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[Seattle Go Center] No Wed. lecture - more Pro events on Thursday

Dear Go Players,

 

The two visiting Go Professionals from the Nihon Ki-in, Narumi Osawa and Kazuo Kirimoto, will be giving a free lecture Thursday night at 7:30 at the Seattle Go Center.  It will probably be a game analysis of a strong amateur’s game.  Although this lecture  is directed towards a dan level audience, everybody is welcome.

 

On Thursday at 2:30 p.m., Mr. Kirimoto will be playing simultaneous games.  Please send me an email if you would like to reserve a place.

 

There are no events scheduled on Wednesday at the Seattle Go Center.  This is a change from my earlier announcements.

 

Regards,

Brian

 

Brian  Allen

Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] DDK Class Tonight: Narumi Osawa 4p Guest Lecture!

Hi Everyone-

I apologize for the redundant information from Brian's email, but I just want to make it clear that Ms. Narumi Osawa (4p) will be guest lecturing in place of my regular lecture.  There is a HUGE difference between the ranks of 4d and 4p and I think you will all agree that this is a definite upgrade from your regular lecturer. :-)

I especially encourage those students who haven't ever met a professional go player to come tonight; this is a great FREE opportunity to do so.  Hope to see you all there!

Nick Sibicky - 4 Dan

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

*there is no additional fee for attending the class

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[Seattle Go Center] Pro Lecture Tonight - Monday April 29 6:30 pm

Dear Go Players,

 

Miss Narumi Osawa, a 4 dan professional from the Nihon Ki-in, will be giving a lecture to Nick Sibicky’s class tonight at the Seattle Go Center.  The free lecture will be intended for kyu players, but everybody is welcome. There may be a chance for game reviews, so if you have a game record to discuss, please bring it along.

 

Miss Osawa will be playing simultaneous games on Tuesday at 3:00 and 7:00.  Please send me an email if you would like to play.  The suggested donation is $10.

 

We will have more pro events on Wednesday and Thursday.  This is a great week for Go in Seattle! Please check out our events calendar for the details:

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

 

 

Cheers,

Brian

 

Brian  Allen

Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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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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متجر البالغين العرب +18

متجر جنسي + سكس شوب + تعراف ومواعدة
تعارف ومواعدة جنسية + زواج مسيار و عرفي + العاب و دمى جنسية + نبيذ و
بنادق صيد +18
الموقع الاول الذي يوزع منتجات و يقدم خدمات ممنوعة بالخليج و الدول
العربية .
الموقع اسمه سوق الحب و يضم كثير من المتاجر المتصلة . منها متجر عبارة
عن سكس شوب يحتوي على الاف المنتجات الجنسية المخصصة للبالغين و الازواج
ومحبين الاثارة الجنسية كما يضم قسم للمواعدة و التعارف الزواج المسيار و
العرفي كما يضم متجر بنادق الصيد و النبيذ
باختصار انه الموقع الافضل و الاكثر حصرية و مصداقية و امان بالدول
العربية و لن تندموا بزيارته من الرابط التالي
www.arabsho.com/mer
هذا و قد يكون الرابط اعلاه محجوب لاحتوائه منتجات و خدمات للبالغين و
لتجاوز الحظر ارسل رسالة بعنوان
- اريد فك الحظر للاطلاع على عروضكم و الاسعار -
لهذا البريد
mercatoamore@gmail.com
لتصلك خلال ساعات قليلة بروكسيات و روابط مفتوحة
لا تنسى الموقع لمن سنهم فوق 18 سنة و انشر الموضوع ربما غيرك يكون مهتم
بما تعرضه الشركة

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[Seattle Go Center] Children's Tournament Sunday at Cherry Blossom

Dear Parents and Youth,

 

The Children’s Tournament will be at the Cherry Blossom Festival from 1-3 p.m. on Sunday, April 28.  There will be prizes for all the players (under 18).  We will have a 13x13 handicapped tournament, and if there is enough interest, a 19x19 lightning tournament.  We will be in the usual place, Room H of the Armory, the former Center House, near the Space Needle.

 

Ms. Narumi Osawa, a professional Go player from Japan, will be there too!  We hope you can come.

 

Cheers,

Brian

 

Brian  Allen

Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] Cherry Blossom Tournament this Saturday April 27 at Seattle Center

Dear Go Players,

Here's a friendly reminder that the Cherry Blossom Tournament will be at the Festival, not at our building, starting at 9:30 a.m. We will be in room H of the newly named "Armory" -- the usual place above the food court in Seattle Center. Dennis Wheeler will be the TD. More info at http://www.seattlego.org/events/

Regards,
Brian
manager@seattlego.org

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Re: [ORE] Re: I'm looking for a "Grant Superpowers" type miracle (Wild Talents 2E)

Daniel, assuming the player doesn't intend to give themselves a billion powers and that dumping a 10hd permanent "defends Powerbroker only" on every goon in sight remains nonviable; what's your justification for requiring the additional expense?

I'm just curious about what sort of scenario you see occurring that would demand such a heavy investment for a PC?

I can tell you, straight up, the utility of this power is limited no matter how much it costs per die because its abuse requires sanctions and its willpower cost practically prohibits abuse. In effect, a PC that can accumulate the WP to make this power a problem can accumulate the WP to buy a ridiculously expensive power. 

To the OP: I addressed hyper stats/skills in the other post I sent, make an Augment (which also bypasses stat limitations).



On Apr 24, 2013, at 7:43 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:

I'd totally require the A and D qualities,  myself.

Gadgeteering might be a good model for it.  Requiring physical contact and a couple hours of meditation?  Delayed Effect!  Want to make it permanent? Spend Base Will!  Just swap the Focus requirement with an "only for others" requirement.  Add or remove Flaws as needed.

-- Daniel


On Wed, Apr 24, 2013 at 9:37 PM, Matt <moeheid@gmail.com> wrote:
Some GMs might say yes it needs the A and D qualities. I'd say no, you could just as easily make it

Grant powers 2hd
U, touch, perm, others only grant origin (same as yours)
U, touch, perm, attached U, grant Permission One power

Then The target would be able to spend whatever XP they have on one power. If that's an attack so be it. 

I'm assuming this I'd for some kind of Powerbroker PC rather than Anshin'in (who used 400 different powers to take out mooks). If you aren't planning to power up the group, all you're really doing is spending WP for flashy extras in set piece battles or creating your own rogues gallery, I'm fine with that. 

I suppose you could create elaborately flawed powers that are more curse than blessing but this sort of thing is usually consensual (that would be a fun if/then monkey's paw flaw). 

I wouldn't make you pay for A and D of you don't plan on Aing or Ding with the power, but I'm an overthetop GM.

-Matt Conlon

On Apr 24, 2013, at 6:12 PM, Christopher Audette <stupidinternet303@gmail.com> wrote:

Wouldn't this need an attack and defends quality as well if you wanted Hyperstats and Attacks/Defends Miracles?  Other than that, yeah, your power looks like what I'm looking for.

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Re: [ORE] Re: I'm looking for a "Grant Superpowers" type miracle (Wild Talents 2E)

I'd totally require the A and D qualities,  myself.

Gadgeteering might be a good model for it.  Requiring physical contact and a couple hours of meditation?  Delayed Effect!  Want to make it permanent? Spend Base Will!  Just swap the Focus requirement with an "only for others" requirement.  Add or remove Flaws as needed.

-- Daniel


On Wed, Apr 24, 2013 at 9:37 PM, Matt <moeheid@gmail.com> wrote:
Some GMs might say yes it needs the A and D qualities. I'd say no, you could just as easily make it

Grant powers 2hd
U, touch, perm, others only grant origin (same as yours)
U, touch, perm, attached U, grant Permission One power

Then The target would be able to spend whatever XP they have on one power. If that's an attack so be it. 

I'm assuming this I'd for some kind of Powerbroker PC rather than Anshin'in (who used 400 different powers to take out mooks). If you aren't planning to power up the group, all you're really doing is spending WP for flashy extras in set piece battles or creating your own rogues gallery, I'm fine with that. 

I suppose you could create elaborately flawed powers that are more curse than blessing but this sort of thing is usually consensual (that would be a fun if/then monkey's paw flaw). 

I wouldn't make you pay for A and D of you don't plan on Aing or Ding with the power, but I'm an overthetop GM.

-Matt Conlon

On Apr 24, 2013, at 6:12 PM, Christopher Audette <stupidinternet303@gmail.com> wrote:

Wouldn't this need an attack and defends quality as well if you wanted Hyperstats and Attacks/Defends Miracles?  Other than that, yeah, your power looks like what I'm looking for.

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Re: [ORE] Re: I'm looking for a "Grant Superpowers" type miracle (Wild Talents 2E)

Some GMs might say yes it needs the A and D qualities. I'd say no, you could just as easily make it

Grant powers 2hd
U, touch, perm, others only grant origin (same as yours)
U, touch, perm, attached U, grant Permission One power

Then The target would be able to spend whatever XP they have on one power. If that's an attack so be it. 

I'm assuming this I'd for some kind of Powerbroker PC rather than Anshin'in (who used 400 different powers to take out mooks). If you aren't planning to power up the group, all you're really doing is spending WP for flashy extras in set piece battles or creating your own rogues gallery, I'm fine with that. 

I suppose you could create elaborately flawed powers that are more curse than blessing but this sort of thing is usually consensual (that would be a fun if/then monkey's paw flaw). 

I wouldn't make you pay for A and D of you don't plan on Aing or Ding with the power, but I'm an overthetop GM.

-Matt Conlon

On Apr 24, 2013, at 6:12 PM, Christopher Audette <stupidinternet303@gmail.com> wrote:

Wouldn't this need an attack and defends quality as well if you wanted Hyperstats and Attacks/Defends Miracles?  Other than that, yeah, your power looks like what I'm looking for.

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Re: [ORE] I'm looking for a "Grant Superpowers" type miracle (Wild Talents 2E)

Derp, missed the bottom of your post- 

Archetype: IIRC this is Origin+Permissions, so for Origin they'd probably be grandfathered in under your own, if you are "making them like you" otherwise they wouldn't have one or would have their own "Zerpspawn" or whatever (see below), they'd only gain an intrinsic if the powers you gave them were made intrinsic, permissions would probably be "one power" or "power theme."

They wouldn't automatically get to spend WP, since your power doesn't grant stats you'd have to model super strength or speed with Augment (which would work fine and bypass stat caps and dice type limits). 

Here are some examples:

Zerp the future man force evolves targets, his origin is Unknown and his permissions are Perfect Human or Driven? (the one that let's you buy hd/wd in stats, and power theme (granted powers). 

Because Zerp is defined as force evolving his targets the GM decides they will be Zerpspawn and eventually a gadgeteer discovers weeaboo waves that nullify their powers. Zerp himself creates a weeaboo field that prevents his creations from destroying him, etc. but these mundanes aren't anything special other than their powers. 

Now, Tim, a new player decides he'll play a Zerpspawn, during char gen he buys the Driven archetype/permission. By way of being a player character he can spend willpower and by way of Driven can buy WD in stats. His Zerpspawn power is some impractical Roar power and he becomes the Iron Lion civic defender.

Alternatively the weird tech/power Zerp uses might also give them the Unknown Origin and weeaboo waves might cancel all powers that stem from The Unknown. 

Hope that helps. 
-Matt Conlon

On Apr 24, 2013, at 6:24 AM, Christopher Audette <stupidinternet303@gmail.com> wrote:

When I mean "Grant Superpowers", I mean permanently.  Obviously a Miracle like this would need some cost and GM approval, but I'm looking for at least a semi-official answer on how such a power would be modeled.  My current thoughts are that it would look something like this:

Grant Superpowers
Cost: 18/36/72
Attacks C/E/F: Permanent +4, Variable Effect +4, Touch Only -2, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for granting superpowers) -1
Defends C/E/F: Permanent +4, Variable Effect +4, Touch Only -2, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for granting superpowers) -1
Useful C/E/F: Permanent +4, Variable Effect +4, Touch Only -2, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for granting superpowers) -1
Effect: You grant a person dice in width any superpower you wish permanently.  These dice are the same quality (normal/hard/wiggle) as those in the roll, and you pay willpower for each die you throw down (1 for normal, 2 for hard, and 4 for wiggle) when you roll this power.  You may only grant any given person a specific power once.

So that's what it might look like, I would figure, but what about the Archetype said character would gain?  Permissions? Intrinsics?  Any help on fleshing out this basic power would be much appreciated.

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[ORE] Re: I'm looking for a "Grant Superpowers" type miracle (Wild Talents 2E)

Wouldn't this need an attack and defends quality as well if you wanted Hyperstats and Attacks/Defends Miracles?  Other than that, yeah, your power looks like what I'm looking for.

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Re: [ORE] I'm looking for a "Grant Superpowers" type miracle (Wild Talents 2E)

Wouldn't this need an attack and defends quality as well if you wanted Hyperstats and Attacks/Defends Miracles?  Other than that, yeah, your power looks like what I'm looking for.  

On Wednesday, April 24, 2013 10:07:50 PM UTC-6, matt conlon wrote:

I'm sorry, do you want to be able to give yourself powers? If yes then I'd say go with Cosmic Power. Played right it would function like Anshin'in-San from Medaka Box. 
If you want to be able to only grant others powers then (as a GM) I'd settle for:

Grant Powers 10d 3/d 30pts
U, Touch, Permanent, Variable Effect, 
Base Will Cost (half value since target can opt to pay Base Will cost)
If/thens- others only, grant powers only, once per target per lifetime

For any game i ran this caps the number of dice you can grant at 10, but you can build whatever you want as long as you pay the WP cost. Granting your team powers would be tempting but strategically difficult since you'd want to give the something good but would need to save the points a d give it to them in one go. You'd also be capped at 1 10d power so if you wanted something versatile it would be expensive. Few of your creations would be ridiculous hd/WD monsters, but they'd still be more awesome than a normal human.

For fun I'd add this power to the character:

Invulnerable to Granted Powers 9/d 3hd 54pts
D, Self, Permanent, variable effect, if/then only granted powers 

So powers you granted that target you often fail but the occasional shot might slip through. 

Those are my thoughts. 


-Matt Conlon

On Apr 24, 2013, at 6:24 AM, Christopher Audette <stupidin...@gmail.com> wrote:

When I mean "Grant Superpowers", I mean permanently.  Obviously a Miracle like this would need some cost and GM approval, but I'm looking for at least a semi-official answer on how such a power would be modeled.  My current thoughts are that it would look something like this:

Grant Superpowers
Cost: 18/36/72
Attacks C/E/F: Permanent +4, Variable Effect +4, Touch Only -2, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for granting superpowers) -1
Defends C/E/F: Permanent +4, Variable Effect +4, Touch Only -2, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for granting superpowers) -1
Useful C/E/F: Permanent +4, Variable Effect +4, Touch Only -2, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for granting superpowers) -1
Effect: You grant a person dice in width any superpower you wish permanently.  These dice are the same quality (normal/hard/wiggle) as those in the roll, and you pay willpower for each die you throw down (1 for normal, 2 for hard, and 4 for wiggle) when you roll this power.  You may only grant any given person a specific power once.

So that's what it might look like, I would figure, but what about the Archetype said character would gain?  Permissions? Intrinsics?  Any help on fleshing out this basic power would be much appreciated.

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Re: [ORE] I'm looking for a "Grant Superpowers" type miracle (Wild Talents 2E)

I'm sorry, do you want to be able to give yourself powers? If yes then I'd say go with Cosmic Power. Played right it would function like Anshin'in-San from Medaka Box. 
If you want to be able to only grant others powers then (as a GM) I'd settle for:

Grant Powers 10d 3/d 30pts
U, Touch, Permanent, Variable Effect, 
Base Will Cost (half value since target can opt to pay Base Will cost)
If/thens- others only, grant powers only, once per target per lifetime

For any game i ran this caps the number of dice you can grant at 10, but you can build whatever you want as long as you pay the WP cost. Granting your team powers would be tempting but strategically difficult since you'd want to give the something good but would need to save the points a d give it to them in one go. You'd also be capped at 1 10d power so if you wanted something versatile it would be expensive. Few of your creations would be ridiculous hd/WD monsters, but they'd still be more awesome than a normal human.

For fun I'd add this power to the character:

Invulnerable to Granted Powers 9/d 3hd 54pts
D, Self, Permanent, variable effect, if/then only granted powers 

So powers you granted that target you often fail but the occasional shot might slip through. 

Those are my thoughts. 


-Matt Conlon

On Apr 24, 2013, at 6:24 AM, Christopher Audette <stupidinternet303@gmail.com> wrote:

When I mean "Grant Superpowers", I mean permanently.  Obviously a Miracle like this would need some cost and GM approval, but I'm looking for at least a semi-official answer on how such a power would be modeled.  My current thoughts are that it would look something like this:

Grant Superpowers
Cost: 18/36/72
Attacks C/E/F: Permanent +4, Variable Effect +4, Touch Only -2, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for granting superpowers) -1
Defends C/E/F: Permanent +4, Variable Effect +4, Touch Only -2, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for granting superpowers) -1
Useful C/E/F: Permanent +4, Variable Effect +4, Touch Only -2, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for granting superpowers) -1
Effect: You grant a person dice in width any superpower you wish permanently.  These dice are the same quality (normal/hard/wiggle) as those in the roll, and you pay willpower for each die you throw down (1 for normal, 2 for hard, and 4 for wiggle) when you roll this power.  You may only grant any given person a specific power once.

So that's what it might look like, I would figure, but what about the Archetype said character would gain?  Permissions? Intrinsics?  Any help on fleshing out this basic power would be much appreciated.

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[ORE] I'm looking for a "Grant Superpowers" type miracle (Wild Talents 2E)

When I mean "Grant Superpowers", I mean permanently.  Obviously a Miracle like this would need some cost and GM approval, but I'm looking for at least a semi-official answer on how such a power would be modeled.  My current thoughts are that it would look something like this:

Grant Superpowers
Cost: 18/36/72
Attacks C/E/F: Permanent +4, Variable Effect +4, Touch Only -2, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for granting superpowers) -1
Defends C/E/F: Permanent +4, Variable Effect +4, Touch Only -2, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for granting superpowers) -1
Useful C/E/F: Permanent +4, Variable Effect +4, Touch Only -2, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for granting superpowers) -1
Effect: You grant a person dice in width any superpower you wish permanently.  These dice are the same quality (normal/hard/wiggle) as those in the roll, and you pay willpower for each die you throw down (1 for normal, 2 for hard, and 4 for wiggle) when you roll this power.  You may only grant any given person a specific power once.

So that's what it might look like, I would figure, but what about the Archetype said character would gain?  Permissions? Intrinsics?  Any help on fleshing out this basic power would be much appreciated.

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[ORE] Printing the Godlike PDF

Hey gang,

Has anyone had trouble printing pages from the PDF edition of GODLIKE? If so, can you give me details? 

Please send them off-list since it's likely to be fascinating just to me.

I haven't run into trouble with it or heard about trouble before, but I had a query from a user so I want to check.

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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] Re: WT - A couple of questions from an ST new to Wild Talents

Yes, that is correct, if you decide to not roll all of your hard dice
for some reason then you can't take any of them. For example, you
might have to pay willpower costs on your dice and decide you don't
want to pay the higher cost for using hard dice, so you deliberately
only roll 6d out of your 6d+6hd pool.

However, penalties are assessed after you decide your dice poll size.
This is also important to bear in mind if you choose to have powers
with Willpower Cost, etc.

If penalties triggered the "all or nothing" rule on hard dice you
could never use hard dice in multiple actions, or at long range, etc.

The process goes like this:
1. Declare your actions.
2. Determine the applicable power or skill dice pool.
3. Decide how many dice you are going to roll out of that pool. This
is used in assessing the number of hard dice (all or nothing) and
willpower cost (if your character has willpower costs due to the dice
pool size).
4. Apply penalties (to hard dice first, then normal and wiggle dice)
to determine the final pool size.
5. Repeat steps 3 and 4 if necessary (in cases where you didn't like
the pool size after you applied all your penalties).
6. Roll the dice.


Sent from my MOTOROLA ATRIX™ HD on AT&T

Tim Ellis <tellis3@csc.com> wrote:


On Apr 17, 5:40 pm, Matt <moeh...@gmail.com> wrote:
> Yes you have been unduly harsh, multiple action penalties are not voluntary.
>
> Lets say I have 10hd in Head Exploder Harm power. I cannot choose to only use 2hd to knock someone unconscious, the power always tries to blow up their head, it's all or none.
>
> However I could try to blow up 8 different heads. That's -7d leaving me with 3hd to create whatever sets I wish.
>
> Try to think of it as Hd always operate to the best of their ability, rather than just being all or nothing
>

I thought I had seen the "All or Nothing" HD rule used in one of the
ORE rulebooks to effectively say that if you have a power of 6d+6HD
then it can only be reduced to a pool size of 10 (or less) as 4d+6HD
or 6d, because you can't just take "some" Hard Dice without taking
them all - Maybe I am mis-remembering, or maybe this only applies
where I can choose to lose one or other type of dice

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[ORE] Re: WT - A couple of questions from an ST new to Wild Talents

On Apr 17, 5:40 pm, Matt <moeh...@gmail.com> wrote:
> Yes you have been unduly harsh, multiple action penalties are not voluntary.
>
> Lets say I have 10hd in Head Exploder Harm power. I cannot choose to only use 2hd to knock someone unconscious, the power always tries to blow up their head, it's all or none.
>
> However I could try to blow up 8 different heads. That's -7d leaving me with 3hd to create whatever sets I wish.
>
> Try to think of it as Hd always operate to the best of their ability, rather than just being all or nothing
>

I thought I had seen the "All or Nothing" HD rule used in one of the
ORE rulebooks to effectively say that if you have a power of 6d+6HD
then it can only be reduced to a pool size of 10 (or less) as 4d+6HD
or 6d, because you can't just take "some" Hard Dice without taking
them all - Maybe I am mis-remembering, or maybe this only applies
where I can choose to lose one or other type of dice

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Re: [ORE] WT - A couple of questions from an ST new to Wild Talents


On Wednesday, April 17, 2013 3:59:25 PM UTC+1, Allan Goodall wrote:

 Each additional power activated on the same turn requires you roll the smallest pool at -1d penalty per additional power. The maximum pool size is 10 dice. If you had five powers each with 14hd you could activate will 5 at once (each power would "roll" 2x10).

 
Someone else asked
>Don't dice in excess of 10 offset the penalties?  So if you had 14d, you could activate 4 powers, rolling your 10 dice and hoping for 4 sets?

I think you are confused by Allan's example, which doesn't quite follow the rule he gives (which I believe is correct).
 
Imagine you have two powers - "See Invisible Creatures 6d" and "Firebolt 8d".  You want to use them both in the same round to enable you to blast the evil Dr Invisble.  You take the smallest set (6d) take a 1d penalty (giving 5d) and need to roll 2 sets to activate both powers. So far, so good.  You have another power "Telepathic Communication 7d"  At the same time as blasting Dr Invisible, you also want to send a telepathic message to your partner to let him know you are in a fight.  So now you need to take the smallest pool (6d). take a 2d penalty (for 2 additional powers)  leaving 4d, requiring 3 sets - Now you have a problem!
 
So in order to activate 5 different powers you must end up with a pool of 10d after taking the 4d penalty, so your  *smallest* pool must contain (at least) 14d.  Dice in excess of 10 automatically offset penalties, because regardless of whether your final pool is 10d or 14d you still only get to roll 10d. 

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[Seattle Go Center] Children's Tournament at Cherry Blossom Sunday April 28

Dear Go Center Members,

The Children's Tournament at the Cherry Blossom Festival will be on Sunday, April 28, starting at 1:00 p.m. This is a very kid friendly event, with prizes for everybody. The Japanese Pro Narumi Osawa 4p will probably be there to help us out. We expect the event to last to about 3:00 p.m. We will be in the usual place, room H of the building now called the Armory, above the food court, at Seattle Center (near the Space Needle). We hope to see you there!

Regards,
Brian Allen
manager@seattlego.org

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[Seattle Go Center] Cherry Blossom Tournament this Sat April 27

Dear Go Players,

The Cherry Blossom Festival is happening this weekend down at the Seattle Center, under the Space Needle. We will be doing Outreach on Friday, Saturday and Sunday, starting at 10:00, and you are welcome to help out. The AGA rated tournament has registration at 9:30 a.m. on Saturday, April 27, and will run to 5:00 p.m. There is no registration fee, and there will be $200 in cash prizes, with $50 for first place in the "A" section. We will be in the usual place, room H of the building now called the Armory, above the food court. We hope to see you there!

Regards,
Brian Allen
manager@seattlego.org

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[Seattle Go Center] DDK Class Tonight: Attacking pt 1


Hi Everyone-


One problem that DDK players often run into is that they don't know how or when to attack a group of enemy stones.  All too often, the attacker overplays and their own stones are left isolated and the prey becomes the predator.  Tonight, we will learn some of the most common attacking shapes and introduce whole-board attacking concepts.

Nick Sibicky - 4 Dan

Double-Digit Kyu Class
Mondays, 6:30-8:30 pm
Seattle Go Center
*there is no additional fee for attending the class

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[Seattle Go Center] Sunday Private Updates

Hello everyone,

Edward Kim is moving to Blaine, WA and will no longer be available to
teach on regular basis at the Go Center. I would say I'm sorry to see
him leaving Seattle, but the truth is Edward will now be living closer
to me and I plan to go visit him on a regular basis.

My schedule for April 28th is completely full and I'm looking forward to
a full day of teaching.

I will also be keeping the Go Center open from 9:00 AM to 5:00 PM on
Saturday 28th for open play.

Thanks!

Jon

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Re: [ORE] WT - A couple of questions from an ST new to Wild Talents

The duplicate thread did indeed throw me off, and I saw Shane's response right after.

-- Daniel, suitably sheepish


On Wed, Apr 17, 2013 at 5:47 PM, Allan Goodall <awgoodall@gmail.com> wrote:
On Wed, Apr 17, 2013 at 7:26 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:
Since your second question isn't getting much love:
 

I saw a response to the second question from Shane this morning, on the other copy of the thread.

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awgoodall@gmail.com

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Re: [ORE] WT - A couple of questions from an ST new to Wild Talents

On Wed, Apr 17, 2013 at 7:26 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:
Since your second question isn't getting much love:
 

I saw a response to the second question from Shane this morning, on the other copy of the thread.

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awgoodall@gmail.com

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Re: [ORE] WT - A couple of questions from an ST new to Wild Talents

Since your second question isn't getting much love:

You're right, you'll still have 4HD of HAR and LAR while surviving in vacuum.  But you're wrong about something else!

The Permanent +4 and Variable Effect +4 on the U quality mean it automatically adjusts to whatever immunity you need.  You don't need to "devote" dice to eating vacuum -- and even while doing so, you still "roll" 4HD to defend against poison, sunburn, stuff like that.  If I'm remembering rightly.  Not having Interference might mean you have a total of 4HD of immunity in any given turn, but I'm at a loss to think of when I'd enforce that except maaaaaaybe when Non-Physical Attacks qualities are involved.  I remember there being a definitive answer from Shane or Allan, but I don't remember what it is.

-- Daniel


On Tue, Apr 16, 2013 at 7:12 PM, Yrtalien <nephandi24@yahoo.com> wrote:
If this is a repost I apologize.  This is my first time posting here and I can't find my previous attempt on the list... so trying again.

I probably missed all this in the books but I've been trying to parse several systems this past week in preparation for the decision on what to play (we're going with this : )

1) How many powers can you activate or have active at a single time?

2) Say I have Invulnerability with 4HD. 

Invulnerability (20)
Qualities: D D U.
Defends (HAR) Extras and Flaws: Interference +3, Permanent +4. Capacities: Self.
Defends (LAR) Extras and Flaws: Armored Defense –2, Hardened Defense +2, Permanent +4. Capacities: Self.
Useful Extras and Flaws: Permanent +4, Self Only –3, If/Then (only for Variable Effect) –1, If/Then (Variable Effect is only for immunities) –1, Variable Effect +4. Capacities: Self.
Effect: You are (mostly) impossible to harm. Invulnerability's Useful quality protects you against some otherwise-deadly environment—radiation, vacuum, bitter cold, or something else—without harm. With Variable Effect and Permanent, it instantly adjusts to fit any dangerous environment.
In combat, each die of your Invulnerability roll removes one die from each attack against you. If an attack's width is great enough to hit despite your power's Interference dice, you have width in Hardened LAR against its damage.
Invulnerability is usually taken with multiple Hard Dice to guarantee a static defense set at height 10.

If I am in space and I have devoted 2 of my HD to surviving without atmosphere and I get shot.  Do I only have 2HD HAR or do I have the full 4HD.  I think the answer is that they are basically different powers so I have the 4 but I want to make sure.

Thanks.

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[ORE] GenCon games update

FYI, two of the "Drachenritter" games scheduled at GenCon will be "Better Angels" games instead. 


Registration begins May 19.

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

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Re: [ORE] WT - A couple of questions from an ST new to Wild Talents

Matt is right about hard dice. The -1d penalty for multiple actions would reduce the pool by one die, which would be a hard die. The rest of the dice are still "rolled". Otherwise you'd never be able to hit anyone with hard dice in Rifle at long range (which invokes a 1d penalty).

As for the 14d, yes, you could use 14d to attack four targets at once. You'd take a -3d penalty (one action for free, -1d for each additional penalty) leaving 11d. You roll a maximum of 10d, and look for four matching sets.


On Wed, Apr 17, 2013 at 12:40 PM, Matt <moeheid@gmail.com> wrote:
Yes you have been unduly harsh, multiple action penalties are not voluntary. 

Lets say I have 10hd in Head Exploder Harm power. I cannot choose to only use 2hd to knock someone unconscious, the power always tries to blow up their head, it's all or none. 

However I could try to blow up 8 different heads. That's -7d leaving me with 3hd to create whatever sets I wish. 

Try to think of it as Hd always operate to the best of their ability, rather than just being all or nothing

-Matt Conlon

On Apr 17, 2013, at 4:50 AM, Chris Fougere <fougerec99@hotmail.com> wrote:

Don't dice in excess of 10 offset the penalties?  So if you had 14d, you could activate 4 powers, rolling your 10 dice and hoping for 4 sets?

Also...if you voluntarily drop HD, don't you lose them all?  So if you tried to take multiple actions with 14hd and had to drop a few dice for the penalty...wouldn't they all drop?  Have I been unduly harsh on my PCs with HD?




From: awgoodall@gmail.com
Date: Wed, 17 Apr 2013 07:59:25 -0700
Subject: Re: [ORE] WT - A couple of questions from an ST new to Wild Talents
To: nephandi24@yahoo.com
CC: cult-of-ore@googlegroups.com

To answer the first question, there is no limit to the number of powers you can have active at once.

Mechanically you can only activate up to five at one time, and realistically it's less than that. You roll for a power when you activate it. Each additional power activated on the same turn requires you roll the smallest pool at -1d penalty per additional power. The maximum pool size is 10 dice. If you had five powers each with 14hd you could activate will 5 at once (each power would "roll" 2x10).

In theory there is no limit to the number of powers actually running at once, except as limited by the points the character can spend on powers and the Willpower expenditure, if any.

Sent from my MOTOROLA ATRIX™ HD on AT&T


Yrtalien <nephandi24@yahoo.com> wrote:

If this is a repost I apologize.  This is my first time posting here and I can't find my previous attempt on the list... so trying again.

I probably missed all this in the books but I've been trying to parse several systems this past week in preparation for the decision on what to play (we're going with this : )

1) How many powers can you activate or have active at a single time?

2) Say I have Invulnerability with 4HD. 

Invulnerability (20)
Qualities: D D U.
Defends (HAR) Extras and Flaws: Interference +3, Permanent +4. Capacities: Self.
Defends (LAR) Extras and Flaws: Armored Defense –2, Hardened Defense +2, Permanent +4. Capacities: Self.
Useful Extras and Flaws: Permanent +4, Self Only –3, If/Then (only for Variable Effect) –1, If/Then (Variable Effect is only for immunities) –1, Variable Effect +4. Capacities: Self.
Effect: You are (mostly) impossible to harm. Invulnerability's Useful quality protects you against some otherwise-deadly environment—radiation, vacuum, bitter cold, or something else—without harm. With Variable Effect and Permanent, it instantly adjusts to fit any dangerous environment.
In combat, each die of your Invulnerability roll removes one die from each attack against you. If an attack's width is great enough to hit despite your power's Interference dice, you have width in Hardened LAR against its damage.
Invulnerability is usually taken with multiple Hard Dice to guarantee a static defense set at height 10.

If I am in space and I have devoted 2 of my HD to surviving without atmosphere and I get shot.  Do I only have 2HD HAR or do I have the full 4HD.  I think the answer is that they are basically different powers so I have the 4 but I want to make sure.

Thanks.

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Re: [ORE] WT - A couple of questions from an ST new to Wild Talents

Yes you have been unduly harsh, multiple action penalties are not voluntary. 

Lets say I have 10hd in Head Exploder Harm power. I cannot choose to only use 2hd to knock someone unconscious, the power always tries to blow up their head, it's all or none. 

However I could try to blow up 8 different heads. That's -7d leaving me with 3hd to create whatever sets I wish. 

Try to think of it as Hd always operate to the best of their ability, rather than just being all or nothing

-Matt Conlon

On Apr 17, 2013, at 4:50 AM, Chris Fougere <fougerec99@hotmail.com> wrote:

Don't dice in excess of 10 offset the penalties?  So if you had 14d, you could activate 4 powers, rolling your 10 dice and hoping for 4 sets?

Also...if you voluntarily drop HD, don't you lose them all?  So if you tried to take multiple actions with 14hd and had to drop a few dice for the penalty...wouldn't they all drop?  Have I been unduly harsh on my PCs with HD?




From: awgoodall@gmail.com
Date: Wed, 17 Apr 2013 07:59:25 -0700
Subject: Re: [ORE] WT - A couple of questions from an ST new to Wild Talents
To: nephandi24@yahoo.com
CC: cult-of-ore@googlegroups.com

To answer the first question, there is no limit to the number of powers you can have active at once.

Mechanically you can only activate up to five at one time, and realistically it's less than that. You roll for a power when you activate it. Each additional power activated on the same turn requires you roll the smallest pool at -1d penalty per additional power. The maximum pool size is 10 dice. If you had five powers each with 14hd you could activate will 5 at once (each power would "roll" 2x10).

In theory there is no limit to the number of powers actually running at once, except as limited by the points the character can spend on powers and the Willpower expenditure, if any.

Sent from my MOTOROLA ATRIX™ HD on AT&T


Yrtalien <nephandi24@yahoo.com> wrote:

If this is a repost I apologize.  This is my first time posting here and I can't find my previous attempt on the list... so trying again.

I probably missed all this in the books but I've been trying to parse several systems this past week in preparation for the decision on what to play (we're going with this : )

1) How many powers can you activate or have active at a single time?

2) Say I have Invulnerability with 4HD. 

Invulnerability (20)
Qualities: D D U.
Defends (HAR) Extras and Flaws: Interference +3, Permanent +4. Capacities: Self.
Defends (LAR) Extras and Flaws: Armored Defense –2, Hardened Defense +2, Permanent +4. Capacities: Self.
Useful Extras and Flaws: Permanent +4, Self Only –3, If/Then (only for Variable Effect) –1, If/Then (Variable Effect is only for immunities) –1, Variable Effect +4. Capacities: Self.
Effect: You are (mostly) impossible to harm. Invulnerability's Useful quality protects you against some otherwise-deadly environment—radiation, vacuum, bitter cold, or something else—without harm. With Variable Effect and Permanent, it instantly adjusts to fit any dangerous environment.
In combat, each die of your Invulnerability roll removes one die from each attack against you. If an attack's width is great enough to hit despite your power's Interference dice, you have width in Hardened LAR against its damage.
Invulnerability is usually taken with multiple Hard Dice to guarantee a static defense set at height 10.

If I am in space and I have devoted 2 of my HD to surviving without atmosphere and I get shot.  Do I only have 2HD HAR or do I have the full 4HD.  I think the answer is that they are basically different powers so I have the 4 but I want to make sure.

Thanks.

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[ORE] Upcoming demos

Tuesday, May 7th: I'll run a game at Mad Doctor Games in Birmingham, Ala., at 6:00 p.m. Probably Monsters & Other Childish Things.

Friday, May 24th and Saturday, May 25th: I'll run games at Alabama Phoenix Festival in Birmingham, Ala. Details TBD.

Saturday, June 15th: I might run a game or two at HyperiCon in Nashville, TN. Details TBD.

Saturday, June 22nd: I'll run GODLIKE ("Fox Hunt") at The Nerdery, Nashville, TN, at 2:00 p.m.

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

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Re: [ORE] WT - A couple of questions from an ST new to Wild Talents

To answer the first question, there is no limit to the number of powers you can have active at once.

Mechanically you can only activate up to five at one time, and realistically it's less than that. You roll for a power when you activate it. Each additional power activated on the same turn requires you roll the smallest pool at -1d penalty per additional power. The maximum pool size is 10 dice. If you had five powers each with 14hd you could activate will 5 at once (each power would "roll" 2x10).

In theory there is no limit to the number of powers actually running at once, except as limited by the points the character can spend on powers and the Willpower expenditure, if any.

Sent from my MOTOROLA ATRIX™ HD on AT&T


Yrtalien <nephandi24@yahoo.com> wrote:

If this is a repost I apologize.  This is my first time posting here and I can't find my previous attempt on the list... so trying again.

I probably missed all this in the books but I've been trying to parse several systems this past week in preparation for the decision on what to play (we're going with this : )

1) How many powers can you activate or have active at a single time?

2) Say I have Invulnerability with 4HD. 

Invulnerability (20)
Qualities: D D U.
Defends (HAR) Extras and Flaws: Interference +3, Permanent +4. Capacities: Self.
Defends (LAR) Extras and Flaws: Armored Defense –2, Hardened Defense +2, Permanent +4. Capacities: Self.
Useful Extras and Flaws: Permanent +4, Self Only –3, If/Then (only for Variable Effect) –1, If/Then (Variable Effect is only for immunities) –1, Variable Effect +4. Capacities: Self.
Effect: You are (mostly) impossible to harm. Invulnerability's Useful quality protects you against some otherwise-deadly environment—radiation, vacuum, bitter cold, or something else—without harm. With Variable Effect and Permanent, it instantly adjusts to fit any dangerous environment.
In combat, each die of your Invulnerability roll removes one die from each attack against you. If an attack's width is great enough to hit despite your power's Interference dice, you have width in Hardened LAR against its damage.
Invulnerability is usually taken with multiple Hard Dice to guarantee a static defense set at height 10.

If I am in space and I have devoted 2 of my HD to surviving without atmosphere and I get shot.  Do I only have 2HD HAR or do I have the full 4HD.  I think the answer is that they are basically different powers so I have the 4 but I want to make sure.

Thanks.

--
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RE: [ORE] WT - A couple of questions from an ST new to Wild Talents

Don't dice in excess of 10 offset the penalties?  So if you had 14d, you could activate 4 powers, rolling your 10 dice and hoping for 4 sets?

Also...if you voluntarily drop HD, don't you lose them all?  So if you tried to take multiple actions with 14hd and had to drop a few dice for the penalty...wouldn't they all drop?  Have I been unduly harsh on my PCs with HD?




From: awgoodall@gmail.com
Date: Wed, 17 Apr 2013 07:59:25 -0700
Subject: Re: [ORE] WT - A couple of questions from an ST new to Wild Talents
To: nephandi24@yahoo.com
CC: cult-of-ore@googlegroups.com

To answer the first question, there is no limit to the number of powers you can have active at once.

Mechanically you can only activate up to five at one time, and realistically it's less than that. You roll for a power when you activate it. Each additional power activated on the same turn requires you roll the smallest pool at -1d penalty per additional power. The maximum pool size is 10 dice. If you had five powers each with 14hd you could activate will 5 at once (each power would "roll" 2x10).

In theory there is no limit to the number of powers actually running at once, except as limited by the points the character can spend on powers and the Willpower expenditure, if any.

Sent from my MOTOROLA ATRIX™ HD on AT&T


Yrtalien <nephandi24@yahoo.com> wrote:

If this is a repost I apologize.  This is my first time posting here and I can't find my previous attempt on the list... so trying again.

I probably missed all this in the books but I've been trying to parse several systems this past week in preparation for the decision on what to play (we're going with this : )

1) How many powers can you activate or have active at a single time?

2) Say I have Invulnerability with 4HD. 

Invulnerability (20)
Qualities: D D U.
Defends (HAR) Extras and Flaws: Interference +3, Permanent +4. Capacities: Self.
Defends (LAR) Extras and Flaws: Armored Defense –2, Hardened Defense +2, Permanent +4. Capacities: Self.
Useful Extras and Flaws: Permanent +4, Self Only –3, If/Then (only for Variable Effect) –1, If/Then (Variable Effect is only for immunities) –1, Variable Effect +4. Capacities: Self.
Effect: You are (mostly) impossible to harm. Invulnerability's Useful quality protects you against some otherwise-deadly environment—radiation, vacuum, bitter cold, or something else—without harm. With Variable Effect and Permanent, it instantly adjusts to fit any dangerous environment.
In combat, each die of your Invulnerability roll removes one die from each attack against you. If an attack's width is great enough to hit despite your power's Interference dice, you have width in Hardened LAR against its damage.
Invulnerability is usually taken with multiple Hard Dice to guarantee a static defense set at height 10.

If I am in space and I have devoted 2 of my HD to surviving without atmosphere and I get shot.  Do I only have 2HD HAR or do I have the full 4HD.  I think the answer is that they are basically different powers so I have the 4 but I want to make sure.

Thanks.

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Re: [ORE] WT - A few questions from an ST new to the game

1) How many powers can you activate or have active at a single time?

2) Say I have Invulnerability with 4HD. 

Invulnerability (20)
Qualities: D D U.

Mechanically, treat each Power Quality as its own separate power. So you have 4HD in Invulnerability D running at all times and also 4HD in Invulnerability U.

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

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[ORE] WT - A couple of questions from an ST new to Wild Talents

If this is a repost I apologize.  This is my first time posting here and I can't find my previous attempt on the list... so trying again.

I probably missed all this in the books but I've been trying to parse several systems this past week in preparation for the decision on what to play (we're going with this : )

1) How many powers can you activate or have active at a single time?

2) Say I have Invulnerability with 4HD. 

Invulnerability (20)
Qualities: D D U.
Defends (HAR) Extras and Flaws: Interference +3, Permanent +4. Capacities: Self.
Defends (LAR) Extras and Flaws: Armored Defense –2, Hardened Defense +2, Permanent +4. Capacities: Self.
Useful Extras and Flaws: Permanent +4, Self Only –3, If/Then (only for Variable Effect) –1, If/Then (Variable Effect is only for immunities) –1, Variable Effect +4. Capacities: Self.
Effect: You are (mostly) impossible to harm. Invulnerability's Useful quality protects you against some otherwise-deadly environment—radiation, vacuum, bitter cold, or something else—without harm. With Variable Effect and Permanent, it instantly adjusts to fit any dangerous environment.
In combat, each die of your Invulnerability roll removes one die from each attack against you. If an attack's width is great enough to hit despite your power's Interference dice, you have width in Hardened LAR against its damage.
Invulnerability is usually taken with multiple Hard Dice to guarantee a static defense set at height 10.

If I am in space and I have devoted 2 of my HD to surviving without atmosphere and I get shot.  Do I only have 2HD HAR or do I have the full 4HD.  I think the answer is that they are basically different powers so I have the 4 but I want to make sure.

Thanks.

--
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[ORE] WT - A few questions from an ST new to the game

I probably missed all this in the books but I've been trying to parse several systems this past week in preparation for the decision on what to play (we're going with this : ).

1) How many powers can you activate or have active at a single time?

2) Say I have Invulnerability with 4HD. 

Invulnerability (20)
Qualities: D D U.
Defends (HAR) Extras and Flaws: Interference +3, Permanent +4. Capacities: Self.
Defends (LAR) Extras and Flaws: Armored Defense –2, Hardened Defense +2, Permanent +4. Capacities: Self.
Useful Extras and Flaws: Permanent +4, Self Only –3, If/Then (only for Variable Effect) –1, If/Then (Variable Effect is only for immunities) –1, Variable Effect +4. Capacities: Self.
Effect: You are (mostly) impossible to harm. Invulnerability's Useful quality protects you against some otherwise-deadly environment—radiation, vacuum, bitter cold, or something else—without harm. With Variable Effect and Permanent, it instantly adjusts to fit any dangerous environment.
In combat, each die of your Invulnerability roll removes one die from each attack against you. If an attack's width is great enough to hit despite your power's Interference dice, you have width in Hardened LAR against its damage.
Invulnerability is usually taken with multiple Hard Dice to guarantee a static defense set at height 10.

If I am in space and I have devoted 2 of my HD to surviving without atmosphere and I get shot.  Do I only have 2HD HAR or do I have the full 4HD.  I think the answer is that they are basically different powers so I have the 4 but I want to make sure.

Thanks.

--
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