
You’ve learned there’s more to willpower than simply having it, it’s less of a vague concept and more of a tangible ability you can grasp. You may only be a fledgling in its use for now, but as you grow you’ll only gain more and more of a grasp on manifesting and utilizing it for your own benefit. Regardless of your skill level, you know the only way to grow stronger is through life or death battle, and that’s just what will test your willpower.
- Racial Requirement: Any (except Robot)
- Transformation Type: Manifested Power
- Prerequisite(s): N/A
- Maximum No of Stacks: 1(bT)
- Tier of Power Requirement. 1+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | – | – | – | +1 | – | – |
Will Turned to Power: You’ve managed to grab hold of your willpower and harness it into a tangible force.
-[Passive]: For every 3 stacks of Manifested Willpower after the first, increase your Stress Bonus by 1.
-[Passive]: While your number of Manifested Willpower stacks equals your base Tier of Power, increase the Dice Score of your Steadfast Checks by 1.
-[Passive]: Upon gaining access to Manifested Willpower, gain access to a Unique Ability with ‘Will’ in its name (you must still gain your ARC’s permission to select Will of the Conqueror with this effect).
Colors of Willpower: Your willpower can be turned into many different shapes to fit any situation.
-[Ruling]: Each time you gain a stack of this Manifested Power, you may select and gain access to a ‘Willpower Trait’. Each Willpower Trait has a Unique Ability listed in brackets after its name and may have a comma with a number after it. To gain that Willpower Trait you must have access to the listed Unique Ability and, if it lists a number, Z must be equal to or higher than that number.
-[Option]: Upon gaining access to Manifested Willpower select and gain access to one of the following effects (each one has a Unique Ability in brackets, you must have access to that Unique Ability to choose it):
- Armament Focus (Will Armament) [Passive]: Treat your number of Manifested Willpower stacks as if they were two higher for the effects of Will Armament (even if this would exceed the maximum).
- Observation Focus (Will Observation) [Passive]: Treat your number of Manifested Willpower stacks as if they were two higher for the effects of Will Observation (even if this would exceed the maximum).
- Overpowering Will (Will of the Conqueror) [Passive]: Reduce the Ki Point Cost for Will of the Conqueror by Z(T).
-[Choice]: Depending on your choice for the Option effect of Colors of Willpower, apply the following effects:
- Armament Focus [Passive]: Halve the reduction to your Capacity from spending Ki Points on Will Armament.
- Observation Focus [Passive]: Halve the reduction to your Capacity from spending Ki Points on Will Observation.
- Overpowering Will [Triggered]: If you use the effects of Will of the Conqueror, double the Attribute Modifier Bonus of Manifested Willpower until the start of your next turn.
Willpower Traits
Hardened Will (Will Armament): You’ve learned the trick to hardening your willpower further to increase your offensive and defensive capabilities
-[Triggered]: If you spend your maximum amount of Ki Points through the effects of Will Armament, increase your Wound Rolls and Damage Reduction by 1(bT) for the duration of that effect.
-[Triggered, 1/Round]: If you use the effect of Will Armament during your turn, you may spend triple the amount of Ki Points to maintain its effects until the start of your next turn. You cannot use the Will Armament Unique Ability while benefiting from this effect.
Soul Strike (Will Armament): You understand how to strike true to your target, increasing the damage of your attacks.
-[Triggered]: If you target an Opponent with an Attacking Maneuver while applying the effects of Will Armament, that Opponent’s Size Category is treated as their base Size Category for the duration of that Attacking Maneuver.
-[Triggered, 1/Encounter]: If you hit an Opponent with an Attacking Maneuver while applying the effects of Will Armament, if you spent your maximum amount of Ki Points through the effects of Will Armament, increase the Damage Category of that Attacking Maneuver by 1 Category. You cannot trigger this effect if your Opponent also used the Will Armament Unique Ability in response to your Attacking Maneuver and spent an equal or higher amount of Ki Points than you did.
Full Hardening (Will Armament, 3): You’ve learned to manifest and harden your willpower around more than just a limb or two, you can now fully coat your entire body in it.
-[Ruling]: You must possess the ‘Hardened Will’ Willpower Trait to select this Willpower Trait.
-[Passive]: Treat your number of Manifested Willpower stacks as if they were two higher for the effects of Will Armament (even if this would exceed the maximum).
-[Triggered, 1/Encounter]: If you spend your maximum amount of Ki Points through the effects of Will Armament and then trigger the second effect of Hardened Will, the effect lasts until the end of your next turn instead.
Flame Hardening (Will Armament, 4): You’ve learned to harden your will in such a way that it mingles with the very essence of your transformations, however, it’s strenuous to keep up.
-[Ruling]: You must possess the ‘Hardened Will’ Willpower Trait to select this Willpower Trait.
-[Triggered]: Upon entering a Core Transformation through the Transformation Maneuver, you may add 2 levels of the Draining Aspect, a level of the Temporary Aspect, and the Exhausting Aspect onto that Transformation until you leave it. If you do, you may use the Will Armament Unique Ability. Instead of lasting for a single Maneuver, however, its effects last until you leave that Transformation. You cannot use the Will Armament Unique Ability while in this Transformation.
Flowing Will Blossom (Will Armament, 4): You have learned to let your willpower flow around your attacks, rather than simply infusing it, which allows for greater range and damage.
-[Triggered]: If you use a Physical Attacking Maneuver that you applied the effects of Will Armament to, you may increase your Melee Range by 1 for every 1(T) of Ki Points spent on that use of the Will Armament Unique Ability.
-[Triggered, 1/Round]: If you hit an Opponent with a Physical Attacking Maneuver that you applied the effects of Will Armament to, they gain a stack of the Broken Combat Condition until the end of the turn.
Internal Devastation (Will Armament, 5): You’ve mastered the ability to allow your willpower to flow around your attacks, causing it to flow into your opponents’ bodies and damage them from the inside out.
-[Passive]: Increase your Wound Rolls against Opponents with the Broken Combat Condition by 1(T).
-[Triggered, 1/Round]: If you target an Opponent with an Attacking Maneuver that you applied the effects of Will Armament to, spend 4(bT) Ki Points. If you do, the Damage Category of that Attacking Maneuver (before any modifications) becomes Lethal.
Eternal Armament (Will Armament, 7): You’ve mastered the ability to coat your weapons in your willpower, dying the blade a deep black color, and permanently altering it in the process; empowering it.
-[Passive]: Upon gaining this Willpower Trait, select a Weapon you possess. It permanently gains Z(bT) Damage Reduction (meaning it retains this bonus even if wielded by another Character, but this bonus cannot stack from multiple Characters applying the effects of Eternal Armament to that Weapon).
-[Triggered, 1/Round]: If you make an Armed Attack with the Weapon selected for the first effect of Eternal Armament through the Signature Technique Maneuver, increase the Wound Roll of that Attacking Maneuver by 1/4 (rounded up) of that Weapon’s Damage Reduction.
Focused Observation (Will Observation): You’ve learned to focus your ability to channel your willpower to sense the intent of one person.
-[Triggered/Start of Combat Round]: Target an Opponent. You may use the Will Observation Unique Ability any number of times this Combat Round, if it is used in response to being targeted by your targeted Opponent’s Attacking Maneuvers.
Strength Sensing (Will Observation): You have learned to sense the willpower of others, whether they’re aware of it or not, and can gauge their strength because of it.
-[Ruling]: You can only select this Willpower Trait if you have 2+ Skill Ranks in the Clairvoyance Skill.
-[Passive]: Increase the Dice Score of your Clairvoyance and Perception Skill Checks by 1.
-[Passive]: Ignore your first stack of Diminishing Defense.
-[Triggered]: If you win the Skill Clash for the Clairvoyance effect of the Search Maneuver, you become aware of their Power Level.
-[Triggered, 1/Encounter]: If you trigger the fourth effect of Strength Sensing, you may increase your Dodge Rolls by 1(bT) against that Opponent until the end of the Combat Encounter.
Presence Sensing (Will Observation): You’ve learned to sense the presence of others, whether they are exerting any of their strength or not.
-[Ruling]: You can only select this Willpower Trait if you have 2+ Skill Ranks in the Perception Skill.
-[Passive]: Increase the Dice Score of your Clairvoyance and Perception Skill Checks by 1.
-[Passive]: You do not suffer from the Long Range Penalty.
-[Triggered]: If you win the Skill Clash for the Perception effect of the Search Maneuver, you cannot become Oblivious to that Character until the end of your next turn.
-[Triggered, 1/Encounter]: If you trigger the third effect of Presence Sensing, you may increase your Strike Rolls by 1(bT) against that Opponent until the end of the Combat Encounter.
Offensive Observation (Will Observation, 2): You’ve mastered the ability to utilize your willpower to sense the intent of others to better strike your opponent before they can evade.
-[Passive]: You may use the Will Observation Unique Ability in response to initiating an Attacking Maneuver. If you do, its effects last for the duration of that Attacking Maneuver as usual.
-[Passive]: If you possess the Focused Observation Willpower Trait, you may also use the Will Observation Unique Ability any number of times in response to your Attacking Maneuvers that target that Opponent.
Clear Observation (Will Observation, 3): You’ve mastered the ability to keep calm in order to properly sense the intent of others.
-[Triggered]: If you use the Will Observation Unique Ability, enter the Mindful State for the duration of its effects. If you are already in the Mindful State when you trigger this effect, instead decrease your Critical Target for your Strike and Dodge Rolls by 1 for the duration of Will Observation’s effects.
-[Triggered/Start of Combat Round, 1/Encounter]: Enter the Mindful State until the end of the Combat Round. If you do, you may use the Will Observation Unique Ability an unlimited number of times during this Combat Round.
Future Vision (Will Observation, 4): Your willpower has become so refined at sensing intent that it can now peer into the future to help you evade attacks.
-[Passive]: Gain access to the Precognition Unique Ability.
-[Passive]: You may use the Will Observation Unique Ability an unlimited number of times during each Combat Round against a Character you have targeted with the effects of the Precognition Unique Ability. If you were already able to use the Will Observation Unique Ability an unlimited number of times against that Opponent, double the bonus to your Strike and Dodge Rolls from Precognition’s effects.
All-Seeing (Will Observation, 7): You’ve mastered the ability to sense intent with your willpower, such that doing so is practically second nature.
-[Passive]: You may use the Will Observation Unique Ability an unlimited number of times.
-[Triggered/Start of Turn]: If an effect is currently active that would allow you to use Will Observation an unlimited number of times, either against a single Opponent or otherwise, regain 7(bT) Ki Points for each qualifying effect.
Domination (Will of the Conqueror): You’ve learned to harness your will to conquer enough to tame creatures by cowing them into submission.
-[Passive]: Gain access to the Tame and Terrify Special Maneuvers.
-[Passive]: Increase the Dice Score of your Intimidation and Creature Handling Skill checks by 2.
-[Passive]: Increase your Wound Rolls against Opponents with the Shaken Combat Condition by 2(T).
Precision Conquering (Will of the Conqueror, 3): You’ve managed the ability to target a single person with your domineering willpower, such that only they are affected.
-[Triggered]: When you use the Will of the Conqueror Unique Ability, instead of applying the effects in an AoE, you may target one Opponent who is not at Long Range. If you do, increase the Dice Score of your Might Clash for its effects by 1(T). If, when applying this effect, you defeat an Opponent through the effects of Will of the Conqueror, you may enter the Superior State until the start of your next turn.
Discreet Conqueror (Will of the Conqueror, 4): You’ve managed to learn how to assert your will before others even notice.
-[Triggered, 1/Encounter]: If you would use the Movement Maneuver to leave the Melee Range of an Opponent, before you complete that movement, you may use the Will of the Conqueror Unique Ability as an Out-of-Sequence Maneuver. If you do, you can only target that Opponent with this effect. If that Opponent is Defeated or loses the Might Clash, you do not trigger the Exploit Maneuver.
Physical Conquest (Will of the Conqueror, Will Armament, 5): You’ve learned how to channel your will to rule into your attacks rather than enforcing it on others.
-[Passive]: Increase the bonus to your Wound Rolls and Soak Value from the effects of Will Armament by 2(T).
-[Triggered, 1/Encounter]: If you use an Attacking Maneuver that does not possess an AoE and that you applied the effects of Will Armament to, you may ignore the Damage Reduction of that Opponent for the duration of that Attacking Maneuver.
Mental Conquest (Will of the Conqueror, Will Observation, 5): You can utilize your conqueror’s will to attack before an opponent can even react.
-[Passive]: Increase the bonus to your Strike Rolls and Dodge Value from the effects of Will Observation by 1(T).
-[Triggered, 1/Encounter]: If you successfully receive no Damage from an Opponent’s Attacking Maneuver that you applied the effects of Will Observation during, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, you must target the Opponent that used the Attacking Maneuver, but they suffer from the Guard Down Combat Condition for the duration of that Attacking Maneuver.
King of the Conquerors (Will of the Conqueror, 7): You’ve mastered the usage of your conquering will to dominate all others.
-[Passive]: Increase your Might by 1(T).
-[Passive]: Special Minions are not considered an exception for the effects of Will of the Conqueror.
-[Triggered]: If you win the Might Clash for the effects of WIll of the Conqueror, that Opponent gains an additional stack of Broken through its effects and is knocked Prone.
Unique Abilities
Will Armament
You can manifest your willpower to empower your attacks, allowing you to do more damage and even hit opponents thought otherwise untouchable.
–Ability Type: Technical
–Prerequisites: Manifested Willpower
–TP Cost: 15
–KP Cost: N/A
–Maneuver Type: Out-of-Sequence Maneuver
–Action Cost: N/A
–Passive Bonus: Increase Manifested Willpower’s Attribute Modifier Bonus (TE) by 1.
–Effect: When you use an Attacking Maneuver, or when you are targeted by an Attacking Maneuver, spend up to X(bT) Ki Points, where x is equal to 1/2 (rounded up) of your number of Manifested Willpower stacks. Increase your Soak Value and Wound Rolls by an equal amount for the duration of that Attacking Maneuver.
Any Weapons you are wielding gain Damage Reduction equal to the amount of Soak Value you gain from the effects of Will Armament for the duration of its effects.
Will Observation
You can focus your willpower to sense the intent of others, allowing you to evade their attacks before they’ve even used them.
–Ability Type: Technical
–Prerequisites: Manifested Willpower
–TP Cost: 15
–KP Cost: N/A
–Maneuver Type: Out-of-Sequence Maneuver
–Action Cost: N/A
–Passive Bonus: Increase Manifested Willpower’s Attribute Modifier Bonus (AG) by 1.
–Effect: When you are targeted by an Attacking Maneuver, spend up to X(bT) Ki Points, where x is equal to 1/2 (rounded up) of your number of Manifested Willpower stacks. Increase your Strike and Dodge Rolls by an equal amount for the duration of that Attacking Maneuver.
Will of the Conqueror
You’re one of the rare few who possess the spirit of a ruler, able to enforce your will onto others, shaking even those with a strong will while totally incapacitating the weak-willed.
–Ability Type: Technical
–Prerequisites: Manifested Willpower, ARC Permission
–TP Cost: 15
–KP Cost: 11(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: Increase Manifested Willpower’s Attribute Modifier Bonus (FO/MA) by 1. If any of your Minions or Allies would be Defeated by the effect of an Opponent’s Will of the Conqueror while you possess it, you may make a Might Clash or a Clash (Morale) against the Opponent who used Will of the Conqueror. If you win, the Defeat effect does not apply. The Might Clash initiated afterwards will instead also target those Minions and Allies.
–Effect: Defeat all Opponents within a Destructive Sphere AoE (centered on you) whose base Tier of Power is lower than yours or if they’re a Minion (except Special Minions). Make a Might Clash against all other Opponents. If you win, they suffer from the Shaken and Broken Combat Conditions.