Help me out with the Zealot career

By DagobahDave, in Warhammer Fantasy Roleplay

Specifically, I'm trying to figure out how the Insanity 'talent' slot is supposed to work.

Does my Zealot character have the option to start off with an insanity? I think... yes, because it's a Special ability, and because of the text at the top of page 31 of the rulebook.

It seems odd to start off with an insanity, but it makes sense because of the kind of career it is, and because the career's ability doesn't do any good unless you have an insanity.

What do you think?

The insanity is not optional...

I love it though...and so does my player because it helps provide some really good roleplaying moments for him

DagobahDave said:

Specifically, I'm trying to figure out how the Insanity 'talent' slot is supposed to work.

Does my Zealot character have the option to start off with an insanity? I think... yes, because it's a Special ability, and because of the text at the top of page 31 of the rulebook.

It seems odd to start off with an insanity, but it makes sense because of the kind of career it is, and because the career's ability doesn't do any good unless you have an insanity.

What do you think?

Think this is pretty covered in the latest FAQ. I think you can buy them at character creation just like any other talent.

Thanks. The FAQ helps a bunch. It looks like it is optional for starting Zealots, rather than a requirement. (The wording on the career card says "may" instead of "must".) I'm not sure it's worthwhile to buy an insanity at the expense of a starting talent. I might wait until my Zealot develops an insanity during play (but I'll probably put him in more stressful situations, knowing that I can use an insanity to my advantage).

How do you use the starting insanity as a talent? I have not figured out how to integrate that.

I've houseruled the "must" word. Otherwise, "what's the point?" This is warhammer. Toughen up and lose the wet-nurse!

jh

The point is.....

Why play a zealot without an insanity?

The Zealot may exhaust a socketed insanity card to gain fortune dice equal to the rating on the insanity card. When it is exhaused the insanity it is not in effect. This can give you some strategies for gameplay, as well as an automatic roleplay hook. Allowing the purchase of insanities allows you to tailor what kind of crazy you are for roleplaying, and allow you to choose how big a fortune dice bump you are going to get. Perhaps you have one insanity that you always want on, because it can be beneficial to roleplaying or in certain situations. Leave that one unsocketed. Then pick another one with a big rating on it that doesnt cripple your character too much, and use that for your fortune bump.

Without the insanities, the zealot is an average to poor fighter compared to the other fighting careers. And boring.

I think most insane people do not choose what kind of insanity to suffer from or in case they have several kind of insanities they do choose which to affect them at any given moment.

Yes, while that is true in real life, the mechanical abstractions of a fantasy game are exempt from literal simulation, what is fun and what is not fun/interesting/cool to play is far more important.