Game Mechanics - Will


Will is a measure of the character’s strength of mind, focus, and composure. Characters with a high Will never lose their cool. Characters with a low Will are uncertain, easily shaken, and easily lead.

• Will determines the character’s ability to shake off fear and other psychological effects.

• Will determines the character’s ability to control himself in stressful situations.

• Will determines the character’s ability to resist mind-altering effects, such as those caused by drugs, psychic powers, and vampiric control.

Will – Fear

Occasionally, a character will be confronted by a terrifying creature or a horrific event that requires him to succeed in a Will roll to keep his nerve. When determining the DR for a fear-based Will roll, the Narrator should consider the character’s mental state, his proximity to other people, his familiarity with the source of the terror, and how horrific the source of the terror is.

If the character succeeds, he keeps control over himself and nothing happens. If the roll fails, the character is visibly shaken, suffers −1 on Skill rolls while he remains in the vicinity of the source of his dread, and must make a second Will roll. If he passes the second roll, the character remains shaken as described above. If the roll fails, the character immediately runs from the source of his fear. Once he is at a safe distance, the character will make subsequent Will rolls (DR 11) at the start of each of his turns until he succeeds and regains control over himself. Outside of combat, the character rolls once per minute. If he succeeds, he can stop running. If the roll fails, he keeps running as fast as his legs will carry him.

If either the initial or secondary Will rolls result in a critical failure, the character is paralyzed with fear and goes nowhere. While paralyzed, the character is considered to be an Unaware Target (see page 163-164) and cannot take any actions. At the start of each of his turns, the character must make a Will roll versus a DR determined by the Narrator. If the roll succeeds, he comes to his senses. If the roll fails, the character remains paralyzed. If the source of the
character’s fear leaves or the character is removed from the fearsome scene, he comes back to his senses at the beginning of his next turn. Paralytic fear is not necessarily quiet. While the character is insensate, he may be screaming his head off.

Game Mechanics - Will

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