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[Seattle Go Center] Postgresql early education needed

Folks,

I am trying to get started with Postgres because that is the database
used for the Go Congress data, and I want to be able to get adhoc
management information from it.

I am experience with database programming and SQL, but need help to get
into the program. The tutorials aren't getting me there.

Am hoping one of you out there can spend an hour or two and get me up
and running.

--
Best,

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

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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

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[ORE] Re: Weapon damage question

Are you keeping in mind/remembering that the damage isn't a separate roll? 

On Wednesday, September 5, 2012 7:05:49 PM UTC-4, brotherd wrote:

Hi all,
 
I know this is a rookie question, but it's been wrackin my brain lately.
 
If a character is using a hand weapon, are you supposed to use the weapon's damage alone?
 
Eg. A character with say 8d in Body has a base damage of Shock & Killing for unarmed combat, and adds +1 Shock and +1 Killing for hand weapons. So am I understanding correctly that if he uses say brass knuckles, which does W+1 in Shock, he would ultimately do W+1 in Shock PLUS 1 Shock and 1 Killing (due to Body stat)?
 
If that's the case, wouldn't it be better not to use brass knuckles at all and just do W in S&K damage alone?
 
Thanks fer reading.
 
BD

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[Seattle Go Center] Portland Go Tournament October 20-21

Dear Go Center Members,
 
There is a big tournament scheduled in Oregon -- well worth the trip.  Here's the info:
 
 
Portland Go Tournament

October 20-21, 2012 Lewis & Clark College, Portland, OR

Come play SEVEN rounds of AGA-rated Go! That's right, MORE GO THAN
YOU'LL GET IN THE US OPEN! This is a handicap tournament, so you can
expect some exciting, close games no matter your rank.

Strong players (6D+ AGA) may opt instead for the 5-round open
tournament -- all even games, may the best player win!

Prizes (merchandise, lessons, or cash) will be awarded for:

Top three places (open)
Top three dan players (handicap)
Top three single-digit kyu players (handicap)
Top three double-digit kyu players (handicap)
Top youth player (18 and under) (handicap)
Top female player (handicap)
TO REGISTER: Register at
www.goclubs.org. If you entered all of your
personal information last year, it should still be there; you may wish
to update your rank. Email me (
drake@lclark.edu) if you have any
questions.

REGISTRATION FEE: $15 if you've preregistered by SEPTEMBER 20, $25
otherwise, no registration fee for Lewis & Clark students and players
18 and under. ALL players must also either be AGA members (you can
join at the tournament for $30) or pay a one-tournament membership fee
of $10.

All fees are paid by cash or check on the day of the tournament.

LOCATION: Albany 218 and 220 on the campus of Lewis & Clark College.
This is the same location as last year. Maps:

http://www.lclark.edu/GENERAL/MAPS/

SCHEDULE:

Handicap games give each side 60 minutes plus five 30-second overtime
segments (byo-yomi). Open games give each side 90 minutes plus five
30-second overtime segments.

Saturday, October 20
8:00 AM Registration
9:15 AM Handicap Round 1 Open Round 1
1:00 PM Handicap Round 2
1:30 PM Open Round 2
3:30 PM Handicap Round 3
7:00 PM Handicap Round 4 Open Round 3

Sunday, October 21
9:15 AM Handicap Round 5 Open Round 4
1:00 PM Handicap Round 6
1:30 PM Open Round 5
3:30 PM Handicap Round 7
6:00 PM Award Ceremony

TRANSPORTATION: Parking on campus is free on the weekends. If you're
coming from downtown Portland, you can take the Pioneer Express
shuttle bus:

http://www.lclark.edu/offices/transportation_and_parking/shuttle

(Note that the shuttle route has changed slightly from last year.)

FOOD: In the past, volunteers have provided some coffee, muffins, etc.
There is a coffee shop (Maggie's) open on campus; Fields Dining Room
is open for lunch and dinner. Info on these establishments can be
found here:

http://www.cafebonappetit.com/lewisandclark/

Note that Maggie's doesn't open until noon on the weekend, so if you
need an infusion of caffeine before your first round, bring something
along.

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[ORE] Using Tarot with ORE

http://wp.me/p22zOP-4v

Summary: most of the cards in a tarot deck have a terminal digit 0-9,
just like a d10. However, using cards means that you can hold a number
of cards in your hand and optimize what you have, pretty much
elminating any whiff factor for small pools. There's more, but this is
email...

For those of us in sunny Chicagoland, I'll probably be showing this
hack off at ENWorld Chicago Gameday in November:
http://gameday.buzzmo.com/ for info on the event.

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Re: [ORE] Re: Converting Godlike miracles to Wild Talents (newbie here)

On Mon, Sep 24, 2012 at 2:59 PM, Black Knight <michael.s.h.69@gmail.com> wrote:

I guess in between, there's certainly room for a Pulp Supers era as well!  <cue Indiana Jones theme music>

I have some ideas of combining pulp supers and the ACW, but that's getting really specialized, and more of a mini-supplement.
 
(though I was kind of thinking that after the end of the Kerberos Club/Victorian era, maybe the incidence of Talents subsides greatly, with only a few active in the intervening years, to let Godlike start off something like it does in the official background/setting...)

That's a cool idea. If you go forward with it, I'd like to hear about it.

--
Allan Goodall            http://www.hyperbear.com
awgoodall@gmail.com

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Re: [ORE] Re: Converting Godlike miracles to Wild Talents (newbie here)

On Mon, Sep 24, 2012 at 2:49 PM, Black Knight <michael.s.h.69@gmail.com> wrote:

If you do it, put me down for one!

There's 1 vote! :-)

If/when it happens, it will likely have a Kickstarter associated with it.

--
Allan Goodall            http://www.hyperbear.com
awgoodall@gmail.com

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[Seattle Go Center] Reminder: Thursday Go Class

Hello!

This is a friendly about go class today!

Frank

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[Seattle Go Center] Go Center Now Hiring

Dear Go Center Members,
 
I am pleased to announce that we now have the funds to hire a Saturday Day Manager.  We will be doing our little bit to boost the economy.  We are looking for a neat, friendly and outgoing host for everybody who visits the Center on Saturdays.  The Day Manager should be a good teacher for beginners, but the Day Manager does not have to be a strong player.  This position could be shared (alternating Saturdays). For the full job description, please contact me (Brian Allen).
 
We are also still looking for Go Club teachers.  These positions can have small stipends.  The Kimball Go Club, which has been running for over 15 years, needs a teacher on Fridays, starting at about 2:30.  It is located on Beacon Hill.  The new McDonald International School, not far from the Go Center,  will also be organizing a Go club.  I think the instructor can choose the afternoon for McDonald.  We already have volunteers ready for substitute teaching, so the lead teachers will have some flexibility.  Please let me know if you are interested in helping out.
 
Cheers,
Brian Allen
206 632-1122
 
 
 

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iPhone App To Help You Regain 20/20 Vision Naturally

http://goo.gl/fHiCv - "20/20 Vision" is an iPhone app that will help you regain 20/20 vision naturally, by looking at images that relaxes your eyes and performing eye exercises that strengthen your eyes, anywhere within your busy life (i.e. office cubicle, crowded subway, waiting at the hair salon, etc.), thanks.

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[ORE] Re: Converting Godlike miracles to Wild Talents (newbie here)

I guess in between, there's certainly room for a Pulp Supers era as well!  <cue Indiana Jones theme music>

(though I was kind of thinking that after the end of the Kerberos Club/Victorian era, maybe the incidence of Talents subsides greatly, with only a few active in the intervening years, to let Godlike start off something like it does in the official background/setting...)

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[ORE] Re: Converting Godlike miracles to Wild Talents (newbie here)

That's funny that you say that, my character referenced here basically comes out of a Wild West background (via the CSA cavalry/guerrillas) before he ends up in London.  Basically, the fish-out-of-water Cowboy in the Big City trope.  It's a character concept I developed in Castle Falkenstein, but easily transfers to TFL/Kerberos Club, or other (pseudo-)Victorian settings.  ;-)

I think in Kerberos, he would function somewhat as a Victorian version of the Punisher, among other things.
(though, in actuality, in this case I started with a semi-sniper concept in Godlike, and sort of backed into this earlier Victorian version of him...)

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[ORE] Re: Converting Godlike miracles to Wild Talents (newbie here)

If you do it, put me down for one!

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Re: [ORE] Re: Converting Godlike miracles to Wild Talents (newbie here)

You're welcome!

The whole concept is pretty cool, pulling characters up from This Favored Land/Kerberos Club all the way through Godlike. Though if I ever do the TFL sequel that I've been thinking about (supers in the Wild West), the background may require some fudging to make World War II work out like in Godlike. *S*

On Sat, Sep 22, 2012 at 12:25 PM, Black Knight <michael.s.h.69@gmail.com> wrote:
Awesome!  Thanks, Allan!  I love This Favored Land, by the way...great topic for a setting, and well done!  My head is abuzz with ways to blend it with Kerberos Club's and Godlike's settings to get one long continuity... (all also running smack into my Castle Falkenstein internalizations...)


On Thursday, September 20, 2012 11:39:37 AM UTC-5, Black Knight wrote:
I'm a long-time gamer, but very new to the ORE system.  My entree was via Godlike, and I created my first character in that system.  Since then, I've purchased PDF versions of Kerberos Club and This Favored Land (along with Progenitor and WT 2nd ed.).  I love the idea that my Godlike character was around in the time of the Kerberos Club and This Favored Land (and I'll just hand-wave differences between the settings/systems, as needed).  I'm okay with the idea that some of the powers will adjust somewhat in recreating them in WT terms, but I'm struggling with wrapping my head around the miracle creation concepts and specifics.  Can anyone point me in the right direction for modeling these Godlike powers in the more general WT system?
  • His signature power in Godlike is Fetch, with the Cornucopia Extra and Distort Power Stunt.  (honestly, the only part I'm really jazzed about is the Cornucopia aspect...I could live without the extra boost when Distorting, and even the ability to teleport any object in sight the way the base power allows, if there's an easier/better way to simulate the ability to Fetch tagged objects)
  • Telekinesis, with the Multiple Hands Power Stunt, along with Endless, and Can't Hurt People.  Basically, what I'm looking for here is the ability to manipulate multiple objects in his local environment, and to be able to leave them "hanging" via TK without having to concentrate on them.  (I envision in my head someone walking into his tent, and seeing various items hanging in the air...a book he was reading, his shaving gear, mess kit, etc.)  He merely needs to concentrate on an item to manipulate or move it actively, otherwise it stays where he left it unless he remembers to "put it down".  
  • Detect (People), out to about 100 yards or so, through obstructions, with a longer range (up to a mile or so) if he concentrates (the Close Your Eyes And See Power Stunt).  Also has the Tracking Extra, along with a Blind Spot Flaw.
  • I also had the Perception power, defined as Perceiving "People"...this may be somewhat redundant with the Detect power, above, but I was trying to cover all of my bases.  I saw this one as being a passive counterpart to the Detect's more active usage.  Again, this allows him to see people even though they may be behind cover or obstructions, but only out to the limits of what his (unobstructed) sight might be (at least that's what I was going for).  I had bought this with the Superimposed Extra.
  • the Alert power, for basic danger sense
  • Several Affinity Powers (vs. Fire, Arctic and Underwater environments).  I wasn't really interested in bonus dice when acting in said environments, just the ability to operate in them without damage or undue restriction of action.  Would this be done with Immunity in WT?
Any suggestions of how to build these powers would be much appreciated, and hopefully help me get into the system more readily!  Thanks in advance!


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--
Allan Goodall            http://www.hyperbear.com
awgoodall@gmail.com

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[Seattle Go Center] Tournament Sunday Sept. 23

Dear Members,
 
Here's a reminder that the 17th Anniversary Tournament will be this Sunday, Sept. 23 at the Seattle Go Center.  On Sundays, you may park anywhere in our lot.  Registration is from 12:00 to 12:45 p.m., and you need to have a current American Go Association Membership.  To join: https://www.usgo.org/members/join
 
The tournament is free to voting members (Yearly and Lifetime members).  For all others it is $10.  There will be a total of $500 in prizes.  We hope to see you there!
 
Regards,
Brian Allen

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[ORE] Re: Converting Godlike miracles to Wild Talents (newbie here)

Awesome!  Thanks, Allan!  I love This Favored Land, by the way...great topic for a setting, and well done!  My head is abuzz with ways to blend it with Kerberos Club's and Godlike's settings to get one long continuity... (all also running smack into my Castle Falkenstein internalizations...)



On Thursday, September 20, 2012 11:39:37 AM UTC-5, Black Knight wrote:
I'm a long-time gamer, but very new to the ORE system.  My entree was via Godlike, and I created my first character in that system.  Since then, I've purchased PDF versions of Kerberos Club and This Favored Land (along with Progenitor and WT 2nd ed.).  I love the idea that my Godlike character was around in the time of the Kerberos Club and This Favored Land (and I'll just hand-wave differences between the settings/systems, as needed).  I'm okay with the idea that some of the powers will adjust somewhat in recreating them in WT terms, but I'm struggling with wrapping my head around the miracle creation concepts and specifics.  Can anyone point me in the right direction for modeling these Godlike powers in the more general WT system?
  • His signature power in Godlike is Fetch, with the Cornucopia Extra and Distort Power Stunt.  (honestly, the only part I'm really jazzed about is the Cornucopia aspect...I could live without the extra boost when Distorting, and even the ability to teleport any object in sight the way the base power allows, if there's an easier/better way to simulate the ability to Fetch tagged objects)
  • Telekinesis, with the Multiple Hands Power Stunt, along with Endless, and Can't Hurt People.  Basically, what I'm looking for here is the ability to manipulate multiple objects in his local environment, and to be able to leave them "hanging" via TK without having to concentrate on them.  (I envision in my head someone walking into his tent, and seeing various items hanging in the air...a book he was reading, his shaving gear, mess kit, etc.)  He merely needs to concentrate on an item to manipulate or move it actively, otherwise it stays where he left it unless he remembers to "put it down".  
  • Detect (People), out to about 100 yards or so, through obstructions, with a longer range (up to a mile or so) if he concentrates (the Close Your Eyes And See Power Stunt).  Also has the Tracking Extra, along with a Blind Spot Flaw.
  • I also had the Perception power, defined as Perceiving "People"...this may be somewhat redundant with the Detect power, above, but I was trying to cover all of my bases.  I saw this one as being a passive counterpart to the Detect's more active usage.  Again, this allows him to see people even though they may be behind cover or obstructions, but only out to the limits of what his (unobstructed) sight might be (at least that's what I was going for).  I had bought this with the Superimposed Extra.
  • the Alert power, for basic danger sense
  • Several Affinity Powers (vs. Fire, Arctic and Underwater environments).  I wasn't really interested in bonus dice when acting in said environments, just the ability to operate in them without damage or undue restriction of action.  Would this be done with Immunity in WT?
Any suggestions of how to build these powers would be much appreciated, and hopefully help me get into the system more readily!  Thanks in advance!


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Re: [ORE] Converting Godlike miracles to Wild Talents (newbie here)

On 9/20/12, Black Knight <michael.s.h.69@gmail.com> wrote:
> Can anyone point me in the right direction for modeling these Godlike powers in the more general
> WT system?

I'll take a crack at it. It's been a while since I did any WT
character building but I need to get into more of that for our Repo
Men campaign.

>
> - His signature power in Godlike is Fetch, with the Cornucopia Extra and
> Distort Power Stunt. (honestly, the only part I'm really jazzed about is
> the Cornucopia aspect...I could live without the extra boost when
> Distorting, and even the ability to teleport any object in sight the way
> the base power allows, if there's an easier/better way to simulate the
> ability to Fetch tagged objects)

Without Distorting, this is pretty easy. Like Teleportation, it's an
ADU power, with A and U having Range capacity and D having Self
capacity. Then add the Mass capacity to each of these, to handle the
fact that you can teleport a certain mass. Add a "non-living item"
flaw to each quality. Then add an additional U quality for the tagging
ability, since that's one more useful thing the power does. This
second U quality would have the Touch capacity.

You can remove the D if you don't want the character to be able to
defend himself by Fetching items (in other words, the character would
have to "defend" himself by noticing an object and declaring that they
are actively taking the object).

The distortion effect is more of a pain, but just a little. First,
create Distortion as a separate ability. Make it an ADU power. Give it
the Attached flaw (attached to Fetch) and the Augment extra. You don't
have to give it the second "U" since tagging the object doesn't
distort it.

Fetch (7)
Qualities: ADU.
Attacks Extras and Flaws: Non-Living items only (-1), Willpower bid
(-1), Mass capacity (+2). Capacities: range, mass.
Defends Extras and Flaws: Non-Living items only (-1), Willpower bid
(-1), Mass capacity (+2). Capacities: mass, self.
Usefule Extras and Flaws: Non-Living items only (-1), Willpower bid
(-1), Mass capacity (+2). Capacities: range, mass.
Useful Extras and Flaws: Non-Living items only (-1), Willpower bid
(-1). Capacities: touch.

Distortion (12)
Qualities: ADU.
Attacks Extras and Flaws: Attached to Fetch (-2), Augment (+4).
Capacities: range.
Defends Extras and Flaws: Attached to Fetch (-2), Augment (+4).
Capacities: self.
Usefule Extras and Flaws: Attached to Fetch (-2), Augment (+4).
Capacities: range.

Distortion is more expensive than Fetch, but you're only going to buy
a small number of dice in it, and add that to Fetch when you want to
distrot something during the Fetch.

> - Telekinesis, with the Multiple Hands Power Stunt, along with Endless,
> and Can't Hurt People. Basically, what I'm looking for here is the ability
> to manipulate multiple objects in his local environment, and to be able to
> leave them "hanging" via TK without having to concentrate on them. (I
> envision in my head someone walking into his tent, and seeing various items
> hanging in the air...a book he was reading, his shaving gear, mess kit,
> etc.) He merely needs to concentrate on an item to manipulate or move it
> actively, otherwise it stays where he left it unless he remembers to "put
> it down".

The Multiple Hands power stunt is the tricky part. And it's not that
tricky. Just buy additional levels of U. If your Godlike character
could juggle 5 items, just buy U5. Each additional U level (it's a new
level of Useful, not an additional Useful quality) subtracts a
penalty. So juggling 5 items should normally apply a -4d penalty, but
with U5 the -4d penalty is negated.

The Can't Hurt People part, I'd just make it so you can't attack with
it. You can still defend (by throwing one object in the way of another
object) and you'd still have Useful.

I'd go with Mass as the capacity, since it's only in the local area.
Even though he's not touching the objects, he can't attack with them
at a distance (if you want that, add the Range capacity). I'm also
assuming that to defend he has to concentrate, as the objects are just
floating in the air and not actively trying to guard him.

Telekinesis (9)
Qualities: DU5.
Defends Extras and Flaws: Willpower Bid (-1). Capacity: Self.
Useful Extras and Flaws: Endless (+3), Willpower Bid (-1). Capacity: Mass.

> - Detect (People), out to about 100 yards or so, through obstructions,
> with a longer range (up to a mile or so) if he concentrates (the Close Your
> Eyes And See Power Stunt). Also has the Tracking Extra, along with a Blind
> Spot Flaw.

I'd build it from scratch.

Detect People (4)
Qualities: DUUU
Defends Extras and Flaws: Blind Spot (-1), Willpower Bid (-1). Capacity: Self.
Useful Extras and Flaws: Blind Spot (-1), Reduced Capacity (-1),
Willpower Bid (-1). Capacity: Range.
Useful Extras and Flaws: Blind Spot (-1), Slow (-2), Willpower Bid
(-1): Capacity: Range.
Useful Extras and Flaws: Blind Spot (-1), Willpower Bid (-1). Capacity: Range.

An explanation: The Blind Spot flaw is essentially an If/Then flaw
that says "If the character is in a certain location, the power
doesn't work". The power would be bought with 8 dice, to get about a
mile's range out of it. The first Useful reduces that range to about
100 yards. If the player chooses to "boost" the range, they use the
second Useful instead, which doesn't have the reduced capacity but
does have the slow flaw (takes a round of concentration). And tracking
the target once the roll is made is a useful ability, so it's the
third Useful.

Drop the "D" if you can't use it to defend, just detect.

> - I also had the Perception power, defined as Perceiving "People"...this
> may be somewhat redundant with the Detect power, above, but I was trying to
> cover all of my bases. I saw this one as being a passive counterpart to
> the Detect's more active usage. Again, this allows him to see people even
> though they may be behind cover or obstructions, but only out to the limits
> of what his (unobstructed) sight might be (at least that's what I was going
> for). I had bought this with the Superimposed Extra.

The Perceive cafeteria miracle works. If you want it "passive" (i.e.
it works without you spending an action on it) give it the Duration or
Endless extra. Superimposed would just be an additional U.

> - the Alert power, for basic danger sense

That's just a U power with the Range capacity and the Endless extra.

> - Several Affinity Powers (vs. Fire, Arctic and Underwater
> environments). I wasn't really interested in bonus dice when acting in
> said environments, just the ability to operate in them without damage or
> undue restriction of action. Would this be done with Immunity in WT?

Yes.

--
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[ORE] Midwinter Gaming Con, Milwaukee

Is anyone interested in running DG or an Arc Dream game at Midwinter Gaming Con?

http://www.midwintergamingconvention.com

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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

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[ORE] Converting Godlike miracles to Wild Talents (newbie here)

I'm a long-time gamer, but very new to the ORE system.  My entree was via Godlike, and I created my first character in that system.  Since then, I've purchased PDF versions of Kerberos Club and This Favored Land (along with Progenitor and WT 2nd ed.).  I love the idea that my Godlike character was around in the time of the Kerberos Club and This Favored Land (and I'll just hand-wave differences between the settings/systems, as needed).  I'm okay with the idea that some of the powers will adjust somewhat in recreating them in WT terms, but I'm struggling with wrapping my head around the miracle creation concepts and specifics.  Can anyone point me in the right direction for modeling these Godlike powers in the more general WT system?
  • His signature power in Godlike is Fetch, with the Cornucopia Extra and Distort Power Stunt.  (honestly, the only part I'm really jazzed about is the Cornucopia aspect...I could live without the extra boost when Distorting, and even the ability to teleport any object in sight the way the base power allows, if there's an easier/better way to simulate the ability to Fetch tagged objects)
  • Telekinesis, with the Multiple Hands Power Stunt, along with Endless, and Can't Hurt People.  Basically, what I'm looking for here is the ability to manipulate multiple objects in his local environment, and to be able to leave them "hanging" via TK without having to concentrate on them.  (I envision in my head someone walking into his tent, and seeing various items hanging in the air...a book he was reading, his shaving gear, mess kit, etc.)  He merely needs to concentrate on an item to manipulate or move it actively, otherwise it stays where he left it unless he remembers to "put it down".  
  • Detect (People), out to about 100 yards or so, through obstructions, with a longer range (up to a mile or so) if he concentrates (the Close Your Eyes And See Power Stunt).  Also has the Tracking Extra, along with a Blind Spot Flaw.
  • I also had the Perception power, defined as Perceiving "People"...this may be somewhat redundant with the Detect power, above, but I was trying to cover all of my bases.  I saw this one as being a passive counterpart to the Detect's more active usage.  Again, this allows him to see people even though they may be behind cover or obstructions, but only out to the limits of what his (unobstructed) sight might be (at least that's what I was going for).  I had bought this with the Superimposed Extra.
  • the Alert power, for basic danger sense
  • Several Affinity Powers (vs. Fire, Arctic and Underwater environments).  I wasn't really interested in bonus dice when acting in said environments, just the ability to operate in them without damage or undue restriction of action.  Would this be done with Immunity in WT?
Any suggestions of how to build these powers would be much appreciated, and hopefully help me get into the system more readily!  Thanks in advance!


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[Seattle Go Center] Reminder: Thursday Beginners Class

Hello!

This is a reminder for Thursday's beginners class. We're going to take
a look at joseki this week - what it is and a few examples.

Hope to see you there!

Frank

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[Seattle Go Center] No Class Wed Night at Go Center

Dear Go Players,

There is no class scheduled for tonight, Wednesday September 19 at the Go Center. As usual, Frank F. will be teaching Go at Uwajimaya, from 7-9 p.m. since it is a Mariner's game day.

Jon's classes will begin Sunday, October 14. The intensive class will be at 2:00 p.m., and the kyu class at 4:00 p.m.

Regards,
Brian

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[ORE] Games at CONtraflow, New Orleans

Is anyone near the Crescent City? I'm told there will be games of Delta Green, A Dirty World, Godlike, and Wild Talents for the playing in two weeks, Oct. 5-7.


--
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Cthulhu Mythos gaming, every quarter: TheUnspeakableOath.com
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[Seattle Go Center] Barbeque tonight Tuesday

Dear Go Players,
 
This Tuesday Night at the Go Center we will have free barbeque (chicken and pulled pork) - leftovers from the Anniversary Party.  About 40 people came to our party, but we had food for even more. We will also order pizza as usual, if people are interested.  To finish, we have vanilla ice cream with Lee Anne's special berry sauce. 
 
I expect that this will be a big night, and everybody will find a game.
 
Cheers,
Brian Allen
 
 

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[Seattle Go Center] LATE REMINDER - Double-Digit-Kyu Class Tonight: KILL KILL KILL!

Hi Everyone-

I apologize for this email going out so late, but I guess it is better
to be late than never. So anyway, I'd like to remind you all to come to
the Double-Digit Kyu Class (10k-25k) as tonight we are going to be
practicing some Life and Death problems. We are going to placing
special emphasis on the "Death" part.

See you there!

Nick Sibicky

Double-Digit Kyu Class
6:30-8:30 pm, Mondays at the SGC
There is no additional fee for the class; all new players get 10 free
visits to the Seattle Go Center.

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Information about Craps Strategy Bets

This craps strategy will ensure that you get the most entertainment for your

 gambling dollar play and  a 'best bets' craps strategy for you to possible chances of beating craps .


For more information or to learn more about Best Bets Craps Strategy, simply click on 

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[Seattle Go Center] Lecture Tonight Sunday "When to Tenuki Against a Pro"

Dear Go Players,
 
Visiting pro Hiroshi Yamashiro will give a lecture tonight, September 16, at the Seattle Go Center, starting at 7:00 p.m.    Yamashiro sensei's talk will continue to investigate 4 stone handicap games.  He has written a whole book on the topic. Ms. Hiroki Shinkai 5p will also be at the Center.  We have been enjoying her go-related game called "Cacomo".  This the last evening of their visit from Japan, and the lecture is free, so come on down to the Go Center!
 
Regards,
Brian Allen

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ADVANCED NOTICE - BREAKING NEWS!!

ADVANCED NOTICE - BREAKING NEWS!!
FIRST TIME OFFER FOR FOUNDING MEMBERS
Introducing YAGOOFT! Register FREE to secure your Founders Position
 

If you've heard of Groupon or Living Social and would like to make more money and save money then read on!!
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YaGooft is a NEW SOCIAL BUSINESS COMMERCE NETWORK Program which is combining the BEST of FaceBook, YouTube, Groupon, Living Social, LinkedIn and Google Pay Per Click Advertising with a powerful NEW Multi-Lauguage Translator for International Business Promotions Like No Other.
 
 
Jack Tripper

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Rules of Online Keno

The game of keno originates from ancient China,
 where it was simply called the Chinese lottery. 
keno is very similar to lotto - the main difference 
is that in keno you will know if you have won or lost
 just a couple of minutes after you have made a keno bet.

I Suggest To play you @ 

 

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[Seattle Go Center] Potluck for Party 9-15 6:00 p.m.

Dear Members,
 
You are all invited to our Anniversary Party (17 years) this Saturday at 6:00 p.m.  We will have a big group photo right at the beginning of the party, and then start dinner. Later we will have some short speeches, and a performance by the koto ensemble "Silk Strings".  More socializing and go games will follow.
 
The Go Center will be providing lots of barbeque and some sushi, along with our usual selection of tea, soda and juices.  We hope that you can bring pot luck contributions that include:
 
-side dishes that go well with barbeque
-vegetarian options 
-desserts
-more beverages, including beer, wine or sake 
 
Cheers,
Brian Allen

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[Seattle Go Center] Lecture postponed to 8:00 p.m. tonight Thursday

Dear Go Players,

Our guests from the Nihon Ki-in have arrived, and we are enjoying simultaneous games this afternoon. Tonights lecture with Hiroshi Yamashiro 9p and Hiroki Shinkai 5p has been postponed until 8:00 p.m. so that they have more time for dinner. Mr Yamashiro has won over 1000 professional games, and Ms. Shinkai has won two titles, so we will be learning from experts. The lecture is free.

Cheers,
Brian Allen
manager@seattlego.org

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[ORE] Arc Dream website update

I've just finished moving Arc Dream's main website to a new server, which meant a ton of fiddly coding in the main site and the online store. If anyone places an order at the online store, please shoot me a private email on the side to give me a heads-up. Then I can be on the lookout and make sure everything is working properly. Thanks.


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

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MASTER PSYCHIC READER~ ACCURATE & AMUSING

Your first 3 minutes are FREE talking live with me.

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

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

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[Seattle Go Center] No kyu class tonight Wed, pros visit Thurs

Dear Go Players,

The Single Digit Kyu Players Class will not be meeting tonight, Sept 12. However, there is plenty happening the rest of the week, including simultaneous games with two pros from the Nihon Ki-in on Thursday at 2:00 p.m., and a pro lecture in the evening at 7:00. The pros are Mr. Hiroshi Yamashiro 9p and Ms. Hiroki Shinkai 5p. For more information, please check our website at http://www.seattlego.org/events/

Cheers,
Brian Allen
manager@seattlego.org

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[Seattle Go Center] Planning meeting for US Go Congress 2013

Folks,

We will be meeting at 4:00 PM Saturday 9-15. That will be after simuls
with the pros at 1 - 3:30 or so, and before the anniversary party at 6:00.

I attach an overview of the planning process in outline form. Please try
to glance at it before the meeting. It is 11 pages - but a quick read,
as there are a lot of titles (letting you skip the parts that don't
interest you) and the notes are brief, and well spaced.

Agenda

Q&A

Update on current progress
with the venue (PLU)
setting up a registration page on our website.
planning document (attached)

Introduction of those who are already taking on a task

Signing people up for tasks

Determine a project management method to keep people updated
project management software
googledocs
other?

T-shirt sales

Help set up for Anniversary party

--
Best,

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

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Re: [ORE] Getting Around Immunities

Without having a book in front of me I'm inclined to believe the conceptual space of Nullify bypasses immunity as a singular exception. 

I can get behind the metaphysical explanation that the immunity is being nullified as it attempts to resist the foreign power. 

Also, there's an outside chance Zipperneck was out of willpower at the time and his rolled immunity failed.

That's my thinking out loud for the moment. 

-Matt Conlon

On Sep 8, 2012, at 12:43 PM, Hotjets <arkhamalum@gmail.com> wrote:

As has been pointed out, Zipperneck should have been protected from Nullification by his Immunity to everything, if not due to his Heavy Armor, LAR, or his Flight with Defends (which probably didn't beat his attackers 2hd anyway).

I've been thinking about how bypass immunities. The first option is to link an Always On Useful power with an If/Then of only when power X is used for an extra -1. Call the Useful power Bypass Immunity or Ignore Immunity. So, even if your Invulnerable Super-Joe can't have his heart squeezed or mind blasted by Evil Psychic Man's two favorite Non-Physical attacks, EPV can use his Crack Aura NP attack on SJ since it is linked to  Bypass Immunity. This is the approach that makes the most sense to me.

The second possibility is to buy Interference with your Non-Physical attack. This could work, as Immunities seldom have Interference themselves. Have I got this right?

Buying Penetrating for your Non-Physical attack would be very expensive if you plan to confront someone with a bunch of hard dice, like Zipperneck, but might be an option.

I suspect that a clever person could just suggest an Extra that would do this. I'd probably charge +2, just like Non-Physical or Speeding Bullet, but I'd like to hear other ideas about the right cost.

Heck, I'd like any feedback on this subject generally. While I'm willing to criticize ORE at times, it is the main system that I use and I have written very favorable reviews of a couple of the associated world books.

Hotjets

    

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[Seattle Go Center] Visiting Pros, Party, Tournament

Dear Go Players,
 
We have some great events coming up in the next two weeks.  Mr. Hiroshi Yamashiro 9d and Ms. Hiroko Shinkai 5d from the Nihon Ki-in will be visiting from this Thursday Sept. 13 till Sunday Sept 16.  We will have simultaneous games and lectures, and they will be attending our big Anniversary Party on Saturday, Sept 15. 
 
The Anniversary Party will start at 6:00 p.m., and feature a performance by the Koto ensemble "Silk Strings", which gave a wonderful performance at last year's party.  The Go Center will be providing barbeque and some sushi.  We are hoping that members can contribute side dishes, desserts, and beverages.  We will have a banquet permit for beer, wine and sake.  If you can help out, please email me with a note about what you plan to bring. My address is manager@seattlego.org.
There is no charge for this event.
 
One week later, on Sunday, Sept 23, we will have our Anniversary Tournament, with registration at noon at the Go Center.  This is an AGA rated event with a total of $500 in prizes.  The Open Section will have prizes of $150, $75, and $50. The tournament is free for voting members, and players under 18.  It is $10 for all others.
 
As usual, there is more detailed information on our events page.  Just click on an event in the calendar for to get the details.
 
Cheers,
Brian Allen

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Re: [ORE] Wild Talents: Set my head straight

On Mon, Sep 10, 2012 at 12:02 AM, Daniel Kane <daniel.m.kane@gmail.com> wrote:
> "I get my set and reassign 4d to Body (mostly for breath-holding) and 6d to
> Hyperswimming so I can move through the water at 80 yards per round." Stats
> (Body, in this case) are always ADU, so you need all three qualities to
> emulate them.

True; I didn't think of that.

> I think it would have been kosher to to put 6d into Attacks
> or Defends Qualities on top of that, myself, since Hyperswimming only has
> Useful, but the 4d are definitely tied up in Body.

Indeed: "Hyperskills are more narrow than Hyperstats: They have one of
the three Power Qualities, depending on the Skill involved." -
http://arcdream.com/home/?p=318

I suppose Greg messed up either the interpretation of Hyperswimming's
Qualities, or which pool the dice come from, or he got everything
right.

Viktor

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[Seattle Go Center] REMINDER: Double-Digit-Kyu Class Tomorrow - GAME REVIEWS!

Hi Everyone-

Tomorrow evening I will be reviewing your games!  So bring a kifu, printout, or electronic device (e.g. laptop, tablet, or phone) with your game on it.  Alternatively, you can also email me me an .sgf file and I will bring it in; if you do this make sure that you do it before 5 pm if you want me to have it in time for the class. 

See you all there!

Nick Sibicky


Double-Digit Kyu Class
6:30 pm-8:30 pm, Mondays at the SGC.
There is no additional fee for the class, and all new players get 10 free visits to the Go Center.

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Re: [ORE] Wild Talents: Set my head straight

"I get my set and reassign 4d to Body (mostly for breath-holding) and 6d to Hyperswimming so I can move through the water at 80 yards per round."  Stats (Body, in this case) are always ADU, so you need all three qualities to emulate them.  I think it would have been kosher to to put 6d into Attacks or Defends Qualities on top of that, myself, since Hyperswimming only has Useful, but the 4d are definitely tied up in Body.

~ Daniel

On Sun, Sep 9, 2012 at 12:13 PM, Viktor Eikman <viktor.eikman@gmail.com> wrote:

This was my assumption from reading the rules, and it makes sense.
However, Greg's example seems clear: "But while I'm in dolphin shape,
I can't warp my flesh defensively or stab like the T-1000, because my
powers are all occupied being a dolphin."

I read this to mean that the character has no dice available for the
Attacks or Defends Qualities of the Miracle.

> You can't pile on to one use of the Duration power with another use of it.
> But you can hit a new target with each use of the power.
[...]
> In general, yeah. Except, as you say in your example, when it no longer
> becomes a flaw.

Cool! Thanks for answering.

Viktor

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Re: [ORE] Wild Talents: Set my head straight

On Sat, Sep 8, 2012 at 6:02 PM, Shane Ivey <shane.ivey@gmail.com> wrote:
> First and most importantly, Wild Talents is meant to be DIY. That was
> specifically the entire purpose of the game.

The entire hobby is necessarily DIY, to varying degree. I appreciate
that you're letting me know what it is that I'm doing myself =)

> You can't roll more than 10 dice. You can HAVE as many dice as you want.

Fair enough.

>> Statement 2: A character with Variable Effect on several Qualities of
>> one Miracle is lending dice from the same pool (the Miracle's, not the
>> Quality's) to any temporary powers created with Variable Effect.
>
> It applies to the power quality that has Variable Effect. Not to any other
> power qualities.

This was my assumption from reading the rules, and it makes sense.
However, Greg's example seems clear: "But while I'm in dolphin shape,
I can't warp my flesh defensively or stab like the T-1000, because my
powers are all occupied being a dolphin."

I read this to mean that the character has no dice available for the
Attacks or Defends Qualities of the Miracle.

> You can't pile on to one use of the Duration power with another use of it.
> But you can hit a new target with each use of the power.
[...]
> In general, yeah. Except, as you say in your example, when it no longer
> becomes a flaw.

Cool! Thanks for answering.

Viktor

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[ORE] Getting Around Immunities

As has been pointed out, Zipperneck should have been protected from Nullification by his Immunity to everything, if not due to his Heavy Armor, LAR, or his Flight with Defends (which probably didn't beat his attackers 2hd anyway).

I've been thinking about how bypass immunities. The first option is to link an Always On Useful power with an If/Then of only when power X is used for an extra -1. Call the Useful power Bypass Immunity or Ignore Immunity. So, even if your Invulnerable Super-Joe can't have his heart squeezed or mind blasted by Evil Psychic Man's two favorite Non-Physical attacks, EPV can use his Crack Aura NP attack on SJ since it is linked to  Bypass Immunity. This is the approach that makes the most sense to me.

The second possibility is to buy Interference with your Non-Physical attack. This could work, as Immunities seldom have Interference themselves. Have I got this right?

Buying Penetrating for your Non-Physical attack would be very expensive if you plan to confront someone with a bunch of hard dice, like Zipperneck, but might be an option.

I suspect that a clever person could just suggest an Extra that would do this. I'd probably charge +2, just like Non-Physical or Speeding Bullet, but I'd like to hear other ideas about the right cost.

Heck, I'd like any feedback on this subject generally. While I'm willing to criticize ORE at times, it is the main system that I use and I have written very favorable reviews of a couple of the associated world books.

Hotjets

    

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Re: [ORE] Wild Talents: Set my head straight

First and most importantly, Wild Talents is meant to be DIY. That was specifically the entire purpose of the game. You should change anything in the cafeteria to suit your own style and sensibilities. Just make sure your players are on board so there's no confusion at the table.
 
Statement 1: Starting simple, it's illegal to have more than 10d in
any Miracle, as indicated in the Essential Edition, page 15.

You can't roll more than 10 dice. You can HAVE as many dice as you want. Hence the Saurian Sciences. That 20d+10hd pool is meant to be divided up among a whole lot of smaller dice pools. That saved Ben the trouble of having three 10d or 10hd separate powers all with the exact same extras and flaws.

If you have 10d+10hd in Hurtful Language, you could ditch the HD and still attack with 10d, or you could attack with 10hd to hurt somebody real bad. But you couldn't roll 10d and 10hd at the same time.
 
Statement 2: A character with Variable Effect on several Qualities of
one Miracle is lending dice from the same pool (the Miracle's, not the
Quality's) to any temporary powers created with Variable Effect.

It applies to the power quality that has Variable Effect. Not to any other power qualities.

Statement 3: A Quality with Duration, or any of its sibling Extras,
can have only one instance at any moment.

You can't pile on to one use of the Duration power with another use of it. But you can hit a new target with each use of the power.

Statement 4: Finally, for the purposes of Flaws such as Mental Strain,
"every time you use your power" means "every time you roll to activate
that Quality", not "every round/scene that Quality is active" and not
"every time the most recent set used to roll for that Quality is
re-used".

In general, yeah. Except, as you say in your example, when it no longer becomes a flaw. If you take Permanent and Mental Strain with the idea that you took the Mental Strain that one time when the power activated and then you recovered and you never have to take the damage again, well, that's not a problem for you so it's not worth any points.

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[ORE] Wild Talents: Set my head straight

Here's a set of statements about the core rules of Wild Talents.
Please correct me if you think they're wrong.


Statement 1: Starting simple, it's illegal to have more than 10d in
any Miracle, as indicated in the Essential Edition, page 15.

For example, The Saurian Sciences (The Kerberos Club, page 276) is
against the rules with its 20d+10hd available for Variable Effect
artefacts.


Statement 2: A character with Variable Effect on several Qualities of
one Miracle is lending dice from the same pool (the Miracle's, not the
Quality's) to any temporary powers created with Variable Effect.

For example, Adam has 8d in Cosmic Power and can create both a 4d
Attacks and a 4d Defends power, using them simultaneously in one
scene. He cannot have 8d in both at once, or even do non-Variable
stuff with any other Quality when a Variable Effect has tied up all
8d. (This is indicated at <http://arcdream.com/home/?p=1122>.) It
follows that building several Miracles with Variable Effect is much
more powerful than one Miracle with several Qualities, yet, depending
on Permissions, it may cost the same.


Statement 3: A Quality with Duration, or any of its sibling Extras,
can have only one instance at any moment.

For example, Stolze's Hungarian Death Curse
(<http://arcdream.com/home/?p=1122>) can neither be layered onto a
single target twice, nor be active (whether dormant or doing damage)
on more than one person at any moment. Adam could buy two identical
copies of the Curse as separate powers and dual wield, so to speak.


Statement 4: Finally, for the purposes of Flaws such as Mental Strain,
"every time you use your power" means "every time you roll to activate
that Quality", not "every round/scene that Quality is active" and not
"every time the most recent set used to roll for that Quality is
re-used".

For example, Adam automatically sees the future when he's drunk
(Permanent, Always On), and gets a bad headache from this (Mental
Strain) as well as having to spend Willpower (Precognition) to
"determine" the future. Because his power has If/Then (intoxicated),
Adam takes the damage and pays the Willpower every time the
concentration of alcohol in his blood rises past a certain point,
because starting to meet the If/Then condition of his power forces him
to roll for it; the previous set is not recycled.

Correspondingly, Betsy uses bargain-bin Invulnerability with Endless
and Mental Strain. The set she rolls for it is recycled, so it's been
eight months since she took damage for having to activate it. The GM
is starting to wonder if the Flaw is legal in her case.


I realize that some of the ambiguities here may be intentional and up
to the GM's interpretation on a case-by-case basis. I'd like to know
if that is the intent.

Viktor

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[ORE] Re: 1 power: multiple contingencies

If you can get access to Grim War, there's a character in there called "Multiple Meg" who has a similar type of power.

On Saturday, August 18, 2012 6:19:30 PM UTC-5, matt conlon wrote:

I had an idea for a character that summons alternate reality clones of himself (a lot of them, actually collapses adjacent timelines so events across them become normalized from that point until they diverge at the end of the scene, takin the duplicates with them) and in the process they bring varying equipment into the scene. This is an expansion of his first power which was basically Ground Hog's Day (5hd of Aces with an "if/then he must be about to objectively fail a stated action", resulting in a time loop where he tries something again and again until he gets it perfect, if anyone has seen the anime Haruhi Suzumiya and the eternal 8 story it's a lot like that- blessing and curse. Just think of how any times you'd have to roll a 5 die pool to get it to come up all tens and that's how many times he has to do something before the cycle breaks.)

That said I'm wondering: if I have say 6d in Mental Constructs with permanent can I attach it to both the Clone and Minions power, right now I'm thinking of attaching Minions to Clone and Mental Consfructs to both, but does this mean every clone shows up with the same knife and every minion shows up with the same lockpicks or can I have them each pop up with varying equipment, or does Mental Constructs just require enough Mass Capacity in one activation to cover the amount of equipment required and any set will make that much of whatever I need (note: the constructs are flawed down to be "mundane equipment" rather than giant robots and jet packs (well, maybe jet packs but not personal plasma cannons and force field generators)).

Aside: this should be a fun RP element because it isn't always "this" version of the PC activating the power sometimes some other him needs a battalion of selves. It should also be fun when a "normal one" gets pulled in and doesn't know what the hell is going on.

-Matt Conlon

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[Seattle Go Center] Reminder: Thursday Go Class

Hello!

We will have our beginner's class tomorrow from 7-9pm at the go center.

See you there!

Frank

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Re: [ORE] Weapon damage question

Eg. A character with say 8d in Body has a base damage of Shock & Killing for unarmed combat, and adds +1 Shock and +1 Killing for hand weapons. So am I understanding correctly that if he uses say brass knuckles, which does W+1 in Shock, he would ultimately do W+1 in Shock PLUS 1 Shock and 1 Killing (due to Body stat)?

Start with the Body damage (Width in Shock for mere mortals) and then add from there for the weapon. So 8d with brass knuckles does Width+1 in Shock and Width in Killing.

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[ORE] Weapon damage question

Hi all,
 
I know this is a rookie question, but it's been wrackin my brain lately.
 
If a character is using a hand weapon, are you supposed to use the weapon's damage alone?
 
Eg. A character with say 8d in Body has a base damage of Shock & Killing for unarmed combat, and adds +1 Shock and +1 Killing for hand weapons. So am I understanding correctly that if he uses say brass knuckles, which does W+1 in Shock, he would ultimately do W+1 in Shock PLUS 1 Shock and 1 Killing (due to Body stat)?
 
If that's the case, wouldn't it be better not to use brass knuckles at all and just do W in S&K damage alone?
 
Thanks fer reading.
 
BD

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[Seattle Go Center] Tonight - Wednesday - Teaching games with Daniel Poore

Dear Go Players,
 
The Wednesday night class at the Go Center will feature games with Dan Poore, 2d.  This class is organized for single digit kyu players, but all are welcome.  Class will start at 7:00, and I will close the building around 9:30.  There is no charge for the instruction.
 
Regards,
Brian

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Re: [ORE] How to Build Audrey “Powerhound” O’Niel from Grim War

Hey Shane,
 
Any luck finding her write-up?
 
Thanks,
 
Jeff K
 

On Tuesday, August 14, 2012 6:18:47 AM UTC-7, Shane Ivey wrote:
I'm unlikely to have time to look it up for at least a week now that GenCon is upon us. Sorry!

Sent from my iPhone

On Aug 14, 2012, at 12:36 AM, Jeff K <jjko...@yahoo.com> wrote:

Hey all,

 

I was reading through Grim War and came across Audrey "Powerhound" O'Niel (page 109) and thought "Wow, this is freakin' cool!"
 
Now I am trying to figure out how to build her powers to use them as a framework for other mechanically similar abilities. 
 
I have a few ideas, but I thought I would take the easy route and check here first.  Anyone have any ideas?  (Hint, hint Mr. Stolze and Mr. Ivey)
 
Thanks in advance!
 
Jeff K.

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Re: [ORE] Re: The Simple Guide to Ultimate Power, Part 5: Mixing Power Qualities

I can only speak to my own games but I found the Multiple Actions power as written to be problematic.  


In my experience, as many people have suspected, it gives away too much for too low a cost. With regards to rethinking it I've a few thoughts... The limitation you mentioned is reasonable. Another one that comes to mind is remembering the largest possible bonus from extra prep time is two dice - it would seem reasonable to make that the maximum bonus when performing just one action.

I do think the Augment power is probably a better way of realizing the typical ability of speedsters and ninjas to do multiple things at once.

-Dan

On Tue, Sep 4, 2012 at 7:53 PM, Tim Keating <mrtact@gmail.com> wrote:
I really enjoyed this series, but it did leave me hanging on one lingering question I have, and that concerns everyone's favorite power from the cafeteria: Multiple Actions!

It's basically the same question Princess Stacey asked way back here: http://forum.rpg.net/showthread.php?503044-Wild-Talents-augment-vs-multiple-actions. TL; DR -- MA + Endless seems like a cheap way to get Augments -- you only have to buy one power quality instead of three.

(And yes, I recognize that the intent behind the game design is not for every power to be balanced perfectly mathematically against the entire spectrum of powers, but this case seems so blatantly broken it bugs me.)

I think I'm to the point where I'm going to houserule that MA can *only* be used to offset penalty dice for taking multiple actions (well, that plus the non-combat benefit), but I'm curious to hear other peoples' thoughts on the matter.

TK

On Thursday, July 26, 2012 12:22:55 PM UTC-5, Shane Ivey wrote:
Greg digs deep with the final installment of his primer on building custom powers in Wild Talents. Today he tackles powers with multiple qualities, blending Variable Effect and Augment and all kinds of flaws and extras in two incredibly flexible powers: weather control and world-class telepathy.

http://arcdream.com/home/?p=1129

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