Post by Justin KG on Jul 10, 2007 14:47:17 GMT -8
Hey guys. I would like to apologize for my ubrupt nature this last Saturday. Things were getting rather stressful and I may have been a bit too heavy handed on calls that were more interpretation than fact. As well, my storytelling style can sometimes be hard to get along with and I will have to admit that sometimes a cinematic bad guy is a little unfair. I did not mean for anyone to feel useless, I just wanted the scene to be as cool as possible without nerfing the antagonist or you as players.
Willpower note pg. 125
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.
Phil says:
When spending willpower, player tests the normal dicepool plus one success from willpower. Failure can occur unless all successes are blown through with losses. Botches are impossible in this circumstance.
example: Billy the Marauder would like to make everyone in the vamp elysium have red hair. Pretty big feat even for a Marauder. Billy's player would roll his Arete of 3 at 2 successes, but he would like to spend will as well to make the dying process easier. Billy starts with 3 successes and tests down three times with the ST (Oops, no good). Now if Billy had only tested down twice he might have been able to dye his own hair red, but sadly the vamps are safe with thier natural boring colors.
Willpower note pg. 125
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.
Phil says:
When spending willpower, player tests the normal dicepool plus one success from willpower. Failure can occur unless all successes are blown through with losses. Botches are impossible in this circumstance.
example: Billy the Marauder would like to make everyone in the vamp elysium have red hair. Pretty big feat even for a Marauder. Billy's player would roll his Arete of 3 at 2 successes, but he would like to spend will as well to make the dying process easier. Billy starts with 3 successes and tests down three times with the ST (Oops, no good). Now if Billy had only tested down twice he might have been able to dye his own hair red, but sadly the vamps are safe with thier natural boring colors.