Here is the scale
|State||Threshold||Temptation & Situation|
||0|| Regenerate damage, (if taking wound penalties).
||(1 x will)||Continue Devouring a victim, (ie once started need a resist temptation check to stop.)|
||(2 x will)||Release power subtly (if conflict looms)|
||(3 x will)||Call Bluff (when threatened with violence)|
||(4 x will)||Release power overtly (if conflict looms, even if exposed)|
||(5 x will)||Kill (if hostile and have time / space / privacy)|
||(6 x will)||Devour (if victim available, and have time / space / privacy).|
|Serenely Violent||(7 x will)||Kill (if hostile, even if exposed)|
||(8 x will)||Devour (if victim available, even if exposed)|
|Ecstatic Abandon||(9 x will)||Kill! Kill and Devour!! (everything in front of you except fellow awakened of the Tree)|
|Perfect Introspection||(10 x will)||Leave Scene to Digest (if nothing left to kill and devour)|
Here’s how it works
To calculate a character’s temptation state compare their current Malevolence to multiples of their current Will on the table above.
Given the right situation the character will be tempted to do any of the things above their position on the table.
To resist a temptation the character rolls Will. They will need a number of successes equal to how far above their position the specific temptation is. Outright resisting is a minor, reactive action.
You can divert one temptation with another, from higher up the table, but if the character could do both in one turn it will do both in one turn. Diverting is not an action.
Alternatively a character can spend a will point (reactive, not an action) to resist all temptations… for a round.