Could I get a citation please? As far as I can tell we can spend willpower on pretty much any and all rolls. These are the rules from M20, where the merit comes from:It doesnt proc for a whole lot of rolls, including most reflexive rolls like soak or willpower .
I don't see any limitation here that prevents us from using it on soak, or reflexive actions or whatever. It's "pushing beyond one's limits". @DragonParadox ?Game Effects of Willpower
• Willpower has two elements: the permanent Willpower
Trait (tracked in boxes on the character sheet) and the
temporary Willpower pool (tracked in circles). When you
spend Willpower points, erase dots from the Willpower
pool; when you make a Willpower roll, base it on the
permanent Trait.
• As mentioned above under Arete, your magickal ability
is limited by your permanent Willpower Trait.
• To push beyond your character's normal limits, you can
spend temporary Willpower points.
• By acting according to your character's Nature (see the
Archetypes section earlier in this chapter), you can
refresh those spent points and restore your Willpower
pool to its normal confident state.
• Mages start off with a base of Willpower 5 and go upward
from there. Most other characters range between Willpower
1 and 10, with average folks being between 2 and 4.
Using Willpower
• By spending a point of Willpower, you can get one
automatic success for a single action. You may spend
only one Willpower point per turn this way, but you
can use several Willpower points to gain successes over
the course of an extended action. See Chapter Eight, (p.
389), for details.
• When your mage botches a casting roll or faces a Paradox
backlash, you can avert the pending backlash by willing
it not to happen. This costs a Willpower point and
results in the automatic failure of whatever your mage
was trying to do at the time. The Paradox doesn't hit
you at the time, although the Paradox points that would
have been unleashed remain on your character sheet…
adding up… waiting for another opportunity to blow
you into next week. This dodge works only once per
casting. See Staving Off Disaster, under The Paradox
Effect section in Chapter Ten, (p. 549).
• By rolling your Willpower Trait rating, you can help your
mage resist the effects of Mind Sphere magick. Successes
on that roll subtract from the successes rolled on the
Mind attack. The roll's difficulty is usually 6, although
a particularly potent or subtle attack might raise that
difficulty at the Storyteller's discretion. Botching this roll
might end up costing you a permanent Willpower point.
Mages and other supernatural creatures get this resistance
roll for free, but Sleepers must spend a Willpower point
in order to resist Mind magick this way. See Resisting
Psychic Assaults in Chapter Ten, (p. 544).
• A point of Willpower can also dispel a delusion brought on
by Quiet. This requires a successful Willpower roll (difficulty
7, or perhaps higher) as well as that point of Willpower. An
unsuccessful roll will spend the Willpower point without
holding back the delusions. Success also dispels a single point
of Paradox. Essentially, your mage asserts control over the
visions in his head… at least for the moment. (See Rising
Out of Quiet in Chapter Ten, (p. 556).
• You can spend a point of Willpower to ignore all woundbased
penalties, up to but not including Incapacitation, for
one turn per point. Essentially, your mage pushes past
the pain to accomplish an action or two before giving
in to those injuries. See Health and Injury in Chapter
Nine, (pp. 406-409).
• On a similar note, you can spend a point of Willpower
to resist an overwhelming urge or compulsion – the
urge to run, for example, from a furious demigod, or
to surrender to sleep after days without rest. If that urge
or situation continues, though, you may need to spend
more Willpower in order to keep going. And in the face
of some awful challenge – say, in order to laugh while
under torture – you may need to spend Willpower points
even if you, the player, had not planned to do so. It's easy
for players to remain blasé about shattering traumas, but
for characters, that kind of fortitude is harder to come
by and more costly to maintain.
And that gives her free +1 success on all those rolls we can use WP on. That's very good.Remember, we can already spend Willpower for rolls.
And since Lydia is going to buy Bridge of Dreams 2 in short order for WP regen, Willpower regen is not the issue it would usually be.
Would anyone mind if I switched to Ability Aptitude: Occult ? That, or Natural Leader (because, again, Lydia is specked for summons and leading. And Natural Leader should stack with her native DC reducer charm for leading ghosts)?
EDIT:
And, to be thorough, I went through other books.
V20:
No limit on the type of actions we may use it on.Willpower is one of the most active and important
Traits in Vampire. 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 (such as attacking
in combat).
• 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 impulse 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
action. However, an incapacitated or torpored character
may not spend Willpower in this manner.
C20:
A storyteller may prohibit the use of willpower on some rolls, but no specific suggestions which rolls those are.Using Willpower
¶¶ A Willpower point purchases a single success on a dice roll.
You may only spend one point per roll, but that guarantees
a single automatic success (which also reduces the chance
of a botch). The Storyteller may prohibit this use in certain
situations.
¶¶ The player can spend a point of Willpower to let a character
avoid an instinctive reaction, allowing her to overcome phobias,
control her emotions, or counter imposed commands
or suggestions for a short time (i.e., enough to apply to the
situation at hand). The player spends a point to ignore the
compulsion and do as she pleases. This can be a long, drawn
out, and difficult contest, but sooner or later the character's
Willpower will give out. Note that Willpower may not be
used to counteract a magical compulsion.
¶¶ Willpower can sometimes either contain or control the effects
of Bedlam. Spending a Willpower point lets the changeling
ignore Bedlam's irrationality and weird perceptions. It cannot
cure Bedlam but can lessen the effects and allow the changeling
to regain some modicum of sanity for a short time.
W20:
This one has prohibition on using Willpower on attack rolls and activating gifts, but that's the only book so far, and we did use willpower on magic and I think charm rolls previously, so I am not sure how much this applies.Using Willpower
Of all the Traits werewolves possess, Willpower is
one of the most frequently rolled and spent because of
the many ways it can be utilized.
• Automatic Successes: Spending a Willpower point
on an action gives the player one extra success on any
roll. Only one point can be spent this way each turn, but
the success is guaranteed. Spending Willpower in this way
completely negates the effects of a botch. Some do not
allow a character to spend Willpower, including damage
rolls or any roll to activate Gifts.
• Uncontrollable Urges: Garou are instinctual
creatures, and can find the Beast within reacting to
stimuli without conscious thought. 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 keep the Garou right where
he is. On rare occasions, the player must keep spending
Willpower points 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 if the player spends a Willpower point to
remain in control. More information on frenzies can be
found on p. 261.
• Fighting On: When a werewolf is injured, her
wounds can make it hard for her to concentrate, represented
by wound penalties to her actions. By spending a point
of Willpower, she can ignore the wound penalties on a
single roll.
EDIT2:
Exalted 2nd edition core:
So, if we go by exalted rules, any time we spend WP, the roll also cannot botch as a side effect. So, in essence, no need for a six dot version. And no limit on what actions it can be used on. @DragonParadox we definitely need a ruling on what kind of rules we are using.When a character spends Willpower, he pushes his mind and body beyond their normal limits and attempts to do something extraordinary. A character can spend only one Willpower point in an action to activate one of the effects listed here. Many powerful Charms require the epxnditure of Willpower points to activate, but that expenditure does not count against this limit.
Free success: You can spend of of your character's Willpower points to earn an automatic success. This free success is separate from any that you roll, but it counts toward your total for the actions. You must declare you're spending Willpower prior to rolling for the action. When Willpower is spent in this fashion, the roll cannot botch.
Activate a Virtue: Instead of gaining an automatic success, a character can activate her Virtues to add extra dice to her pool instead. See "Virtures" for details.
Resist Mental Powers: A character may spend Willpower to resist Charms and spells that attempt to control her mind or emotions. See Chapter Five: Charms, Combos and Sorcery, pagges 179-181, for details.
Also, a reminder to everyone that Lydia's excellency uses her temporary WP, not her permanent WP, so merits that improve WP economy are super synergetic.
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