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[Seattle Go Center] Closed Saturday - Open Sunday for Ratings Tournament

Dear Go Players,
 
The Seattle Go Center will be closed this Saturday, Sept. 1.  However, we will be open this Sunday, Sept. 2 for the Monthly Ratings Tournament.  Registration is from 12:15- 12:45.
 
Cheers,
Brian Allen
manager@seattlego.org

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[Seattle Go Center] Reminder: Thursday Beginner's Class

Hello!

Class will be tomorrow at 7-9pm. We will talk about shapes and do some
problems.

Absolute beginners welcome! Bring your friends!

Frank

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[Seattle Go Center] Monthly Ratings Tournament this Sunday Sept 2

Dear Go Players,
 
For those of you who are staying in town for Labor Day weekend, the monthly ratings tournament will be on Sunday, Sept 2, with registration from 12:15-12:45 p.m.
 
Looking ahead, the Anniversary Tournament will be on Sunday, Sept 23, with $500 in prizes.  This tournament will also have registration from 12:15-12:45.
 
More info for both events is at:
 
Cheers,
Brian
 

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[Seattle Go Center] Single-Digit Kyu class tonight: Direction of Play

Hi,


Tonight (8/29) at 7, we'll be looking at how to decide where to play in the early stages of the game. How do you play in a corner when stones already exist on the sides nearby? What's the most efficient way to expand your prospective moyo? All this and more

Max

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Re: [ORE] Re: One Roll Zombie Salvage Generator

Thanks for the tip Shane,  here is a revised table.  Let me know what you guys think!


One Roll Zombie Apocalypse Salvage generator  

1's = Food- [width -1] in days.

2"s = Water- [width -1] in days.

3's = survival gear [width -1] in items

4's = medical supplies [width -1] in applications

5's = Fuel- [width -1] in Levels (low, mid, full)

6's = ammo- [width -1] x2 in bullets of any type

7's = melee weapon x2: Baseball Bat (W+2S) x3: Shovel (WS+1K) x4: Large Knife (WK) x5: Fire Axe (W+2K)

8's = Firearm- x2: pistol (WSK) x3: Shotgun (W+1SK) x4: Hunting Rifle (W+2SK) x5: Assault Rifle (W+2SK)

9's = Vehicle x2: bicycle x3: car x4: motorcycle x5: truck

10's = Players Choice, can spend matches anywhere on chart.

Free Dice= odd items (anything not already covered above)

Note: I'd like to find something to replace the Players Choice with but I cannot figure out what with.  Or do you guys think that having a column where the Players can say, "wow we really need X" and being able to choose X with a lucky roll is a good thing?  

Thoughts?


On Tuesday, August 21, 2012 3:34:45 PM UTC-7, Shane Ivey wrote:
Very fun. 

I would monkey with the weapon selections a little myself. I see knives a lot more frequently than I see brass knuckles, for instance. And remember that rolling Width greater than 3 is rare even on 11d. 




On Tue, Aug 21, 2012 at 2:26 PM, Bryan Rennekamp <brenn...@gmail.com> wrote:
That's really cool Sean. One thing I did awhile back was fudge Daring Entertainment's "War of the Dead" into ORE, and something like this would have rocked.

Post again when you get your generator up and running, because I'm definitely interested!


On Tuesday, August 21, 2012 9:12:04 AM UTC-7, Sean Worcester wrote:
I adapted this idea from the Savage Worlds adventure Zombie Run. So the idea is that this table can be used in two ways; either after you create your Survivor or when your PC's search an area. For the initial character creation roll the player or GM can roll 11d10 or so to figure out what you start with in your pockets or have squirreled away. When used in-game a PC can apply the results of his Search roll directly to the chart or a GM can create a dice pool based on the area searched and apply that to the chart making the results the amount of usable stuff found.  Questions, comments, suggestions? 

One Roll Salvage… alt: instead of in day's width -1 in days

1's = Food- [width -1] in days.

2"s = Water- [width -1] in days.

3's = survival gear [width -1] in items

4's = medical supplies [width -1] in applications

5's = Fuel- [width -1] in Levels (low, mid, full)

6's = ammo- [width -1] x2 in bullets of any type

7's = melee weapon x2: Brass knuckles x3: small club x4: Knife (Ordinary) x5: Knife (Combat) x6: baseball bat x7: spear x8:Mace x9:sword  x10: Fire axe

8's = Firearm- x2: small pistol x3: med pistol x4: Large Pistol x5: SMG x6: Pump Shotgun: x7: Auto- Shotgun x8: Hunting Rifle x9: Assault Rifle x10: Machine Gun

9's = Vehicle x2: bicycle x3: scooter x4: motorcycle x5: small car x6: med car x7: large car x8: small truck x9: med truck, x10: large trucks

10's = Players pick. (can spend Wx10 anywhere on the chart, ie if PC rolls 4x10 they can get a small pistol and 4 shots)

Free Dice= odd items (anything not already covered above)


I am thinking about making the Melee weapons by generic type, ie x2: small club or x2:small  weapon (W +1S); Thoughts?

Also I am working on an ORE zombie plot generator which i'll post as soon as I get to a point that i feel can lead somewhere or I get really stuck for ideas.


Thanks!




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Re: [ORE] Energy Absorber Question

My thinking when I designed that power was that the charges don't actually do anything in their own, so there didn't need to be separate qualities for generating/storing them. They really are just a meta-mechanical conceit, and that is worked into the Charged flaw on any powers that draw on them. 

Paul Stefko

Sent from my iPhone

On Aug 27, 2012, at 1:27 PM, Jeff K <jjkohl70@yahoo.com> wrote:

Hey all,

 

I was checking out the Power Sets: Brick by Paul Stefko and I thought it was a great article.

 

For those that have seen it, I have a question for you on the Energy Absorber: Do you do not need a separate Power Quality to generate and store the charges?

 

I would have thought that the Defends would stop the damage and then a separate Useful Power Quality would be Attached to the Defends to generate and store the charges.

 

Is that not how it works?  Does not each Quality have a single function/purpose?

 

In a previous post, I asked about how to build Audrey "Powerhound" O'Niel from the Grim War setting.  I didn't get any and answers and this is right along those lines.
 
I'm obviously still working on the nuances of the rules and I appreciate all the help that I can get.

 

Thanks in advance.
 
 

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[Seattle Go Center] REMINDER: Double-Digit Kyu Class today - DDK "Headache" Moves!

Hi Everyone-

During tonight's class we will look at several common moves that give
double-digit kyu players big headaches; such as the monkey jump and the
double-hane. We will discuss why you would want to make these moves in
the first place and introduce the most common patterns for dealing with
them when your opponent plays them on you. I hope to see you there!

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

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

Nick Sibicky

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[ORE] Energy Absorber Question

Hey all,

 

I was checking out the Power Sets: Brick by Paul Stefko and I thought it was a great article.

 

For those that have seen it, I have a question for you on the Energy Absorber: Do you do not need a separate Power Quality to generate and store the charges?

 

I would have thought that the Defends would stop the damage and then a separate Useful Power Quality would be Attached to the Defends to generate and store the charges.

 

Is that not how it works?  Does not each Quality have a single function/purpose?

 

In a previous post, I asked about how to build Audrey "Powerhound" O'Niel from the Grim War setting.  I didn't get any and answers and this is right along those lines.
 
I'm obviously still working on the nuances of the rules and I appreciate all the help that I can get.

 

Thanks in advance.
 
 

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Re: [ORE] Power Nullify Questions

Or cancel out the Permanent Extra with four points of Flaws on the emulated power!

~Daniel

On Fri, Aug 24, 2012 at 10:11 PM, Jeff K <jjkohl70@yahoo.com> wrote:
Daniel,
 
So to make the Variable Effect Nullify last you would have to spend Willpower to do so.  That also really limits the all encompassing nature of a Variable Effect Nullify Miracle.
 
Thanks!
 

On Friday, August 24, 2012 2:56:20 PM UTC-7, Daniel M. Kane wrote:
Extras and Flaws on a Quality with Variable Effect do not carry over to the emulated power!  They only apply to the meta-power.

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Re: [ORE] Power Nullify Questions

Daniel,
 
So to make the Variable Effect Nullify last you would have to spend Willpower to do so.  That also really limits the all encompassing nature of a Variable Effect Nullify Miracle.
 
Thanks!
 

On Friday, August 24, 2012 2:56:20 PM UTC-7, Daniel M. Kane wrote:
Extras and Flaws on a Quality with Variable Effect do not carry over to the emulated power!  They only apply to the meta-power.

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Re: [ORE] Re: Power Nullify Questions

When you say "resisting" do you mean having a Resistance Roll?  I think that would definitely balance things out.

Right.

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Re: [ORE] Re: Power Nullify Questions

Shane,
 
When you say "resisting" do you mean having a Resistance Roll?  I think that would definitely balance things out.
 

On Friday, August 24, 2012 6:17:52 PM UTC-7, Shane Ivey wrote:

It was my interpretation that when the rules stated "The target can attempt to avoid Nullify with a defense roll as if you were attacking," I took defense to mean Dodge, Block or Defending with a Power, but not a passive defense like LAR or HAR.  I also took "avoid" to not get hit or touched by the Nullify at all.


Right. Nullify is not a physical attack, it's a Useful effect. You can try to avoid its effects by getting out of the way or resisting it with your hyperbrainpower or whatever fits the situation. But unless I'm misremembering something, I probably wouldn't apply armor to it.

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Re: [ORE] Re: Power Nullify Questions

It was my interpretation that when the rules stated "The target can attempt to avoid Nullify with a defense roll as if you were attacking," I took defense to mean Dodge, Block or Defending with a Power, but not a passive defense like LAR or HAR.  I also took "avoid" to not get hit or touched by the Nullify at all.


Right. Nullify is not a physical attack, it's a Useful effect. You can try to avoid its effects by getting out of the way or resisting it with your hyperbrainpower or whatever fits the situation. But unless I'm misremembering something, I probably wouldn't apply armor to it.

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Re: [ORE] Re: Power Nullify Questions

Nullify isn't an attack, it's a Useful Quality.  If HAR applied to non-attacks, there would be not point to Immunity.

I think Zipperneck has Immunity as well, which is a whole 'nother kettle of fish.

On Fri, Aug 24, 2012 at 12:06 AM, Hotjets <arkhamalum@gmail.com> wrote:
 

Hotjets,

 

It was my interpretation that when the rules stated "The target can attempt to avoid Nullify with a defense roll as if you were attacking," I took defense to mean Dodge, Block or Defending with a Power, but not a passive defense like LAR or HAR.  I also took "avoid" to not get hit or touched by the Nullify at all.


In the WT EE rules, "avoid" is used as a general term for any defense, including LAR and HAR.  Nullify would be pretty powerful if it automatically bypassed HAR, since that seems to be a very common sort of defense. It would be giving Nullify the equivalent of the Non-Physical Extra. See the first sentence in the following sentence from page  120:

"The Defends quality ordinarily lets you roll the power's dice pool to block or avoid an attack against you. There are several ways to change the Defends quality using Extras and Flaws."

"If you want your power to give you a Light Armor Rating, take the Armored Defense Flaw for –2 Points per die. When you activate the power it gives you width in LAR to every hit location. Armored Defense makes the defense vulnerable to weapon Penetration (page 82) unless you also take the Hardened Defense Extra for +1 per die."

Based on the above, LAR, for example, can be used to avoid an attack against you. Passive defenses don't seem to be excluded. 

Hotjets  



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Re: [ORE] Power Nullify Questions

Extras and Flaws on a Quality with Variable Effect do not carry over to the emulated power!  They only apply to the meta-power.

On Thu, Aug 23, 2012 at 11:34 PM, Jeff K <jjkohl70@yahoo.com> wrote:

Daniel,

 

So let me see if I'm following your line of reasoning.

 

Round 1:  The PC declares to use Bind to bind the target, then rolls and succeeds

Round 2:  The PC declares to use Variable Effect to Nullify the Target's Source whatever it may be, then rolls and succeeds

Round 3:  The PC declares and rolls the Nullify dice pool to see if it works.

 

Now of course I'm removing all of the targets actions and their possibility of escape, but does that look correct?

 

You also mention using "Permanent so it can go off "automatically" when the Attached condition is met, without a declared action (and accompanying set)."  My question is how do you differentiate that use of Permanent versus a Permanent Nullification?

 

On Thursday, August 23, 2012 6:18:11 AM UTC-7, Daniel M. Kane wrote:
Remember, Variable Effect works this way:

1. Miracle with Variable Effect rolls as an action, succeeds, you dedicate dice to emulated effect
2. You declare an action for your emulated effect and roll for it (if applicable)

If you want step 1 to not require a declared action and a set, it needs to be Permanent so it can go off "automatically" when the Attached condition is met, without a declared action (and accompanying set).

~Daniel

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Re: [ORE] Re: One Roll Zombie Salvage Generator

I believe that both the table and the rolls should be had in secret to maintain the atmosphere of the game.  Say, a group of helpless survivors come across a cache of supplies, you wouldn't want your players being disappointed because, even though they got a gun and more than enough ammunition, the could have gotten a machine gun.  Finding supplies in a zombie apocalypse would be tantamount to salvation in the minds of the survivors and is part of the fun of the genre, one should be careful not to sully it for the players.

On Tue, Aug 21, 2012 at 5:34 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
Very fun. 

I would monkey with the weapon selections a little myself. I see knives a lot more frequently than I see brass knuckles, for instance. And remember that rolling Width greater than 3 is rare even on 11d. 




On Tue, Aug 21, 2012 at 2:26 PM, Bryan Rennekamp <brennekamp@gmail.com> wrote:
That's really cool Sean. One thing I did awhile back was fudge Daring Entertainment's "War of the Dead" into ORE, and something like this would have rocked.

Post again when you get your generator up and running, because I'm definitely interested!


On Tuesday, August 21, 2012 9:12:04 AM UTC-7, Sean Worcester wrote:
I adapted this idea from the Savage Worlds adventure Zombie Run. So the idea is that this table can be used in two ways; either after you create your Survivor or when your PC's search an area. For the initial character creation roll the player or GM can roll 11d10 or so to figure out what you start with in your pockets or have squirreled away. When used in-game a PC can apply the results of his Search roll directly to the chart or a GM can create a dice pool based on the area searched and apply that to the chart making the results the amount of usable stuff found.  Questions, comments, suggestions? 

One Roll Salvage… alt: instead of in day's width -1 in days

1's = Food- [width -1] in days.

2"s = Water- [width -1] in days.

3's = survival gear [width -1] in items

4's = medical supplies [width -1] in applications

5's = Fuel- [width -1] in Levels (low, mid, full)

6's = ammo- [width -1] x2 in bullets of any type

7's = melee weapon x2: Brass knuckles x3: small club x4: Knife (Ordinary) x5: Knife (Combat) x6: baseball bat x7: spear x8:Mace x9:sword  x10: Fire axe

8's = Firearm- x2: small pistol x3: med pistol x4: Large Pistol x5: SMG x6: Pump Shotgun: x7: Auto- Shotgun x8: Hunting Rifle x9: Assault Rifle x10: Machine Gun

9's = Vehicle x2: bicycle x3: scooter x4: motorcycle x5: small car x6: med car x7: large car x8: small truck x9: med truck, x10: large trucks

10's = Players pick. (can spend Wx10 anywhere on the chart, ie if PC rolls 4x10 they can get a small pistol and 4 shots)

Free Dice= odd items (anything not already covered above)


I am thinking about making the Melee weapons by generic type, ie x2: small club or x2:small  weapon (W +1S); Thoughts?

Also I am working on an ORE zombie plot generator which i'll post as soon as I get to a point that i feel can lead somewhere or I get really stuck for ideas.


Thanks!




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Is your world worth saving? Join the conspiracy: www.delta-green.com

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Re: [ORE] Re: One Roll Zombie Salvage Generator

I personally think that this table (and the rolls themselves) should be kept secret for greatest effect.  That way, should a group of impoverished, starving survivors don;t find a cache of supplies, roll, and be disappointed because they rolled poorly, the elation of finding supplies in tantamount to salvation and should remain that way in the minds of the players, no matter what they get.

On Tue, Aug 21, 2012 at 5:34 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
Very fun. 

I would monkey with the weapon selections a little myself. I see knives a lot more frequently than I see brass knuckles, for instance. And remember that rolling Width greater than 3 is rare even on 11d. 




On Tue, Aug 21, 2012 at 2:26 PM, Bryan Rennekamp <brennekamp@gmail.com> wrote:
That's really cool Sean. One thing I did awhile back was fudge Daring Entertainment's "War of the Dead" into ORE, and something like this would have rocked.

Post again when you get your generator up and running, because I'm definitely interested!


On Tuesday, August 21, 2012 9:12:04 AM UTC-7, Sean Worcester wrote:
I adapted this idea from the Savage Worlds adventure Zombie Run. So the idea is that this table can be used in two ways; either after you create your Survivor or when your PC's search an area. For the initial character creation roll the player or GM can roll 11d10 or so to figure out what you start with in your pockets or have squirreled away. When used in-game a PC can apply the results of his Search roll directly to the chart or a GM can create a dice pool based on the area searched and apply that to the chart making the results the amount of usable stuff found.  Questions, comments, suggestions? 

One Roll Salvage… alt: instead of in day's width -1 in days

1's = Food- [width -1] in days.

2"s = Water- [width -1] in days.

3's = survival gear [width -1] in items

4's = medical supplies [width -1] in applications

5's = Fuel- [width -1] in Levels (low, mid, full)

6's = ammo- [width -1] x2 in bullets of any type

7's = melee weapon x2: Brass knuckles x3: small club x4: Knife (Ordinary) x5: Knife (Combat) x6: baseball bat x7: spear x8:Mace x9:sword  x10: Fire axe

8's = Firearm- x2: small pistol x3: med pistol x4: Large Pistol x5: SMG x6: Pump Shotgun: x7: Auto- Shotgun x8: Hunting Rifle x9: Assault Rifle x10: Machine Gun

9's = Vehicle x2: bicycle x3: scooter x4: motorcycle x5: small car x6: med car x7: large car x8: small truck x9: med truck, x10: large trucks

10's = Players pick. (can spend Wx10 anywhere on the chart, ie if PC rolls 4x10 they can get a small pistol and 4 shots)

Free Dice= odd items (anything not already covered above)


I am thinking about making the Melee weapons by generic type, ie x2: small club or x2:small  weapon (W +1S); Thoughts?

Also I am working on an ORE zombie plot generator which i'll post as soon as I get to a point that i feel can lead somewhere or I get really stuck for ideas.


Thanks!




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[ORE] Re: Power Nullify Questions

 

Hotjets,

 

It was my interpretation that when the rules stated "The target can attempt to avoid Nullify with a defense roll as if you were attacking," I took defense to mean Dodge, Block or Defending with a Power, but not a passive defense like LAR or HAR.  I also took "avoid" to not get hit or touched by the Nullify at all.


In the WT EE rules, "avoid" is used as a general term for any defense, including LAR and HAR.  Nullify would be pretty powerful if it automatically bypassed HAR, since that seems to be a very common sort of defense. It would be giving Nullify the equivalent of the Non-Physical Extra. See the first sentence in the following sentence from page  120:

"The Defends quality ordinarily lets you roll the power's dice pool to block or avoid an attack against you. There are several ways to change the Defends quality using Extras and Flaws."

"If you want your power to give you a Light Armor Rating, take the Armored Defense Flaw for –2 Points per die. When you activate the power it gives you width in LAR to every hit location. Armored Defense makes the defense vulnerable to weapon Penetration (page 82) unless you also take the Hardened Defense Extra for +1 per die."

Based on the above, LAR, for example, can be used to avoid an attack against you. Passive defenses don't seem to be excluded. 

Hotjets  



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[ORE] Re: Power Nullify Questions


On Thursday, August 23, 2012 7:39:57 AM UTC-7, Hotjets wrote:


Any words of wisdom on using Nullify?

 

Does anyone else think that Nullify is a bit over powered?  After reading Progenitor and what happens to Zipperneck, a Tier 3, by a Tier 10, I think maybe it is.
 
How do you use/manage it in your game?

Strictly from a rules standpoint, Zipperneck should not have been affected by the relatively weak Nullify that resulted in his death. I don't have Progenitor handy, but the Nullify was, IIRC, 2hd. Zipperneck, according to the rules for Nullify should have resisted with his (best) defense, which was, what, 10hd in HA? No way that 2hd Nullify beats that! And the range was, what, 20 yards? Was Zipperneck really only 60 feet away?

If the target can resist with their best defense, Nullify shouldn't be that much of a problem, unless it has loads of hard and/or wiggle dice. 

I love Progenitor as a setting, and the art is very evocative, and the writing is a pleasure, but I have issues with some of the power builds there.
 
Hotjets    

Hotjets,

 

It was my interpretation that when the rules stated "The target can attempt to avoid Nullify with a defense roll as if you were attacking," I took defense to mean Dodge, Block or Defending with a Power, but not a passive defense like LAR or HAR.  I also took "avoid" to not get hit or touched by the Nullify at all.

 

Maybe Mr. Stolze and Mr. Ivey could shed some light on this.

 

PS – Mr. Ivey, you still owe me a post for Audrey "Powerhound" O'Niel.  Thanks!

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Re: [ORE] Power Nullify Questions

Daniel,

 

So let me see if I'm following your line of reasoning.

 

Round 1:  The PC declares to use Bind to bind the target, then rolls and succeeds

Round 2:  The PC declares to use Variable Effect to Nullify the Target's Source whatever it may be, then rolls and succeeds

Round 3:  The PC declares and rolls the Nullify dice pool to see if it works.

 

Now of course I'm removing all of the targets actions and their possibility of escape, but does that look correct?

 

You also mention using "Permanent so it can go off "automatically" when the Attached condition is met, without a declared action (and accompanying set)."  My question is how do you differentiate that use of Permanent versus a Permanent Nullification?

 

On Thursday, August 23, 2012 6:18:11 AM UTC-7, Daniel M. Kane wrote:
Remember, Variable Effect works this way:

1. Miracle with Variable Effect rolls as an action, succeeds, you dedicate dice to emulated effect
2. You declare an action for your emulated effect and roll for it (if applicable)

If you want step 1 to not require a declared action and a set, it needs to be Permanent so it can go off "automatically" when the Attached condition is met, without a declared action (and accompanying set).

~Daniel

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[Seattle Go Center] "Real Beginners" class with Scott Arnold tonight, Aug. 23

Dear Go Players,

The "Real Beginners" class will be taught tonight, Thursday, by Scott Arnold. This class is for people who are just starting out, and have not progressed to playing on a 19x19 board yet. New players are welcome to drop by. Class is from 7-9 p.m.

The Go Center will be open from 2-9 p.m. today, Thursday. Members may continue to play while Scott is teaching the class.

Cheers,
Brian
manager@seattlego.org


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[ORE] Re: Power Nullify Questions


Any words of wisdom on using Nullify?

 

Does anyone else think that Nullify is a bit over powered?  After reading Progenitor and what happens to Zipperneck, a Tier 3, by a Tier 10, I think maybe it is.
 
How do you use/manage it in your game?

Strictly from a rules standpoint, Zipperneck should not have been affected by the relatively weak Nullify that resulted in his death. I don't have Progenitor handy, but the Nullify was, IIRC, 2hd. Zipperneck, according to the rules for Nullify should have resisted with his (best) defense, which was, what, 10hd in HA? No way that 2hd Nullify beats that! And the range was, what, 20 yards? Was Zipperneck really only 60 feet away?

If the target can resist with their best defense, Nullify shouldn't be that much of a problem, unless it has loads of hard and/or wiggle dice. 

I love Progenitor as a setting, and the art is very evocative, and the writing is a pleasure, but I have issues with some of the power builds there.
 
Hotjets    
 
Thanks in advance.

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Re: [ORE] Power Nullify Questions

Remember, Variable Effect works this way:

1. Miracle with Variable Effect rolls as an action, succeeds, you dedicate dice to emulated effect
2. You declare an action for your emulated effect and roll for it (if applicable)

If you want step 1 to not require a declared action and a set, it needs to be Permanent so it can go off "automatically" when the Attached condition is met, without a declared action (and accompanying set).

~Daniel

On Wed, Aug 22, 2012 at 10:52 PM, Jeff K <jjkohl70@yahoo.com> wrote:

 Hey all,

 

A PC of mine wants to have a character with Power Nullification with Variable Effect built into a focus.  This is a second set of powers that build on my earlier post "How to Build a Better Demonic Soul-Sucking Whip."

 

Here is the set of Miracles so far (in addition to those listed in the other post):

 

Bind:

            U (+2)

            Capacity: Range, Mass

            Power Capacity: Mass (+2)

            Total Focus Modifier (-0)

            Obvious (-1)

            Endless (+3)

Fragile (-1)

If/Then [Whip must remain in contact with Target] (-1)

Reduced Capacity [Range only 320 yds to 3.2 yds] (-1)

 

Special: Target may use Brawl to try and escape once per round

 

Nullify:

U (+2)

Capacity: Range

Variable Effect (+4)

If/Then [Variable Effect is only Nullify] (-1)

Duration (+2)

Total Focus Modifier (-0)

Attached to Bind (-2)

If/Then [Target must remain bound by whip] (-1)

Obvious (-1)

Go Last (-1)

 

Special: Mandatory Willpower Investment

            Special: The target can attempt to avoid Nullify with a defense roll as if they were attacked.

 

 

Any words of wisdom on using Nullify?

 

Does anyone else think that Nullify is a bit over powered?  After reading Progenitor and what happens to Zipperneck, a Tier 3, by a Tier 10, I think maybe it is.
 
How do you use/manage it in your game?
 
Thanks in advance.

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[ORE] Power Nullify Questions

 Hey all,

 

A PC of mine wants to have a character with Power Nullification with Variable Effect built into a focus.  This is a second set of powers that build on my earlier post "How to Build a Better Demonic Soul-Sucking Whip."

 

Here is the set of Miracles so far (in addition to those listed in the other post):

 

Bind:

            U (+2)

            Capacity: Range, Mass

            Power Capacity: Mass (+2)

            Total Focus Modifier (-0)

            Obvious (-1)

            Endless (+3)

Fragile (-1)

If/Then [Whip must remain in contact with Target] (-1)

Reduced Capacity [Range only 320 yds to 3.2 yds] (-1)

 

Special: Target may use Brawl to try and escape once per round

 

Nullify:

U (+2)

Capacity: Range

Variable Effect (+4)

If/Then [Variable Effect is only Nullify] (-1)

Duration (+2)

Total Focus Modifier (-0)

Attached to Bind (-2)

If/Then [Target must remain bound by whip] (-1)

Obvious (-1)

Go Last (-1)

 

Special: Mandatory Willpower Investment

            Special: The target can attempt to avoid Nullify with a defense roll as if they were attacked.

 

 

Any words of wisdom on using Nullify?

 

Does anyone else think that Nullify is a bit over powered?  After reading Progenitor and what happens to Zipperneck, a Tier 3, by a Tier 10, I think maybe it is.
 
How do you use/manage it in your game?
 
Thanks in advance.

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[Seattle Go Center] REMINDER: Single-Digit Kyu Class tonight!

Tonight, Wednesday the 22nd, at 7pm, at the Seattle Go Center!
We'll be going over the only Go game to ever exclusively inspire a novel - Honinbo Shusai vs. Kitani, from 1938.

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Re: [ORE] Re: One Roll Zombie Salvage Generator

Very fun. 


I would monkey with the weapon selections a little myself. I see knives a lot more frequently than I see brass knuckles, for instance. And remember that rolling Width greater than 3 is rare even on 11d. 




On Tue, Aug 21, 2012 at 2:26 PM, Bryan Rennekamp <brennekamp@gmail.com> wrote:
That's really cool Sean. One thing I did awhile back was fudge Daring Entertainment's "War of the Dead" into ORE, and something like this would have rocked.

Post again when you get your generator up and running, because I'm definitely interested!


On Tuesday, August 21, 2012 9:12:04 AM UTC-7, Sean Worcester wrote:
I adapted this idea from the Savage Worlds adventure Zombie Run. So the idea is that this table can be used in two ways; either after you create your Survivor or when your PC's search an area. For the initial character creation roll the player or GM can roll 11d10 or so to figure out what you start with in your pockets or have squirreled away. When used in-game a PC can apply the results of his Search roll directly to the chart or a GM can create a dice pool based on the area searched and apply that to the chart making the results the amount of usable stuff found.  Questions, comments, suggestions? 

One Roll Salvage… alt: instead of in day's width -1 in days

1's = Food- [width -1] in days.

2"s = Water- [width -1] in days.

3's = survival gear [width -1] in items

4's = medical supplies [width -1] in applications

5's = Fuel- [width -1] in Levels (low, mid, full)

6's = ammo- [width -1] x2 in bullets of any type

7's = melee weapon x2: Brass knuckles x3: small club x4: Knife (Ordinary) x5: Knife (Combat) x6: baseball bat x7: spear x8:Mace x9:sword  x10: Fire axe

8's = Firearm- x2: small pistol x3: med pistol x4: Large Pistol x5: SMG x6: Pump Shotgun: x7: Auto- Shotgun x8: Hunting Rifle x9: Assault Rifle x10: Machine Gun

9's = Vehicle x2: bicycle x3: scooter x4: motorcycle x5: small car x6: med car x7: large car x8: small truck x9: med truck, x10: large trucks

10's = Players pick. (can spend Wx10 anywhere on the chart, ie if PC rolls 4x10 they can get a small pistol and 4 shots)

Free Dice= odd items (anything not already covered above)


I am thinking about making the Melee weapons by generic type, ie x2: small club or x2:small  weapon (W +1S); Thoughts?

Also I am working on an ORE zombie plot generator which i'll post as soon as I get to a point that i feel can lead somewhere or I get really stuck for ideas.


Thanks!




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[ORE] Re: One Roll Zombie Salvage Generator

That's really cool Sean. One thing I did awhile back was fudge Daring Entertainment's "War of the Dead" into ORE, and something like this would have rocked.

Post again when you get your generator up and running, because I'm definitely interested!

On Tuesday, August 21, 2012 9:12:04 AM UTC-7, Sean Worcester wrote:

I adapted this idea from the Savage Worlds adventure Zombie Run. So the idea is that this table can be used in two ways; either after you create your Survivor or when your PC's search an area. For the initial character creation roll the player or GM can roll 11d10 or so to figure out what you start with in your pockets or have squirreled away. When used in-game a PC can apply the results of his Search roll directly to the chart or a GM can create a dice pool based on the area searched and apply that to the chart making the results the amount of usable stuff found.  Questions, comments, suggestions? 

One Roll Salvage… alt: instead of in day's width -1 in days

1's = Food- [width -1] in days.

2"s = Water- [width -1] in days.

3's = survival gear [width -1] in items

4's = medical supplies [width -1] in applications

5's = Fuel- [width -1] in Levels (low, mid, full)

6's = ammo- [width -1] x2 in bullets of any type

7's = melee weapon x2: Brass knuckles x3: small club x4: Knife (Ordinary) x5: Knife (Combat) x6: baseball bat x7: spear x8:Mace x9:sword  x10: Fire axe

8's = Firearm- x2: small pistol x3: med pistol x4: Large Pistol x5: SMG x6: Pump Shotgun: x7: Auto- Shotgun x8: Hunting Rifle x9: Assault Rifle x10: Machine Gun

9's = Vehicle x2: bicycle x3: scooter x4: motorcycle x5: small car x6: med car x7: large car x8: small truck x9: med truck, x10: large trucks

10's = Players pick. (can spend Wx10 anywhere on the chart, ie if PC rolls 4x10 they can get a small pistol and 4 shots)

Free Dice= odd items (anything not already covered above)


I am thinking about making the Melee weapons by generic type, ie x2: small club or x2:small  weapon (W +1S); Thoughts?

Also I am working on an ORE zombie plot generator which i'll post as soon as I get to a point that i feel can lead somewhere or I get really stuck for ideas.


Thanks!




--
--Sean Worcester 

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