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− | |[https://forum.rpg.net/index.php?members/regular-guy.168375/ Regular Guy]
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− | |[[The_VultureCommittee:_Alex | Alex]]
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− | The Vulture Committee's ride:
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− | A military armored Hummer - hardened, able to carry a 3-ton payload, max road speed about 70 mph, 25-gallon diesel fuel tank, 40 hit points.
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| =Important Places and Groupings= | | =Important Places and Groupings= |
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| *Juan Ramos, runs a small and seedy bar | | *Juan Ramos, runs a small and seedy bar |
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− | =House Rules and Quirks= | + | =Investigative Leads= |
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− | '''Spending Willpower to Make Rolls Succeed'''
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− | You can spend your Willpower Points on a 1-to-5 basis to improve most skill rolls (but not SAN rolls or damage rolls, or POW tests, or to change normally successful rolls into crits etc.): 1 WP = up to 5%. This represents making that extra effort of will to achieve a success. But in doing so, you're running down your Willpower Points, which can be dangerous. Also, you have to take the full 1-to-5 conversion - no fractions. If your roll has failed by 6%, you have to spend 2 WP for the full 10%.
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− | Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. WP are needed to fuel hypergeometrical rituals and objects, and are sometimes targeted by offensive rituals.
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− | Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night's sleep. Exhaustion and sleeplessness cut into that.
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