Showing posts with label vice. Show all posts
Showing posts with label vice. Show all posts

Saturday, April 11, 2026

Willpower Is One Of The Most Important Resources in Hunter: The Vigil

The darkness encroaches on the edges of the world, but there are some who are willing to take up the sword and the flame to hold the line. People who will look the monsters of the world in the eye, and refuse to back down. Hunters of the Vigil have many resources to call on in this fight, but one of the most important things they need to hold the line is sheer Willpower... and it's a resource that both players and Storytellers occasionally overlook.

Also, if you want to add a double-edged sword or two into your game for Hunter, consider picking up a copy of The Blade Itself: Corrupt Equipment For Hunter: The Vigil.

No... you move.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Hunters Are Creatures of Focus... Of Sheer Will


Your Willpower in the Chronicles of Darkness is the combination of your Resolve and Composure. This gives you a minimum of 2 dots of Willpower (for the exceptionally weak-willed) and a maximum of 10 Willpower (for the absolutely iron-willed). Hunters can spend a point of Willpower (usually as a Reflexive action) to do one of the following:

- Gain a 3-die bonus on a single roll
- Gain +2 to resistance against a single action
- Activate miscellaneous powers (Endowments, psychic/supernatural merits, etc.)

And hunters can typically regain Willpower by:

- Getting a full night's sleep (1 Willpower)
- Meaningfully act in accordance with their Virtue (twice per chapter for full Willpower recovery)
- Meaningfully act in accordance with their Vice (once per scene for 1 Willpower)
- Defending a relationship with one of their Touchstones (1 or full, depending on the gravity and risk)
- Risking Willpower (gain 1 point on success)

It's quite a game of math.

As a side note, Risking Willpower is something hunters have access to, and mortals don't. When a hunter is acting in pursuit of the Vigil (according to page 135 of Hunter: The Vigil), they can choose to risk a Willpower instead of just spending one. When they risk a Willpower it allows them to gain 2 benefits off the list on page 135, and if they succeed they keep the point of Willpower they risked, and they gain another point (up to their maximum).

Now, I front-loaded all of that information to explain how important Willpower is. It is a way for hunters to give themselves the necessary edge over the monsters of the world, and to activate the various powers from the different Conspiracies. It's also a necessity for activating many supernatural and psychic merits. Hence why it is important for a hunter to build up their Willpower as high as possible.

The key, if you are a player, is to juggle/cycle your Willpower use. Whether it's by regularly indulging in their vices, risking their Willpower in calculated ways to never use too much at once, or using merits like the Harvest Psyche ability in Psychokinetic Combat merit, players should be regularly spending/risking their Willpower in order to get the most bang for their buck.

From Behind The Storyteller's Screen


If you're a Storyteller, you've got a lot of things coming your way from a cell of hunters. Whether it's hellfire and castigations, psychic fury, or just a barrage of slings and arrows, it's a miracle any of your monsters make it out alive.

However, when it comes to Willpower, you need to think of it like bullets in a gun. This resource is potent, but it isn't bottomless. So make sure you're keeping track of it, and throwing a couple of spanners into the works so your players have to think about what they're blowing their chips on.

How are they going to spend these points?

Because on the one hand, hunters are using their Willpower to give themselves that necessary edge to resist dangerous powers, activate their own supernatural abilities, or just to give themselves a better shot at slaying the monster of the week. However, if your hunters are constantly topping themselves off on Willpower (especially if you've implemented the Beats as Bennies rule that was suggested in Deviant: The Renegades), then it might feel like they have a bottomless fuel tank.

Remember that anyone who receives a single point of lethal damage, or has all their Health boxes filled in with bashing damage, gains the Beaten Down tilt (which means they have to spend a point of Willpower every time they want to take a violent action in the current combat). Ask yourself if monsters whose Dread Powers siphon off Willpower are an appropriate threat. And, above all, remember that the number of enemies, and the number of encounters, can make a huge difference.

If a cell of hunters can just kick in the door and fight a single vampire, or a gigantic spider, or a werewolf, then they can probably go all-out and win. But if they first have to slog through layers of ghoul security, or a brood of lesser spiders, or they have to deal with the werewolf's mate and kin, then suddenly a battle that was quite winnable is looking like a dangerous, resource-intensive slog.

Hunters travel in packs... but keep in mind that monsters are rarely lone wolves.

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That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi channel I contribute stories to, The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, August 30, 2025

What Is Your Character's Vice?

Palavor arrived at the inn with leaves in his hair, and dark circles under his eyes. His robes were in disarray, and his boots had picked up new stains. He swayed where he stood, and he absently scratched the inside of his left wrist. Vitrin was the first to see him, and she sighed as she set her teacup down.

"Palavor," she said, her voice carefully neutral. He winced, ceasing his scratching and putting a hand to his head.

"Not so loud..." he moaned, dropping into a chair. Vitrin poured him a cup of tea, and set a bowl of porridge in front of him.

"You did it again, didn't you?" Vitrin asked. Palavor lowered his head, shame in his eyes. He started eating carefully, his hand trembling on occasion as he brought the gruel to his lips. Vitrin shook her head. "You have to stop this."

"I will," Palavor said around the tea as he poured it down his throat.

"I mean it," she said.

"So do I," Palavor gasped, reaching for the kettle.

"You always do on the morning after," Vitrin said. She pushed herself up from the table. "We depart in half an hour. We aren't waiting for you."

"I'll be there," Palavor said, wincing. "And I'll... try to clean up between now and then."

It's the only thing that lets me feel free from this prison of flesh...

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

What Vices Does Your Character Have?


We are all just collections of experiences, memories, learned responses, and habits... and some of those habits are bad ones. Those are usually the ones we think of when it comes to vices. Whether it's the habit itself that's bad (they tend to indulge in random acts of violence against folks who don't deserve it) or merely the length to which someone takes it (they can never have just one drink, or one hit, but will go on a full weekend bender if no one stops them), vices often define characters just as much as their virtues.

So take a moment to ask yourself what your character's vices are, but in addition to that, where did they pick them up? How much of a problem are they in their day-to-day life? And are they trying to leave those bad habits behind, find some healthy outlet for them, or are they simply giving into their worst impulses with gusto?

What day is it? Huh... I seem to have lost a whole week. What MONTH is it?

As an example, does your sorcerer find their day-to-day life difficult to live because of the power burning inside of them? Do they seek out drink or drugs to dull the edge of living in a body that can only handle so much magic at a time? And is their vice the substances they abuse, or is it the magic itself, which they can only dip into so often before they burn out or burn up, feeling empty all the way to their bones?

Does the fighter have a need they don't like to talk about? A part of them that feels excited when they draw blood, or crush bones? Do they crave the sensation of watching the light bleed out of someone's eyes? Did they take up the life of a soldier, or a bodyguard, hoping they'd be able to shed blood with impunity? Does the cleric have a weakness for the pleasures of the flesh? Do they fight against it, or do they find themselves giving in when their will is weak? Or has it created problems with them being tricked by fey, or falling victim to devils in disguise?

Even if a character's vice doesn't put them or their companions in mortal danger, or risk losing their class features for violating their tenets, they can cause other sorts of problems. For example, if the bard has light fingers and a compulsion to steal things, that can put a bounty on their (and their companions') heads. Greed could lead to someone taking terrible risks in the pursuit of treasure, and those who have a need to gamble (with either their money or their lives) might end up taking foolish risks, or biting off far more than they can chew when it comes to their adventures.

Finding Balance For Your Vice(s)


All of us have vices. Some of them are small, and are really more of an indulgence, like smoking a pipe of an evening, or having a second cup of strong brew with breakfast to start the day. Sometimes they don't really rise beyond this "personal quirk" level. Sometimes they do, and they can become small (or even large) problems for a character and their companions.

However, and this cannot be overstated, make sure that your character's vices don't become an undue burden on the rest of the table.

We are not breaking you out again. Not after what you did.

On the one hand, there's the mechanical issues that can come with certain vices. Characters with addictions who can't get their fix often operate under serious negatives. Characters who have psychological compulsions might have to spend resources to resist giving into said compulsions, and so on and so forth. And this is something you need to consider as a player, because it might mean that under a lot of circumstances your character might end up becoming a burden on their companions. No one wants to deal with someone going through withdrawal while they're about to raid a dragon's lair, after all.

On the other hand, it's important to ask about the larger implications of your character's vices. Does giving into their vices create a pattern of arrests, angered NPCs, or tortured prisoners that actively creates problems for everyone else? And are these problems serious enough that the character's companions might decide it's better to part ways with them?

There is no right answer to this question; it's a matter of the sort of game you're involved in. One game might be focused on evil characters where someone flaying prisoners might be seen as little more than a hobby that others will just put up with if it keeps them on-task. However, if there's a game where everyone is trying to play a noble hero, that might not be a game that will appreciate a fighter with an old war injury, a taste for blood, and a monkey on his back thanks to the alchemical treatments he's taking to manage his pain.

Talk to your Game Master, and your fellow players, and find the answer that works for all of you!

Lastly, consider grabbing some of the following supplements to help flesh out your characters in the future:


Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!