Accursed Control

## The Willpower Scale

### Base Willpower: The Path of Instinct or The Path of Sophron

Base Willpower indicates a character's overall drive and strength of personality. Average humans generally have ratings between 3 and 5; only a rare few, usually fanatics, have a default Base Willpower higher than 6.

During character creation you assign attributes, depending on those attributes we distinguish between two types of Base Willpower:

* The Path of Instinct; your character will inherit this path if their **Stamina** Attribute is higher than their **Prudence** Attribute.
* The Path of Sophron; your character will inherit this path if their **Prudence** Attribute is higher than their **Stamina** Attribute.

You may **choose which Path you prefer if your Prudence and Stamina are equal**. Read the **Advantages and Restrictions** topic for information about the benefits of the Paths.

The calculation of your own Base Willpower rating is quite simple, depending on which Path you chose you add different Attributes:

* [INSTINCT] Add your **Stamina** Attribute and **Composure** Attribute together (e.g. 3 Stamina + 3 Composure = 6 Base Willpower) Heroic (Good) or Brazen (Evil)!
* [SOPHRON] Add your **Prudence** Attribute and **Composure** Attribute together (e.g. 2 Prudence + 2 Composure = 4 Base Willpower) = Confident!

#### Losing and Gaining Permanent Willpower

##### Losing

You can only lose Base Willpower if you exert Willpower while your Temporary Willpower is at 1 and you want to prevent the Curse State. For example if your Temporary Willpower is at 1, and you want to:

* repeat another roll **when you perform and fail a Feat{<hyperlink this}**. This will lower your level on the Willpower Scale. (e.g. going from 3. Capricious to 2. Weak). This will now become your default state of mind, until you regain your Base Willpower points.
* retain your capacity to move, when you are wounded; in order to continue fighting or in order to flee (Fleeing is mandatory at 2 points at lower)

##### Gaining

You have the option to regain the baseline of your Base Willpower by accurately portraying your character in accordance with its **Attributes** and Virtues & Vices(<hyperlink this} , after the completion of a storyline. At the end of the storyline, if you deem that your character has redeemed himself, you can raise your willpower back to its baseline. (e.g. going from 3. Capricious back to your baseline of 4. Confident).

### Temporary Willpower: Mood and Energy

Whereas Base Willpower (BW) encompasses a character's strength of personality and general drive, Temporary Willpower (TW) indicates their current state of mind, either instinctually [INSTINCT] driven or tempered with rationality [SOPHRON].

* A character whose TW points equals their BW rating is energetic (or at least upbeat) in relation to his normal mood. A **new character** always starts at the same TW as their BW.

* A character with less TW points than their BW rating is tired, slothful and downright lethargic.

* Having one to two TW points often indicates extreme mental and emotional exhaustion.

* Having zero will power as a Jujutsu Sorcerer or Curse User will bring you to the brink of insanity and a state of becoming a Curse.

#### Losing and Gaining Temporary Willpower

##### Losing

Just like with Base Willpower you can lose Temporary Willpower when:

* you want to repeat a roll on Feats{hyperlink this}, or
* want to mobilize yourself when sustaining incapacitating wounds.

This will be a hit to your Temporary Willpower, and will therefore affect the mood and energy of your character.

* If your character's base Willpower is 6. Heroic/Brazen. And his temporary willpower was a 7. Determined and lowers to a 6. Heroic/Brazen, your mood and energy won't be too affected.
* But if your character's base Willpower is 6. Heroic/Brazen and your Temporary Willpower becomes 5. Confident. Your character will be slightly less cheerful and energetic, because it falls below the baseline of your character's normal state of mind.

##### Gaining Temporary Willpower

Extra Temporary Willpower (anything above the baseline of your Base Willpower) can be gained by roleplaying congruently (in accordance with your Attributes and Humanity) with your character, during the storyline.

* Your character will be very energetic and in a great mood, the higher his Temporary Willpower in relation to his baseline Base Willpower. For example: A character that is normally a 3. Capricious, with a Temporary Willpower of 6. Heroic/Brazen will be experiencing exhilarating emotions and a burst of energy.

## Accursed Control

There will be moments when your character is faced with especially challenging and provocative moments, ranging from small insults to total humiliation. This will have a great effect on their mood and energy. If properly provoked you will enter the Accursed State. How the Accursed State will specifically play out is dependent on your **Willpower Class**: **Instinct** or **Sophron**.

You roll your Accursed Control when faced by a provocation to Accursed. This can be anger or fear related. Anger-related frenzy is possible at any time, and the difficulty is determined by the kind of provocation. The actions you perform during the Accursed State can taint your humanity depending on your Humanity{hyperlink this} rating.

In an Accursed State you will attack in an appropriate manner, and if you are "holding back" (punches when you could maim or kill) you will be spending Willpower points (Temporary or Base depending on what you have available) since that action fell short of the Accursed state’s intent.

**Accursed**: *crazed state of violent mental agitation.*

***Provocation***: *Difficulty*

* ***Being harassed***: *4*
* ***Life-threatening situation***: *4*
* ***Malicious taunts***: 4
* ***Physical provocation***: *6*
* ***Loved one in danger***: *7*
* ***Outright public humiliation***: *8*

When a certain situation involves an ethical code that coincides with your conviction or conscience, you may also determine the difficulty of provocations by taking a base difficulty of 9 and subtracting your Conscience or Conviction rating. (e.g. 9 minus 4 conviction is a difficulty of 5).

So if you have a Conscience 5 Sorcerer and you’re provoked with total public humiliation by a young child (typically a difficulty 8 roll), you can roll against difficulty 4 instead since the will to preserve your morality is helping you.

If Accursed does not end through Willpower, it peters out once the emotional charge towards the source of provocation is satisfied; the person who insulted you is properly maimed, injured, incapacitated or even killed.

* A dramatic failure to apply Accursed Control sends the user to level 2 on the Willpower Scale, Spineless.

* If you got more successes than dramatic failures, you are considered to succeed ‘Barely’.

* A normal failure to apply Accursed Control sends the user to level 2 on the Willpower Scale, Weak.

* The rest of the rolls form the standard format and does not make you incur a penalty on your Willpower. (Dice Successes are defined as.. 1 = Barely; 2-4 Dice = Normal; 5+ Dice = Exceptional Success.)