Questions about "adding misfortune dices for critical wounds" & "dedicated talents"

By Ceodryn, in WFRP Rules Questions

Hi, I have 2 questions after reading the core set books:

1) What effects have wounds on players dice pools?

It says in the Core Rulebook to add misfortune dices for critical wounds. So, is it 1 crit. wound = 1 misfortune dice? What about normal wounds, do they not add misfortune dices, even when many wounds stack?

2) Dedicated talents

It says dedicated talents from a career are given free (no creation points spent). However, it doesn't specify which talents are dedicated. Are the "order" talent and the "god" talent for Apprentice and Initiate are dedicated? What about the "insanity" talent of a zealot? Is there any other dedicated/free talent?

Thanks in advance

Critical wounds have text on them. It will tell you when, which and how many dice to add/remove from your dice pool. There is no fixed ratio, if i remember correctly.

2) Dedicated talents

I'm not sure if your confusing two things... Dedicated bonus (with special ability for a career) and Slotted talents. Each career has an ability that come free and if you complete the career (have all 10 pts spent in that career) you can have the "dedicated bonus" and make that ability permanent.

Order and god talent are part of the character and are kept. They can only be slotted if you have an appropriate slot in your current career.

That's out of my hat, without looking into the book.

Hi, thanks for answering!

To clarify my questions:

1) Independently of the description/text effect of a critical wound, does 1 critical wound add 1 misfortune dice to any check? The core rulebook page 11 seems to suggest so: "misfortune dices are assigned for [....] debilitating effects such as critical wounds", yet the player's guide p53 says "misfortune can represent a variety of factors - [...] the effects of a critical wound" seeming to suggest that only the description/text effect of a critical wound takes place. For example, if the critical wound "aggravated wound - your stance is considered one space closer to neutral" is selected, does that mean that beside shifting the stance, this critical wound isn't imposing any misfortune dice?

2) Sorry if I wasn't clear, I am actually referring to p31 of the core rulebook stating:

"Each career has several talent slots along the side, showing the different affinities or knacks for that career. Some career have one of these slots reserved for a special talent specific to that career. For example, wizard characters have a slot devoted to their Order of Magic, while priest characters have a slot dedicated to the god they serve. Players who have a character with a dedicated talent slot should find the corresponding card and place it next to the career sheet. Acquiring the card for a dedicated talent slot does not cost any creation points."

So, my question is: What other dedicated talents is there beside an Order or a God? Is the Insanity talent (i.e. the option to take an insanity as a talent) for the zealot career a dedicated talent and thus free?

Thanks again

1. The test on the actual critical wound is all that applies. If it adds Misfortune dice, then that's what it does.

2. Any of the brown colored talents are generally dedicated. The knights from Omens have one of these slots, Insanity is one for Zealots, faiths and orders for priests and wizards. Can't think of any others off the top of my head, but there might be more.

JasonRR said:

1. The test on the actual critical wound is all that applies. If it adds Misfortune dice, then that's what it does.

Bah, I meant TEXT on the card... **** this no edit button.

Thanks, that's clarify it!