The Penguin's Rest Home

Expanded Rules

- The Mechanism and the Pull Bag
- Rage
- Gnosis
- Lore
- Skills: Professions & Hobbies
- Backgrounds
- Forms
- Rank and Renown
- Totem
- Gifts
- Rites
- Equipment
- Combat
- The Umbra
- Hiding and Discovery
- Experience


Will is the characters sense of individuality and strength of character. It dictates a character's ability to withstand pain, resist emotions and, for those with know-how, impose their Will on others. A characters Will may be Pulled and Spent.

When asked to Pull Will by a gift or any other reason, always use your full Will, although this can be modified by wounds and other existing effects (such as ongoing Gifts).

You may spend 1 Will to do any of the following:

  • guarantee at least one success on a Pull: this must be announced before the Pull.
  • ignore wound penalties for a Pull: this must be announced before the Pull but allows you to Pull as if you were not wounded; this may not be used at the same time as the use above.
  • to shapechange an extra stage: normally you can only change form by one stage during each combat round (or to your breed form). By spending a Will, you can speed this up.
  • delay a Frenzy for a minute: you must move away from who- or whatever caused you to check for Frenzy in that minute or you then Frenzy automatically - this cannot be stopped with Will.

For this trial period, it is assumed that your Will is refreshed by the beginning of each game.

All new material ©copyright 2002 Aidan Bowes. All rights reserved.
Werewolf the Apocalypse and Minds Eye Theatre are trademarks of
White Wolf Publishing, Inc.