Use this skill to deceive, lie, confuse, or sow seeds of doubt. Also covers using non-verbal innuendo and cues. Guile checks that involve duping, misleading, or fooling someone are generally opposed by the target’s Intuition. Guile checks aimed at rattling, deceiving, or distracting someone are generally opposed by the target’s Discipline.

Specialisation options: Deception, blather, con games, innuendo, appear innocent

Intimidate (Str) Basic skill. A character’s ability to cow, unnerve,
or bully someone. Also covers the ability to convey a sense of dominance or superiority over others. Often carries the implied or over threat of physical violence. Can escalate a tense situation into hostility, or possibly cause a threat to back down if properly cowed.

Specialisation options: Violence, combat, interrogation, politics

Intuition (Int) Basic skill. The ability to trust instincts about people, places, and things. The gut feeling that lets a character know if someone is lying, or if there’s a subtle threat implied in someone’s tone or posture. Also covers the ability to make reasonably accurate estimations and evaluate an item’s worth or purpose. Can be used to size up and opponent and get a general sense of their abilities or intentions, in which case it is opposed by the target’s Discipline.

Specialisation options: Detect lies, estimate sums, evaluation, gauge opponent

Invocation (Fel) Advanced skill. Invocation is an important aspect to performing divine miracles; characters use Invocation to intercede with patron gods to perform works on their behalf. The divine equivalent of the arcane skill spellcraft.

Specialisation options: Each deity has its own specialisation, traditions, rituals, tenets

Leadership (Fel) Basic skill. A character’s ability to lead, motivate, direct, and manage the actions of others. Whether done by chastisement, ridicule, or camaraderie, leadership can help coordinate efforts among groups of people. If the leadership attempt would require a person to do something strongly against their nature, or is under especially dire circumstances, it may be opposed by the target’s Discipline.

Specialisation options: Military leadership, politician, logistics, spiritual leader

Magical Sight (Int) Advanced skill. Magical sight is a skill possessed by nearly all wizards and very few other people. It allows characters to observe the winds of magic by a focused act of will.

Specialisation options: Observe specific wind, identify spell, locate aura, dark magic, gauge strength

Medicine (Int) Advanced skill. The knowledge of the mortal body and how to care for it when seriously injured. This skill takes healing and treatment beyond the scope of First Aid, and can produce more dramatic results. Also covers rudiments of surgery, amputations, cauterization, treating poisons and disease, suturing and long-term medical care.

Specialisation options: critical wounds, poison, disease, long-term care, surgery

Nature Lore (Int) Basic skill. Wilderness savvy and the ability to withstand the rigours of nature and interpret its subtle clues. This skill also covers subsisting in the wild. It includes such activities as fishing, locating potable water, finding edible food, or identifying animal tracks. This skill also covers familiarity with plants, animals, weather patterns, and life outside the civilised areas.

Specialisation options: Locate shelter, locate food, locate water, identify animal, identify plant

Observation (Int) Basic skill. Using your senses to perceive your surroundings. Use this skill to notice small details that others might miss and to pick up on subtle clues. It can also be used to spot traps, pitfalls, and other physical dangers. Observation opposes other characters’ attempts at Stealth, or to otherwise avoid detection.

Specialisation options: Eavesdropping, tracking, keen vision, minute details

Piety (WP) Advanced skill. A blend of knowledge and intuition on what will be pleasing and appropriate to the gods. Also reflects a character’s ability to successfully curry favour with his chosen god, generating the favour needed to fuel divine blessings. The divine equivalent of the arcane skill channelling.

Specialisation options: Below capacity, conservative, reckless, urgent need

Resilience (To) Basic skill. A character’s fitness, vigour, and ability to bounce back from strain and damage. Also covers use of a shield to bear the brunt of an attack and absorb the punishment. Resilience is often used to recover from wounds or fatigue over time, such as after bed rest.

Specialisation options: Block, recover fatigue, resist disease, resist poison, resist starvation

Ride (Ag) Basic skill. Defines a character’s ability to ride or care for a horse or other common mount, as well as drive and manage a wagon or carriage, and provide maintenance and care for the equipment associated with horses, mules and other riding or team animals. This skill also covers the ability to manage such animals and keep them calm under duress or spur them to greater action.

Specialisation options: Horsemanship, trick riding, wagons, mounted combat, long distance travel

Skulduggery (Ag) Basic skill. Covers thieving and a variety of illicit, underhanded skills. Use this skill to subtly pry open a door, pick a lock, set or disable a trap, pick someone’s target, or perform some comparable act of thievery or burglary. Depending on the application, Skullduggery checks may be opposed by a target’s Observation or Intuition.

Specialisation options: Pick pockets, pick locks, set traps, disable traps, palm objects

Spellcraft (Int) Advanced skill. Covers knowledge and understanding of basic magical principles and history, as well as the fundamental concepts of the Winds of Magic. Also used to take arcane power and convert it into a spell effect, thus Spellcraft is used for the casting portion of arcane magic. The arcane equivalent of the divine skill Invocation.

Specialisation options: History of Magic, Colleges of Magic, Rank 1 spells, Rank 2 spells, Rank 3 spells, Rank 4 spells, Rank 5 spells

Stealth (Ag) Basic skill. The ability to keep from being seen or heard, this skill combines hiding with being quiet. Use this skill to move quietly or remain silent and unobserved. Oftentimes, Stealth is opposed by an opponent’s Observation skill. When trying to remain silent and hidden, performing manoeuvres costs 1 stress in addition to any other costs.

Specialisation options: Silent movement: rural, silent movement: wilderness, hide, ambush

Tradecraft (Varies) Advanced skill. Tradecraft is a collection of skills related to professional dedication and learning of an applied trade. General training covers evaluation and understanding of the basics of trade as a business and component of Empire life. Specialisation introduces focus on one particular type of trade or livelihood. The characteristic used depends on the demands of the trade, as determined by the GM.

Specialisation options: Smithing, carpentry, jewellery making, brewing, engineering, performance

Weapon Skill (St) Basic skill. Covers the basic use, care and maintenance of a variety of melee weapons. Weapon skill is a broad category and governs fighting unarmed to using small weapons like knives or clubs to larger weapons like two-handed swords, great axes or halberds. The ability to parry with an equipped melee weapon is also based on a character’s Weapon Skill.

Specialisation options: Hand weapons, great weapons, polearms, parry with hand weapon, parry with great weapon


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