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[Seattle Go Center] Open Tues, Thurs and Sat

Dear Go Players,

 

The Seattle Go Center will be open on New Year’s Day for Jon’s Simuls, starting at 1:00, and also for regular games.  We will probably close around 9:00 p.m.

 

We will also be open Thursday, from 1 p.m. to 9 p.m.

 

On Saturday, Jan. 5, Dennis will open at 1 p.m., and we will have our holiday party at 6:00 p.m., with potluck food and drink.

 

And don’t forget the Jin Chen Tournament on Sunday, Jan. 6 – starting at 9:30 a.m.

 

Happy New Year!

 

Brian

 

 

 

Brian  Allen

Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

206 545-1424 (Go Center)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] Happy New Year!

Hello everyone,

Tomorrow is January 1st, 2013! I hope this year has found you happy and
engaged.

At 1:00 PM I will do my annual New Years simul and I hope you can join
me. Donations are accepted and they go to Northwest Harvest.

So join me in helping us both wake our brains for the new year and help
feed some people in need!

Jon Boley

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World Prelaunch Opportunity

World Prelaunch Opportunity
We are now in World Prelaunch and you have the unique opportunity of registering FREE of charge. Timing is crucial, being in at Prelaunch in YOUR country is so important After viewing the video on our homepage, simply click on the "Join button" and input your basic information.
The process is completely FREE.
Share Your World Prelaunch Website with the World
 We will give you a FREE World Prelaunch website allowing you to market this World Prelaunch to anyone around the world. Anyone that registers FREE via your website will be counted as your personal sponsored person.

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[Seattle Go Center] Open Tuesday, Jan. 1 for Simuls and More

Dear Go Players,

 

Jon Boley 6d will be playing simultaneous games for charity on Tuesday, Jan. 1, from 1-5 p.m.  Start the New Year off with a thoughtful game of Go!  Also, thanks to volunteer John Richards, the Go Center will stay open in the evening  5-9 p.m., so you can play more games.

 

Regards,

Brian

 

 

 

Brian  Allen

Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

206 545-1424 (Go Center)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] Open Today, Thursday Dec. 27 2-10

Dear Go Players,

 

The Go Center will be open today, Thursday from 2 p.m. till 10 p.m.  We hope to see you there!

 

Regards,

Brian

 

 

Brian  Allen

Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

206 545-1424 (Go Center)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] Closed Tuesday, Open Thursday 2-10 PM

Dear Go Players,

 

We will be closed for Christmas on Tues, Dec. 25.  but we will be open Thursday, Dec. 27.  Frank F. will be at the Go Center in the afternoon, and I will be there in the evening.   Feel free to bring any extra fruitcake to share.  We will order pizza if we have a quorum.

 

Happy Holidays!

 

Brian

 

Brian  Allen

Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

206 545-1424 (Go Center)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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iPhone App - Spanish Flashcards with Pictures

iPhone App - Spanish Flashcards with Pictures - http://spanishiphoneapp.weebly.com

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iPhone App - Spanish Flashcards with Pictures

iPhone App - Spanish Flashcards with Pictures - http://spanishiphoneapp.weebly.com

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[Seattle Go Center] Game record for tomorrow

(;GM[1]FF[4]AP[Drago:4.12]SZ[19]CA[UTF-8]PW[Cho Chikun]PB[Sakata Eio]WR[9p]BR[9p]RE[Black by resignation];B[qd];W[dc];B[qq];W[dq];B[oc];W[ce];B[co];W[dl];B[fo];W[gq]
;B[qj];W[jc];B[hp];W[hq];B[ip];W[iq];B[jp];W[kq];B[dj];W[eo]
;B[en];W[dn];B[ep];W[do];B[dp];W[fp];B[eq];W[cp];B[cq];W[bp]
;B[bq];W[er];B[dr];W[fq];B[dq];W[cn];B[go];W[bo];B[fr];W[nq]
;B[po];W[gl];B[no];W[dh];B[lc];W[je];B[he];W[ld];B[md];W[hf]
;B[gf];W[hg];B[ee];W[gg];B[ec];W[dd];B[ed];W[df];B[de];W[cf]
;B[ie];W[me];B[kd];W[le];B[jd];W[kc];B[ic];W[ke];B[id];W[mc]
;B[lb];W[mb];B[jb];W[la];B[kb];W[nd];B[pf];W[jl];B[fl];W[fm]
;B[gm];W[hl];B[em];W[fk];B[el];W[ek];B[if];W[pc];B[pd];W[pg]
;B[og];W[pi];B[qg];W[qi];B[qk];W[oj];B[ig];W[lh];B[ni];W[ol]
;B[nk];W[nj];B[mi];W[mj];B[li];W[ql];B[nf];W[kh];B[fg];W[qn]
;B[rl];W[pl];B[ri];W[rm];B[rk];W[kp];B[qo];W[gr];B[es];W[hn]
;B[ko];W[lo];B[kn];W[in];B[kl];W[kk];B[lk];W[ll];B[ml];W[km]
;B[lj];W[mm];B[nm];W[on];B[ln];W[nl];B[mk];W[lm];B[nn];W[oo]
;B[op];W[np];B[mn];W[oq];B[jm];W[kl];B[pp];W[ro];B[rp];W[pn]
;B[so];W[rn];B[pq];W[jn];B[jo];W[pj];B[lp];W[lq];B[sn];W[sl]
;B[qh];W[gn];B[fn];W[rr];B[qr];W[pk];B[sp])
Hello everyone,

As promised here is the game record for tomorrows 4:00 PM class. Once
again a fight between Cho Chikun (9p this game) and Sakata Eio (9p) from
1977.

Enjoy,

Jon

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[Seattle Go Center] Sunday Classes 12/23

Hello everyone,

Yes, we are having class tomorrow! It is the final Sunday classes of
the year. We will restart next year on the 13th of January.

Schedule:

9:00 - 10:00AM - Youth beginning drop in class. Cost $10.
10:00 AM - Noon - Youth advanced class. Cost $15.

2:00 PM - 4:00 PM - Intensive class (3 Spots open). Cost $20.
4:00 PM - 5:00 PM - Kyu Class. Cost $10

We will look at another game for the kyu class, but I will email the
game out later tonight.

I hope everyone is having a great holiday season!

Jon Boley

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[Seattle Go Center] New Lease and Management Agreement with Nihon Ki-in

Seattle Go Center Records Formalized Lease and Management Agreement

with the Nihon Ki-in

 

The Board of Directors of the Seattle Go Center is pleased to announce that we have signed a new agreement with the Nihon Ki-in, providing for our continued management and occupancy of the Iwamoto Building in support of our mission to promote the game of Go and encourage cultural exchange in the spirit of Iwamoto-sensei.  The lease term runs through 2016, with the Go Center having the option to renew through 2021. The official documents were recorded in Seattle this morning, Dec. 21, 2012. To a large extent, this new agreement simply formalizes the understanding the two organizations have always had, and ensures that misunderstandings will not occur in the future. 

 

On behalf of the entire Seattle Go Center community, the Directors express heart-felt thanks to the Nihon Ki-in, and particularly to President Norio Wada.  This agreement, which not only formally extends  the relationship between our two organizations, but reaffirms our ties to one another, was only made possible by the vision and leadership the Nihon Ki-in provided throughout this process.

 

The Seattle Go Center remains deeply grateful to the Nihon Ki-in for its support, generosity, and guidance since the Seattle Go Center’s inception in 1994.  We will strive to justify their faith in us, now and far into the future.

 

 

For more information, please contact the Manager of the Go Center, Brian Allen, at manager@seattlego.org

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اعضاء جنسية صماعية + تعارف ومواعدة + مشروبات روحية كله لمن فوق 18 سنه

اعضاء جنسية صماعية + تعارف ومواعدة + مشروبات روحية كله لمن فوق 18 سنه

متجر الازواج الاول الذي يحتوي على سلع لكل راغب في المتعة و الاثارة
الزوجية
انه متجر للبالغين و لمن سنهم يتجاوز 18 سنة
يمكنكم الدخول من هنا
http://www.shopar1.com/mer/
و لان الموقع يحتوى على محتوى للبالغين فربما تجده محظور في بلدك
و لتستطيع الدخول ما عليك الا ان ترسل رسال بعنوان ابغى ارى عروضكم
الى هذا الايميل
mercatoamore@gmail.com
سيصلكم برامج بروكسيات و روابط غير محجوبه
موضوع تاني
وبعد التسجيل حمل اللعبة وادخل عليها مستخدما نفس اسم المستخدم وكلمة
السر التي اخترتها اثناء التسجيل
التحميل من هنا
لعبة (ريد لايت سينتر) من أجمل لعب البالغين على الانترنت الثلاثية
الأبعاد على الإطلاق
تتميز بمحاكاتها للواقع بشكل رهيب جدا حيث أنها عبارة عن مدينة تتميز هذه
المدينة بأنها مدينة السيكس والرغبة والشذوذ
فيها مقاهي وبارات ونوادي ليلية وفنادق ومسابح وأماكن بيع وسينما ومراكز
تسوق وغيرها الكثير
يعني من البداية يمكنك أن تختار الجنس اللذي تريد أن تكونه : مثلا فتاة
أو شا
ومن ثم بأمكانك أختيار الثياب الخارجية و الثياب الداخلية حتى أنه
بإمكانك أختيار الوشم اللذي يناسب جسدك اللذي أخترته بشكل مسب
ثم تبدأ رحلة السيكس والبحث عن شريك

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[Seattle Go Center] Sunday Classes

Hello everyone,

This Sunday, Scott Arnold will be teaching the youth classes in the
morning and Edward Kim will be teaching the open (adult) classes in the
evening.

Youth Schedule:

9:00 AM - 10:00 Beginning Youth class (drop in) $10
10:00 AM - Noon Advanced Youth class $15

Open afternoon classes:

2:00 PM - 4:00 PM - Intensive class. Limit six students (email if
interested.) Bring your game records to be reviewed by Edward. Cost $20
4:00 PM - 5:00 PM - Edward will do a professional game review. Cost $10.

Thanks!

Jon

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[Seattle Go Center] LAST DDK CLASS OF 2012 - Game Reviews

Hi Everyone-

I just want to let you know that we will be having the last Monday-night
double-digit kyu class of 2012 at the Seattle Go Center this Monday
evening (12/17/12). I am planning on doing game reviews. If you'd like
your game reviewed, please email me an SGF file no later than 4 pm on
Monday, or bring a copy of it with you to the Go Center.

We will resume classes again on January 7.

Nick Sibicky - 4 Dan

Double-Digit Kyu Class
Mondays, 6:30-8:30 pm
Seattle Go Center

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[Seattle Go Center] Edward Kim teaching on Sunday at 2:00

Dear Go Players,

Edward Kim 7d will be teaching the Intensive Class this Sunday, Dec. 16, from 2:00 to 4:00 or 5:00. This is your once a month opportunity to learn from Mr. Kim, who is one of the strongest players in the Northwest, and an excellent teacher. The fee is $20.

Regards,
Brian Allen
manager@seattlego.org

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[Seattle Go Center] Party Jan. 5! Jin Chen Tournament Jan. 6!

Dear Go Players,

 

We will be having our Holiday Party on Saturday, Jan. 5, 2012 starting at 6:00 p.m.  Please mark your calendars!  More details will be provided later, but I am sure there will be sushi.

 

On Sunday, Jan. 6, we will have the Jin Chen Memorial Tournament, starting at 9:30 in the morning.  This is one of our biggest tournaments, with a total prize purse of $1000.  As usual, more details are in the events calendar – just click on an event for more info.

http://www.seattlego.org/events/

 

Cheers,

Brian

 

Brian  Allen

Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

206 545-1424 (Go Center)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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Re: [ORE] WT - Spray on Defends?

Apropos of nothing, am I the only one who looked at the thread title and did a double take thinking it said "Spray On Depends"? ;)\

Was wondering how a spammer had got on the list, and that would be.. a.. unique product I think. (although probably available via SCIENCE! in several WT-related worlds ;)

On Tue, Dec 11, 2012 at 2:06 PM, Adam Rice <brothrrice@yahoo.com> wrote:
That is exactly what I had in mind Shane, thank you! Honestly the incremental augment extra might be a good way to solve adding the Godlike extras to other stats as well. Thanks!


--- On Tue, 12/11/12, Shane Ivey <shane.ivey@gmail.com> wrote:

From: Shane Ivey <shane.ivey@gmail.com>
Subject: Re: [ORE] WT - Spray on Defends?
To: cult-of-ore@googlegroups.com
Date: Tuesday, December 11, 2012, 12:33 PM


Here's a thread with a breakdown of the Body effects from Godlike in Wild Talents terms:



On Fri, Dec 7, 2012 at 2:46 PM, Adam Rice <brothrrice@yahoo.com> wrote:
I would think that an extra that accomplishes more or less the same effect with defends that speeding bullet achieves with attacks or useful qualities would cost the same. I love the flavor of the extras on higher stats in Godlike (and the mind stat in Progenitor) and I would also love to see a cost breakdown, perhaps in one of the building powers columns? I feel like those extras really enouraged buying stats with less immediate combat effect and building more interesting characters. Thanks for the quick response!


--- On Fri, 12/7/12, Shane Ivey <shane.ivey@gmail.com> wrote:

From: Shane Ivey <shane.ivey@gmail.com>
Subject: Re: [ORE] WT - Spray on Defends?
To: cult-of-ore@googlegroups.com
Date: Friday, December 7, 2012, 12:10 PM


Interesting. I don't think that's addressed in the rulebook proper so it's a judgment call.  

Basically the "6d minimum" thing for attacks that have Speeding Bullet is a cludge to replicate the "bullets are too fast to dodge them unless you're superhumanly fast" rule. There's not a converse "you are too fast to hit unless it's a superhumanly fast attack" rule in Wild Talents. 

The really generous Hypercoordination rule in Godlike -- where all attacks that you know about are at -1 Width or whatever -- can be replicated in WT with a Defends power that has HD and Interference and a couple of flaws. You could certainly fold all that into a custom Extra that goes on Defends that says "...must have 6d Coordination to hit you" if you like. The question is whether it's worth the same as the Speeding Bullet extra (+2?) or should it cost more.




On Fri, Dec 7, 2012 at 8:12 AM, Adam Rice <brothrrice@yahoo.com> wrote:
This actually brings up a question one of my players had the other day; if Speeding Bullet is attached to a defends quality does that mean someone needs to have six dice in the appropriate stat or attack power to even have a chance of hitting?

--- On Thu, 12/6/12, Shane Ivey <shane.ivey@gmail.com> wrote:

From: Shane Ivey <shane.ivey@gmail.com>
Subject: Re: [ORE] WT - Spray on Defends?
To: "cult-of-ore@googlegroups.com" <cult-of-ore@googlegroups.com>
Date: Thursday, December 6, 2012, 8:26 PM


The tricky part for me is figuring out what your actual rolled pool is when you have multiple actions with *and* without Spray at the same time.

Just compare the dice pools as usual. If you have 9d with Defends+Spray and 6d with attacks, then to declare multiple actions with Defends and Attacks you use 6d. And IIRC you lose a die because the benefits of Spray don't apply to both declared actions.

Sent from my iPhone

On Dec 6, 2012, at 6:48 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:

It gives +spray dice to the Defends quality's pool, and lets you use any sets that come up for the D quality without multiple action penalties.  You *will* take penalties for additional actions like attacking (unless they have Spray, too!).

The tricky part for me is figuring out what your actual rolled pool is when you have multiple actions with *and* without Spray at the same time.

The way I've been doing it is:

1. Factor in Spray dice *before* comparing pools to get the smallest as the base pool
2. Subtract one die for every declared action after the first that does not have Spray

So a character with 6d to shoot stuff, 5d to run, and (4d + Spray 2d) to dodge, who's in a running battle and wants to do all three at once would roll the 5d run pool (less than 6d and 4d+2d), -1d for also shooting stuff, for 4d total.

If the player miraculously got two sets on four dice, both could be used for dodging (only special dice force you to use the smallest pool's action on success).

When my players use Spray, they usually go crazy with it and toss it on a lot of qualities.  In one case, Hypercoordination with wiggle dice and Spray.  Oddly, not a ninja or speedster.

-- Daniel

On Thu, Dec 6, 2012 at 2:31 PM, Chris Fougere <fougerec99@hotmail.com> wrote:
I've been reading through Progenitor and notice quite a few instances of Spay on Defend powers.

How does this work?  Allow you to defend using multiple sets?  Allow you to multi-action attacking and defending without losing dice?

Somehow I just can't wrap my head around it, so some help is deeply appreciated.

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

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

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Re: [ORE] WT - Spray on Defends?

That is exactly what I had in mind Shane, thank you! Honestly the incremental augment extra might be a good way to solve adding the Godlike extras to other stats as well. Thanks!

--- On Tue, 12/11/12, Shane Ivey <shane.ivey@gmail.com> wrote:

From: Shane Ivey <shane.ivey@gmail.com>
Subject: Re: [ORE] WT - Spray on Defends?
To: cult-of-ore@googlegroups.com
Date: Tuesday, December 11, 2012, 12:33 PM

Here's a thread with a breakdown of the Body effects from Godlike in Wild Talents terms:



On Fri, Dec 7, 2012 at 2:46 PM, Adam Rice <brothrrice@yahoo.com> wrote:
I would think that an extra that accomplishes more or less the same effect with defends that speeding bullet achieves with attacks or useful qualities would cost the same. I love the flavor of the extras on higher stats in Godlike (and the mind stat in Progenitor) and I would also love to see a cost breakdown, perhaps in one of the building powers columns? I feel like those extras really enouraged buying stats with less immediate combat effect and building more interesting characters. Thanks for the quick response!


--- On Fri, 12/7/12, Shane Ivey <shane.ivey@gmail.com> wrote:

From: Shane Ivey <shane.ivey@gmail.com>
Subject: Re: [ORE] WT - Spray on Defends?
To: cult-of-ore@googlegroups.com
Date: Friday, December 7, 2012, 12:10 PM


Interesting. I don't think that's addressed in the rulebook proper so it's a judgment call.  

Basically the "6d minimum" thing for attacks that have Speeding Bullet is a cludge to replicate the "bullets are too fast to dodge them unless you're superhumanly fast" rule. There's not a converse "you are too fast to hit unless it's a superhumanly fast attack" rule in Wild Talents. 

The really generous Hypercoordination rule in Godlike -- where all attacks that you know about are at -1 Width or whatever -- can be replicated in WT with a Defends power that has HD and Interference and a couple of flaws. You could certainly fold all that into a custom Extra that goes on Defends that says "...must have 6d Coordination to hit you" if you like. The question is whether it's worth the same as the Speeding Bullet extra (+2?) or should it cost more.




On Fri, Dec 7, 2012 at 8:12 AM, Adam Rice <brothrrice@yahoo.com> wrote:
This actually brings up a question one of my players had the other day; if Speeding Bullet is attached to a defends quality does that mean someone needs to have six dice in the appropriate stat or attack power to even have a chance of hitting?

--- On Thu, 12/6/12, Shane Ivey <shane.ivey@gmail.com> wrote:

From: Shane Ivey <shane.ivey@gmail.com>
Subject: Re: [ORE] WT - Spray on Defends?
To: "cult-of-ore@googlegroups.com" <cult-of-ore@googlegroups.com>
Date: Thursday, December 6, 2012, 8:26 PM


The tricky part for me is figuring out what your actual rolled pool is when you have multiple actions with *and* without Spray at the same time.

Just compare the dice pools as usual. If you have 9d with Defends+Spray and 6d with attacks, then to declare multiple actions with Defends and Attacks you use 6d. And IIRC you lose a die because the benefits of Spray don't apply to both declared actions.

Sent from my iPhone

On Dec 6, 2012, at 6:48 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:

It gives +spray dice to the Defends quality's pool, and lets you use any sets that come up for the D quality without multiple action penalties.  You *will* take penalties for additional actions like attacking (unless they have Spray, too!).

The tricky part for me is figuring out what your actual rolled pool is when you have multiple actions with *and* without Spray at the same time.

The way I've been doing it is:

1. Factor in Spray dice *before* comparing pools to get the smallest as the base pool
2. Subtract one die for every declared action after the first that does not have Spray

So a character with 6d to shoot stuff, 5d to run, and (4d + Spray 2d) to dodge, who's in a running battle and wants to do all three at once would roll the 5d run pool (less than 6d and 4d+2d), -1d for also shooting stuff, for 4d total.

If the player miraculously got two sets on four dice, both could be used for dodging (only special dice force you to use the smallest pool's action on success).

When my players use Spray, they usually go crazy with it and toss it on a lot of qualities.  In one case, Hypercoordination with wiggle dice and Spray.  Oddly, not a ninja or speedster.

-- Daniel

On Thu, Dec 6, 2012 at 2:31 PM, Chris Fougere <fougerec99@hotmail.com> wrote:
I've been reading through Progenitor and notice quite a few instances of Spay on Defend powers.

How does this work?  Allow you to defend using multiple sets?  Allow you to multi-action attacking and defending without losing dice?

Somehow I just can't wrap my head around it, so some help is deeply appreciated.

Thanks
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Re: [ORE] WT - Spray on Defends?

Here's a thread with a breakdown of the Body effects from Godlike in Wild Talents terms:




On Fri, Dec 7, 2012 at 2:46 PM, Adam Rice <brothrrice@yahoo.com> wrote:
I would think that an extra that accomplishes more or less the same effect with defends that speeding bullet achieves with attacks or useful qualities would cost the same. I love the flavor of the extras on higher stats in Godlike (and the mind stat in Progenitor) and I would also love to see a cost breakdown, perhaps in one of the building powers columns? I feel like those extras really enouraged buying stats with less immediate combat effect and building more interesting characters. Thanks for the quick response!


--- On Fri, 12/7/12, Shane Ivey <shane.ivey@gmail.com> wrote:

From: Shane Ivey <shane.ivey@gmail.com>
Subject: Re: [ORE] WT - Spray on Defends?
To: cult-of-ore@googlegroups.com
Date: Friday, December 7, 2012, 12:10 PM


Interesting. I don't think that's addressed in the rulebook proper so it's a judgment call.  

Basically the "6d minimum" thing for attacks that have Speeding Bullet is a cludge to replicate the "bullets are too fast to dodge them unless you're superhumanly fast" rule. There's not a converse "you are too fast to hit unless it's a superhumanly fast attack" rule in Wild Talents. 

The really generous Hypercoordination rule in Godlike -- where all attacks that you know about are at -1 Width or whatever -- can be replicated in WT with a Defends power that has HD and Interference and a couple of flaws. You could certainly fold all that into a custom Extra that goes on Defends that says "...must have 6d Coordination to hit you" if you like. The question is whether it's worth the same as the Speeding Bullet extra (+2?) or should it cost more.




On Fri, Dec 7, 2012 at 8:12 AM, Adam Rice <brothrrice@yahoo.com> wrote:
This actually brings up a question one of my players had the other day; if Speeding Bullet is attached to a defends quality does that mean someone needs to have six dice in the appropriate stat or attack power to even have a chance of hitting?

--- On Thu, 12/6/12, Shane Ivey <shane.ivey@gmail.com> wrote:

From: Shane Ivey <shane.ivey@gmail.com>
Subject: Re: [ORE] WT - Spray on Defends?
To: "cult-of-ore@googlegroups.com" <cult-of-ore@googlegroups.com>
Date: Thursday, December 6, 2012, 8:26 PM


The tricky part for me is figuring out what your actual rolled pool is when you have multiple actions with *and* without Spray at the same time.

Just compare the dice pools as usual. If you have 9d with Defends+Spray and 6d with attacks, then to declare multiple actions with Defends and Attacks you use 6d. And IIRC you lose a die because the benefits of Spray don't apply to both declared actions.

Sent from my iPhone

On Dec 6, 2012, at 6:48 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:

It gives +spray dice to the Defends quality's pool, and lets you use any sets that come up for the D quality without multiple action penalties.  You *will* take penalties for additional actions like attacking (unless they have Spray, too!).

The tricky part for me is figuring out what your actual rolled pool is when you have multiple actions with *and* without Spray at the same time.

The way I've been doing it is:

1. Factor in Spray dice *before* comparing pools to get the smallest as the base pool
2. Subtract one die for every declared action after the first that does not have Spray

So a character with 6d to shoot stuff, 5d to run, and (4d + Spray 2d) to dodge, who's in a running battle and wants to do all three at once would roll the 5d run pool (less than 6d and 4d+2d), -1d for also shooting stuff, for 4d total.

If the player miraculously got two sets on four dice, both could be used for dodging (only special dice force you to use the smallest pool's action on success).

When my players use Spray, they usually go crazy with it and toss it on a lot of qualities.  In one case, Hypercoordination with wiggle dice and Spray.  Oddly, not a ninja or speedster.

-- Daniel

On Thu, Dec 6, 2012 at 2:31 PM, Chris Fougere <fougerec99@hotmail.com> wrote:
I've been reading through Progenitor and notice quite a few instances of Spay on Defend powers.

How does this work?  Allow you to defend using multiple sets?  Allow you to multi-action attacking and defending without losing dice?

Somehow I just can't wrap my head around it, so some help is deeply appreciated.

Thanks
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Re: [ORE] Telekinetic Technicalities

This is also a good situation for a variable effect power, like the totally awesome example Greg Stolze used (using an older version of the WT:EE rules, but you get the idea) for Cyclops in an RPG.net thread:

I JUST PULLED A CREATIVE USE OF MY POWER OUT MY ASS: U (+2)
USEFUL EXTRAS: Mass Capacity (+2) Variable Effect (Thematic With Power) (+2) No Physics (+1)
USEFUL FLAWS: Exhausted (-3)

(http://forum.rpg.net/showthread.php?414980-Wild-Talents-Essential-Edition-Stat-Up-Some-Reference-Heroes&p=9386526#post9386526)

Once per scene, he can do something normally outside the scope of his powers (i.e. with a capacity his eye beams don't normally have) as a "rare trick" kind of thing.  It's a great way to salve the "if he has telekinesis, why can't he ride a refrigerator he's throwing?" kind of thing, without actually statting up a Useful quality with a Speed capacity.  You choose Extras, Flaws, and *capacities* of emulated powers when you emulate them.

-- Daniel

On Sun, Dec 9, 2012 at 1:33 PM, Matt <moeheid@gmail.com> wrote:
Goodall has the right of it. 

-Matt Conlon

On Dec 9, 2012, at 8:39 AM, Allan Goodall <awgoodall@gmail.com> wrote:

This is how I approach it with my group. Shane may decide something else as an official response.

Personally, I wouldn't worry about the Speed capacity unless you are using the ability to move yourself quickly for some effect. The description of the Speed capacity in the WT2 rulebook actually says it's used to move "you" quickly.

Think about the Harm miracle. Say your miracle has you shoot bullets out of your fingers. You need the Range capacity. Do you need the Speed capacity to dictate that the bullets are hypersonic? No. If you shot lasers from your eyes, do you need the Speed capacity to have the lasers shoot at light speed? No.

Roll he dice. The width of your roll indicates when your power works. So the width dictates when the power activates, when the power is doing what it's doing. The width is when your telekinesis works. The width determines how quickly something moves, really.

I would require the Speed capacity if you wanted to use your Telekinesis on yourself to make you move quickly. (Though it might be cheaper to buy this as a separate power.)

Otherwise, the speed with which you move something with your Telekinesis is rolled in as a special effect with the qualities and extras you buy for your power. You have Defends on your Telekinesis? That assumes you have speed sufficient to move an object into the path of an attack. You buy an extra so that your Telekinesis can't be stopped? Maybe it's because it's super fast.


On Sun, Dec 9, 2012 at 2:47 AM, Jeff K <jjkohl70@yahoo.com> wrote:

Hey all,

 

I have a question about telekinesis.  Do you need a Speed Capacity on your Telekinesis to let you know how fast an object you are moving moves?  The Mass Capacity tells you how heavy an object may be and the Range Capacity tells you how far away it can be.  What about how fast it moves?  When can I get the object to me that I need.

 

On page 112 of the Wild Talents Essential Edition it talks about Switching and Combining Capacities.  In the example, the book describes using the Mass and Speed Capacities together.  Moving X weight at Y speed.  But in the Miracle Cafeteria and the Progenitor book, the Telekinesis examples there do not have a Speed Capacity.

 

So, what do you think? 

 

Any advice would be welcome.
 
Thanks in advance.

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[Seattle Go Center] DDK Class Tonight: Lessons from a 7 dan pro

Hi Fellow Go Players-

Tonight, I will be sharing with you two even games that I recently played with Yilun Yang, a 7 dan pro, and the lessons that are contained within.  I will show you Mr. Yang's comments and insights from the reviews I had with him.  Come and see what strong players think about when they are playing!

 


Nick Sibicky 4D


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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Re: [ORE] Telekinetic Technicalities

Goodall has the right of it. 

-Matt Conlon

On Dec 9, 2012, at 8:39 AM, Allan Goodall <awgoodall@gmail.com> wrote:

This is how I approach it with my group. Shane may decide something else as an official response.

Personally, I wouldn't worry about the Speed capacity unless you are using the ability to move yourself quickly for some effect. The description of the Speed capacity in the WT2 rulebook actually says it's used to move "you" quickly.

Think about the Harm miracle. Say your miracle has you shoot bullets out of your fingers. You need the Range capacity. Do you need the Speed capacity to dictate that the bullets are hypersonic? No. If you shot lasers from your eyes, do you need the Speed capacity to have the lasers shoot at light speed? No.

Roll he dice. The width of your roll indicates when your power works. So the width dictates when the power activates, when the power is doing what it's doing. The width is when your telekinesis works. The width determines how quickly something moves, really.

I would require the Speed capacity if you wanted to use your Telekinesis on yourself to make you move quickly. (Though it might be cheaper to buy this as a separate power.)

Otherwise, the speed with which you move something with your Telekinesis is rolled in as a special effect with the qualities and extras you buy for your power. You have Defends on your Telekinesis? That assumes you have speed sufficient to move an object into the path of an attack. You buy an extra so that your Telekinesis can't be stopped? Maybe it's because it's super fast.


On Sun, Dec 9, 2012 at 2:47 AM, Jeff K <jjkohl70@yahoo.com> wrote:

Hey all,

 

I have a question about telekinesis.  Do you need a Speed Capacity on your Telekinesis to let you know how fast an object you are moving moves?  The Mass Capacity tells you how heavy an object may be and the Range Capacity tells you how far away it can be.  What about how fast it moves?  When can I get the object to me that I need.

 

On page 112 of the Wild Talents Essential Edition it talks about Switching and Combining Capacities.  In the example, the book describes using the Mass and Speed Capacities together.  Moving X weight at Y speed.  But in the Miracle Cafeteria and the Progenitor book, the Telekinesis examples there do not have a Speed Capacity.

 

So, what do you think? 

 

Any advice would be welcome.
 
Thanks in advance.

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[ORE] ORE Google+ Community

For those of you on Google+, I have taken the liberty of starting a community for discussion of One Roll Engine games. We have categories for all of the ORE games as well as general discussion of the system. You can find the community at:



I hope you all will come over and check it out.

Paul Stefko

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Re: [ORE] Telekinetic Technicalities

This is how I approach it with my group. Shane may decide something else as an official response.

Personally, I wouldn't worry about the Speed capacity unless you are using the ability to move yourself quickly for some effect. The description of the Speed capacity in the WT2 rulebook actually says it's used to move "you" quickly.

Think about the Harm miracle. Say your miracle has you shoot bullets out of your fingers. You need the Range capacity. Do you need the Speed capacity to dictate that the bullets are hypersonic? No. If you shot lasers from your eyes, do you need the Speed capacity to have the lasers shoot at light speed? No.

Roll he dice. The width of your roll indicates when your power works. So the width dictates when the power activates, when the power is doing what it's doing. The width is when your telekinesis works. The width determines how quickly something moves, really.

I would require the Speed capacity if you wanted to use your Telekinesis on yourself to make you move quickly. (Though it might be cheaper to buy this as a separate power.)

Otherwise, the speed with which you move something with your Telekinesis is rolled in as a special effect with the qualities and extras you buy for your power. You have Defends on your Telekinesis? That assumes you have speed sufficient to move an object into the path of an attack. You buy an extra so that your Telekinesis can't be stopped? Maybe it's because it's super fast.



On Sun, Dec 9, 2012 at 2:47 AM, Jeff K <jjkohl70@yahoo.com> wrote:

Hey all,

 

I have a question about telekinesis.  Do you need a Speed Capacity on your Telekinesis to let you know how fast an object you are moving moves?  The Mass Capacity tells you how heavy an object may be and the Range Capacity tells you how far away it can be.  What about how fast it moves?  When can I get the object to me that I need.

 

On page 112 of the Wild Talents Essential Edition it talks about Switching and Combining Capacities.  In the example, the book describes using the Mass and Speed Capacities together.  Moving X weight at Y speed.  But in the Miracle Cafeteria and the Progenitor book, the Telekinesis examples there do not have a Speed Capacity.

 

So, what do you think? 

 

Any advice would be welcome.
 
Thanks in advance.

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[ORE] Telekinetic Technicalities

Hey all,

 

I have a question about telekinesis.  Do you need a Speed Capacity on your Telekinesis to let you know how fast an object you are moving moves?  The Mass Capacity tells you how heavy an object may be and the Range Capacity tells you how far away it can be.  What about how fast it moves?  When can I get the object to me that I need.

 

On page 112 of the Wild Talents Essential Edition it talks about Switching and Combining Capacities.  In the example, the book describes using the Mass and Speed Capacities together.  Moving X weight at Y speed.  But in the Miracle Cafeteria and the Progenitor book, the Telekinesis examples there do not have a Speed Capacity.

 

So, what do you think? 

 

Any advice would be welcome.
 
Thanks in advance.

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[Seattle Go Center] Sunday Go Classes (12/9/12)

(;GM[1]FF[4]AP[Drago:4.12]SZ[19]CA[UTF-8];B[pd];W[cq];B[pp];W[ec];B[cd];W[dg];B[de];W[gd];B[dc];W[ed]
;B[db];W[kc];B[pj];W[nq];B[pn];W[jp];B[dp];W[cp];B[do];W[er]
;B[go];W[bn];B[dl];W[re];B[qd];W[qh];B[qj];W[rd];B[rc];W[oc]
;B[od];W[nc];B[pc];W[pf];B[nd];W[mc];B[ld];W[ri];B[rj];W[nf]
;B[md];W[lc];B[kd];W[jd];B[je];W[ie];B[jf];W[oi];B[id];W[jc]
;B[he];W[ic];B[pr];W[no];B[if];W[or];B[cj];W[qr];B[ee];W[ej]
;B[dj];W[ei];B[ek];W[gj];B[fk];W[ff];B[fe];W[ii];B[ki];W[gk]
;B[io];W[jk];B[jo];W[pq];B[hh];W[lk];B[mj];W[oh];B[mk];W[ll]
;B[hi];W[hj];B[qq];W[ps];B[op];W[np];B[ml];W[gi];B[lm];W[km]
;B[kn];W[jm];B[il];W[hl];B[ik];W[im];B[ij];W[ih];B[jj];W[hg]
;B[hm];W[ln];B[gf];W[di];B[lo];W[mm];B[mn];W[nm];B[lm];W[lj]
;B[li];W[ln];B[eg];W[ci];B[bj];W[cg];B[lm];W[mi];B[nn];W[ln]
;B[bf];W[gg];B[lm];W[hn];B[gm];W[ln];B[fg];W[bg];B[lm];W[gn]
;B[fm];W[ln];B[be];W[bl];B[lm];W[fn];B[co];W[bo];B[ln];W[em]
;B[fl];W[in];B[fp];W[en];B[dm];W[mh];B[oj];W[jh])
Hello everyone,

Tomorrow, we start focusing on finding the big move and our emotional
response to positions. There will be some talk also about why we should
study Go. Part of the discussion will be focused on what we do when we
make a bad move.

Morning classes:

9:00 AM - 10:00 AM drop-in youth beginning class ($10)
10:00 AM - Noon advanced youth class ($15)

Afternoon classes

2:00 PM - 4:00 PM Intensive Class (Cost $20, 4 spots open)
4:00 PM - 5:00 PM Game review class (Cost $10, see attached)

Thanks!

Jon

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Re: [ORE] WT - Spray on Defends?

I think it would cost the same.
I like that idea a lot.
It's got me thinking up some themes...

I would make sure that not everyone put it on all their D powers... that would be kind of a bummer. The HD with Interference idea would work too.

On Friday, December 7, 2012 9:10:49 AM UTC-8, Shane Ivey wrote:

Interesting. I don't think that's addressed in the rulebook proper so it's a judgment call.  

Basically the "6d minimum" thing for attacks that have Speeding Bullet is a cludge to replicate the "bullets are too fast to dodge them unless you're superhumanly fast" rule. There's not a converse "you are too fast to hit unless it's a superhumanly fast attack" rule in Wild Talents. 

The really generous Hypercoordination rule in Godlike -- where all attacks that you know about are at -1 Width or whatever -- can be replicated in WT with a Defends power that has HD and Interference and a couple of flaws. You could certainly fold all that into a custom Extra that goes on Defends that says "...must have 6d Coordination to hit you" if you like. The question is whether it's worth the same as the Speeding Bullet extra (+2?) or should it cost more.




On Fri, Dec 7, 2012 at 8:12 AM, Adam Rice <broth...@yahoo.com> wrote:
This actually brings up a question one of my players had the other day; if Speeding Bullet is attached to a defends quality does that mean someone needs to have six dice in the appropriate stat or attack power to even have a chance of hitting?

--- On Thu, 12/6/12, Shane Ivey <shane...@gmail.com> wrote:

From: Shane Ivey <shane...@gmail.com>
Subject: Re: [ORE] WT - Spray on Defends?
To: "cult-...@googlegroups.com" <cult-...@googlegroups.com>
Date: Thursday, December 6, 2012, 8:26 PM


The tricky part for me is figuring out what your actual rolled pool is when you have multiple actions with *and* without Spray at the same time.

Just compare the dice pools as usual. If you have 9d with Defends+Spray and 6d with attacks, then to declare multiple actions with Defends and Attacks you use 6d. And IIRC you lose a die because the benefits of Spray don't apply to both declared actions.

Sent from my iPhone

On Dec 6, 2012, at 6:48 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:

It gives +spray dice to the Defends quality's pool, and lets you use any sets that come up for the D quality without multiple action penalties.  You *will* take penalties for additional actions like attacking (unless they have Spray, too!).

The tricky part for me is figuring out what your actual rolled pool is when you have multiple actions with *and* without Spray at the same time.

The way I've been doing it is:

1. Factor in Spray dice *before* comparing pools to get the smallest as the base pool
2. Subtract one die for every declared action after the first that does not have Spray

So a character with 6d to shoot stuff, 5d to run, and (4d + Spray 2d) to dodge, who's in a running battle and wants to do all three at once would roll the 5d run pool (less than 6d and 4d+2d), -1d for also shooting stuff, for 4d total.

If the player miraculously got two sets on four dice, both could be used for dodging (only special dice force you to use the smallest pool's action on success).

When my players use Spray, they usually go crazy with it and toss it on a lot of qualities.  In one case, Hypercoordination with wiggle dice and Spray.  Oddly, not a ninja or speedster.

-- Daniel

On Thu, Dec 6, 2012 at 2:31 PM, Chris Fougere <fougerec99@hotmail.com> wrote:
I've been reading through Progenitor and notice quite a few instances of Spay on Defend powers.

How does this work?  Allow you to defend using multiple sets?  Allow you to multi-action attacking and defending without losing dice?

Somehow I just can't wrap my head around it, so some help is deeply appreciated.

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

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