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Re: [ORE] Building a Master Instinctive Shooter

I think Matt means Expert Die, not Master Die -- a Master Die is
exactly like a Wiggle Die, but you can't set multiple Master Dice to
the same value. Having an MD or WD makes it basically impossible for
the shooter to miss a shot, by the way.

Actually, a Hard Die is a *really good* mechanic for someone who's
trained to be very very good at shooting people with maximum
lethality, as opposed to supernaturally skilled shooting.

~me

On Fri, Jun 29, 2012 at 8:15 PM, Matt <moeheid@gmail.com> wrote:
> I think what you actually want is wiggle or master dice.
>
> Master dice are like a called shot but without the penalty so with 2 you can
> always hit a particular number.
>
> Wiggle dice aren't rolled, you roll first then decide what number you want
> wiggle dice to be. So if you have 7d and 1wd you roll 7 dice and then add
> the wiggle die to any set or loose die.
>
> There's also Hard Dice but they are always set to ten and lack the finesse
> you'll want with sniping since they always shoot the target in the ten
> location (head or most vulnerable point). You might be able to cheese this
> with a gm by reasoning a sniper always shoots to kill and then targeting
> equipment when attempting to disable but it's probably more thematically
> appropriate to get the wiggle dice.
>
> If you're looking for "realistic" limit the number of wiggle dice in the
> skill to 1. Then a big dice pool is necessary to hit any target on the fly
> but a called shot to the hand can still be accomplished by taking your
> penalty, setting a die to the target number, rolling and adding the wiggle
> die to the called shot set.
>
> -Matt Conlon
>
> On Jun 29, 2012, at 2:50 PM, Hotjets <arkhamalum@gmail.com> wrote:
>
>
> I just read a book about Delta Force and learned that these highly-trained
> operatives can accurately hit a forehead-sized target with a handgun at
> short range pretty much every time without taking extra time to aim due to
> their massive amount if training in instinctive shooting. How can one
> simulate this in a realistic ORE game? Let's assume that your average
> operative has a Coordination of four – that's pretty impressive for a human,
> and I refuse to believe that every single Delta Force guy has a five in that
> stat. I grant that it is possible that, with their very intense, frequent
> specialized training that they may all have fives in handgun.
>
> With no aiming, this gives them nine dice. If you aim, you drop one die and
> set another to ten, you roll seven. This gives a fairly good chance of
> getting a pair of tens, but also a decent chance of not doing so. Now, Delta
> guys often have done the sort of surveillance that may justify giving them
> an extra die, as if they had aimed for a round, but this is not always the
> case.  Often they just go in and adapt to the situation. So, how can one
> simulate the "always hit ten" skill that these elite operatives normally
> possess in our real world?
>
> Hotjets
>
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Re: [ORE] Building a Master Instinctive Shooter

I think what you actually want is wiggle or master dice. 

Master dice are like a called shot but without the penalty so with 2 you can always hit a particular number. 

Wiggle dice aren't rolled, you roll first then decide what number you want wiggle dice to be. So if you have 7d and 1wd you roll 7 dice and then add the wiggle die to any set or loose die. 

There's also Hard Dice but they are always set to ten and lack the finesse you'll want with sniping since they always shoot the target in the ten location (head or most vulnerable point). You might be able to cheese this with a gm by reasoning a sniper always shoots to kill and then targeting equipment when attempting to disable but it's probably more thematically appropriate to get the wiggle dice. 

If you're looking for "realistic" limit the number of wiggle dice in the skill to 1. Then a big dice pool is necessary to hit any target on the fly but a called shot to the hand can still be accomplished by taking your penalty, setting a die to the target number, rolling and adding the wiggle die to the called shot set.

-Matt Conlon

On Jun 29, 2012, at 2:50 PM, Hotjets <arkhamalum@gmail.com> wrote:


I just read a book about Delta Force and learned that these highly-trained operatives can accurately hit a forehead-sized target with a handgun at short range pretty much every time without taking extra time to aim due to their massive amount if training in instinctive shooting. How can one simulate this in a realistic ORE game? Let's assume that your average operative has a Coordination of four – that's pretty impressive for a human, and I refuse to believe that every single Delta Force guy has a five in that stat. I grant that it is possible that, with their very intense, frequent specialized training that they may all have fives in handgun.

With no aiming, this gives them nine dice. If you aim, you drop one die and set another to ten, you roll seven. This gives a fairly good chance of getting a pair of tens, but also a decent chance of not doing so. Now, Delta guys often have done the sort of surveillance that may justify giving them an extra die, as if they had aimed for a round, but this is not always the case.  Often they just go in and adapt to the situation. So, how can one simulate the "always hit ten" skill that these elite operatives normally possess in our real world? 

Hotjets           

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Re: [ORE] Building a Master Instinctive Shooter

Allow a character who maxes out the skill and fits some other criteria to upgrade one skill die to a wiggle die/master die.

Sent from my iPhone

On Jun 29, 2012, at 7:50 PM, Hotjets <arkhamalum@gmail.com> wrote:


I just read a book about Delta Force and learned that these highly-trained operatives can accurately hit a forehead-sized target with a handgun at short range pretty much every time without taking extra time to aim due to their massive amount if training in instinctive shooting. How can one simulate this in a realistic ORE game? Let's assume that your average operative has a Coordination of four – that's pretty impressive for a human, and I refuse to believe that every single Delta Force guy has a five in that stat. I grant that it is possible that, with their very intense, frequent specialized training that they may all have fives in handgun.

With no aiming, this gives them nine dice. If you aim, you drop one die and set another to ten, you roll seven. This gives a fairly good chance of getting a pair of tens, but also a decent chance of not doing so. Now, Delta guys often have done the sort of surveillance that may justify giving them an extra die, as if they had aimed for a round, but this is not always the case.  Often they just go in and adapt to the situation. So, how can one simulate the "always hit ten" skill that these elite operatives normally possess in our real world? 

Hotjets           

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[ORE] Building a Master Instinctive Shooter


I just read a book about Delta Force and learned that these highly-trained operatives can accurately hit a forehead-sized target with a handgun at short range pretty much every time without taking extra time to aim due to their massive amount if training in instinctive shooting. How can one simulate this in a realistic ORE game? Let's assume that your average operative has a Coordination of four – that's pretty impressive for a human, and I refuse to believe that every single Delta Force guy has a five in that stat. I grant that it is possible that, with their very intense, frequent specialized training that they may all have fives in handgun.

With no aiming, this gives them nine dice. If you aim, you drop one die and set another to ten, you roll seven. This gives a fairly good chance of getting a pair of tens, but also a decent chance of not doing so. Now, Delta guys often have done the sort of surveillance that may justify giving them an extra die, as if they had aimed for a round, but this is not always the case.  Often they just go in and adapt to the situation. So, how can one simulate the "always hit ten" skill that these elite operatives normally possess in our real world? 

Hotjets           

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[Seattle Go Center] Ratings Tourn this Sunday July 1; Simuls July 8

Dear Go Players,
 
Here is a friendly reminder that the next Monthly Ratings Tournament will be this Sunday, July 1.  Registration is from 12:15 to 12:45, and games start promptly at 1:00 p.m.  Your TD will be Dan Top.  The Ratings Tournaments are a good way to find some intense face to face games.  If you choose to play all three rounds, you will certainly get a workout. You can get more information by clicking on our calendar listing at http://www.seattlego.org/events/
 
The following Sunday, July 8, Edward Kim 7d will be playing simultaneous games at 2:00.  This is a great opportunity to have your skills tested by one of the best players in the Northwest.  (He won the AGA Tygem Pro Prelim 6-0.)  You'll find his advice at the end of the game very useful.
 
Cheers,
Brian Allen
manager@seattlego.org

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[ORE] Re: [Wanted] Warhammer 40K for ORE

WOREhammer 40K does sound like a sweet idea!

On Tuesday, June 19, 2012 8:30:09 PM UTC-4, Inevitable Demise wrote:

I hope this is allowed to be asked here.
I ran into a conversion for WH40K (Also, Warhammer Fantasy for ORE would be awesome as well) for ORE but all the links were dead.
Pointing either to Nemesis Project or to the Dark Reign 40K website.  Neither have the files anymore.
Anyone still have these?  Would save me a ton of trouble.  

Thanks for your time.

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[Seattle Go Center] Colorado Springs' fires

Folks:

Due to the terrible news coming out of Colorado Springs regarding the fires there that have forced the evacuation of 32,000 residents, I called the 2010 Congress Director Karen Jordan. She told me that the fires destroying homes and threatening the Air Force Academy are on the North Western side of the city. Karen and her family live on the South Eastern side, and they are several miles from the fire line.

                She and her family are doing fine. They are hosting friends who’ve had to evacuate their homes. She was in good spirits and still had her charming sense of humor.

Best wishes,

Gordon

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[Seattle Go Center] Reminder: Beginner-10 Kyu Class Today- TESUJI WORKSHOP

Hi Everyone-

Today's class will be a tesuji workshop; I will set up tesuji problems
all around the go center for you to solve and for us to review. Then we
will play some go!

Double-digit Kyu Class
6:30 pm-8:30 pm, Mondays at the SGC.

As usual, there is no fee for the class, and all new players get 10 free
visits to the Go Center.

Nick Sibicky

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[Seattle Go Center] Go Congress 2013 meeting at Lee Anne's house

Folks,

Just a reminder.  This is the meeting announced a week ago.

If you want to help out, there will be a planning meeting at Lee Anne Bowie's house on Monday, June 25, at 6:30 p.m.  Her address is 2703 NE 92nd St, Seattle WA 98115.   Her phone is 206 850-9530.

 
Agenda Items include:
-location:  Pacific Lutheran University (site of 2005 Congress, and several Go Camps)
            or University of Puget Sound (North Tacoma)
-volunteer needed to gather tourist/promotional material and create a presentation for this year's Go Congress 
-logo creation
-ideas for cultural events and other programs to make this Congress special
-volunteers to work on the budget.
 
Please remember that this meeting is at Lee Anne's house.  The Beginner to 10 Kyu class will be at the Go Center at the same time.  Chris's email is:
 


--   Best,    Chris Kirschner,  AGA VP - Development  Phone 206-579-8071  

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Re: [ORE] Demonology/reskinned Cosmic Power

I'm kinda curious... I heard that grim war's demon summoning rules wasn't quite as... well, I'm not sure what the exact wording was... diversified? Balanced? Playtested  thoroughly enough?


I suppose what I mean is, I have a few friends who loved Wild Talents, and they were... vaguely dissatisfied with Grim War, more particularly the magic rules... but they had trouble explaining precisely what it was they disliked.

So... what did all you guys think of Grim War?

James

On Sun, Jun 24, 2012 at 12:55 PM, Matt <moeheid@gmail.com> wrote:
Just tripped over this on google, thanks for the heads up!

-Matt Conlon

On Jun 24, 2012, at 6:35 AM, Fidel Santiago <pperez333@gmail.com> wrote:

Hi!!

You may take a look at GrimWar. I think the "magic" system there is going to be more or less what you are looking for. And with the "demons" too :D

I am afraid I never completely understood it, better luck for you!!

Fidel Santiago.


On Sat, Jun 23, 2012 at 10:13 AM, Matt <moeheid@gmail.com> wrote:
This might take a little while.
So I have a character idea for a campaign I'm running and looking for some rules clarification and help with execution. Below I have a demon summoning power, essentially a refluffed Cosmic Power. After the power there are some justifications for the flaws.

Quick question first: if I have the Slow flaw on Cosmic Power does that just limit the speed I change my powers around or does every power I emulate with CP have the Slow Flaw?

Demonology A, D, U 3/d
Attacks 2, Duration 2, Variable Effect 4, If/Then only VE -1, If/Then demon conjuration -1, Slow -2, Obvious -1, Depleted -1, Rogue Power -1
Defends 2, Duration 2, Variable Effect 4, If/Then only VE -1, If/Then demon conjuration -1, Slow -2, Obvious -1, Depleted -1, Rogue Power -1
Useful 2, Duration 2, Variable Effect 4, If/Then only VE -1, If/Then demon conjuration -1, Slow -2, Obvious -1, Depleted -1, Rogue Power -1

Slow- The litanies and titles he has to spout off to summon the demons makes using it rapid fire impossible, I may have to ditch this flaw if the answer to the above question is unexpected.

Obvious- he needs to Invoke their names and the Demons appear in suitably dramatic fashions.

If/Then Demon conjuration only- this is to keep the power decentralized, he's not supposed to just become superstrong or fly, he needs to summon imps to carry him and so on.

Rogue Power- this is a custom flaw, essentially a toned down "Uncontrollable." when he summons demons and gives them instructions they accomplish the task but may take liberties in how they go about it, if they finish early or find a loophole (He didn't say when to kill that guy or what we should protect him from) they run wild.

Depleted- he keeps only so many sheets of vellum inscribed with pentacles and seals, bottles of sacred oils and sanctified chalk on his person then he has to make more.

Assuming the above power build works and the character has 14d+4hd+2wd what might a succubus look like and how much willpower would it cost? Please assume poor physical combatant, some kind of charm/daze power, the ability to appear as a mortal (no physical change) and winged flight.

If you enjoy the thought experiment, please outline how you're doing it. I've got the "turn cosmic power into atomic smite, teleport, and invulnerability" down, but building a creature somehow confounds me.

The extra normal dice are for "loaning" them to not only the weird power effects but also to make sure the demons have some physical form that can be fought. The hard dice are for sure fire results on defense and "body creation" and the wiggle dice are to pad out other effects or create more potent attacks (I think).

Any help is appreciated!


-Matt Conlon

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Re: [ORE] Demonology/reskinned Cosmic Power

Just tripped over this on google, thanks for the heads up!

-Matt Conlon

On Jun 24, 2012, at 6:35 AM, Fidel Santiago <pperez333@gmail.com> wrote:

Hi!!

You may take a look at GrimWar. I think the "magic" system there is going to be more or less what you are looking for. And with the "demons" too :D

I am afraid I never completely understood it, better luck for you!!

Fidel Santiago.


On Sat, Jun 23, 2012 at 10:13 AM, Matt <moeheid@gmail.com> wrote:
This might take a little while.
So I have a character idea for a campaign I'm running and looking for some rules clarification and help with execution. Below I have a demon summoning power, essentially a refluffed Cosmic Power. After the power there are some justifications for the flaws.

Quick question first: if I have the Slow flaw on Cosmic Power does that just limit the speed I change my powers around or does every power I emulate with CP have the Slow Flaw?

Demonology A, D, U 3/d
Attacks 2, Duration 2, Variable Effect 4, If/Then only VE -1, If/Then demon conjuration -1, Slow -2, Obvious -1, Depleted -1, Rogue Power -1
Defends 2, Duration 2, Variable Effect 4, If/Then only VE -1, If/Then demon conjuration -1, Slow -2, Obvious -1, Depleted -1, Rogue Power -1
Useful 2, Duration 2, Variable Effect 4, If/Then only VE -1, If/Then demon conjuration -1, Slow -2, Obvious -1, Depleted -1, Rogue Power -1

Slow- The litanies and titles he has to spout off to summon the demons makes using it rapid fire impossible, I may have to ditch this flaw if the answer to the above question is unexpected.

Obvious- he needs to Invoke their names and the Demons appear in suitably dramatic fashions.

If/Then Demon conjuration only- this is to keep the power decentralized, he's not supposed to just become superstrong or fly, he needs to summon imps to carry him and so on.

Rogue Power- this is a custom flaw, essentially a toned down "Uncontrollable." when he summons demons and gives them instructions they accomplish the task but may take liberties in how they go about it, if they finish early or find a loophole (He didn't say when to kill that guy or what we should protect him from) they run wild.

Depleted- he keeps only so many sheets of vellum inscribed with pentacles and seals, bottles of sacred oils and sanctified chalk on his person then he has to make more.

Assuming the above power build works and the character has 14d+4hd+2wd what might a succubus look like and how much willpower would it cost? Please assume poor physical combatant, some kind of charm/daze power, the ability to appear as a mortal (no physical change) and winged flight.

If you enjoy the thought experiment, please outline how you're doing it. I've got the "turn cosmic power into atomic smite, teleport, and invulnerability" down, but building a creature somehow confounds me.

The extra normal dice are for "loaning" them to not only the weird power effects but also to make sure the demons have some physical form that can be fought. The hard dice are for sure fire results on defense and "body creation" and the wiggle dice are to pad out other effects or create more potent attacks (I think).

Any help is appreciated!


-Matt Conlon

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Re: [ORE] Demonology/reskinned Cosmic Power

Hi!!


You may take a look at GrimWar. I think the "magic" system there is going to be more or less what you are looking for. And with the "demons" too :D

I am afraid I never completely understood it, better luck for you!!

Fidel Santiago.


On Sat, Jun 23, 2012 at 10:13 AM, Matt <moeheid@gmail.com> wrote:
This might take a little while.
So I have a character idea for a campaign I'm running and looking for some rules clarification and help with execution. Below I have a demon summoning power, essentially a refluffed Cosmic Power. After the power there are some justifications for the flaws.

Quick question first: if I have the Slow flaw on Cosmic Power does that just limit the speed I change my powers around or does every power I emulate with CP have the Slow Flaw?

Demonology A, D, U 3/d
Attacks 2, Duration 2, Variable Effect 4, If/Then only VE -1, If/Then demon conjuration -1, Slow -2, Obvious -1, Depleted -1, Rogue Power -1
Defends 2, Duration 2, Variable Effect 4, If/Then only VE -1, If/Then demon conjuration -1, Slow -2, Obvious -1, Depleted -1, Rogue Power -1
Useful 2, Duration 2, Variable Effect 4, If/Then only VE -1, If/Then demon conjuration -1, Slow -2, Obvious -1, Depleted -1, Rogue Power -1

Slow- The litanies and titles he has to spout off to summon the demons makes using it rapid fire impossible, I may have to ditch this flaw if the answer to the above question is unexpected.

Obvious- he needs to Invoke their names and the Demons appear in suitably dramatic fashions.

If/Then Demon conjuration only- this is to keep the power decentralized, he's not supposed to just become superstrong or fly, he needs to summon imps to carry him and so on.

Rogue Power- this is a custom flaw, essentially a toned down "Uncontrollable." when he summons demons and gives them instructions they accomplish the task but may take liberties in how they go about it, if they finish early or find a loophole (He didn't say when to kill that guy or what we should protect him from) they run wild.

Depleted- he keeps only so many sheets of vellum inscribed with pentacles and seals, bottles of sacred oils and sanctified chalk on his person then he has to make more.

Assuming the above power build works and the character has 14d+4hd+2wd what might a succubus look like and how much willpower would it cost? Please assume poor physical combatant, some kind of charm/daze power, the ability to appear as a mortal (no physical change) and winged flight.

If you enjoy the thought experiment, please outline how you're doing it. I've got the "turn cosmic power into atomic smite, teleport, and invulnerability" down, but building a creature somehow confounds me.

The extra normal dice are for "loaning" them to not only the weird power effects but also to make sure the demons have some physical form that can be fought. The hard dice are for sure fire results on defense and "body creation" and the wiggle dice are to pad out other effects or create more potent attacks (I think).

Any help is appreciated!


-Matt Conlon

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