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MASTER PSYCHIC READER~ ACCURATE & AMUSING

Your first 3 minutes are FREE talking live with me.

Please visit my website at: http://www.keen.com/Ask+Fran

Or, call me right now at: 1-800-275-5336 x0160

Have 25 years experience
Reads 24/7

E-mail: rodeodrive84@yahoo.com

What clients say about Fran's readings:

"Thank you so much!!!!  I will call again. You were awesome!!"

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"Love it or hate it... Fran doesn't sugar coat. Awesome reader."

"Thanks Fran, I always feel so much better and whole as a person & myself after talking with you. I appreciate your memory from each time we leave off and pick up again. God bless."


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[Seattle Go Center] No DDK Class Monday: Memorial Day

Hey Everyone-

This message is just to let you know that the Double-Digit Kyu class will NOT be meeting tomorrow in observance of Memorial Day. I do hope to see many of you next week as our recent attendance has been fantastic the past few sessions (20+ people) and we can keep this momentum going through June!

Nick Sibicky 

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[ORE] Alternate Skill Lists

So after looking around a bit on RPG.net a bit, I came across the alternate skill list below which I found to be more intuitive that the default one provided in Reign. In particular, I found the streamlined aspect to be best part as I'm a not a fan of overly large skill lists.I was intending to do the same for Wild Talents but was wondering if someone had already done something similar. 

-Skills
--Body: Athletics (Climb, Run, Athletics), Fight*, Parry, Vigor
--Coordination: Stealth, Dodge, Shoot* (all ranged weaponry), Perform
--Sense: Survival (Direction, Scrutinize), Awareness (Hearing, Sight), Empathy, Counterspell
--Knowledge: Student, Heal, Lore, Scheme (Strategy, Haggle)
--Charm: Deceive (Lie, 'Disguise'), Fascinate (Jest, Plead, Fascinate), Graces, Perform
--Command: Tactics, Inspire, Intimidate, Animal Handling (incl. Ride as well)

*Fight/Shoot: I did away with the 'Weapon' skill and only included the broad Fight. However, when you purchase an ED in Fight, it only counts for one weapon group (swords, axes, daggers etc.). So now you don't have the Weapon: Sword 5-guy being unable to use a club and instead having just a slight finesse with all swords. Obviously, you can also only purchase Martial Paths for weapons which you have bought EDs for.




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[Seattle Go Center] Closed Sat, no DDK lecture Monday

Dear Go Players,

Here is a friendly reminder that we are taking Memorial Day weekend off. The Go Center will be closed today, Saturday, except for an Ikebana workshop. Nick will not be teaching on Monday evening as well.

I expect we will have a big crowd on Tuesday; we often have our biggest evenings at this time of the year. We hope to see you then!

Cheers,
Brian

manager@seattlego.org

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Re: [ORE] Immunity; Opposed Roll?

Just about to send this and I re-read your question. 

I'd say it's an opposed roll, and if it wasn't, Interference doesn't help in contests. Interference specifically says it's used in opposed rolls. In a contest, I think you'd want levels of the Go First extra.

That said, the immunity power is directly opposing the incoming power, so I'd say it's an opposed roll.

Interference isn't necessary, but would be darned useful.

Rather than reading Immunity, read the Useful quality of the Invulnerability power. I think this gives you more what you're looking for. It's 5/die, so 10/ hard die. The variable effect should cover the variety nicely.

The Nullify power also makes a good starting power for a power like you described. Take the concept and customize with extras to make it work like you specified. I'd say... Permanent, Native, Self Only, 4/die, 8/hard die. 7 and 14 if you add Interference.

On Wed, May 25, 2016 at 7:15 AM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
If it helps at all (and I don't know that it does), Immunity from the Miracle Cafeteria doesn't have Interference. Maybe it should though.

On Mon, May 16, 2016 at 4:44 PM, 'Adam Rice' via Cult of ORE <cult-of-ore@googlegroups.com> wrote:
I have a player who is designing an "Immunity: Useful Superhuman Powers" ability. He wants it to form gobble dice and we're debating if interference is needed. Does Immunity act as an opposed role against whatever the character is immune to? If so, according to the opposed roll rules, immunity forms gobble dice. If it's just a contest, we need interference to have immunity form gobble dice.

Any thoughts?

Sent from my iPhone

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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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[Seattle Go Center] Closed this Saturday, May 28, Memorial Day Weekend

Dear Go Players,

 

The Seattle Go Center will be closed to play this Saturday, May 28, Memorial Day Weekend.  Instead, an Ikebana (flower arranging) group will be meeting there.

 

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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Re: [ORE] Immunity; Opposed Roll?

If it helps at all (and I don't know that it does), Immunity from the Miracle Cafeteria doesn't have Interference. Maybe it should though.

On Mon, May 16, 2016 at 4:44 PM, 'Adam Rice' via Cult of ORE <cult-of-ore@googlegroups.com> wrote:
I have a player who is designing an "Immunity: Useful Superhuman Powers" ability. He wants it to form gobble dice and we're debating if interference is needed. Does Immunity act as an opposed role against whatever the character is immune to? If so, according to the opposed roll rules, immunity forms gobble dice. If it's just a contest, we need interference to have immunity form gobble dice.

Any thoughts?

Sent from my iPhone

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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] [Progenitor] What in the world does Hoover do with a fleet of super-powered FBI Agents?

I expect Jedgar could come up with all kinds of blackmail and Commie-baiting uses for them anyway, not to mention PR. 



On Tue, May 24, 2016 at 4:24 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
I was sort of surprised, given the PC's concepts, that none of them developed information-gathering powers. We've got invulnerability, teleporting, super speed, emotion projection, super strength...but no telepathy, clairvoyance, etc.

I imagine some of the NPCs who are inheriting powers will break that pattern, suffice it to say. ;)

On Tue, May 24, 2016 at 3:11 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
They could dig up SO MUCH BLACKMAIL.



On Tue, May 24, 2016 at 2:42 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
So in my "Gods & G-Men" campaign, most of the PCs are either FBI Special Agents or support staff employees of the FBI. In what shouldn't have surprised me but did, they've all remained pretty loyal and more or less doing the "We'll do with our superpowers whatever the director tells us to do" thing.

They're starting to figure out their powers are contagious - mostly from the other FBI men they've used powers on to prove their superpowers exist. So thus far, the FBI has (in addition to Hoover, who hasn't revealed he has powers) 3 Tier 4 employees and 2 Tier 5 employees, plus one Tier 4 prisoner, and those are just the ones they're aware of thus far. There are some other Special Agents who haven't revealed their powers or don't know they have them.

It seems the obvious scenario, once the FBI knows these powers are contagious, to try and spore them onto as many FBI Agents as possible. The FBI is a pretty monolithic organization at this point, so it'd seem they'd want to keep it all in house. Now some agents won't be loyal, others will spore unexpectedly onto others, but still..

If we say there are about 50% odds for each agent that they'll both develop powers that can be transmitted, and that they'll actually obey FBI orders to spore onto other FBI agents, that results in an FBI with almost 800 powered Special Agents.

What are the odds of it actually playing out that way? How the hell does it change the Progenitor world to have a huge concentration of metahumans in the FBI?

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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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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] [Progenitor] What in the world does Hoover do with a fleet of super-powered FBI Agents?

I was sort of surprised, given the PC's concepts, that none of them developed information-gathering powers. We've got invulnerability, teleporting, super speed, emotion projection, super strength...but no telepathy, clairvoyance, etc.

I imagine some of the NPCs who are inheriting powers will break that pattern, suffice it to say. ;)

On Tue, May 24, 2016 at 3:11 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
They could dig up SO MUCH BLACKMAIL.



On Tue, May 24, 2016 at 2:42 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
So in my "Gods & G-Men" campaign, most of the PCs are either FBI Special Agents or support staff employees of the FBI. In what shouldn't have surprised me but did, they've all remained pretty loyal and more or less doing the "We'll do with our superpowers whatever the director tells us to do" thing.

They're starting to figure out their powers are contagious - mostly from the other FBI men they've used powers on to prove their superpowers exist. So thus far, the FBI has (in addition to Hoover, who hasn't revealed he has powers) 3 Tier 4 employees and 2 Tier 5 employees, plus one Tier 4 prisoner, and those are just the ones they're aware of thus far. There are some other Special Agents who haven't revealed their powers or don't know they have them.

It seems the obvious scenario, once the FBI knows these powers are contagious, to try and spore them onto as many FBI Agents as possible. The FBI is a pretty monolithic organization at this point, so it'd seem they'd want to keep it all in house. Now some agents won't be loyal, others will spore unexpectedly onto others, but still..

If we say there are about 50% odds for each agent that they'll both develop powers that can be transmitted, and that they'll actually obey FBI orders to spore onto other FBI agents, that results in an FBI with almost 800 powered Special Agents.

What are the odds of it actually playing out that way? How the hell does it change the Progenitor world to have a huge concentration of metahumans in the FBI?

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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] [Progenitor] What in the world does Hoover do with a fleet of super-powered FBI Agents?

They could dig up SO MUCH BLACKMAIL.



On Tue, May 24, 2016 at 2:42 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
So in my "Gods & G-Men" campaign, most of the PCs are either FBI Special Agents or support staff employees of the FBI. In what shouldn't have surprised me but did, they've all remained pretty loyal and more or less doing the "We'll do with our superpowers whatever the director tells us to do" thing.

They're starting to figure out their powers are contagious - mostly from the other FBI men they've used powers on to prove their superpowers exist. So thus far, the FBI has (in addition to Hoover, who hasn't revealed he has powers) 3 Tier 4 employees and 2 Tier 5 employees, plus one Tier 4 prisoner, and those are just the ones they're aware of thus far. There are some other Special Agents who haven't revealed their powers or don't know they have them.

It seems the obvious scenario, once the FBI knows these powers are contagious, to try and spore them onto as many FBI Agents as possible. The FBI is a pretty monolithic organization at this point, so it'd seem they'd want to keep it all in house. Now some agents won't be loyal, others will spore unexpectedly onto others, but still..

If we say there are about 50% odds for each agent that they'll both develop powers that can be transmitted, and that they'll actually obey FBI orders to spore onto other FBI agents, that results in an FBI with almost 800 powered Special Agents.

What are the odds of it actually playing out that way? How the hell does it change the Progenitor world to have a huge concentration of metahumans in the FBI?

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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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[ORE] [Progenitor] What in the world does Hoover do with a fleet of super-powered FBI Agents?

So in my "Gods & G-Men" campaign, most of the PCs are either FBI Special Agents or support staff employees of the FBI. In what shouldn't have surprised me but did, they've all remained pretty loyal and more or less doing the "We'll do with our superpowers whatever the director tells us to do" thing.

They're starting to figure out their powers are contagious - mostly from the other FBI men they've used powers on to prove their superpowers exist. So thus far, the FBI has (in addition to Hoover, who hasn't revealed he has powers) 3 Tier 4 employees and 2 Tier 5 employees, plus one Tier 4 prisoner, and those are just the ones they're aware of thus far. There are some other Special Agents who haven't revealed their powers or don't know they have them.

It seems the obvious scenario, once the FBI knows these powers are contagious, to try and spore them onto as many FBI Agents as possible. The FBI is a pretty monolithic organization at this point, so it'd seem they'd want to keep it all in house. Now some agents won't be loyal, others will spore unexpectedly onto others, but still..

If we say there are about 50% odds for each agent that they'll both develop powers that can be transmitted, and that they'll actually obey FBI orders to spore onto other FBI agents, that results in an FBI with almost 800 powered Special Agents.

What are the odds of it actually playing out that way? How the hell does it change the Progenitor world to have a huge concentration of metahumans in the FBI?

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[Seattle Go Center] DDK Monday: Cho Chikun

Hey Go Fans-
Since we recently did a lecture on Kobayashi Koichi, it seems only fair to also cover his chief rival Cho Chikun. Cho is also one of the few players that I have never lectured on, despite being the winning'est professional in Japanese history (and a popular favorite). So, during tomorrow's class we will look at one of Cho's games. Warning: the ending of the game will be something of a surprise (anyone want to take a guess as to what it is?). I hope to see you there!

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

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[Seattle Go Center] New Go Players Meetup on Southside

Dear Go Players,

 

Jonus David is organizing a new Go Players meetup on the Southside of Seattle  (Auburn, Tacoma, Federal way, Kent).  Find out more at:

http://www.meetup.com/South-King-County-Go-Meetup/

 

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] UDistrict Street Fair Outreach this Weekend May 21 & 22

Dear Members,

 

This weekend we will be playing teaching games, and answering questions about the Go Center at our booth at the University District Street Fair.  We will be located on the “The Ave” (University Way) between 42nd and 41st Street, almost across from the Solstice CafĂ©.  We have booth #421.  We could use a few more teachers – let me know if you are coming.

 

We will be open 10 am – 7 pm on Saturday, and 10 am – 6 pm on Sunday.  I also could use a helper to pack up and move our stuff on Sunday, from 6 – 8 pm.  Dan Top has already volunteered to help with the load-in.

 

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] Immunity; Opposed Roll?

I have a player who is designing an "Immunity: Useful Superhuman Powers" ability. He wants it to form gobble dice and we're debating if interference is needed. Does Immunity act as an opposed role against whatever the character is immune to? If so, according to the opposed roll rules, immunity forms gobble dice. If it's just a contest, we need interference to have immunity form gobble dice.

Any thoughts?

Sent from my iPhone

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[Seattle Go Center] TONIGHT DDK Class: The Shortest Game

Hey Everyone-

Tonight's DDK lecture will feature one of the shortest games ever played between two professional players (you will have to come to the lesson to find out which players were involved).  Often in these types of lectures we have to skip out of yose in the interest of time. I don't think that will be the case for tonight's game. I hope to see you there!

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

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MASTER PSYCHIC READER~ ACCURATE & AMUSING

Your first 3 minutes are FREE talking live with me.

Please visit my website at: http://www.keen.com/Ask+Fran

Or, call me right now at: 1-800-275-5336 x0160

Have 25 years experience
Reads 24/7

E-mail: rodeodrive84@yahoo.com

What clients say about Fran's readings:

"Thank you so much!!!!  I will call again. You were awesome!!"

"Best phone call ever! Amazingly accurate."

"Love it or hate it... Fran doesn't sugar coat. Awesome reader."

"Thanks Fran, I always feel so much better and whole as a person & myself after talking with you. I appreciate your memory from each time we leave off and pick up again. God bless."


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[Seattle Go Center] Pair Go on Sunday, May 15, 1 pm

Dear Go Players,

Here's a friendly reminder that we will be having a Pair Go tournament this Sunday, May 15 at 1 pm. There is no charge for this tournament. Deborah and I are still traveling, but we will be back in time for the tournament.

For more information, please go to
http://www.seattlego.org/events/

Regards,
Brian

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[Seattle Go Center] DDK Monday: Kobayashi Koichi

Hey Everyone! 

In tomorrow's class we will be looking at one of the games by Kobayashi Koichi (against Takemiya Masaki). Many of you are probably not familiar with Kobayashi the player, but many of you know of the "Kobayashi Opening." Come find out why he was both so revered and derided by his contemporaries! Anyway, I hope to see you all tomorrow!

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

P.S. A video recording of the music lecture-recital that I gave on April 25th (that caused me to miss my Go class that evening) is now online for those of you interested: https://www.youtube.com/watch?v=wRHtUc9Y5to&t=3324s

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Re: [ORE] [Reign] Lycanthropes

Yes, I was thinking something more in line with the the Werewolves from Underworld or perhaps Ginger Snaps. I've been trying to stat it up as a Martial Discipline but I've been drawing a blank.

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[Seattle Go Center] Pro visits tonight (Friday May 6) and Saturday

Dear Members,

 

Here is a friendly reminder that the Hajin Lee 3P (Youtube video star “Haylee”) will be doing a book signing at the Go Center tonight, Friday, May 6, starting around 7:30 p.m.  The Go Center will be open by 7:00 p.m.

 

And on Saturday, May 7, Li Hai 5P from China will be giving a workshop from 10 – 3 p.m.  More info here:

http://www.seattlego.org/li-hai-workshop/.   Following the classes, Mr. Li will give simultaneous games at 3:15.  Li Hai is also bringing an electronic Go board, which automatically records games played with regular Chinese Go stones (single convex style).  We think this is the first time that this device will be demonstrated in North America.

 

On Saturday, the Go Center will open for regular play and beginner’s lessons at 3 p.m.

 

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] Teachers Welcome Thursday Afternoons

Dear Go Players,

Last Thursday afternoon we had a bunch of new players and double digit players at the Go Center.  Lucy played a lot of games with them, but she could use some help if happens again.  Some Thursdays Solomon Choe comes in, so you might get a lesson with a strong player as well.  Larry E, back from his trip to Japan and the Nihon Ki-in, teaches beginners at 6:30 pm.

Cheers,
Brian


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[ORE] Re: [Progenitor] Gods & G-Men - Jennifer Simcoe, Dan Young, and Brad Dockery

I don't think Agent Young needs Unaging as a dud power.  I think the variable immuntiy effect includes aging.

On Friday, April 8, 2016 at 11:53:15 AM UTC-7, Wade wrote:
So next up, I'll fill you guys in on two more PCs whose powers have been defined. And then the NPC who is their shared power ancestor.

Jennifer Simcoe is a forensic scientist working for the FBI as support staff. Perhaps predictably for a female scientist working for law enforcement in 1968, she's had to deal with having her opinion not nearly as valued as it should be and her perspective ignored. She's got a loyalty to Women, and Passions for Science and New Technology.

She develops two powers - the first is Projective Empathy, which allows her to make someone else feel and see anything she has felt in the past. She can use it for simple information transfer - "Here's what the suspect looks like", as well as for more visceral purposes - "Here's what it felt like when I broke my arm in third grade". It doesn't do damage directly, but can be *very* distracting. It is essentially an "Illusions" power with Daze and No Physical Change, and the limitation that she can't make anyone experience something she hasn't experienced. Oh, and she can do it over a massive area, too.

Projective Empathy (11) 7d +1wd - 121 Points

Useful (Project Experiences): Daze +1, Duration +2, Radius +8,  If/Then (Only Things Jessica Has Experienced) -1, No Physical Change -1

Superspeed is represented by a combination of Hypercoordination, a Hyperrunning transportation power, a variation of the "Me First" power from Progenitor, plus the non-combat part of multitask and some points in Perception to round it off. The simpler stuff first:


Do One Task Fast (1) - 2hd - 4 Points

Useful (Reduce Time for Long Tasks): Duration +2, Self Only -3


Hypercoordination +8d +1wd - 48 Points


Hyperperception +2d - 2 Points


Hyperrunning (5) - 3d - 15 Points

Useful (Speed): Booster +2, No Physics +1

Now for the Me First variant. I decided instead of the rather clunky multiple actions power from Wild Talents, it just made more sense to throw in Spray to reduce multiaction penalties on everything. ADU, because it can be used to Augment anything, but an addition If/Then because it can only be used to add Extras - she can't forgo the Extras to add dice on to a pool. Otherwise, I copied the power from Progenitor:

Do Things Fast (16) - 10d - 160 Points

Attacks: Augment +4, Go First +2, Spray +1, If/Then (Only For Augment) -1, If/Then (Only to Add Extras to things helped by moving and thinking faste) - 1. Touch Only -2

Defends: Augment +4, Go First +2, Spray +1, If/Then (Only For Augment) -1, If/Then (Only to Add Extras to things helped by moving and thinking faste) -1

Useful: Augment +4, Go First +2, Spray +1, If/Then (Only For Augment) -1, If/Then (Only to Add Extras to things helped by moving and thinking faster) -1, Self Only -3


So basically she gets Go First +2 and Spray on everything she does, so long as it is something that can benefit from moving and thinking faster. Pretty sweet.

Now, Dan Young is a lot simpler. FBI Special Agent, older - he was a marine in WWII, and has a long career in law enforcement. He's currently assigned to COINTELPRO, investigating and undermining the New Left, the civil rights movement, etc. Loyalties to God and Country, Passion for Catching Clever Bad Guys.

Getting on in years and never married, he seems like he's always been distant and untouchable. Now...well, he can be really really distant and untouchable.

His first big power is a force field which surrounds him and looks like black glass in a more or less humanoid shape. He can't turn it off. That's pretty much who he is now - is there even a human underneath there? Who knows. This is pretty much Invulnerability with Always On, Obvious (no mistaking him for human anymore!), and no Light Armor because once you get 10HD in Interfering Defends you'll never take any damage in the first place.

That's Special Agent Young - he'll never take another point of damage.

PSYCHOKINETIC FORCE FIELD (D U): 10 HD, 200 points
Defends: Interference +3, Permanent +4, Always On -1, Obvious -1 (Capacities: Self)
Useful: Variable Effect +4, Self Only -3, If/Then (only for Variable Effect) -1, If/Then (Variable Effect is only for immunities) -1, Permanent +4, Always On -1, Obvious -1 (Capacities: Self)

Oh, and distant? He can be real distant. Can only bring himself, and it is slow so it isn't so useful in combat, but he's got a range of 133 AU.

INTERPLANETARY TELEPORTATION (U): 2 WD, 88 points
Useful (Range) +12, Slow -2, Go Last -1 (Capacities: Range)

And to round it out, he's got some little boosts that are mostly side effects of his transformation into essentially a living forcefield. Including some Hard Dice in Navigation which means he can always find Earth, which I thought was especially wise.
PSYCHOKINETIC FLIGHT (U): 2 ND, 4 points
Useful: None (Capacities: Speed)
UNAGING (U dud): 2 HD, 4 points
Useful: none (Capacities: Self)
HYPERSTAT (Body): +3 ND, 12 points
HYPERSTAT (Sense): +2 ND / +1 WD, 24 points
HYPERSKILL (Stability): +2 HD, 4 points
HYPERSKILL (Navigation): +2 HD, 4 points
HYPERSKILL (Intimidation): +2 ND / +1 WD, 6 points
HYPERSKILL (Athletics): +1 WD, 4 points

That's it for the PCs. Err, at least, for this issue. There's one PC left, another Special Agent, but he's still kind of fleshing out what he wants for powers.

And now their power ancestor, PFC Brad Dockery. He was in Vietnam fighting one moment, then he came across a young woman who teleported him home. He really just wants to stop time and maybe have things go back to the way they were... He can't roll back time for anyone but himself, but he can certainly make everyone else just STOP with a decent radius Time Fugue:

Time Fugue (17) - 10hd - 340 Points

Defends

Useful: Controlled Effect +1, Duration +2, Interference +3, Power Capacity (Mass) +2, Radius +4, Subtle +1


Straight out of the book, except for the Radius, Subtle, and Controlled - he can be selective with it, and people often don't even realize they've been Fugue'd except if they notice changing positions of other things, clocks that seem off, etc.

Plus, he can roll back himself. Essentially this is Regeneration that resets his whole body back to the way it was when he entered basic training. It doesn't do partial healing - the custom Flaw there is pretty much like a version of Delayed Effect - if he can heal all the damage he's suffered in one round, he will, but if not it'll delay until the next round until he eventually can "snap back" to being exactly the same as he was. This means if you can pour on enough hurt so he can't regenerate it all in one round his regeneration won't actually help him until you stop pouring on the hurt.

Hard Reset (5) - 6hd - 60 Points

Useful (Heal Damage): Engulf +2, Permanent +4, Self Only -3, Always On -1, All At Once -1

Useful (Reset everything else): Permanent +4, Self Only -3, Always On -1


If you've got any comments or insights, feel free to share them!

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