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Willpower

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Carnamagos
Vice Captain

PostPosted: Wed Jul 13, 2011 9:14 pm


[Placeholder]
PostPosted: Wed Jul 13, 2011 9:19 pm


WILLPOWER

Willpower measures a character's inner drive and competence at overcoming unfavorable odds. Unlike other Traits, Willpower has both a permanent "rating" and a temporary "pool." The rating is rolled or tested, while the pool is "spent." When a player spends a point of a character's Willpower, she should cross off the point from the Willpower pool (the squares), not the Willpower rating (the circles). The rating stays constant — if a character needs to roll Willpower for some reason, she bases the roll on the permanent rating. The pool is used up during the story.
A character's Willpower pool will likely fluctuate a great deal during the course of a story or chronicle. It decreases by one point every time a player uses a Willpower point to enable his character to do something extraordinary, like maintain self-control or gain an automatic success. Eventually, the character will have no Willpower left, and will no longer be able to exert the effort he once could. A character with no Willpower pool is exhausted mentally, physically and spiritually, and will have great difficulty doing anything, as he can no longer muster the mettle to undertake an action or cause. Willpower points can be regained during the course of a story (see below), though players are advised to be careful and frugal with their characters' Willpower pools.
Like Humanity, the Willpower Trait is measured on a 1-10 scale rather than a 1-5 scale.

• Spineless
•• Weak
••• Unassertive
•••• Diffident
••••• Certain
•••••• Confident
••••••• Determined
•••••••• Controlled
•••••••• Iron willed
•••••••••• Unshakable

Spending Willpower
Willpower is one of the most active and important Traits in Vampire: the Masquerade. Because there are so many ways to expend, regain and use Willpower, it fluctuates more than any other Trait (besides blood pool) in the game. Willpower is a very versatile Trait, so make sure you understand how to use it.
• A player may spend one of her character's Willpower points to gain an automatic success on a single action. Only one point of Willpower may be used in a single turn in this manner, but the success is guaranteed and may not be canceled, even by botches. By using Willpower in this way, it is possible to succeed at a given action simply by concentrating. For extended rolls, these extra successes may make the critical difference between accomplishment and failure.
Note: You must declare that you are spending a Willpower point before you make an actual roll for a character's action: you can't retroactively cancel a botch by spending a Willpower point at the last minute. Also, the Storyteller may declare that a Willpower point may not be spent on a given action.
• Sometimes, the Storyteller may rule that a character automatically takes some action based on instinct or urge — for example, stepping back from a chasm or leaping away from a patch of sunlight filtering through a window. The Storyteller may allow a player to spend a Willpower point and avoid taking this reactive maneuver. It should be noted that the instinct may return at the Storyteller's discretion; a player may need to spend multiple Willpower points over the course of a few turns to stay on task. Sometimes the urge may be overcome by the force of the character's will; at other times, the character has no choice but to follow his instinct (i.e., the character runs out of Willpower points or no longer wishes to expend them).
• A Willpower point may be spent to prevent a derangement from manifesting, with the Storyteller's permission. Eventually, if enough Willpower points are spent (as determined by the Storyteller), the derangement may be overcome and eliminated, as enough denial of the derangement remedies the aberration. Malkavians may never overcome their initial derangement, though Willpower may be spent to deny it for a short period of time.
• By spending a Willpower point, wound penalties can be ignored for one turn. This allows a character to override pain and injury in order to take one last-ditch heroic (or villainous) action. However, an incapacitated or torpid character may not spend Willpower in this manner.

REGAINING WILLPOWER
Willpower may be recovered as well as spent. The following situations earn the character back a point or more of Willpower, though a character's Willpower pool may never exceed her Willpower rating. The only way to increase a character's Willpower rating, is through experience-point expenditure.
Generally, a character's Willpower pool may be replen-ished whenever the character fulfills a goal or has an opportunity to restore her self-confidence. Ultimately, specific instances of Willpower restoration are up to the Storyteller. For this reason, Storytellers are advised to be prudent in allowing characters to regain Willpower; it is a powerful and versatile Trait, and permitting players to rely on it too much strips much of the challenge from a story.
• Characters' Willpower pools replenish fully at the end of a given story (and that's story, not session). The Storyteller may restrict this by requiring that the characters achieve (or partially achieve) a goal or otherwise boost their self-esteem.
For example, if the story ends in a stalemate for the characters, who didn't destroy a powerful and corrupt elder, but did manage to obstruct his immediate plans, allow them to replenish their Willpower pools.
• (Storyteller's Option) Characters regain one Willpower point each night when they first rise. This is easy on the bookkeeping, and allows a steady stream of Willpower replenishment (not to mention the fact that players are already writing on that part of the character sheet when they mark off their nightly blood consumption). By way of example, when the players rise for the evening in a communal haven, they all replenish a Willpower point then and there.
• (Storyteller's Option) If a character attains some extraordinary goal or fulfills an outstanding objective, the Storyteller may reward her with a point of Willpower pool. For example, if a character manages to deter a team of vampire-hunters from her sire's haven, the Storyteller may award a Willpower point to that character.
• (Storyteller's Option) If a character behaves, in a manner that fulfills her Nature Archetype, the Storyteller may reward the character with one to three Willpower points (as stated in the Archetype descriptions). For example, if a Rebel character rabidly opposes a powerful elder, and that elder is later revealed to be a Sabbat spy, that character may be given a point of Willpower.
Storytellers are encouraged to create their own systems or modify our systems to suit their troupe's style of play. Indeed, the manner in which a Storyteller allows, or refuses to allow, Willpower replenishment can determine the overall mood of the chronicle. A word of caution: Give Willpower rewards judiciously, as Willpower can destroy a story if the Storyteller lets the Trait fall to abuse.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Tue Jul 19, 2011 7:50 pm


Willpower


Willpower is one of the few great equalizers. Almost every creature skulking around in the World of Darkness has it. Its force is a common one. It is the strength hidden in each individual to overcome his base urges and occasionally push himself to greatness.
Much like Gnosis and Rage, Willpower is indicated in two forms. The permanent Willpower rating is illustrated on the character sheet by dots; the temporary Willpower pool is measured in the squares below the Willpower rating. A character's Willpower pool can never be larger than his Willpower rating. As with Rage and Gnosis, spending a Willpower point is recorded on the Willpower pool squares, and not on the permanent rating dots.
A character's Willpower rating decreases every time a character uses this innate force to perform a difficult task, keep his urges in check or remain in control of himself. However, as a character continues to spend Willpower, he finds his reserves becoming depleted. With no Willpower left, characters will be exhausted and unable to summon the inner strength to perform their duties. They will not care what happens to them, since they have no Willpower to go on.
For the most part, Garou are very strong-willed creatures. Even young pups who have just passed their Rite of Passage might boast a 6 of 7 in Willpower. In the grand scheme, this amount seems small compared to their elders and enemies who often check in at 8 and 9. Rut in relation to their charges, the humans, it is miles above. A typical human adult has a Willpower score of about 2 or 3. The most willful of humans, a lawyer, cop or protester, tops out at about 4 or 5. Humans can go above 5 Willpower, but such individuals are remarkably rare.
• Spineless
•• Weak
••• Unassertive
•••• Diffident
••••• Certain
•••••• Confident
••••••• Determined
•••••••• Controlled
••••••••• Iron-willed
•••••••••• Unshakable

Using Willpower
Of all the Traits werewolves possess, Willpower is possibly the most frequently rolled and spent because of the many ways it can be utilized. As your story progresses, you may find yourself paying a lot more attention to your Willpower pool as you discover how handy it can be.
Automatic Successes: Spending a Willpower point on an action gives the player one instant success. Only one point can be spent thus each turn, but the success is guaranteed. Therefore, a task can be performed successfully by concentrating and focusing the mind, without leaving the task to chance. Some situations might negate this success, and the Storyteller has the final right in deciding when it can and can't be used. For instance, Willpower is traditionally not allowed in damage rolls or any roll involving Gifts.
Uncontrollable Urges: Garou are instinctual creatures, and players may occasionally find the Beast in their characters reacting to stimuli that has been part of their nature for millennia. The Storyteller may inform you that your character has done something from a primal urge, like getting away from fire or attacking a creature of the Wyrm. A Willpower point can be spent to negate this gut reaction and allow the higher brain to remain in control and keep the Garou right where he is. On occasion, the feeling will not just go away, and more Willpower points must be spent to keep from reacting. This build-up continues until the character removes himself from the situation or runs out of Willpower.
Halting Frenzies: As mentioned previously, a character flies into a frenzy whenever her player rolls more than four successes on a Rage roll. This situation can be averted it the player spends a Willpower point to remain in control.

Recovering Willpower
Garou rarely get a moment's peace. Besides their ongoing battles against the Wyrm and its minions, the daily rituals and duties of the human side of their lives take up much of the remaining time. Nonetheless, characters must be able to rest or at least get a chance to restore their damaged self-images, in order to regain their precious Willpower. It is ultimately up to the Storyteller when and how a character recovers Willpower. Presented here are three different ways characters can regain their Willpower. Remember that recovering Willpower has no effect on the character's permanent rating. That rating rises only by investing experience points.
When a story is complete, characters can regain all their Willpower. This act should be reserved for story endings, not necessarily the end of each session. The Storyteller may wish to allow the characters to regain only as much Willpower as he feels they deserve for the goal they accomplished.
Another option is to allow players who have achieved a particularly unique victory in the framework of the game to regain some amount of Willpower. These victories are typically deeply personal in nature, such as confronting a personal enemy or overcoming a vice. The Storyteller would rule whether a character has regained some or all of his self-confidence by this action.
Finally, if a character performed the duties of her auspice particularly well, she might regain one to three Willpower points. This method is subject to the Storyteller's approval, and it relies largely on the roleplaying skills of the player. The quick-and-dirty method is simply to let the players regain a point of Willpower when they wake up each day. It is not as involved or satisfying, but it is a way to keep things moving, and keep the kids happy.
PostPosted: Wed Jul 27, 2011 1:21 am


Willpower


When the weight of the world seems too much and only the most monumental, heroic effort can possibly triumph against adversity, the true hero draws upon the last shreds of inner resolve to prevail. Even the common man has a point at which his spirit stirs to fight. When a mother fights to save a child, when a soldier makes a final effort to defend his companions, when a magician must overcome the cares of living to invoke real magic, that's when the character summons the reserves of Willpower.
The Willpower Trait measures confidence, drive and resolve. A character with a high Willpower rating is steady and self-assured; one with low Willpower has limited self-control and determination. Willpower normally runs anywhere from one to 10, but it has two ratings; a permanent rating and a temporary pool. When rolling against a character's Willpower, use the permanent rating; when using Willpower to perform feats, spend temporary points from the Willpower pool. Points get crossed off from and restored to the pool, but the permanent rating usually stays constant. T h e temporary pool can rise until it equals the permanent rating, so a character with a high Willpower rating not only has a stronger will when rolling to resist certain effects, but he also has more reserves of inner strength.
When calling on Willpower, a character makes a determined effort to finish some task or overcome extreme adversity. Such an expenditure usually costs one point from the Willpower pool. Over the course of play, the Willpower pool may be diminished or refreshed. A character who runs out of Willpower is in dire straits indeed. He's tired out, exhausted and unable to muster any more spirit. A character's resolve may return slowly, but he just can't rouse himself to give a damn in the meantime.
Because mages literally wrap reality around their desires through force of enlightened will, they tend to have strong Willpower ratings. Most mages start with a permanent Willpower rating of five or more. Sleepers, by contrast, can range anywhere in the scale of one to 10, though an average of three is usual, and extremes are quite rare.
X Spineless
• Weak
•• Timid
••• Unassertive
•••• Diffident
••••• Certain
••••• • Confident
••••• •• Determined
••••• ••• Controlled
••••• •••• Iron-willed
••••• ••••• Unshakable

Using Willpower
• By spending a Willpower point, a mage can get an automatic success on an action. He can use only one point per turn this way, though an extended action over several turns could benefit from multiple expenditures, Such a success adds directly to the roll, without counting against any of the dice. Obviously, such an expenditure also prevents the possibility of a botch. Use of Willpower in this fashion must be declared before the action is, actually taken, but the use is then considered reflexive,
• Willpower can be used in resistance against Mind magic, usually against difficulty 6. Successes scored on such a roll subtract from the successes of the Mind Effect. Note that resistance may not be possible or automatic in some cases (at Storyteller discretion). Supernatural entities gain this resistance
at no cost, but normal mortals must spend a point of Willpower to exert this defense.
• A point of Willpower is sufficient to banish a hobgoblin or Quiet-induced hallucination for a scene. You must roll Willpower to do so successfully; otherwise the Willpower point is expended to no avail. If successful, the phenomenon goes away, and the mage asserts command of his senses for a short time. This expenditure also burns out a point of Paradox, if the mage still holds any. Only one point per day may be used in this fashion.
• When faced with an overwhelming urge or compulsion— "You flee in horror from the Umbral monstrosity," or "The wiles of the succubus draw you closer against your better judgment" — you may expend a Willpower point to override the compulsion and act normally. Your mage musters enough self-control to assert himself in the face of a monstrous urge. Should the source continue, though, you may need to spend additional Willpower over successive turns, just to keep control. If you ignore a situation and call for your mage to do something in the face of an overwhelming reaction, the Storyteller may require you to spend a point of Willpower even if you do not specifically ask to do so. Although you [the player] may be rather blasé about the prospect of your mage's confrontation with an Umbral monstrosity, your character is much less certain about the outcome!
• Spending a point of Willpower allows a mage to ignore all penalties from wounds and injury, up to but not including total incapacitation, for one turn. The character struggles to put out a last-ditch effort. This expenditure lets the character perform one action without dice pool penalties, or move at full speed in spite of injuries.

Losing Willpower
Because mages set the force of their will against the weight of reality itself, it's inevitable that the mage will come out worse for wear occasionally. Besides magical compulsion and attacks, people can also be subject to humiliation, exhaustion and torture that sap their will. With enough trauma, anyone can be broken — his mind snapped like a twig under too much pressure.
Loss of permanent Willpower is rare — it takes a concerted effort to strip away the ego and lay bare the mind. Repairing such damage requires time and a great deal of effort, as the subject must overcome the hideous emotional scars. Thus, characters lose permanent Willpower only if the Storyteller judges that they've undergone trials terrible enough to break them in mind and spirit. Such lost Willpower can only be recovered through roleplaying and experience.
As guidelines, characters might lose permanent Willpower when:
• Suffering a terrible mental shock, such as a Mind attack, an emotional upheaval or some other disaster, while at a Willpower pool of one or zero;
• Undergoing prolonged torture, brainwashing, conditioning or some personal hell;
• Failing a Seeking disastrously, getting stuck in a severe Quiet or Paradox Realm for an extended period of time, or losing a powerful magical bond like a familiar.

Regaining Willpower
Over time, confidence returns and mental fortitude rebuilds. A character who's had a chance to rest and regain her strength can refresh her Willpower. Many other events can return Willpower to the character's pool as well, up to the limit of the character's Willpower rating. Raising the Willpower rating permanently comes only with experience.
• At the end of a story (not a single session), the characters regain all of their Willpower as long as they manage to achieve some significant goal. The characters don't need to do everything they set out to do, but as long as they held their own and got a few ticks in, they regain some measure of confidence. After a nasty failure, the characters might not regain all of their Willpower, although making such a decree is a particularly vicious way to end an already harsh story.
• At the Storyteller's option, a character may regain one Willpower point each time she gets a full night's sleep and starts a new day (or whatever; some of those Virtual Adept hackers keep pretty weird schedules). Refreshed and ready to face the new day, the character gets a small measure of return. This reward shouldn't apply to characters" under a great deal of stress, captive in a hostile environment or otherwise under duress.
• A character who manages to pull off a particularly heroic or spectacular stunt may regain a point of Willpower as a result of this success, at the Storyteller's option. The character's phenomenal feat restores a measure of her confidence.
• Through roleplaying your character's Nature, you may enable her to regain one or two points of Willpower, Although the Nature is just a convenient handle to help you get a basic idea of the character, it lies at the core of many of her motives. Therefore, when your character manages to act out her inner drives, she reaffirms her place in the world. This award should he given only if the Storyteller feels that the player has roleplayed the character's process of self-expression and discovery successfully, not just for randomly wandering about and performing trivial tasks that somehow relate to the character's Nature.
• The Destiny Background can allow your mage to regain some Willpower, simply by drawing upon the knowledge that she's destined for better things. Once per story, you can roll your character's Destiny rating against a difficulty of 8. Each success refreshes one Willpower point in her pool.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Fri Jul 29, 2011 3:51 pm


Willpower


Willpower is the measure of how much determination and force of will you have, sometimes enabling you to will a success on a roll. In addition, your Willpower is instrumental in helping you resist the effects of your Shadow. Your base Willpower rating is 5, and can be increased with freebies. Your Willpower can never exceed 10.
Willpower has both a permanent and temporary rating. Your temporary (or current) Willpower measures how much force of will you have at the moment, while your permanent rating indicates your maximum. During character creation, all references to Willpower refer to the permanent sort.
PostPosted: Sat Jul 30, 2011 4:47 pm


Willpower


Your character's temporary and permanent Willpower ratings measure her ability to control the urges and desires that threaten to overtake her. They represent her strength of will in the face of opposition, her ability to steel herself against manipulating forces, and her determination in the face of temptation. Like the other Temper Traits, a character has both a temporary and a permanent Willpower rating.
When you use a point of Willpower, you spend it from your temporary pool, not from your permanent pool. The permanent pool merely serves as a ceiling on the amount of spendable, temporary Willpower that a character can have and defines her maximum potential. Any time your character is required to make a Willpower roll, you should use the permanent pool unless the rule specifically says otherwise. Temporary Willpower fluctuates a great deal during play. If a character has no Willpower left, he can no longer exert himself the way he once did. He is mentally exhausted and can't rouse himself enough to give a damn.

Willpower|Ratings
•|Weak
••|Timid
•••|Unassertive
••••|Diffident
•••••|Certain
••••••|Confident
•••••••|Strong-willed
••••••••|Controlled
•••••••••|Iron-willed
••••••••••|Unshakable

Using Willpower
• A temporary Willpower point can purchase one automatic success on a dice roll. You may only spend one point per turn, but it. gives you a single guaranteed success. Thus it is possible for your character to succeed automatically at any simple action by asserting his will. The Storyteller may prohibit such a use of Willpower in certain situations.
• You can spend a point of temporary Willpower to have your character avoid some instinctual or primal reaction. This includes overcoming phobias, countering a supernaturally imposed urge, or controlling overwhelming emotions. You spend a point of temporary Willpower so that your character can avoid the undesirable reaction and do as he pleases. However, the Storyteller may decide that, over time, the feeling returns and the expenditure of more points may be required.
• Temporary Willpower has the ability to contain and control the effects of Bedlam. A special kind of insanity to which many changelings succumb, Bedlam impedes a changeling's ability to think rationally and affects his perceptions. By spending a temporary Willpower point, the character can regain some of his mental faculties and for a short time, his perceptions clear. This does not cure the Bedlam, but only serves as a temporary fix.

Recovering Willpower
Permanent Willpower points may only be purchased with experience points. A character can recover temporary Willpower, on the other hand, through a number of methods described below.
• At the end of a story (not just a game session), as determined by the Storyteller, all characters completely regain all their temporary Willpower up to a ceiling equal to their permanent rating. The Storyteller may wish to restrict this if the characters did not come away from the story with a feeling of accomplishment and pride.
• After a solid night's sleep, a character recovers a point of temporary Willpower. She must dream, however, and the sleep must be peaceful and uninterrupted. The character must awaken refreshed and invigorated. If the character's sleep is troubled or interrupted, the Storyteller has the option not to award the temporary Willpower point.
• At the Storyteller's discretion, a character may regain temporary Willpower through the accomplishment of a goal related to her Quest, as dictated by her primary Legacy. The Storyteller may award from one to five temporary Willpower points depending on the grandeur of the accomplishment.

Carnamagos
Vice Captain

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