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Re: [ORE] Greg Stolze's villainous laughter

On Tue, Jul 31, 2012 at 8:52 PM, DivisMal1925 <croames80@gmail.com> wrote:
> Question about kickstarter: I already committed 15 dollars to Better Angels. Can I now submit an additional 10 to get the printed book? Is there a specific way to go about this?

Yes, log in and it will allow you to change your pledge. You can edit
it up to the end of the pledge drive.

-Keith Nielsen

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[ORE] Greg Stolze's villainous laughter

Question about kickstarter: I already committed 15 dollars to Better Angels. Can I now submit an additional 10 to get the printed book? Is there a specific way to go about this?

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[ORE] Greg Stolze's villainous laughter

Our third stretch goal is down -- when Better Angels comes out so will a free web app to track character data online on any mobile device or computer. 


Now: See the update to watch Greg evilly answer evil questions about Better Angels.

And bow down before our extended stretch goals, including a full-color hardback edition.

Also, Part 3 of the story of Margie the Serpent Princess and Karish-Nephet the Defiler.

http://www.kickstarter.com/projects/arcdream/better-angels-a-hell-of-a-roleplaying-game-by-greg/posts/278581

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Re: [ORE] Re: [WT] Powersuit Character (Did I do this right?)

Sooo... Did I make the character right otherwise? I mean, other then putting the Wiggle Dice in the electric guns... All the hyperskills and hyperstats are right?

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[Seattle Go Center] Atomic Bomb Game

Dear Go Players,
 
Here is the game that is on the side of the Go Center, in two formats.  I have attached a sgf file that can be replayed with any program that reads sgf files.  And below is a link a printable version:
 
You are invited to attend the "Hiroshima to Hope" ceremony at Green Lake Park, Seattle, on Monday, Aug. 6.  This is the ceremony that includes floating lanterns on Green Lake.  We will playing Go on portable boards, starting at 4:00 p.m., but you may come as your schedule allows.  We will be south of the Bath House Theatre, and we will bring our traveling equipment.  The music starts at 6:00.  We will finish playing at 7:00, when the ceremony begins.  We plan to replay this game during our time at Green Lake.  Bill Camp will be the lead organizer.
Here is a link for more information on the ceremony:
 
On Wednesday, Aug. 8, at 7:00 p.m., we will discuss the game at the Go Center.  Bill Camp will replay the game.
 
Regards,
Brian
 
   

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Re: [ORE] High Capacity Self...

Thanks!

-Matt Conlon

On Jul 30, 2012, at 7:14 PM, Shane Ivey <shane.ivey@gmail.com> wrote:

Defends, Self, Range, Duration, High Capacity Self

By sticking high capacity self on it would that be a fair bump to have the power simultaneously defend me and its target or is that really just a multiple action?

Range includes and therefore replaces Self as a capacity.

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Shane Ivey, Arc Dream Publishing
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Is your world worth saving? Join the conspiracy: www.delta-green.com

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Re: [ORE] High Capacity Self...

Defends, Self, Range, Duration, High Capacity Self

By sticking high capacity self on it would that be a fair bump to have the power simultaneously defend me and its target or is that really just a multiple action?

Range includes and therefore replaces Self as a capacity.

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Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
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[ORE] High Capacity Self...

Let's say I have a defensive power with the range capacity, like:
force field 2hd
Defends, Self, Range, Duration, High Capacity Self

By sticking high capacity self on it would that be a fair bump to have the power simultaneously defend me and its target or is that really just a multiple action?

-Matt Conlon

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Re: [ORE] contingent defenses?

<< Question: If I have a permanent power attached to a useful power do I just use the same set when I roll or do I roll the power separately for the triggered effect? >>

Technically a Permanent power means it keeps its original rolled result forever. So if it's intermittent, when it comes back on it's with that original result. But it may be easier in this case to simply roll it new each time it comes back on.

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Shane Ivey, Arc Dream Publishing
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Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] contingent defenses?

Question: If I have a permanent power attached to a useful power do I just use the same set when I roll or do I roll the power separately for the triggered effect?

Let's say I have a character with-

Big Guard 2hd
D, Self, Interfering, Permanent, If/Then when attacked

And

Big Jump 1wd+4d
D, self, perm, attached to useful
Useful, Speed

In a given round I suspect I will be attacked and opt to just leap away, i roll Big Jump and get 5,6,7,8, i set my wd to 8 for 2x8. Now do I roll again to determine my defense or just use the same 2x8 set?

Thanks for any insight!

-Matt Conlon

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[Seattle Go Center] Tuesday will be Big

Dear Go Players,
 
This month, we have had lots of players visit on Tuesdays.  On July 17, we had over 50 visitors, and on July 24, we had 45 players, from complete beginner to 6 dan.  This coming Tuesday, July 31, we will have an even wider range, because Korean Pro Chihyung Nam 1p  will be playing simultaneous games starting at 7:00.
 
We are honored to have Ms. Nam visit us.  Chihyung wrote "Contemporary Go Terms: Definitions & Translations"  which compares Go terminology in English, Japanese, Chinese and Korean.  She also translated "Jungsuk in Our time", and is the author of the "Baduk Made Fun and Easy" series.  We hope to see you tomorrow!
 
Cheers,
Brian Allen
 

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[Seattle Go Center] Monday's Double-Digit Kyu Class - Expanding Your Arsenal of Opening Moves Part II

This Monday (7/30) we're going to look at star point joseki and variations on it, the aim being to introduce players to moves they haven't thought of before.

Max

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[ORE] First 'Better Angels' stretch goal achieved! Next: Mobile web app

We hit our first stretch goal last night, so when Better Angels comes out it will include a free adventure by Greg Stolze. Thank you!

New stretch goal: If we hit $9K, we release a free mobile web app alongside Better Angels that allows you to log in, store characters, edit them, add notes, and refer to mobile-optimized rules cheat sheets, with all the pregens and NPCs from the book preloaded for easy reference.

See this morning's update for more, and for Part 2 of Greg Stolze's Better Angels story, "Me, and Karish-Nephet the Defiler."

http://www.kickstarter.com/projects/arcdream/better-angels-a-hell-of-a-roleplaying-game-by-greg/posts/277056

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Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] Better Angels stretch goals -- and an afternoon with Karish-Nephet the Defiler!

Better Angels hit 100% last night. Update today: Plans for more villainous goodness. So to speak.

http://kck.st/NbKrMf

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Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] Re: Wild Talents Initiation Adventure

Not really, modern and with super-heroes.

The campaign I pretend to run I think will be Top Ten (Alan Moore)
comics - players don't know the comics - but first adventures will be
totally independent sessions, the campaign will start when we get
used. I heard with just one session all people fits to game, that's
great.


On Jul 28, 4:39 pm, Shane Ivey <shane.i...@gmail.com> wrote:
> <<Do you have any special module/adventure of Wild Talents (or Godlike)
> that you suggest for initiation in ORE system? I own "White Knights, Black
> Hearts" but I see the adventure so open that I'm not sure is good for a
> first start.>>
>
> Any specific setting?
>
> --
> *Shane Ivey, Arc Dream Publishing*
> Cthulhu Mythos gaming, every quarter:
> TheUnspeakableOath.com<http://www.theunspeakableoath.com>
> Is your world worth saving? Join the conspiracy:www.delta-green.com

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Re: [ORE] Wild Talents Initiation Adventure

<<Do you have any special module/adventure of Wild Talents (or Godlike) that you suggest for initiation in ORE system? I own "White Knights, Black Hearts" but I see the adventure so open that I'm not sure is good for a first start.>>

Any specific setting?

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Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] Wild Talents Initiation Adventure

Hello all,


I own Wild Talents since some months ago and I have a bunch of players ready to start it soon. We have read and understood the rules and we're going to start a campaign soon. I have several ideas in mind for chronicles but for our first game to Wild Talents I wish just to test the rules and being adapted to them.

Do you have any special module/adventure of Wild Talents (or Godlike) that you suggest for initiation in ORE system? I own "White Knights, Black Hearts" but I see the adventure so open that I'm not sure is good for a first start.

Thanks in advance!

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Re: [ORE] [WT] Character help!

Interference means that the Defends Quality acts against all attacks of its Height or lower.  If you have 3hd it means that all attacks against the character are reduced by 3.  Normal Defense (using Gobble Dice) with 3hd means that you have 3 gobble dice to use against attacks but once those 3 are used up that round they're no longer available.

By default, Intereference gobble dice still can be used only once per Interference action, so they can run out.

You attack with 4x8 and 3x6 in the same action, I block with 2x2 with Interference: My block gobbles two of your x8 dice and that's it, so you hit at 3x6 and 2x8.

That's different with a long-term Interference power using an extra like Duration. The long-term extra automatically gives a new Interference set against every attack. Same example: My long-term 2x2 Interference defense reduces your 4x8 to 2x8 and then kicks in again automatically to reduce your 3x6 to 1x6, making it fail.

Does that make sense?

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Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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Re: [ORE] [WT] Character help!

So... Does Interference "Act first" in this case? So, say, I got a 3x10 against an attack that scored a 6x10. Would the Interference hit that 6x10, knocking down to a 3x10, and then would the defense kick in, killing 2 of those 3 attacking 10's? Or, since it has the interference extra, would the defense happen first, and since it's now "Spent," the attack would hit on it's new 3x10?

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RE: [ORE] [WT] Character help!

Interference means that the Defends Quality acts against all attacks of its Height or lower.  If you have 3hd it means that all attacks against the character are reduced by 3.  Normal Defense (using Gobble Dice) with 3hd means that you have 3 gobble dice to use against attacks but once those 3 are used up that round they're no longer available.


Date: Sat, 28 Jul 2012 06:35:28 -0700
From: sharks1288@hotmail.com
To: cult-of-ore@googlegroups.com
Subject: Re: [ORE] [WT] Character help!

So... Does Interference "Act first" in this case? So, say, I got a 3x10 against an attack that scored a 6x10. Would the Interference hit that 6x10, knocking down to a 3x10, and then would the defense kick in, killing 2 of those 3 attacking 10's? Or, since it has the interference extra, would the defense happen first, and since it's now "Spent," the attack would hit on it's new 3x10?

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Re: [ORE] [WT] Character help!

Without Interference, the defense's gobble dice apply only against attacks of lower Width, or the same Width but equal or lower Height. 

With Interference, the Width of the attack roll doesn't matter. It interferes no matter how fast the attacker acts.

Sent from my iPhone

On Jul 28, 2012, at 6:58 AM, BronyPwny <sharks1288@hotmail.com> wrote:

Hey guys... I bet you thought I forgot about this little thread... Opting, instead, to make a new character... Well I didn't forget, and have a question!

So I had to give back the book last night (I might splurge and buy one for myself, just so that I don't have to keep borrowing it from other people >.<), but I thought came to me as I was working last night... What DOES Interfering DO on a defensive skill that isn't Armored, and doesn't have a duration? So the power was something like...


Interfering Defense! (5/10/20)
--------------------------------------------
Defend; Self; Interfering (+3)

This defense interferes with the attackers attack! (duh...)
--------------------------------------------


So... Say you had 3 hard dice in this ability, and decided to do nothing but defend against an attacker this round. As I remember it, a defense power is rolled against the attacker, and you gain gobble dice equal to your width, but can only get rid of dice from your height or lower... But isn't that also what interfering does? So would that mean that, effectively, this power's defensive capabilities have been double by just adding interfering? (guess it makes sense, as it basically doubles the pointage). Or am I mistaken in what a defensive power, or the interfering extra, does?

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Re: [ORE] [WT] Character help!

Hey guys... I bet you thought I forgot about this little thread... Opting, instead, to make a new character... Well I didn't forget, and have a question!

So I had to give back the book last night (I might splurge and buy one for myself, just so that I don't have to keep borrowing it from other people >.<), but I thought came to me as I was working last night... What DOES Interfering DO on a defensive skill that isn't Armored, and doesn't have a duration? So the power was something like...


Interfering Defense! (5/10/20)
--------------------------------------------
Defend; Self; Interfering (+3)

This defense interferes with the attackers attack! (duh...)
--------------------------------------------


So... Say you had 3 hard dice in this ability, and decided to do nothing but defend against an attacker this round. As I remember it, a defense power is rolled against the attacker, and you gain gobble dice equal to your width, but can only get rid of dice from your height or lower... But isn't that also what interfering does? So would that mean that, effectively, this power's defensive capabilities have been double by just adding interfering? (guess it makes sense, as it basically doubles the pointage). Or am I mistaken in what a defensive power, or the interfering extra, does?

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[ORE] That's 100% for Better Angels!

Tomorrow we start with stretch goals.

Thank you!

Sent from my iPhone

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Re: [ORE] Re: Better Angels: Give it your money or suffer its wrath!

FYI, Greg said he's going to put together a video to answer questions about Better Angels. So keep asking, either here or on the Kickstarter page.


Six hours in, 60% funded. I like those odds.


-- 
Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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Re: [ORE] Re: Better Angels: Give it your money or suffer its wrath!

On Friday, 27 July 2012 at 16:25, matt wrote:
So do you only play bad guys or can you play an angel possessed hero too?
Are there rules for both sides or just the evil one?

My guess is just villains, that seeming to be the raison-d'etre of the game.

Neil.

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Re: [ORE] Information on China of the 30s and 40s?

Rape of Nanking maybe be a good reference for Godlike. As character start to manifest power in stressful situation.

For what life maybe like for Chinese under Japanese occupation. The movie Ip Man's second half give u some idea.

Chunkai Kevin Wang

On Jul 26, 2012, at 23:10, J Unrau <hungryj@gmail.com> wrote:

> There's a book of journalism from the period that I find interesting
> for this kind of stuff called: The Unknown War: North China 1937-1945
> by Michael Lindsay. I have no idea how accessible that book is in
> North America (my copy comes from Beijing).
>
> In my experience a lot of the books about the Chinese civil war have
> quite a bit of decent information about the war and how the
> Nationalist/Communist infighting affected and was affected by the
> fighting. I haven't seen many reference books though.
>
> Good luck!
>
> JJU
> ------
> librarianaut.com
> @jjackunrau
>
>
> On Thu, Jul 26, 2012 at 7:39 PM, Daniel Stack <dstack1776@gmail.com> wrote:
>>
>> Well right now it's more of an idea floating in my brain, though next ORE related game I'm giving serious thought to using that period.
>>
>> Any good reference books on the period? There's a ton of information specifically on the American presence but aside from that I've not been able to find too much.
>>
>>
>> On Thu, Jul 26, 2012 at 10:33 PM, Matt <moeheid@gmail.com> wrote:
>>>
>>> Yep,
>>>
>>> Another factor as you get deeper into the 40s was the extreme poverty, and later the ill conceived maoist propaganda that drove people to "drive all the weakness" out of the country by killing all the small birds, which destroyed the only natural locust predators, which resulted in a famine... The list goes on. Industrialization programs where farmers tore up existing roads for cobblestones that -might- have iron.
>>>
>>> You might be able to run a "fun" game if you downplay a lot of those elements but that time in China wasn't pleasant outside Shanghai and XiangGang.
>>>
>>> Good luck!
>>>
>>> -Matt Conlon
>>>
>>> On Jul 26, 2012, at 12:24 PM, Chunkai Wang <chunkai.kevin.wang@gmail.com> wrote:
>>>
>>> Hi,
>>>
>>>
>>> Basically China was very chaotic during this period.
>>>
>>> (Disclaimer: Just for universal ease of reading, Chinese term will be in Han Yu Ping Ying method of spelling which is more universally accepted these days.)
>>>
>>> After China was re-formed as Republic in name, there was no central army for the Kuomingtang, literally means People's Party of China. There were a number of warlord, or Jun-fa, who are actually in charge and control of the China at that point.
>>>
>>> Eventually Kuomingtang founded Huang-Pu Military school to train their own army. With cooperation from some of the Jun-fa, Kuomingtang eventuall managed to unify China under one central authority.
>>>
>>> Than, Japanese started to invade China. Basically the Kuomingtang's military adapted the idea "Use space to exchange time." Move the capital to Chongqing, and trying to drain as much Japanese Army's power int China as possible. Japanese Army also realize it was impossible to hold China on their own, and they started to form Chinese based army unit as well. But those some of those army unit are lead by some what opportunitist Chinese, and they do have contact with Kuomingtang and they may actually defect if there is such a time that Kuomingtang started to fight back instead of retreat.
>>>
>>> Also, the communist party was seperated from Kuomingtang at one point, and became their own power. So Kuomingtang was not only fighting Japanese, they were also fighting the Communist party as well.
>>>
>>> This is just on top of my head...
>>>
>>> On Thu, Jul 26, 2012 at 2:22 PM, Daniel Stack <dstack1776@gmail.com> wrote:
>>>>
>>>> I've been flipping through the new Godlike PDF and it's got me thinking of a Godlike or gritty Wild Talents game set in China of that period, inspired by things like Blacksheep Squadron or Terry and the Pirates. This isn't quite a system question but I figure there's got to be some people with expertise on the period, given Godlike being set then. Anyone have any favorites to nominate on what China was like during that era, with extra credit for other areas of Asia like Burma, Singapore, etc.
>>>>
>>>> Thanks,
>>>>
>>>> Dan
>>>>
>>>> --
>>>> You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
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>>>
>>>
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[ORE] Re: Better Angels: Give it your money or suffer its wrath!

So do you only play bad guys or can you play an angel possessed hero too?
Are there rules for both sides or just the evil one?

On Friday, July 27, 2012 7:14:44 AM UTC-7, Shane Ivey wrote:

"Keep your demon... entertained. It loves death and sadism and carnage but sometimes even more, it loves spectacle. If you're flamboyant enough, you hardly have to kill anyone at all." 

http://www.kickstarter.com/projects/arcdream/better-angels-a-hell-of-a-roleplaying-game-by-greg

Better Angels went through extensive playtesting last year after Greg and James and I batted it around for a year or two before that. It is a fun, fun game. Please pitch in and spread the link around.

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Re: [ORE] Better Angels: Give it your money or suffer its wrath!

<<Is the shipping to Canada really that bad?>>

For us, sadly, yes.

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Re: [ORE] Better Angels: Give it your money or suffer its wrath!

How does this compare to In Nomine?  It sounds like In Nomine with ORE specific rules (though the player does not play a Deamon or an Angel but rather someone influenced/possesed by a Deamon), and that is enough to get me to support the kick starter, but I have two questions:


Any cool 111 / 666 like roll events?

Is the shipping to Canada really that bad, makes me think twice about getting the physical book?

c



On Fri, Jul 27, 2012 at 10:14 AM, Shane Ivey <shane.ivey@gmail.com> wrote:
"Keep your demon... entertained. It loves death and sadism and carnage but sometimes even more, it loves spectacle. If you're flamboyant enough, you hardly have to kill anyone at all." 

http://www.kickstarter.com/projects/arcdream/better-angels-a-hell-of-a-roleplaying-game-by-greg

Better Angels went through extensive playtesting last year after Greg and James and I batted it around for a year or two before that. It is a fun, fun game. Please pitch in and spread the link around.

--
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Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] Better Angels: Give it your money or suffer its wrath!

"Keep your demon... entertained. It loves death and sadism and carnage but sometimes even more, it loves spectacle. If you're flamboyant enough, you hardly have to kill anyone at all." 


http://www.kickstarter.com/projects/arcdream/better-angels-a-hell-of-a-roleplaying-game-by-greg

Better Angels went through extensive playtesting last year after Greg and James and I batted it around for a year or two before that. It is a fun, fun game. Please pitch in and spread the link around.

--
Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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MASTER PSYCHIC READER~ ACCURATE & AMUSING

Your first 3 minutes are FREE talking live with me.

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Re: [ORE] Information on China of the 30s and 40s?

There's a book of journalism from the period that I find interesting
for this kind of stuff called: The Unknown War: North China 1937-1945
by Michael Lindsay. I have no idea how accessible that book is in
North America (my copy comes from Beijing).

In my experience a lot of the books about the Chinese civil war have
quite a bit of decent information about the war and how the
Nationalist/Communist infighting affected and was affected by the
fighting. I haven't seen many reference books though.

Good luck!

JJU
------
librarianaut.com
@jjackunrau


On Thu, Jul 26, 2012 at 7:39 PM, Daniel Stack <dstack1776@gmail.com> wrote:
>
> Well right now it's more of an idea floating in my brain, though next ORE related game I'm giving serious thought to using that period.
>
> Any good reference books on the period? There's a ton of information specifically on the American presence but aside from that I've not been able to find too much.
>
>
> On Thu, Jul 26, 2012 at 10:33 PM, Matt <moeheid@gmail.com> wrote:
>>
>> Yep,
>>
>> Another factor as you get deeper into the 40s was the extreme poverty, and later the ill conceived maoist propaganda that drove people to "drive all the weakness" out of the country by killing all the small birds, which destroyed the only natural locust predators, which resulted in a famine... The list goes on. Industrialization programs where farmers tore up existing roads for cobblestones that -might- have iron.
>>
>> You might be able to run a "fun" game if you downplay a lot of those elements but that time in China wasn't pleasant outside Shanghai and XiangGang.
>>
>> Good luck!
>>
>> -Matt Conlon
>>
>> On Jul 26, 2012, at 12:24 PM, Chunkai Wang <chunkai.kevin.wang@gmail.com> wrote:
>>
>> Hi,
>>
>>
>> Basically China was very chaotic during this period.
>>
>> (Disclaimer: Just for universal ease of reading, Chinese term will be in Han Yu Ping Ying method of spelling which is more universally accepted these days.)
>>
>> After China was re-formed as Republic in name, there was no central army for the Kuomingtang, literally means People's Party of China. There were a number of warlord, or Jun-fa, who are actually in charge and control of the China at that point.
>>
>> Eventually Kuomingtang founded Huang-Pu Military school to train their own army. With cooperation from some of the Jun-fa, Kuomingtang eventuall managed to unify China under one central authority.
>>
>> Than, Japanese started to invade China. Basically the Kuomingtang's military adapted the idea "Use space to exchange time." Move the capital to Chongqing, and trying to drain as much Japanese Army's power int China as possible. Japanese Army also realize it was impossible to hold China on their own, and they started to form Chinese based army unit as well. But those some of those army unit are lead by some what opportunitist Chinese, and they do have contact with Kuomingtang and they may actually defect if there is such a time that Kuomingtang started to fight back instead of retreat.
>>
>> Also, the communist party was seperated from Kuomingtang at one point, and became their own power. So Kuomingtang was not only fighting Japanese, they were also fighting the Communist party as well.
>>
>> This is just on top of my head...
>>
>> On Thu, Jul 26, 2012 at 2:22 PM, Daniel Stack <dstack1776@gmail.com> wrote:
>>>
>>> I've been flipping through the new Godlike PDF and it's got me thinking of a Godlike or gritty Wild Talents game set in China of that period, inspired by things like Blacksheep Squadron or Terry and the Pirates. This isn't quite a system question but I figure there's got to be some people with expertise on the period, given Godlike being set then. Anyone have any favorites to nominate on what China was like during that era, with extra credit for other areas of Asia like Burma, Singapore, etc.
>>>
>>> Thanks,
>>>
>>> Dan
>>>
>>> --
>>> You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
>>> To post to this group, send email to cult-of-ore@googlegroups.com.
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>>
>>
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Re: [ORE] Information on China of the 30s and 40s?

Well right now it's more of an idea floating in my brain, though next ORE related game I'm giving serious thought to using that period.

Any good reference books on the period? There's a ton of information specifically on the American presence but aside from that I've not been able to find too much.


On Thu, Jul 26, 2012 at 10:33 PM, Matt <moeheid@gmail.com> wrote:
Yep, 

Another factor as you get deeper into the 40s was the extreme poverty, and later the ill conceived maoist propaganda that drove people to "drive all the weakness" out of the country by killing all the small birds, which destroyed the only natural locust predators, which resulted in a famine... The list goes on. Industrialization programs where farmers tore up existing roads for cobblestones that -might- have iron.

You might be able to run a "fun" game if you downplay a lot of those elements but that time in China wasn't pleasant outside Shanghai and XiangGang. 

Good luck!

-Matt Conlon

On Jul 26, 2012, at 12:24 PM, Chunkai Wang <chunkai.kevin.wang@gmail.com> wrote:

Hi,
 
 
Basically China was very chaotic during this period.
 
(Disclaimer: Just for universal ease of reading, Chinese term will be in Han Yu Ping Ying method of spelling which is more universally accepted these days.)
 
After China was re-formed as Republic in name, there was no central army for the Kuomingtang, literally means People's Party of China. There were a number of warlord, or Jun-fa, who are actually in charge and control of the China at that point.
 
Eventually Kuomingtang founded Huang-Pu Military school to train their own army. With cooperation from some of the Jun-fa, Kuomingtang eventuall managed to unify China under one central authority.
 
Than, Japanese started to invade China. Basically the Kuomingtang's military adapted the idea "Use space to exchange time." Move the capital to Chongqing, and trying to drain as much Japanese Army's power int China as possible. Japanese Army also realize it was impossible to hold China on their own, and they started to form Chinese based army unit as well. But those some of those army unit are lead by some what opportunitist Chinese, and they do have contact with Kuomingtang and they may actually defect if there is such a time that Kuomingtang started to fight back instead of retreat.
 
Also, the communist party was seperated from Kuomingtang at one point, and became their own power. So Kuomingtang was not only fighting Japanese, they were also fighting the Communist party as well.
 
This is just on top of my head...

On Thu, Jul 26, 2012 at 2:22 PM, Daniel Stack <dstack1776@gmail.com> wrote:
I've been flipping through the new Godlike PDF and it's got me thinking of a Godlike or gritty Wild Talents game set in China of that period, inspired by things like Blacksheep Squadron or Terry and the Pirates. This isn't quite a system question but I figure there's got to be some people with expertise on the period, given Godlike being set then. Anyone have any favorites to nominate on what China was like during that era, with extra credit for other areas of Asia like Burma, Singapore, etc.

Thanks,

Dan

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[ORE] Godlike and mass combat

Has anyone ever done any sort of mass combat rules for Godlike?  Ideally something akin to Savage Worlds, where individual PC actions can have an affect on the larger scale battle.

So far most of our Godlike stuff has been fairly small scale, some squad engagements here and there but nothing major.  In our upcoming game though I'd like to up the ante some and while I could simply narrate it or have it as backdrop, I'm at the point where I'm willing to veer from established history based on PC actions so I'd rather play it out as much as possible.

Thanks
Chris Fougere

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Re: [ORE] Godlike question

Geez, yeah, I forgot the new landmine rules! Not just the Minefield rules from BDB but also a new way of handling damage from landmines.

I hadn't even realized the anti-tank rockets didn't have base damage in the hardback rules. I just did up stats for the Faustpatrone (the first mark of Panzerfaust, used for the first time at Ortona) based on the PDF rules.

On Wed, Jul 25, 2012 at 3:34 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
this is probably a stupid question, but having read the Editor's commentary for the revision of Godlike, I was wondering if there would be a file that would list the changes between the 2 versions for those of us who bought the hardback when it first came out.

Maybe. The only substantial changes, IIRC, were revising the Advancement rules and how landmines work. And I added a base damage rating for antitank rockets. Otherwise the revisions are small things sort of scattered throughout that are meant to clarify but don't change the essence of game play. And the new chapter on new optional rules is almost all stuff from the supplements.

I could put a blog post together with the new advancement and landmine rules. 


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Re: [ORE] Godlike question

Shane would have the most detailed information. However, having proofed it and added to to it, these are the changes I recall:

  • Various typo fixes.
  • Slightly different rules for character advancement. 
  • The Bren Gun added to the British MG table.
  • The Sherman Firefly added to the British tank list.
  • The big change is Appendix D, which includes rules from other supplements:
  • Squad rules from Donar's Hammer, but with some modifications that really streamline them, while also giving them a better sense of attrition.
  • The Bombardment optional rules from Black Devils Brigade.
  • The Minefield optional rules from Black Devils Brigade.
  • The One Roll Patrol generator from Black Devils Brigade. It doesn't include the terrain tables from BDB, but it has a dozen new terrain tables, for cities, steppes, villages, beaches, mountains, etc.
  • The FUBAR rules from Black Devils Brigade.
  • The skills from TOC Intelligence Bulletin #2, the Intimidation and Parachuting rules from Donar's Hammer, and the Skiing skill from Black Devils Brigade.
  • Custom character generation rules, which include the USMC special school character rules from the TOC Intelligence Bulletin #3, and a variation of the FSSF character generation rules, modified from Black Devils Brigade.
  • The Miracles, Extras and Flaws from Will To Power.

If you have the other Godlike supplements you have pretty much everything. I have all the supplements and yet I just love having Godlike in a PDF and having all the powers, including the Will To Power stuff, in one book. It makes the game immensely portable.

If you have the other supplements you don't suddenly find that half your collection useless, either. There are great horking gobs of information in the supplements that aren't in the revamped rulebook.


On Wed, Jul 25, 2012 at 3:17 PM, ron <remial@gmail.com> wrote:
this is probably a stupid question, but having read the Editor's commentary for the revision of Godlike, I was wondering if there would be a file that would list the changes between the 2 versions for those of us who bought the hardback when it first came out.

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Re: [ORE] Godlike question

this is probably a stupid question, but having read the Editor's commentary for the revision of Godlike, I was wondering if there would be a file that would list the changes between the 2 versions for those of us who bought the hardback when it first came out.

Maybe. The only substantial changes, IIRC, were revising the Advancement rules and how landmines work. And I added a base damage rating for antitank rockets. Otherwise the revisions are small things sort of scattered throughout that are meant to clarify but don't change the essence of game play. And the new chapter on new optional rules is almost all stuff from the supplements.

I could put a blog post together with the new advancement and landmine rules. 

--
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Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] Godlike question

this is probably a stupid question, but having read the Editor's
commentary for the revision of Godlike, I was wondering if there would
be a file that would list the changes between the 2 versions for those
of us who bought the hardback when it first came out.

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[ORE] Write for ArcDream.com

A while back I asked if there would be interest in opening up the blog to let gamers contribute directly, and a few of you said you were interested. 


The day has arrived!

Guidelines and instructions are here:

http://arcdream.com/home/?page_id=1151

If you have any questons, feel free to ask here or shoot an email to me or James Knevitt, our ORE line editor.

Let's see what you've got.

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Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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[ORE] The Simple Guide to Ultimate Power, Part 4: Variable Effect, Duration, and Augmentation

In today's installment, Greg digs into three Extras that can really make your homegrown superpowers do interesting things — but that are the hardest to use because they are so very flexible and powerful. 

http://arcdream.com/home/?p=1122

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Shane Ivey, Arc Dream Publishing
Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
Is your world worth saving? Join the conspiracy: www.delta-green.com

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[Seattle Go Center] Game reviews by Korean Pro on Saturday July 28

Dear Go Players,
 
Right after the visit of Maeda Ryo 6p to the Go Center, Chihyung Nam 1p (Nam Ch'i-hyeong) will be coming to the Go Center.
She is a baduk professor at Myongii University, and is the author of the column "Baduk Made Fun and Easy" in the Korea Times and the books with the same title based upon the articles.
 
Chihyung will be reviewing your game records at the Go Center on Saturday, July 28, from 1:00 - 3:00 p.m.  This is a free event, but you need to pay for attendance, or punch your card, or have a voting membership in the Go Center.
 
She will also be playing simultaneous games (limit: 4 players) on Tuesday, July 31, from 7:00 - 9:00 p.m.  There will be signup sheet at the Go Center, and the suggested donation is $10.  Of course, you can watch these games for free.
 
We have lots happening.  I recommend our calendar to you:
 
Cheers,
Brian Allen
 

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Re: [ORE] [WT] Powersuit Character (Did I do this right?)

"Huh... So I'm wrong in thinking that if, say, you're jump n' shoot man, and you're trying to jump and shoot, and you're jump ability is 2d 3w, and your shoot ability is 2d 4w, that you don't just use the 1d3w die pool and try to get 2 sets with that?"  (I fail at email quoting)

That is exactly how it works by the book.  Take the smallest pool by number, roll it, and only apply its special dice to the miracle/skill to which those dice belong.

Also, Spray is pretty awesome.  The big catch is that for best effect you need to have Spray on all your important stuff.  You can also use it to add hard or wiggle dice!  By my interpretation, Spray dice are added *before* determining what the smallest pool is, btw.  I don't think the book takes a solid stance on that.

I agree that (Only on Rollerblades) is a -1 If/Then -- if the player's power only applies when rollerblading, it's fair to assume that character will put on his rollerblades any time he plans on using them.

I think the most non-cheesy multiple action special die rule would be to include any special dice in the smaller pool and, if any of those special dice are shared with another action, they can be used for either.

For example: 4d+2wd Dodge, 6d+wd Shootin' Stuff.  Jump + shoot stuff pool = 3d+2wd, one wd can be used only for Dodge, one can be used for Dodge or Shootin' Stuff.

That makes multiple actions much more complicated, however, and with *my* players (including an "I DON'T MATH" person) the action declaration will grind to a halt as they figure out what their actual dice are.

Not that you're "doing it wrong" if you resolve it differently, e.g. Matt's method!  It just helps to be cognizant of the pros and cons, and two people may disagree on how much verisimilitude matters... or even whether a rules change increases it.



On Wed, Jul 25, 2012 at 1:07 AM, Matt <moeheid@gmail.com> wrote:
If/Then when rollerblading is a 1 pt flaw. Rollerblades are portable, if they're custom fit they probably don't take more than a few seconds to put on and if they're your primary mode of transportation you're probably going to have them on when you show up and when you leave a place which accounts for a lot of time. It's basically social taboo to wear them in a house or store and most commercial offices probably won't look twice at them because of courier service personnel. 

Spray is cheap, but keep in mind it's only relevant for the actions it's added to, so spraying a gun at one target while running a complex obstacle course is 1 attack and 3 athletics actions, the Spray on the gun doesn't eliminate the penalties for all those athletics (but adding extras to hyperbody/hyper coordination/hyper athletics would). 

I think my interpretation of mixed dice pools with varying amounts of special dice is the most fair to the player, but it also seems to be the one most people are having a hard time understanding. 

When you're figuring out the smaller pool ignore the types of dice in them, just count the type of dice. How many are there? Choose the smaller pool. Now Look for an order of operations/protocol to figure out what kinds of dice you'll use:

-Are there enough dice to make as many sets as you've declared actions? If no you can't succeed, if yes read on
-What kinds of dice are in the pools and how many of each kind can you afford to use?
--If using only normal dice roll and look for sets
--If using any hard dice you have to use them all, if using them all means there's no room left in the pool for any other kind you can't successfully perform a multiple action with them. 
--if you have wiggle dice in either pool how many are you using? they can only be used for a set from the pool they came from.

Example: I have Harm 5wd and Uberdodge 6d+2hd. Using both in one round means 2 actions. -1 to the pool. HD lost first so I have a 4d pool 

(5 for the smaller pool -1 for the extra action)

which can be formed by drawing from 5wd that can only make sets for Harm OR a 6d+1hd pool (1hd because HD are lost first from penalties). my best bet here is to take 2wd from Harm and make my attack set, take the remaining1hd from Uberdodge and roll one die from Uberdodge praying for a 10.

Alternatively I could decide I was a dumbass during declaration phase or having seen no one was attacking me later in declarations and opt to use 4wd only, automatically failing to dodge (no big deal since no one was attacking me) and score a 4xn set on my attack.

Now let's add spray to the Harm power
Using the same example you have 2 more dice to roll.
Add Spray to Uberdodge, you have 2 more dice to roll.

-Matt Conlon

On Jul 24, 2012, at 9:04 PM, BronyPwny <sharks1288@hotmail.com> wrote:

Huh... So I'm wrong in thinking that if, say, you're jump n' shoot man, and you're trying to jump and shoot, and you're jump ability is 2d 3w, and your shoot ability is 2d 4w, that you don't just use the 1d3w die pool and try to get 2 sets with that? But, instead, you take that die pool, and mix and match the dice you have in both your abilities? Because that seems to be what it said in the book... (Goes to read book), OOooooh, Okay then, it never became a problem for me as I've never done anything past trying to do the same action multiple times, so I missed that particular piece of ruling.

So... Can I just say this? I'm going to just say this.. HOLY CRAP is spray a cheap extra! Especially for everything that it does! for 1 point I add 1d, plus I take no multiple action penalty. Meaning if I try to jump and shoot, instead of rolling 1d3w, and only being able to assign the wd to jumping, I roll 3d3w and assign the wd to jumping. That can get extremely dirty if abused... (Luckily I hate abusing things, and my GM already knows that it's a super cheap extra for what it does, so it's not going to happen)

Anyway, with that out of the way, I understand what Daniel was saying when he said "operational skill:" sets the cap on the skill used. Basically, if the skill goes above the power, then you use the powers dice. The one thing that made me think I could do things this way was 1: glossing over the "Hard and wiggle dice can only be used for the skill, and 2: it says, under operational skill, that you can use your skills wiggle dice for the power... But looking over that now, I understand what they mean.

Cool, so... Other then that,

  • I DID make the powersuit and allocated the points to it correctly, yea? The character itself is flawed in being made, but the powers are right (Including the Hyperstats and skills)?
  • If I have spray on my E.Pistols (since they don't have any real ammo to worry about, and fire as fast as you can pull the trigger, spray seemed reasonable here), and use the pistol skill (because of the lower die pool), which also has the spray attached to it (being able to pull the trigger faster then normal), does that mean i get both instances of spray, or just one? What if I'm also rollerblading fast, and my athletics die pool is lower then my guns die pool? Would I still get the spray dice? Or do I just get to ignore the Multi-action penalty?
  • Also, for you GM's out there, how would you rate the flaw "If/Then: When rollerblading" on the athletics hyperskill? -1 or -2? It seems like a very narrow flaw (in that, if I'm not rollerblading, I can't run to save my life), so I feel like it COULD be a -2, but that, technically, isn't my call.
Reassigning the points are easy, heck, it saves me at LEAST 3 points by not putting WD in my electric guns power (points probably spent going into athletics or pistols hyper skills). This character is all about hit-and-run tactics, move through the group of enemies while firing at them, and then getting out of there faster then they can chase her. Things I could do or change is make her a dodgy character, making the suit a cheap utility that provides power to her other powers, and nothing else, and put hyperskills into dodge while moving. And adding some sense while moving, (yea she's sure-footed, but she can't weave through things going faster then she can see and process). Basically, this character gets shut down if bound. It's why I'm debating linking the gun skill to the suit, and not moving, as a simple bind power will shut everything of her's down.

Anyway, thanks again for your patience and answers, I'm loving how helpful they are, and how much they're helping me learn the system. Things in the book that were confusing me because of hey they were worded are starting to make sense, and it's making the entire experience that much more enjoyable!

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Re: [ORE] [WT] Powersuit Character (Did I do this right?)

If/Then when rollerblading is a 1 pt flaw. Rollerblades are portable, if they're custom fit they probably don't take more than a few seconds to put on and if they're your primary mode of transportation you're probably going to have them on when you show up and when you leave a place which accounts for a lot of time. It's basically social taboo to wear them in a house or store and most commercial offices probably won't look twice at them because of courier service personnel. 

Spray is cheap, but keep in mind it's only relevant for the actions it's added to, so spraying a gun at one target while running a complex obstacle course is 1 attack and 3 athletics actions, the Spray on the gun doesn't eliminate the penalties for all those athletics (but adding extras to hyperbody/hyper coordination/hyper athletics would). 

I think my interpretation of mixed dice pools with varying amounts of special dice is the most fair to the player, but it also seems to be the one most people are having a hard time understanding. 

When you're figuring out the smaller pool ignore the types of dice in them, just count the type of dice. How many are there? Choose the smaller pool. Now Look for an order of operations/protocol to figure out what kinds of dice you'll use:

-Are there enough dice to make as many sets as you've declared actions? If no you can't succeed, if yes read on
-What kinds of dice are in the pools and how many of each kind can you afford to use?
--If using only normal dice roll and look for sets
--If using any hard dice you have to use them all, if using them all means there's no room left in the pool for any other kind you can't successfully perform a multiple action with them. 
--if you have wiggle dice in either pool how many are you using? they can only be used for a set from the pool they came from.

Example: I have Harm 5wd and Uberdodge 6d+2hd. Using both in one round means 2 actions. -1 to the pool. HD lost first so I have a 4d pool 

(5 for the smaller pool -1 for the extra action)

which can be formed by drawing from 5wd that can only make sets for Harm OR a 6d+1hd pool (1hd because HD are lost first from penalties). my best bet here is to take 2wd from Harm and make my attack set, take the remaining1hd from Uberdodge and roll one die from Uberdodge praying for a 10.

Alternatively I could decide I was a dumbass during declaration phase or having seen no one was attacking me later in declarations and opt to use 4wd only, automatically failing to dodge (no big deal since no one was attacking me) and score a 4xn set on my attack.

Now let's add spray to the Harm power
Using the same example you have 2 more dice to roll.
Add Spray to Uberdodge, you have 2 more dice to roll.

-Matt Conlon

On Jul 24, 2012, at 9:04 PM, BronyPwny <sharks1288@hotmail.com> wrote:

Huh... So I'm wrong in thinking that if, say, you're jump n' shoot man, and you're trying to jump and shoot, and you're jump ability is 2d 3w, and your shoot ability is 2d 4w, that you don't just use the 1d3w die pool and try to get 2 sets with that? But, instead, you take that die pool, and mix and match the dice you have in both your abilities? Because that seems to be what it said in the book... (Goes to read book), OOooooh, Okay then, it never became a problem for me as I've never done anything past trying to do the same action multiple times, so I missed that particular piece of ruling.

So... Can I just say this? I'm going to just say this.. HOLY CRAP is spray a cheap extra! Especially for everything that it does! for 1 point I add 1d, plus I take no multiple action penalty. Meaning if I try to jump and shoot, instead of rolling 1d3w, and only being able to assign the wd to jumping, I roll 3d3w and assign the wd to jumping. That can get extremely dirty if abused... (Luckily I hate abusing things, and my GM already knows that it's a super cheap extra for what it does, so it's not going to happen)

Anyway, with that out of the way, I understand what Daniel was saying when he said "operational skill:" sets the cap on the skill used. Basically, if the skill goes above the power, then you use the powers dice. The one thing that made me think I could do things this way was 1: glossing over the "Hard and wiggle dice can only be used for the skill, and 2: it says, under operational skill, that you can use your skills wiggle dice for the power... But looking over that now, I understand what they mean.

Cool, so... Other then that,

  • I DID make the powersuit and allocated the points to it correctly, yea? The character itself is flawed in being made, but the powers are right (Including the Hyperstats and skills)?
  • If I have spray on my E.Pistols (since they don't have any real ammo to worry about, and fire as fast as you can pull the trigger, spray seemed reasonable here), and use the pistol skill (because of the lower die pool), which also has the spray attached to it (being able to pull the trigger faster then normal), does that mean i get both instances of spray, or just one? What if I'm also rollerblading fast, and my athletics die pool is lower then my guns die pool? Would I still get the spray dice? Or do I just get to ignore the Multi-action penalty?
  • Also, for you GM's out there, how would you rate the flaw "If/Then: When rollerblading" on the athletics hyperskill? -1 or -2? It seems like a very narrow flaw (in that, if I'm not rollerblading, I can't run to save my life), so I feel like it COULD be a -2, but that, technically, isn't my call.
Reassigning the points are easy, heck, it saves me at LEAST 3 points by not putting WD in my electric guns power (points probably spent going into athletics or pistols hyper skills). This character is all about hit-and-run tactics, move through the group of enemies while firing at them, and then getting out of there faster then they can chase her. Things I could do or change is make her a dodgy character, making the suit a cheap utility that provides power to her other powers, and nothing else, and put hyperskills into dodge while moving. And adding some sense while moving, (yea she's sure-footed, but she can't weave through things going faster then she can see and process). Basically, this character gets shut down if bound. It's why I'm debating linking the gun skill to the suit, and not moving, as a simple bind power will shut everything of her's down.

Anyway, thanks again for your patience and answers, I'm loving how helpful they are, and how much they're helping me learn the system. Things in the book that were confusing me because of hey they were worded are starting to make sense, and it's making the entire experience that much more enjoyable!

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