Several levels of stress at once

By karllarsson, in WFRP Rules Questions

I have looked for an answer to this, but haven't found anything. I am wondering how stress and fatigue is added.

The rulebook says that different effects may take place each time a character suffers stress or fatigue, but how does this work when the character suffer several levels at once?

Take a character with 3 willpower. If his stress increases above this, his willpower will become distressed. A character with distressed willpower might suffer insanity when he gets another point of stress. For me this raises two questions. What happens when he suffers two levels of stress when he is distressed, and what happens when he suffers two levels of stress when he is not distressed.

In the first case, he goes from 3 stress to 5 stress. He overshoots, and is not distressed when the stress is suffered. Does he suffer one insanity card, or none? In the second case he goes from 4 to 6. Does he draw two cards or one?

The same situation goes for strained characters. Does he suffer insanity when he suffer stress or fatigue for each level, or once per situation.

Bonus Question: I am also wondering about critical hits, so I'll just throw it in here :) A PC can make critical hits in three ways. Either by card effects, by getting more boons than the crit rating of the weapon or by getting comets on the expertise dice. Right? NPCs can get critical hits only by rolling comets on the expertise dice or card effects?

1) You check and apply for each one in turn. So, if he goes from 3 to 5, he applies stress #4, goes over his threshold, and is distressed when the 5th stress is applied. Same with 4 to 6, he would draw two cards, one for 5 and one for 6.

2) Criticals: PCs and NPCs can achieve criticals in exactly the same ways
- Action card chosen success line provides a +critical
- Boons are spent to activate a boon line on the action card that gives a +critical
- Boons are spent to activate the weapon's CR rating
- Comet is used to activate the weapon's CR

What I think you are confused with is that the generic/default values for NPCs' weapons only have a DR and not a listed CR. However, it is strongly encouraged that NPC be given equipment, in which case the NPCs would (and should) use the DR and CR of the weapon they wield (just like PCs).

I don't have books near me, so I can't be sure 100% what I will write, but here it goes:

-first of all if fatigue/stress level exceeds any physical/mental attribute level, that attribute is fatigued/stressed and gets one Black die on each roll for each point of fatigue/stress over the fatigued/stressed attributes level.

-second: if at any time you have both a fatigued attribute and stressed attribute, you become distressed (or whatever the name was) and you start taking temporary insanities each time you get more fatigue/stress.

This is not nice for all those minmaxers, because for St5 T5 Ag2 Int2 Wp4 Cha2 PC you need only 3 fatigue and 3 stress to start getting temporary insanity each time (!) you roll one or more Exertions in a roll, even though you have much higher threshold. After the encounter you roll for each of those one-token-insanities, but statistics-wise some are bound to stay demonio.gif .

Now if you are in such mentioned state, then you get a temporary insanity for each new stress/fatigue source, with number of tokens equal to stress/fatigue lost from that source (hence those Exertions).

You monitor it all the time because if you get 3 stress from one source, the first or second point gets you over the top, you get insanity with 3 counters.

That's at least how I remember it gui%C3%B1o.gif .

D.

Good!

Thank you both!