Willpower measures your drive, dedication, and overall life force. Willpower rolls are extremely common in House Games. The following rules apply to all uses of Willpower, both permanent and temporary.
- If you botch a Willpower roll, you lose a Permanent Point in addition to all other consequences (but it may be repurchased).
- You start a game with a full rating of Temporary Willpower Points.
Temporary Willpower Points are regained through rest (1 point per 8 hours sleep) or through Meditation (meditate for 1 hour and roll Manipulation + Meditation at Difficulty 7; each success regains 1 Temporary Point).
You may spend Temporary Willpower in the following manners.
- To activate a Power. Each Power will specify its cost.
- To gain one automatic success on a given roll. The expenditure must be declared before dice are rolled, and only one point may be spent per action.
- To attempt a Feat of Strength. Spend 1 Willpower Point and roll Willpower at Difficulty 9. Each success on this roll raises your Strength by 1 for one action, with a maximum increase of your Trait maximum (usually 5).
- To ignore Wound Penalties for 1 turn.
Willpower checks may also be required to resist mind control and mental attacks.
It is not possible to spend a Willpower Point for an automatic success on a Virtue roll, a soak or damage roll, or a Study Point roll (but it is possible to spend a Willpower on an Instruction roll).
A variety of effects (including Willpower contests) may cause the loss of 1 or more points of Permanent Willpower. (Some beings are capable of sacrificing their own Permanent Willpower.) Reduction of Permanent Willpower to 0 results in death.





