Willpower

From: Daniel Gieskens (daniel@dutirt2.tudelft.nl)
Date: Sat 19 Jan 1991 - 09:56:33 EET


        		W I L L P O W E R
               ==================================

Willpower is the power to change or manipulate various kinds of things purely by using one's mental energy, by bending one's will to it.

The chance for someone to have willpower = (INT + POW - 30)% The maximum chance however is 20% (that's for humans and demihumans, there maybe ather races such as the Ki-rin which have willpower always.)

To use a willpower ability, you have to succeed in a skill roll. This skill has a base value of (INT + POW) * 2%. This can only be increased by ceremony or an increase of Power or Intelligence. When nothing is mentioned at the place of the ability, use this base chance, otherwise use the modifications mentioned. The chance can also be improved by using the ceremony skill.
One standard modification is used: when using multiple abilities at once (for example scrying and telekinesis) the penalty is -15% per extra ability used. This penalty aplies for all used abilities! This also counts when multiple abilities are used subsequently in one round. The time a WP-ability takes effect is at the DEX-sr., no delays.
For some abilities the term xp (experience) is mentioned. This xp is the same as the profession xp in years (thus for humans: age - 15). Exceptions are ruled by the GM (for example: when a player character has 6 years thief and 8 years soldier xp. of which 3 years simultaneous, the WP (willpower) xp is 11 years).
MP's used for willpower must be "your own" MP's, that is you can't use willpower with stored MP's (from power spirits for example). It is however possible to fill your current MP's up to full power for resistance. Example: you use 5 MP for WP, and then you fill it up (from your bracelet with a MP storage of 6 MP's) till your maximum 18 (you are a lucky power 18 individual). Now you resist with your full MP's (18) , but you only have 13 MP's left for use with willpower. MP's used for an WP ability count double versus defensive magic (not for overcome rolls!), this counts for boosted MP's too. For normal spell casting by WP-user, all Mp's count single.
Willpower in effect can be felt by other WP-user at a range of 3 meters per MP in use. The WP-user does not have to react to this feeling.

There are some abilities which every willpower using individual has. These are:

The following abilities have only a chance to be had. Willpower abilities cannot be gained, you start of with them at birth, you'll only learn how to use them more effectively. (although powerful wishes and divine interventions are always nasty rulebreakers). Roll first for the firestarter ability, if this ability is gained, all other abilities have only half chance. The standard chance per ability is 16%.

             W I L L P O W E R - A B I L I T I E S
        ===============================================

1)   Firestarter    range:sight
                    duration: 1 sr. (although the effects may
                    last longer).
     A) From 2 xp.: Warm, 1 MP, Effect: One object heated to
                    40 degrees C., difficulty: + 10%

(repeatable after 1 MR)
B) From 4 xp.: WP-user cannot be harmed by burning from candles or equivalent fire (GM rules each case) C) From 5 xp.: Ignite, 2 MP, Effect: one object can be ignited doing 1D10 damage to the object
(each round, if it isn't put out), up to
wet wood can be ignited. At 7 xp skin can be ignited, at 11 xp iron (not silver, copper, mithril etc. only iron) can be ignited, doing 1 D10 dam directed at AP. The last two (skin and iron) fires die out in one round unless supplied by fuel. difficulty: +5% D) From 7 xp.: Flamethrower, 3 MP, Effect: a flaming inferno somewhat like a dragonbreath (area = 2 meter width, POW meter lenght) damage is 3D6 (armor absorbs) just like the original RQ dragon breath. The flames are shot from both hands. difficulty: +0% E) From 8 xp.: Willpower-user cannot be harmed by natural fires. F) From 10 xp: Fire Ball, 4MP, Effect: a fire ball doing 2D(xp) damage in 1/2(xp) meter radius, or 1D(xp) damage in (xp) meter radius. difficulty: -5% G) From 11 xp: Willpower-user cannot be harmed by fire from elementals. H) From 12 xp: Firedance, 3MP + 1MP/MR (including the first round), Effect: user and non-magical gear is enveloped in flames which will deliver 2D8 damage per round to anyone in melee range. The dance will cost the user 10 FP/MR which are payed after the dance. Non-magical equipment is lost, magical equipment will be slightly warmed. In the dance, normal melee activity is possible for the user. After the dance, the user is tired but unharmed from the flames. difficulty: -10% I) From 13 xp: Willpower-user cannot be harmed by any fire. 2) Aura of fear range: extra MP's squared (MP*MP), so 2 additional Mp's would give a radius of 4 meters. duration: 1 MR. cost: 3MP + points spended for range. effect: as divine fear spell with half offensive MP's for everyone in radius. difficulty: - range (in meters)% 3) Aura of friendliness range: as aura of fear. duration: 1 MR. cost: as aura of fear. effect: make overcome roll for everyone in radius with half your offensive MP's. fumble makes enemies, succes makes friends for 1 turn (10 minutes), special makes friends for 1 day, critical makes friends as long as in neighborhood (mininmum of 1 week). difficulty: as aura of fear. 4) Bodyarmor range: self. duration: special (see below) cost: 1 MP/2 AP (max is xp in MP). effect: this ability will make the hide so though that it gets more AP's. These AP's decline. Roll after each round under your base skill , if this roll is failed, the AP's will lessen with 1D3 points. difficulty: +10% (+0% for decline rolls). 5) Bodyweaponry range: self. duration: as long as sustained with MP's cost: 1 MP/MR. effect: The willpower-user has a number of points, equal to xp. Each point can be used in several ways: A) Phantom weapon: 1D2 dam and 1AP per point used for this (2D2 is D4 and 3D2 is D6, GM will rule what exact dice are. For example 7D2 can be 2D6 + D2 or 2D4 + D6. Always use a few dice as possible.) This weapon is used at the skill of the melee- weapon it resembles (this also counts for natural weapons). B) +10% Attack or parry. C) +3AP to parry object (hand or phantom weapon) D) +2 damage if upon natural weapon. E) +5% dodge. difficulty: -5% 6) Chameleon-power range: self duration: as long as sustained with MP's cost: (1MP + extra enc MP's)/turn effect: The willpower-user will blend with his surroundings. Worn objects up to 10 enc. are also blended. Above 10 enc., the worn objects will cost 1 MP/6 enc. When remaining still, the willpower-user is invisible to normal sight. If he moves, he can be seen if a scan roll at -20% is made by the observer. The user will still be audible if moving. Smell and touch will detect presence normally. 7) Clairaudience range: sight (1 meter into or past solid objects), unlimited if place is well known
(such as your own house.
duration: as long as sustained with MP's cost: 1MP/minute effect: Willpower-user can hear at the place designated. This is normal hearing. If a creature is the target (so you will hear what he hears) and he is unwilling, you must overcome him. If this roll is within 10% of failure, the creature will feel something. Defensive magic must be overcome with own MP's (not MP's used for ability). difficulty: - familiar place or sight: +10% - through rock or unresisting target: +0% - resisting target: -10% - through metal: -20% - through mithril (if you use this metal, notes on this will follow later): -75% 8) Clairvoyance all as clairaudience except that hearing is now seeing (use sight of willpower- user, so elf can use infra-vision (see later notes: new player character races)). 9) Domination range: sight duration: as long as control is not broken
(see below)
cost: 5MP, 10MP if unnatural actions (the target would not want this, for example a lion doesn't want to let go of it's prey) are forced, 15MP if very unnatural actions
(such as suicidal action, murdering good
friends etc.) effect: Willpower-user can control actions of another being. If unnatural or very unnatural actions are forced, the target has to be overcome besides the normal skill roll for willpower, otherwise only skill roll has to be made. If the overcome roll is failed, the control is broken and the target will usualy be angry (though he may not know who did it). Control can also be broken when willpoweruser wants it or when user or target is unconcious (sleep KO). When stopped willingly by user, transition must be done carefully (caster needs one round for this), because when transition is done abrubtly, target notices this and will be angry (as above). difficulty: (user-POW - (target-POW +5))*5% 10) ESP range: xp in meters or xp*5 in meters (see below) duration: as long as sustained with MP's cost: 1MP/MR effect: Willpower-user can read the thoughts of other intelligent beings. The range for this is xp in meters. Only one "thought" can be read in a melee round. The chance to read the right "thought" is a INT vs INT roll (this reflects the relative complexity of the target's thoughts). after 10xp, the thoughts of animals can be read. Their power is used in stead of thier INT for the resistance roll. This ability can also be used for scanning for thoughts and thus for scanning for intelligent beings. The range for this use of ESP is xp*5 in meters, penetrating through xp in cm of solid material. The willpower-user can scan an arc of 120 degrees in one melee round.
(only mindbar-like abilities can stop this
scanning, for mindbar see further notes: willpower ability 16) difficulty: -10%, for scanning:+5% 11) Etherealness range: self. duration: special (see below). cost: 6MP + 1MP/4 enc. carried or touched. effect: The willpower-user becomes ethereal, which has the effect of still being visible, but hardly audible (near to not audible). You can only hit and be hit by magic. Two ethereal beings however can hit each other normally. Roll each round a skill roll, if the roll is failed, the willpower-user will become normal after 1 round (this is 12 seconds!). After 10xp, other living material can be take into etherealness as well but remember that enc costs MP's difficulty: 0% 12) Fly range: self. duration: as long as sustained with MP's cost: (1 + 1/2move + 1/10enc. carried)MP's per turn. effect: Willpower user can fly (no wing flapping needed, just like a jetpack). Levitation can be done and costs only 1 MP per turn. difficulty: +10% -5% per extra MP spend
(on move or enc.).
13) Knowledge of Beings range: sight (although very far is very difficult) duration: nearly instantaneous. cost: 1MP (although more may be needed to penetrate defense). effect: If the target is overcome, the willpower-user will know name, approximate age (+/- 10%) and origin (Gm's may opt to keep this vague). Special success with the overcome roll, the willpower-user will know the exact place of birth (although he may not know where the place is). Critical success will let the willpower-user know who the parents were, date of birth and general "habitat". difficulty: +0%, -5%/mtr distance, +10% if touching. 14) Knowledge of objects and places. range: sight duration: nearly instantaneous. cost: 1MP. effect: Information will be revealed dependent on the type of success of the skill roll. Success will give basic purpose, approximate age, origin and if it's magical or not. Special will give last being that touched it (image) (note that the last being who touched an arrow found in a body of a being, is the being self.), technical details and general magical powers and spelltypes. Critical will give most spells specifically and creator is seen (and named). This ability can only be used twice per item, once on a distance and once touched (by the way willpower-user doesn't count for last being that touched the item). from places similar things will be revealed (last being been there, purpose of the place, creator of the place (if any) etc.). difficulty: -10%, -5% per century of age, -5 % per meter distance, +15% if touched. 15) Mind over body range: self. duration: as long as sustained with MP's cost: 1MP/MR. effect: STR CON and DEX are increased by XP and move is increased by half xp. Roll each round a skill roll. difficulty: +5%, -5% per MR used with this ability since last sleep. 16) Mindbar range: self. duration: 24 hours. cost: 6MP. effect: This ability adds 8 defensive MP's versus mind-affecting spells and abilities
(such as certain willpower abilities).
Furthermore, it gives the willpower user an xp*10% chance of knowing the direction of the origin of the spell or ability, and an xp*5% chance of recognizing spell and caster (if these are known by wp-user, else the respective patterns are memorized and can be recognized later). The latter effect, affects a broad range of spells
(including scrying, choking etc.).
difficulty: -50% +5%/xp (max = +10%). 17) Preservation range: self. duration: 1 turn. cost: variable (see below). effect: Each MP spent on this ability, will protect against 1D4 of area effect damage (for example dragon breath) or 3 points of poisonous gas. The maximum of MP's which can be used simultaneously with this ability is xp/2. 1MP suffices against drowning. (example: 5MP protects against 2D10 firebreath and less, and against 15 points of poisonous gas.) Excess damage is reduced by protection (for example: 5MP vs. 3D8 damage will become 1D4 damage, 3D10 will become 1D10 etc.) difficulty: -5%/2MP used (1 MP is +0%, 3MP's = -5% etc.) 18) Regeneration range: self. duration: as long as sustained with MP's. cost: 1MP/2HP regenerated, rounded up. effect: Willpower user can regenerate hit points at the rate of 1HP/2SR, but user must concentrate on it, so no other activities are possible during regeneration. Limbs can be regenerated, but the cost is 1MP/HP and the speed is only 1HP/turn. This ability cannot regenerate general HP lost by poison. difficulty: 0% (limbs at -20%). 19) Shapechange self range: self. duration: until altered by user. cost: 2MP + 2MP/shift +1MP/4SIZ difference. effect: Willpower user can alter his shape to become another creature (physically only, no magical or mental abilities are gained or lost.). Determine cost with the following table (change within own race cost only 2MP's + 1MP/4SIZ difference.) 1. Own race. 2. Humanoids. 3. Land based mammals. 4. Water, amphibic and avian creatures. 5. Extra shift. 6. Mythical creatures. 7. Extra shift. 8. Specials (unique creatures, objects). The maximum of MP's used in a change is equal to xp. Change's between shapes are not possible, first you have to change back to normal and then you can change to your new form. difficulty: +10% -2%/MP used over 2MP. 20) Shapechange other range: 1 creature. duration: until ended by target. cost: as shapechange self. effect: Willpower user can shapechange 1 other creature (willing!). For the total number of shifts also count the number of shifts to reach own race. Example: a human shapechanging a dwarf to some other dwarf, with same size, costs 2 + (1 + 1)*2= 6MP's. Note that own race is still race of willpower user! Otherwise it is exactly the same as shapechange self. difficulty: Own POW - Target POW - 2%/MP cost - 1%/MTR. distance. 21) Shapechange object range: 1 object. duration: 1-6 rounds (see below) cost: 2MP + 2MP/Shift + 1/MR concentration. effect: Willpower user can shapechange 1 object permanently. This ability can only be used once per 2 weeks, once per object ever. If xp > 8 then this ability can be used once per week, if xp > 12 then once every 4 days and twice per object. Magic items will resist according to their relative power (have to be overcome with POW of item being 1POW/MP of spell effect in it (master rules)) if the item is overcome, everything will be normal, but when it is failed, roll on following table. 01 - 70 nothing happens 71 - 90 item is changed but magic is lost. 91 - 00 item is not changed and magic is lost. To calculate the total number of shifts, use table below. Dead tissue (wood) | Dirt/Clay/Sand | Stone / \ Raw Metal Marble | | Iron Glass / \ | Steel Bronze Fancy Stones | | | Silver Copper Ruby & Diamond | | | Platinum Gold Unique Stones | | Mithril Dragon-scales Quantity of material decrease with 50% each step down and doubles with each step up. Maximum steps down is 1/4xp. The quality of items is increased by 1 each round of concentration. 1= very bad, 3-4= normal, 6= Top quality. difficulty: 0% - 5%/MR of concentration
(roll each round! so 1st round -5%
second -10% etc.) difficulty can be increased or decreased by master, for example a complex lock might have an additional -15%. 22) Shortport range: self. duration: instantaneous. cost: 1MP + 1MP/4MTR shortported. effect: Willpower user can teleport short distances on sight, this is *very* fast. Incoming missiles can be evaded this way if the missiles are seen. It also can be used to dodge a blow in combat but in both cases (missile and melee, the shortport must be stated before the attack roll is made. As the shortporting is done on sight, it only works in a straight line with no big obstacles. After 8 xp, the facing at place of arrival can be chosen
(so you can shortport diagonally behind
someone with your face towards him so you can attack him immediately from behind.) difficulty: +5%. 23) Telekinesis range: xp*2 mtr. duration: as long as sustained with MP's cost: 1MP + special (see below). effect: An object can be moved at a distance by the willpower user. Every 5 rounds a successful skill roll has to be made, at that point also the MP "sacrifice" has to be made. The weight that can be moved is 1 enc. + 2SIZ/MP extra spent. Move is 1 + 3/MP extra spent. The minimal move needed to make an attack is move 7, each 6 move over 7 adds 1D4 damage. A telekinesed object has 2 actions/MR, attack and parry are base willpower skill. The maximum MP's spent at once is equal to xp. Example: When you want to animate a greatsword of 3.5 enc. With 1D4 damage bonus, you'll have to spend 1+ 1(for the weight above 1 enc.) + 4 (to give it the necessary move of 13) = 6MP's. These MP's have to be paid every 5 rounds (if you want to continue animating the greatsword of course). The total damage done by the greatsword is now 2D8 + D4. difficulty: +15% -5%/extra MP (in the example above, difficulty would be +15 - 5*5 = -10%). 24) Telepathy range: special (see below) duration: as long as sustained with MP's. cost: 1MP/5MR effect: Willpower user can communicate with other beings telepathically. The range is sight is target is unknown, bordering planes is target is well known, and unlimited if target is well known and can use telepathy also (this doesn't have to be willpower). More telepathic links can be formed at the same time but additional links cost 2MP/5MR/link, and this counts as more than one ability used at the same time (so increasing difficulty). After 12 xp. the willpower user can get some response from tree-like beings and plant life. This can only be used once per 25x25 Mtr. area. difficulty: +15% if target speaks the same language. + 0% if target speaks other language. -70%+xp*5% if target has fixed INT (this is up to - 5%) -45% if with tree-like beings. 25) Teleport range: depends on MP's spent, but normally one plane. duration: instantaneous. cost: 5MP + 1MP/2SIZ carried over bodyweight + 14MP/plane travelled. effect: Willpower user can transport himself instantaneous from one place to another. This place must be known, or at least seen. Plane travelling can be done after 10xp. If an area is protected by magic, Mp's can be used to boost the teleport to pass through the protections. Note that only somebody with POW 19 or more can do plane travelling. difficulty: -40% if used instantly, +5%/MR of concentration, up to a total of +5%
(reached after 9MR) GM can assign
increasing difficulty if for example place is only seen once. - The Black Panther - --------------------

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