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Re: [ORE] [Progenitor] Gods & G-Men: The Informant

So here's an attempt at statting up a "Made Man" power - I dropped his armor a little bit to accommodate. Based off of the Shaw Monsters and Metal Officers powers from Progenitor, because doing everything with "Attached" seems to be easier than Variable Effect or the like.

Made Man (9) - 2hd - 36 - This power actually creates a new mobster. They all sort of look like the PC creating them in a sort of "recreated from a police sketch" kind of way. It takes him a few moments of concentration to create 'em, and he can only do it once per scene, but they're Permanent so they stick around forever. No separate "Mindless obedience" Useful Quality, so I presume they'll all treat the PC like their Capo to start with but their loyalties can definitely shift.

Attacks: Mass Capacity (+2), Permanent (+4), Slow (-2), Exhausted (-3)

Defends: Mass Capacity (+2), Permanent (+4), Slow (-2), Exhausted (-3)

Useful: Mass Capacity (+2), Permanent (+4), Slow (-2), Exhausted (-3)


Extra Tough (3) - 5hd - 30 - They've got 5 Wound Boxes in every location. I see them as being kind of uniform throughout with more of a crude imitation of anatomy than anything.

Useful: Attached to Made Man (-2), Engulf (+2), Permanent (+4), Self Only (-3)


Hyperstats (Body 3, Coordination 3, Sense 2, Mind 2, Command 2, Charm 1) - 26 Points - They're nimble and strong, and can think for themselves. Not too charming though.

Attached to Made Man (-2)


Hyperskills (Brawl 1, Dodge 1, Drive 1, Intimidate 2, Knowledge (Mafia) 1, Lie 1, Lockpick 1, Stability 1, Stealthy 1, Streetwise 1, Weapon (Pistol) 2, +5 Skill Points) - 18 Points - They've got a basic grounding in criminal skills, and each Made Man will have 5 skill points to customize their particular abilities.

Attached to Made Man (-2)



In addition to the Made Man power, I gave him two powers that deal with them:

Perceive (Made Men) (4) - 5d - 20 points - He can see through the eyes of his Made Men at a distance - roughly the range of Boston to Chicago.

Useful: If/Then (Only through the eyes of Made Men) -1, Booster +4, Fragile -1


Swap with Made Man (3) - 5d - 15 points - Once he's established a link to a given Made Man, he can swap places with him. This takes a few moments and leaves him disoriented upon arrival.

Useful: Attached (Perceive Made Men) -2, Power Capacity (Mass) +2, Booster +4, Slow -2, Loopy -1


Not sure if I'll stick with this for his additional powers or not - I've got no clue if the player in question will *like* a "Make Mobsters" power, but it was cool statting it out nonetheless.


On Thu, Mar 31, 2016 at 2:25 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
Jinx is a good alternative to him just being *lucky*. :)

Man, although now I've thought of what I'd call the Minions power if it allows him to summon up DE construct mobsters to work for him...wait for it... Made Men.

I may be unable to resist giving him that power just so I can use that pun. :P

On Thu, Mar 31, 2016 at 11:03 AM, Mark DiPasquale <mrbasselope@gmail.com> wrote:
Sounds like the guy's got a lot of stress and resentment he has to suppress, so my vote is for a portion of it to go towards an uncontrolled Jinx, that targets people he doesn't like, is afraid of, or is frustrated with. Enough bad things happen to people around him, and folks will start connecting the dots, putting him in danger until he can figure out how to focus his ability.

On Thu, Mar 31, 2016 at 11:46 AM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
So some of my players in my Progenitor campaign are wanting me to design their powers. The guy playing the FBI informant asked me to split him up between his usual type (he plays strong and tough guys), and then to "surprise him" with what the rest of his powers are.

They get 350 points on powers, so I figure I'll put 100 points into some combination of armor/extra tough/invulnerability (he wants to be really really resistant to things, but not necessarily super invulnerable to everything, so for once I figure I'll actually build someone with LAR and Extra Tough instead of just stacks of Defends w/ Permanent and Interferes), 100 points into superstrength, and have 150 left to surprise him with.

Problems/psychology wise, the informant is more loyal to the FBI than he is to the mob at this point, though he's obviously in deep to both. Recovering problem gambler. Religious. Lots of acquaintances but few close friends, and a bit of a womanizer. No real family life, I think he feels kind of isolated. Lots of fodder in there to go a few different directions with his "surprise me" powers.

Problem gambler makes it easy to throw in Aces and call it luck. Possibly with a dud power for controlling things of pure luck like games of chance.

The whole dangerous double-life makes it tempting to throw in some kind of invisibility or "I belong here" power.

The lack of family/close friends makes me tempted to give him a Minions power where he can summon his own mob family and generate himself close friends and associates.

It sounds like he'd like to have around four powers in total, so I'll give him the toughness stuff, the super strength, and two other things that might be related or might not.

As always, feel encouraged to pitch in with brainstorming if you desire! :) Otherwise you can just watch me come up with stuff, which may or may not be entertaining for you in turn.

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-- Oscar Wilde



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-- Oscar Wilde

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Re: [ORE] [Progenitor] Gods & G-Men: The Informant

Jinx is a good alternative to him just being *lucky*. :)

Man, although now I've thought of what I'd call the Minions power if it allows him to summon up DE construct mobsters to work for him...wait for it... Made Men.

I may be unable to resist giving him that power just so I can use that pun. :P

On Thu, Mar 31, 2016 at 11:03 AM, Mark DiPasquale <mrbasselope@gmail.com> wrote:
Sounds like the guy's got a lot of stress and resentment he has to suppress, so my vote is for a portion of it to go towards an uncontrolled Jinx, that targets people he doesn't like, is afraid of, or is frustrated with. Enough bad things happen to people around him, and folks will start connecting the dots, putting him in danger until he can figure out how to focus his ability.

On Thu, Mar 31, 2016 at 11:46 AM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
So some of my players in my Progenitor campaign are wanting me to design their powers. The guy playing the FBI informant asked me to split him up between his usual type (he plays strong and tough guys), and then to "surprise him" with what the rest of his powers are.

They get 350 points on powers, so I figure I'll put 100 points into some combination of armor/extra tough/invulnerability (he wants to be really really resistant to things, but not necessarily super invulnerable to everything, so for once I figure I'll actually build someone with LAR and Extra Tough instead of just stacks of Defends w/ Permanent and Interferes), 100 points into superstrength, and have 150 left to surprise him with.

Problems/psychology wise, the informant is more loyal to the FBI than he is to the mob at this point, though he's obviously in deep to both. Recovering problem gambler. Religious. Lots of acquaintances but few close friends, and a bit of a womanizer. No real family life, I think he feels kind of isolated. Lots of fodder in there to go a few different directions with his "surprise me" powers.

Problem gambler makes it easy to throw in Aces and call it luck. Possibly with a dud power for controlling things of pure luck like games of chance.

The whole dangerous double-life makes it tempting to throw in some kind of invisibility or "I belong here" power.

The lack of family/close friends makes me tempted to give him a Minions power where he can summon his own mob family and generate himself close friends and associates.

It sounds like he'd like to have around four powers in total, so I'll give him the toughness stuff, the super strength, and two other things that might be related or might not.

As always, feel encouraged to pitch in with brainstorming if you desire! :) Otherwise you can just watch me come up with stuff, which may or may not be entertaining for you in turn.

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"It is absurd to divide people into good and bad. People are either charming or tedious."
-- Oscar Wilde

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[ORE] Re: [Progenitor] Gods & G-Men: The Informant

For the curious, here's what I've worked out thus far for his "Strong and Tough" package:

Hardened Light Armor (6) - 5hd - 60 points

Defends: Armored Defense -2, Hardened +2, Permanent +4


Damage Mitigation (7) - 4hd - 56

Defends: Permanent +4, Interference +3, Only Cuts Damage In Half -2


Extra Tough (5) - 2hd - 20 points

Useful: Engulf +2, Permanent +4, Self Only -3


Regeneration (4) - 2hd - 16 points

Useful: Engulf +2, Permanent +4, Self-Only -3, Limited Width -1


Hyperendurance 4d + 2hd - 8 points

Hyperbody 6d + 2hd (Booster +2) - 60 Points


Total on Strength and Toughness: 220


Went a little over my target of 200 points, but a large part of that was trying to meet the player's goal of "Should be able to survive almost anything, but also be hurt at least some by almost anything".

Taking Defends with Permanent and Interference is really, really hard to beat in terms of points efficiency at higher points totals. So I really struggled to give him solid protection without just going the "Here's a bunch of HAR that isn't subject to Penetration" route which seems by far the most effective. I didn't want him to pay *more* points to have *less* protection than a guy who just went for 6hd in Defends (Interference, Permanent) instead.

My solution was a mixture of Light Armor along with that Damage Mitigation power, which is pretty much the Defends(Inteference, Permanent) thing, except with a -2 custom flaw called "Only Cuts Damage In Half". So it won't eliminate damage from any source completely, but the vast majority of mundane attacks are going to be shooting off with considerably less than six width. It means if he gets hit with a Bunker Buster bomb he won't just bounce it (like he likely would with just a few levels of Defends w/Interference and Permanent), but he will halve the damage.

I'm not sure if that Flaw is really worth -2 though? Maybe it'd just a -1 like the old Medium Armor flaw?

On Thu, Mar 31, 2016 at 10:46 AM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
So some of my players in my Progenitor campaign are wanting me to design their powers. The guy playing the FBI informant asked me to split him up between his usual type (he plays strong and tough guys), and then to "surprise him" with what the rest of his powers are.

They get 350 points on powers, so I figure I'll put 100 points into some combination of armor/extra tough/invulnerability (he wants to be really really resistant to things, but not necessarily super invulnerable to everything, so for once I figure I'll actually build someone with LAR and Extra Tough instead of just stacks of Defends w/ Permanent and Interferes), 100 points into superstrength, and have 150 left to surprise him with.

Problems/psychology wise, the informant is more loyal to the FBI than he is to the mob at this point, though he's obviously in deep to both. Recovering problem gambler. Religious. Lots of acquaintances but few close friends, and a bit of a womanizer. No real family life, I think he feels kind of isolated. Lots of fodder in there to go a few different directions with his "surprise me" powers.

Problem gambler makes it easy to throw in Aces and call it luck. Possibly with a dud power for controlling things of pure luck like games of chance.

The whole dangerous double-life makes it tempting to throw in some kind of invisibility or "I belong here" power.

The lack of family/close friends makes me tempted to give him a Minions power where he can summon his own mob family and generate himself close friends and associates.

It sounds like he'd like to have around four powers in total, so I'll give him the toughness stuff, the super strength, and two other things that might be related or might not.

As always, feel encouraged to pitch in with brainstorming if you desire! :) Otherwise you can just watch me come up with stuff, which may or may not be entertaining for you in turn.




--
"It is absurd to divide people into good and bad. People are either charming or tedious."
-- Oscar Wilde

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Re: [ORE] [Progenitor] Gods & G-Men: The Informant

Sounds like the guy's got a lot of stress and resentment he has to suppress, so my vote is for a portion of it to go towards an uncontrolled Jinx, that targets people he doesn't like, is afraid of, or is frustrated with. Enough bad things happen to people around him, and folks will start connecting the dots, putting him in danger until he can figure out how to focus his ability.

On Thu, Mar 31, 2016 at 11:46 AM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
So some of my players in my Progenitor campaign are wanting me to design their powers. The guy playing the FBI informant asked me to split him up between his usual type (he plays strong and tough guys), and then to "surprise him" with what the rest of his powers are.

They get 350 points on powers, so I figure I'll put 100 points into some combination of armor/extra tough/invulnerability (he wants to be really really resistant to things, but not necessarily super invulnerable to everything, so for once I figure I'll actually build someone with LAR and Extra Tough instead of just stacks of Defends w/ Permanent and Interferes), 100 points into superstrength, and have 150 left to surprise him with.

Problems/psychology wise, the informant is more loyal to the FBI than he is to the mob at this point, though he's obviously in deep to both. Recovering problem gambler. Religious. Lots of acquaintances but few close friends, and a bit of a womanizer. No real family life, I think he feels kind of isolated. Lots of fodder in there to go a few different directions with his "surprise me" powers.

Problem gambler makes it easy to throw in Aces and call it luck. Possibly with a dud power for controlling things of pure luck like games of chance.

The whole dangerous double-life makes it tempting to throw in some kind of invisibility or "I belong here" power.

The lack of family/close friends makes me tempted to give him a Minions power where he can summon his own mob family and generate himself close friends and associates.

It sounds like he'd like to have around four powers in total, so I'll give him the toughness stuff, the super strength, and two other things that might be related or might not.

As always, feel encouraged to pitch in with brainstorming if you desire! :) Otherwise you can just watch me come up with stuff, which may or may not be entertaining for you in turn.

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[ORE] [Progenitor] Gods & G-Men: The Informant

So some of my players in my Progenitor campaign are wanting me to design their powers. The guy playing the FBI informant asked me to split him up between his usual type (he plays strong and tough guys), and then to "surprise him" with what the rest of his powers are.

They get 350 points on powers, so I figure I'll put 100 points into some combination of armor/extra tough/invulnerability (he wants to be really really resistant to things, but not necessarily super invulnerable to everything, so for once I figure I'll actually build someone with LAR and Extra Tough instead of just stacks of Defends w/ Permanent and Interferes), 100 points into superstrength, and have 150 left to surprise him with.

Problems/psychology wise, the informant is more loyal to the FBI than he is to the mob at this point, though he's obviously in deep to both. Recovering problem gambler. Religious. Lots of acquaintances but few close friends, and a bit of a womanizer. No real family life, I think he feels kind of isolated. Lots of fodder in there to go a few different directions with his "surprise me" powers.

Problem gambler makes it easy to throw in Aces and call it luck. Possibly with a dud power for controlling things of pure luck like games of chance.

The whole dangerous double-life makes it tempting to throw in some kind of invisibility or "I belong here" power.

The lack of family/close friends makes me tempted to give him a Minions power where he can summon his own mob family and generate himself close friends and associates.

It sounds like he'd like to have around four powers in total, so I'll give him the toughness stuff, the super strength, and two other things that might be related or might not.

As always, feel encouraged to pitch in with brainstorming if you desire! :) Otherwise you can just watch me come up with stuff, which may or may not be entertaining for you in turn.

--
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Re: [ORE] Is there a One Roll Power Generator?

Excellent, thank you. I can't believe I couldn't find that via google.

On Thu, Mar 31, 2016 at 9:14 AM, Shane Ivey <shane.ivey@gmail.com> wrote:

On Thu, Mar 31, 2016 at 9:21 AM, Chris Cooper <insectking@gmail.com> wrote:
There's a One Roll Talent on the Arc Dream website. That includes basic power foundations but it has to be detailed yourself.

C.

On Thu, Mar 31, 2016 at 4:15 PM, Chris Cooper <insectking@gmail.com> wrote:
Yes, I believe Greg Stolze wrote up a One Roll Powers chart about the same time Progenitor was being prepped for publication.

C.

On Thu, Mar 31, 2016 at 9:34 AM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
Since I know folks are fan of One Roll [Whatever] Generators, there must be a One Roll Power Generator, right? I've done some primitive googling and come up with nothing. But basically to generate some random superpowers on the fly.

--
"It is absurd to divide people into good and bad. People are either charming or tedious."
-- Oscar Wilde

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

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"It is absurd to divide people into good and bad. People are either charming or tedious."
-- Oscar Wilde

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Re: [ORE] Is there a One Roll Power Generator?


On Thu, Mar 31, 2016 at 9:21 AM, Chris Cooper <insectking@gmail.com> wrote:
There's a One Roll Talent on the Arc Dream website. That includes basic power foundations but it has to be detailed yourself.

C.

On Thu, Mar 31, 2016 at 4:15 PM, Chris Cooper <insectking@gmail.com> wrote:
Yes, I believe Greg Stolze wrote up a One Roll Powers chart about the same time Progenitor was being prepped for publication.

C.

On Thu, Mar 31, 2016 at 9:34 AM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
Since I know folks are fan of One Roll [Whatever] Generators, there must be a One Roll Power Generator, right? I've done some primitive googling and come up with nothing. But basically to generate some random superpowers on the fly.

--
"It is absurd to divide people into good and bad. People are either charming or tedious."
-- Oscar Wilde

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Shane Ivey, Arc Dream Publishing
The One Roll Engine and more: www.arcdream.com
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] Is there a One Roll Power Generator?

There's a One Roll Talent on the Arc Dream website. That includes basic power foundations but it has to be detailed yourself.

C.

On Thu, Mar 31, 2016 at 4:15 PM, Chris Cooper <insectking@gmail.com> wrote:
Yes, I believe Greg Stolze wrote up a One Roll Powers chart about the same time Progenitor was being prepped for publication.

C.

On Thu, Mar 31, 2016 at 9:34 AM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
Since I know folks are fan of One Roll [Whatever] Generators, there must be a One Roll Power Generator, right? I've done some primitive googling and come up with nothing. But basically to generate some random superpowers on the fly.

--
"It is absurd to divide people into good and bad. People are either charming or tedious."
-- Oscar Wilde

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Re: [ORE] Is there a One Roll Power Generator?

Yes, I believe Greg Stolze wrote up a One Roll Powers chart about the same time Progenitor was being prepped for publication.

C.

On Thu, Mar 31, 2016 at 9:34 AM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
Since I know folks are fan of One Roll [Whatever] Generators, there must be a One Roll Power Generator, right? I've done some primitive googling and come up with nothing. But basically to generate some random superpowers on the fly.

--
"It is absurd to divide people into good and bad. People are either charming or tedious."
-- Oscar Wilde

--
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[ORE] Is there a One Roll Power Generator?

Since I know folks are fan of One Roll [Whatever] Generators, there must be a One Roll Power Generator, right? I've done some primitive googling and come up with nothing. But basically to generate some random superpowers on the fly.

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[Seattle Go Center] Important Announcement about Thursday!

It has come to my attention that there are scores of people on this mailing list who are unaware of the following two facts: one - the Go center is open on Thursday from 2-ï¼™pm and two - I am teaching the beginner's class starting at 6:30pm.

Everyone knows that we are open on Tuesdays and Saturdays and hence (hence!) we do not make an announcement that we are open on those days (unless there is a special event) but Thursdays, ah, Thursdays remains a problem child. Week after week after week - after week we make an announcement that we are open on Thursdays and yet -- and yet confusion and doubt remain rampant among the Seattle Go community.

"Is the Go center open this Thursday," people wonder, "sure it was open LAST Thursday, but will it be open THIS Thursday. That's what I want to know."

I want to clear up this point once and for all : the Go center will be open this Thursday and the next and the next and the next... unless we make an announcement to the contrary or Thursday falls on a holiday.

We should not need to make an announcement about Thursday unless I think up a really ingenious and/or humorous way to do it, but don't hold your breath cause I'm busy working on my novel.

You may ask: "Well okay, maybe the Go center is open on Thursdays, I get it now, thanks, but will there be a beginners class on Thursdays too? Sure there was a beginners class LAST Thursday but will there be a beginners class THIS Thursday too? And what about the Thursday after that?

The answer is yes. Unless we state otherwise there will always be a beginner class on Thursdays starting at 6:30.

I hope this clears things up.

You might object:
"What about the people who are new to this mailing list. How will they know that the Go center is open on Thursdays and that there is a beginner class on that night if you don't announce it week after week after week after week after week - after week?"

The same way that people find out that the Go Center is open on Tuesdays, and Saturdays and that there are classes on Mondays and Wednesday and Thursdays-- by going to the excellent and informative Seattle Go center web page. I have no doubt that people will be able to find all they need to know from our excellent web site.

And yet another objection: "But how will we know who the day manager will be on Thursday if you don't announce it week after week after week after week after week - after week?"

That might be a problem. But does it matter? Does the identity of the day manager affect your decision to come in to the Go club on Thursdays? If you found out that X was going to be the day manager would you say to yourself:

"Ew, X is managing??? No way!!!! I'm not coming in if X is there!"

If such a thing matters then maybe you should call ahead and find out if the day manager meets with your approval.

So anyway folks, just to remind you once more, just in case you didn't know, the Seattle Go center will be open this Thursday from 2pm - 9pm with beginner lessons at 6:30. And the Go center will probably be co-hosted by the excellent and very likable managers: Cullen and Lucy, but again if you are concerned you should call ahead for definitive confirmation of the identity of Thursday's day managers.


Hope to see someone there!


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[Seattle Go Center] Yang workshop discount ends tomorrow, March 31

Dear Members,

 

Here is a friendly reminder that the early registration discount for the April 9-10 workshop with Yilun Yang 7P ends tomorrow, Thursday, March 31.  You may pay by check or cash at the Go Center, or thru PayPal online on our webpage:

http://www.seattlego.org/events/yilun-yang-7p-workshop/

 

Cheers,

Brian

 

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] DDK Tonight: Rui Naiwei

Greetings Go Fans-

Tonight's Double-Digit Kyu class will feature the games of Rui Naiwei 9d; who, in her prime, was considered to be the strongest female player ever. Her large-scale attacking style has taken down many of the most famous pros and her tough=nosed attitude has earned her the nickname "Iron Lady." Rui has also helped spread the game of Go in both Korea and the U.S.

I hope that you want to come and learn from one of the best!

Nick Sibicky
Double-Digit Kyu Class
6:30-8:30 Mondays
Seattle Go Center

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[Seattle Go Center] Spring Landscaping Party Sat April 2 - 10 am

Dear Members,

 

Time to clean up our property!  We have weeding, raking, and trimming to do.  We should be able to do this a few hours. Bring work gloves if you have them.  We have a pretty good set of tools, but feel free to bring your own equipment.  Come by the Go Center, starting at 10 am, on Saturday, April 2.

 

Cheers,

Brian

 

 

 

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[ORE] Reign (Enchiridion) Question on Followers

I've got just about everything ORE save for Monsters. I do have all of the Reign books, but I've been looking through the Enchiridion as I find it a little easier to peruse. 

My problem is on my second go round of RE, the first I just skimmed the descriptions of skills and such is that the chart for Followers a) seems ill defined, sort of. And b) has examples that don't fit into the chart.

Here I'll show you: at the Threat level described, they can roll a pool equal to their Theat when doing
that job. (If you pick out a crew of a dozen Threat 4 sailors for 7 points, they individually roll
4d when climbing or sailing or tying knots. If your 30 Threat 2 followers are monks, they roll
2d for Lore or Eerie tasks.)


According to the chart you can't have a dozen Threat 4 sailors by the cost chart (stops at 5 cost but I suppose you could extrapolate). Can't have 30 threat 2 followers by the chart either, 30 threat 1's sure or again maybe extrapolate a chart extension. But why have a chart with examples that just don't fit? 



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[Seattle Go Center] You do not need a pass to visit us at Sakura-Con

Dear Members,

 

Here is a friendly reminder that you do not need a pass to reach us in room 305 at the Sakura-Con  Festival.  We are outside the gated area. We are in the main building of the Washington State Convention Center, near the escalator, right next to the Cosplay Repair Station. We will be open until 10 pm on Friday, from 10 am to 10 pm on Saturday, and from 10 am to 4 pm on Sunday.

 

If you are one of the teachers who will be getting a pass to Sakura-Con, you can pick that up from room 213, the “Press and Industry” room, also in the Main Building, just one floor down from our room.  If you stand in line across the street in the Annex with the wildly dressed masses who paid for their pass, you might have fun, but you will not be able to get your pass there.

 

Parking is expensive in the area, so consider taking public transportation.

 

Regards,

Brian

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] Yang Workshop April 9-10

Dear Members,

 

Here’s a friendly reminder that the Yang Workshop is coming on the second weekend in April.  The early registration discount, which saves you $10, ends on March 31 next week. So signup now!

http://www.seattlego.org/events/yilun-yang-7p-workshop/

 

Cheers,

Brian

 

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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Re: [ORE] Progenitor: Gods and G-Men

If you don't mind two being tier 3 and two being tier 4 you could have the Domestic Security and organized crime FBI agents be among those empowered by Lyndon B Johnson at one of his speeches (like Brenda Harkness and Bryson Mass-Thierry) and then have them empower the other two.  The organized crime FBI agent would likely have reason to interact with an FBI informant mobster and either one of them could have reason to have interacted with an FBI forensics person.

On Thu, Mar 24, 2016 at 12:02 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
I thought of doing something with Zipperneck (also easy to arrange), but I like seeing what happens when the PCs get their powers a bit earlier on in the timeline, before knowledge of the super-stuff becomes more commonplace.

Amy Sykes is definitely a nice option for a Tier 2 who has most of her slots unused for most of the canonical timeline.


On Thu, Mar 24, 2016 at 9:51 AM, 'Adam Rice' via Cult of ORE <cult-of-ore@googlegroups.com> wrote:
What about Amy Sykes? She could have easily been in FBI custody for a short period after Zipperneck and Grimes kidnapping attempt went awry. While in custody, she could have easily gotten upset enough to explode, thus infecting three agents on the other side of a wall.

Adam Rice

Sent from my iPhone

On Mar 24, 2016, at 11:18 AM, Wade Lahoda <wade.lahoda@gmail.com> wrote:

So I'm starting up a new Progenitor game, so expect to see more messages from me asking to help me finesse this power or that power, etc.

Right now, though, we're just starting off and no one has powers yet. We've got a group centered around the FBI in 1968 - one agent from the Domestic Security (Counter intelligence - the part of the FBI worried about countering the KGB, not the part targeting hippies and civil rights activities), one from organized crime, a mobster who is an in-to-his-neck informant to the FBI (he has Loyalty: FBI, but no Loyalties for his organized crime bretheren, so he knows which side his bread is buttered on), and then a forensics scientist working for the FBI (who is also the only woman in the group).

I'm thinking I want them pretty high Tier, 3 or 4, because I find the high power levels most interesting. So I'm trying to figure out how they get exposed - the obvious angle is to be exposed by one of Hoover's progeny, but that puts them at Tier 5 which is a lower Tier than I'd like. I'm sort of mulling now that maybe they're exposed by one of Colt's progeny, or one of the soldiers teleported back to the USA by [I forget her name but she's that Tier 2 teleporter that sends people home].

If anyone else has clever ideas on who might spore them though, I'd love to hear them. I like clever.

Also if anyone has any clever ideas on what a Domestic Security agent, an Organized Crime agent, a mob informer, and a forensic scientist might all be working on together at the start of things. I know the CIA was all about using the mob to try and get shit done overseas, but figuring out internal threats Domestic Security might need the mob for is a bit harder.

--
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-- Oscar Wilde

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-- Oscar Wilde

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Re: [ORE] Progenitor: Gods and G-Men

I thought of doing something with Zipperneck (also easy to arrange), but I like seeing what happens when the PCs get their powers a bit earlier on in the timeline, before knowledge of the super-stuff becomes more commonplace.

Amy Sykes is definitely a nice option for a Tier 2 who has most of her slots unused for most of the canonical timeline.

On Thu, Mar 24, 2016 at 9:51 AM, 'Adam Rice' via Cult of ORE <cult-of-ore@googlegroups.com> wrote:
What about Amy Sykes? She could have easily been in FBI custody for a short period after Zipperneck and Grimes kidnapping attempt went awry. While in custody, she could have easily gotten upset enough to explode, thus infecting three agents on the other side of a wall.

Adam Rice

Sent from my iPhone

On Mar 24, 2016, at 11:18 AM, Wade Lahoda <wade.lahoda@gmail.com> wrote:

So I'm starting up a new Progenitor game, so expect to see more messages from me asking to help me finesse this power or that power, etc.

Right now, though, we're just starting off and no one has powers yet. We've got a group centered around the FBI in 1968 - one agent from the Domestic Security (Counter intelligence - the part of the FBI worried about countering the KGB, not the part targeting hippies and civil rights activities), one from organized crime, a mobster who is an in-to-his-neck informant to the FBI (he has Loyalty: FBI, but no Loyalties for his organized crime bretheren, so he knows which side his bread is buttered on), and then a forensics scientist working for the FBI (who is also the only woman in the group).

I'm thinking I want them pretty high Tier, 3 or 4, because I find the high power levels most interesting. So I'm trying to figure out how they get exposed - the obvious angle is to be exposed by one of Hoover's progeny, but that puts them at Tier 5 which is a lower Tier than I'd like. I'm sort of mulling now that maybe they're exposed by one of Colt's progeny, or one of the soldiers teleported back to the USA by [I forget her name but she's that Tier 2 teleporter that sends people home].

If anyone else has clever ideas on who might spore them though, I'd love to hear them. I like clever.

Also if anyone has any clever ideas on what a Domestic Security agent, an Organized Crime agent, a mob informer, and a forensic scientist might all be working on together at the start of things. I know the CIA was all about using the mob to try and get shit done overseas, but figuring out internal threats Domestic Security might need the mob for is a bit harder.

--
"It is absurd to divide people into good and bad. People are either charming or tedious."
-- Oscar Wilde

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-- Oscar Wilde

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