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[Seattle Go Center] Open on Sat; Ratings Tourn on Sun

Dear Go Players,

 

The Seattle Go Center will be open 1-7, the  normal hours, this Saturday, November 30.  Last week, we had 12 visitors on Saturday, so you will probably find a game.  We can also use some volunteers to teach beginners.

 

The Monthly Ratings Tournament will be on Sunday, Dec. 1, with registration from 12:15-12:45.  You do not have to play all three rounds, just tell the TD, Dan Top, what your plans are.  More info is at:

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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[ORE] Dice roller for Google Hangouts

Anyone know of a good dice roller for Hangouts?   I'm about to start a game of ORE Kerberos Club with some players in person and some telegaming.  We just need something easy to use, and ideally something that can summarize the results in terms of sets. 


I've looked online, and the trouble is that there are a *lot* of dice rollers.  If you all can save me from a game slowed down by trial and error, I'd appreciate it. 



--
Religion, or the duty which we owe our Creator, and the manner of discharging it, can be directed only by reason and conviction, not by force and violence; and therefore all men are equally entitled to the free exercise of religion, according to the dictates of conscience.
  -- James Madison

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MASTER PSYCHIC READER~ ACCURATE & AMUSING

Your first 3 minutes are FREE talking live with me.

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

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

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[ORE] The Odd Squad: S.A.M.

Via http://arcdream.com/home/2013/11/the-odd-squad-s-a-m/

The Odd Squad is a group of four strange superhumans that emerged in the decades following World War II, when Talents emerged who were not limited by the seeming laws that had governed wartime superpowers during the era of GODLIKE. The Odd Squad wreak havoc in the postwar timeline of Wild Talents.

S.A.M.

AKA: Strength Augmenting Mechanics; Corporal Davis Pulaski

DOB: Oct. 23, 1923

DOD: –

Height: 12' 10"

Weight: 2.25 tons

APPEARANCE: S.A.M is a 13-foot robot constructed from the remains of American military vehicles. This artificial body, though intimidating, looks quite dated and is covered in patchwork repairs, giving it a botched-together look.

KNOWN SUPERHUMAN ABILITIES: The S.A.M. robot is immensely strong. Its armored shell (constructed from the modified remains of American armored vehicles) is capable of deflecting light anti-tank weaponry and is immune to machine-gun fire. Before his permanent transference to the S.A.M. suit, Corporal Pulaski was an accomplished Gadgeteer, but because of his new artificial status he lacks the superhuman Willpower to construct gadgets on his own.

HISTORY: Davis Pulaski was born in Green Bay, Wisconsin on October 5, 1923, to a wealthy family that owned the local lumber and paper concerns. He grew up in a sheltered house on the lake, tutored and pampered by an immense staff of faceless servants. Pulaski was a spoiled and distant child who tormented the household staff and managed by the age of nine to have them replaced six separate times. Later, as he grew older, his methods shifted from petty torment to sexual predation.

In the summer of 1941, Pulaski was discovered with an underage maid in the basement. The young girl had been beaten severely and Pulaski was arrested. The case gained statewide attention, and soon Pulaski found himself in the middle of one of the biggest scandals to hit the area in decades. The young man was given a choice by the judge: Join the army or work on a chain gang for sixteen months. Pulaski chose the army.

In the winter of 1942, Pulaski discovered his Talent ability with mechanical devices. His patchwork armor vehicles were widely sought after by the tank drivers of the U.S. First Army, and he gained a reputation as a miracle worker with machinery. For a time, Pulaski was content with interacting with "regular" people. When the war ended, however, Pulaski wanted more.

In 1950, Pulaski went to Korea with the U.N. forces. That winter he constructed S.A.M., a robotic body controllable at a distance. Pulaski's robotic alter ego soon became an important fixture on the frozen battlefields of Korea, ripping through armored columns and sending entire divisions scattering.

Before the conflict's end, army analysts began to notice Pulaski's deterioration. His body had grown weak, and physicals revealed an arrhythmia in his heartbeat. Pulaski was pulled off the line, but his thirst for battle drew him back. When the army confiscated the S.A.M. suit and placed Pulaski under protective custody, the young Gadgeteer concocted a plan to move to the S.A.M. body forever. His psychotic disassociation from humanity, something evident in him from youth, had only been exacerbated by his time in the robot.

By the time his plan was uncovered, Pulaski's human body was dead and the S.A.M. body was permanently switched on. Inside, Pulaski's mind took a final, irreversible shift away from the world of humanity.

S.A.M. was returned to active duty, on a trial basis, to see if he could be trusted. He performed better than anyone could have guessed, going so far as to cross the Yalu River into China. But when word of S.A.M's actions against Korean civilians reached the U.S. command, he was immediately pulled off the line and moved to Tokyo to face court martial.

S.A.M. was sentenced to "life" imprisonment in Leavenworth federal prison, where he simply entered "stand-by" mode, shutting down for almost a decade.

He was reactivated for project JUNG, an attempt by the military brass to save the deteriorating health of the strange alien IAM. In JUNG, S.A.M. found like-minded individuals, Talents who had skirted the edge of insanity and had found an orbit of instability in which to exist.

With IAM's help, S.A.M. was reprogrammed in the summer of 1967 to "correct" his psychosocial problems. This rewrite caused a dramatic shift in S.A.M's attitude. Nothing of Pulaski now remained; instead a new and independent being was born. S.A.M. embraced the growing peace movement and became a "flower child". In 1968, S.A.M. replaced the white star of the U.S. Army on his chest with a peace symbol.

SAM, by Todd Shearer, © 2010

SAM, by Todd Shearer, © 2010

S.A.M. ('The Odd Squad,' circa 1969)

Point Total: 500 Points

Archetype (12 pts): Artificial

Stats (165 pts)

Body 10d (+3 Attacks levels; Penetration +2, Can't Harm Innocents, –1; 90 pts)

Coordination 2d (10 pts)

Sense 3d (15 pts)

Mind 4d (20 pts)

Charm 2d (10 pts)

Command 4d (20 pts)

Secondary Stats

Base Will None

Willpower 0

Motivations: None

Skills (62 pts)

Intimidation 6d (10d), Knowledge (Chemistry) 3d (7d), Knowledge (Electronics) 4d (8d), Knowledge (Engineering) 6d (10d), Knowledge (Metallurgy) 5d (9d), Knowledge (Physics) 4d (8d), Language (Korean) 1d (5d), Tactics 2d (6d).

Superpowers (273 pts)

Gadgeteering 3d+2hd (A D U U; 15 per die; 105 pts)

Extras, flaws and effect: See page 145. Since S.A.M. has no Base Will, someone else must donate Willpower to a project for him to be able to create gadgets.

Reinforced Armor 4hd (D U; 12 per die; 96 pts)

Defends (heavy armor) extras, flaws and effect: See the Heavy Armor miracle, page 147, but S.A.M.'s armor has Permanent instead of Endless. S.A.M. has HAR 4.

Useful (extra tough) extras, flaws and effect: See the Extra Tough miracle, page 145. S.A.M. has four extra wound boxes on each hit location. Due to his Unhealing archetype quality, these extra wound boxes do not heal naturally. They can only be repaired with a Skill roll—a Knowledge roll such as Engineering, for example—repairing width in Shock or half that in Killing after 5—width hours of work.

Massive Robotic Construction 2hd (D U U; 15 per die; 60 pts)

Defends (light armor) extras and flaws: Armored Defense –2, Hardened Defense +2, Permanent +4.Capacities: Self.

Useful (massive size) extras and flaws: Booster +1, Growth Only –1, Permanent +4, Self Only –3. Capacities:Self.

Useful (immunities) extras and flaws: If/Then (Variable Effect is limited to immunities) –1, Permanent +4, Self Only –3, Variable Effect +4. Capacities: None.

Effect: S.A.M. is nearly 13 feet tall and weighs over two tons; this reduces knockback that he takes by 10 yards. Due to his sheer bulk he has LAR 2 (hardened). S.A.M. does not need air, food or water, and can tolerate extremes of pressure, temperature and radiation that humans could not survive.

Attacks

  • Punch 10d (width + 3 in Shock and Killing with Penetration 2).

Defenses

  • HAR 4
  • LAR 2 (hardened)
  • +4 wound boxes on each hit location
  • –10 yards knockback

 Written by Dennis Detwiller, © 2010.

Wild Talents Second Edition


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The One Roll Engine and more: www.arcdream.com
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Is your world worth saving? Join the conspiracy: www.delta-green.com

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[Seattle Go Center] Pair Go Sat Eve Dec. 7

Dear Go Players,

 

Here is a friendly reminder that the Pair Go Tournament is coming soon.  It’s time to find a partner!  Here are the details:

 

The Seattle Go Center is proud to present a gala evening of Pair Go on Saturday, December 7.  We will have a two-round Pair Go tournament featuring a dessert buffet sponsored by Bakery Nouveau of Seattle and prizes for the top teams. The tournament will be played by International Pair Go rules, so participants are encouraged to dress in formal or semi-formal attire, and each pair must have a female and male player.  (There is no restriction on ages, so the tournament will include dad & daughter pairs, or mom and son pairs.)

 

Registration for the tournament will be open between 6:00pm and 6:45pm with the first round beginning at 7:00pm. The fee for participants is $5.00 for annual and lifetime members of the Seattle Go Center, $5.00 for children under 18 and $10.00 for non-member adults.

 

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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[ORE] ‘Better Angels’ Story Seed: When the Levee Breaks

Written by Greg Stolze, © 2013

A sinister story seed lays the groundwork—genesis, exodus, and a shocking revelation—for an evening of fun and corruption in Better Angels. The GM should draw up stats for one or two crucial NPCs as needed based on the abilities and attitudes of the player characters. Put the Hellbinders and their Screwtapes into the mix and watch what happens.

When the Levee Breaks

Catastrophe looms. What will the Hellbinders do about it?

Genesis

It seems like every city has its signature natural-disaster risk. Tokyo's always half-waiting for the next tsunami (or Godzilla attack), Honolulu has volcanoes, anywhere on the Gulf Coast is threatened by hurricanes, L.A. has quakes and the midwest has tornadoes.

The opening act of this story is when the disaster du jour hits your town. How do the PCs respond? Can they trick their demons into helping people, possibly with the promise of 'gathering minions'? Do they just hunker down and defend their own, or do they use the cover of the crisis to settle some scores? Are their enemies doing the same?

Exodus

The dawn of the day after the deluge, the entire landscape of the city is different. It's not just that areas are flooded, or towers are fallen, or that whole neighborhoods are still burning: The social landscape is in tatters too. Have the PCs' conflicts with the cops or the city government exacerbated racial or social tensions in the city? If there were seething fault-lines in the civil façade, this blows them wide open. It's beyond gang on gang, it's shopkeepers perched on their roofs with rifles, making the shoot-don't-shoot decision based on racial profiling.

The first week is just chaos and civil disorder, with assorted superheroes and villains (both angelic and diabolical) turfing out private fiefdoms and protectorates. If the PCs don't mark some territory and fight hard to keep it, they wind up pushed into the margins, where there is wailing and gnashing of teeth. It's up to the GM to set up these conflicts. Ideally, base them on previously established characters, but changed up. Enemies become allies based on geographical convenience, and allies betray for access to essential supplies.

Just as an uneasy stability settles down, with skirmishes confined to a few hot borders, the National Guard shows up, and the apple cart goes over once again.

How do the PCs play this chaos? Do they set themselves up as warlords, mouthing threats and meting out savage reprisals to satisfy their Screwtapes while broadly protecting and feeding the needy and displaced? Or do they accrue personal wealth and power with honest selfishness because, hell, they can? Is there a way to satisfy both their demon's urges and their own humanity? If not, which do they choose?

Revelation

Naturally, the National Guard prioritizes the strongholds of people who've made a point of resisting the police and most vehemently rejecting the governance of the USA. Some 'heroes' continue to resist, if they're crazy enough to try to maintain a personality-cult utopia in the face of overwhelming force. Some villains roll belly-up and cut deals in return for prosecution from immunity. The righteous, or angel-infused, or merely exhausted gladly hand power back to the soldiers.

This is the PCs' final messy choice. Are they going to burn out, or fade away? Can they sacrifice their credibility in some spectacular display of futile villainy in order to give the city's suffering an end-point, or do they just trickle away and wait for CNN to find a new horror? For all they've taken, can the PCs offer, in return, a sense of closure?

If they can, is that enough?

Better Angels logo


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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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[Seattle Go Center] Open Monday Eve, Tues 1-10 pm, Closed Wed and Thurs

Dear Go Players,

 

This Thanksgiving week, we will be open for Nick Sibicky’s DDK class this Monday evening, Nov. 25.  On Tuesday, we will continue our new policy of opening at 1:00 p.m.  We will be closed Wednesday and Thursday for the holiday. 

 

The Go Center will re-open on Saturday, 1-7 p.m.  On Sunday, it will be December, and we will hold the Monthly Ratings Tournament, with registration between 12:15-12:45.

 

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] DDK Class Tomorrow: Go Variants

Hi Everyone!

I know that it is a "holiday week" this week so I didn't want to hold
too serious of a class; so the topic of tomorrow's class will be "Go
Variants." This is intended to be more of a fun, exploration kind of
class and not too serious in terms of actual go study. We will discuss
two of my most favorite go variants, "Hidden Move Go" and "Lottery Go**"
as well as "One-Color Go," "Big Brother Go," "Zengo," "Auction Komi,"
and "Capture Go," among others. Please come if you want to try some go
variants and think about your favorite game in some adventurous ways!

Nick Sibicky 4D
**not for the faint of heart

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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[Seattle Go Center] No SDK class Weds before Thanksgiving, 11/27

Hi all!

Brief announcement, there will be no single digit kyu class on the Wednesday before Thanksgiving, that is this coming Wednesday, 11/27.

Hopefully you'll all use the time to review more of your own games and finish your 6 dozen problems :)

Thanks!
-Andrew

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[ORE] Pregenerated Characters for ‘GODLIKE: The Courtyard of Hell’

Via http://arcdream.com/home/2013/11/pregenerated-characters-for-godlike-the-courtyard-of-hell/

Adapted from Appendix C of The Courtyard of Hell. Written by Allan Goodall, © 2013.

The following pre-generated characters are ready to use in the streets of Ortona. The characters allow the players and the GM to get into the adventure immediately without having to build characters first.

If the players have characters they have built themselves, feel free to use those characters instead. These characters can be kept aside in reserve in case a character is killed or injured during the campaign.

The characters are split into two groups; those who were sent to Scotland for extra Talent training (Baker, Fay, Sinclair), and those who manifested later and were thrown into combat without any special training (Langlois, Mowat, Sterlin, Wright). If using the pre-generated characters it is recommended that about half the party be made up of characters who were trained in Scotland and half consist of newly manifested characters. If using the pregens as replacements in mid campaign, those who received Talent training can be assumed to have been transferred from the Talent section fighting on the plain west of Ortona. Pregens who manifested recently are assumed to have manifested in the streets of Ortona rather than earlier in the Italian campaign.

Important: Players should feel free to adjust the points placed in their character's skills. The skill are built around the author's vision of the character. Players should alter the character to fit their own vision. If you think too many points were spent on Endurance or Health and not enough on Knife Fighting or Dodging, adjust the points so that they are more to your liking.

Two of the pre-generated characters are based on real people. Lt. Mitch Sterlin was not super-powered, of course, but he was a hero all the same. He led his platoon at the house that to this day bears his name—Sterlin's Castle—where they held out against the Germans for hours after they missed the call to pull back. When Sterlin escaped with his men, some 30 panzer grenadiers lay dead outside the structure. Sadly, Sterlin died a week later when he and his men were cut down at The Gully during the attack on the "Cider" crossroads.

Farley Mowat was a lieutenant with the Hastings and Prince Edward Regiment at the time of the battle. He took part in the Moro River campaign, resulting in him being hospitalized for stress after a Christmas Day incident outside Ortona where a friend was shot in the head. He was instrumental in starting unofficial negotiations with the Germans in the Netherlands during the closing days of the war that allowed food drops to the starving Dutch civilians. After the war Mowat became a famous writer and conservationist. His book, Never Cry Wolf, changed people's attitudes about wolves, though the scientific accuracy of the book has been called into question. Mowat wrote over three dozen books, two of which are about his days in the army, The Regiment, and My Father's Son. As of April, 2013, Mowat lives with his wife in Port Hope, Ontario.

Courtyard---Canadians-Flying-From-Bren-Carrier


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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] Kaze no Kensei - The Wind Sword Saint

Wow. I thought I deleted all that extraneous, unimportant, half-written origin crap. :P Ignore!

Or don't. I (thought I) cut it because it wasn't really relevant to the "how to build this" focus.


John


On Thu, Nov 21, 2013 at 5:57 PM, Longspeak Teller <longspeak.teller@gmail.com> wrote:
Any suggestions for building this character? Another conversion to ORE for my game.

Kaze no Kensei - the Wind Sword Saint - is one of a scant handful of Deltas in the world of Delta Factor who has managed to maintain a secret identity along with a public hero persona. He's managed this largely because his unusual power makes him almost impossible to track.

Kaze no Kensei is a manifestation of the will of a man named Daichi Yamagata. Daichi is a Delta who's only other power is to sense distress. He then summons his phantom proxy to act on his behalf. The proxy has a physical presence and can interact with the world, but it doesn't bleed or leave DNA behind. It wears a bandana over it's face, but under that it nothing... because Daichi has never bothered to imagine a face beneath the mask.

Kaze no Kensei wields a sword no-one else can see. This "Wind Sword" has a very palpable effect on the world. Early appearances of the Sword Saint have resulted in death when criminals were cut open from hip to collarbone by the unseen blade. Kaze no Kensei never speaks.

Kaze no Kensei can be cut or shot or punched, but he never shows signs of injury. However, Daichi DOES show signs of injury when this happens. Think of Neo getting hit in the Matrix and Mr. Anderson spitting out blood on the deck of the Nebuchadnezzar.

Kaze no Kensei's skill IS Daichi's skill. When Daichi first gained this power, his proxy was not very skilled, because Daichi was not very skilled. However, As Daichi has studied and learned, his proxies skill has improved.

I was thinking a nicely built variation of the "Ghost" power from the cafeteria might achieve this. But it's important it remain skill-dependent to a degree, because if someone copies it, they're going to have to "wield" the Wind Sword.

Thoughts?


Thanks,

John


on his unusual power.

Daichi Yamagata was raised in Tokyo on stories of the old time sword masters. He studied them, and studied martial arts, and also read much fiction which romanticized and glamorized the old master. He was most fascinated with the concept of the Kensei - the Sword Saint - who stood as both martial and moral paragons. He lived much in his head for the first 20 years of his life, dreaming and fantasizing about heroic deeds and saints of the sword. He studied fighting, and was a passable student, but no master.

Daichi's expression was in the most idiotic of circumstances. On a trip to the mountains in early 2003, he slipped and fell while climbing something he should not have been trying to climb. His fear peaked, and he Expressed... and was caught by a strange manifestation. When he gathered his wits, he realized he was seeing a figure which greatly resembled his imagined Kensei. Then the figure vanished.

Expression Surges often display oddities when compared to the power which results. In this case, Daichi would discover over time he needed to enter a calm state of meditation to consciously summon the manifestation which saved him that day. Over time he learned to control the ability, and began to explore its limits.

Daichi possesses the ability to sense fear at a very great distance, and when he does he finds a place to meditate. Kaze no Kensei is a manifestation of Daichi's will, which he can summon at great range. The form is proxy for Daichi, letting him act out his dreams of heroism.

Daichi soon learned the doing was not without risk. His ghostly manifestation was blessed with perhaps a touch more grace than he, but no skill. More, Daichi learned blows to his proxy injured HIM. Some unconscious failsafe prevents him from dying, forcing him out of the state, but gunshot caused pain and sometimes injury to Daichi.

Daichi determined to improve, and renewed studies in earnest. His own body had improved a bit, but mainly he discovered a new focus he'd always lacked before. Teachers were impressed with his drive, and sooner than one might expect, he was exceeded their expectations.

In July of 2007, inspired by the first "Mask" - a Delta to take up the mantle of costumed hero - Daichi debuted his own heroic persona. He'd worked to evolve the appearance of his proxy, giving him a simple appearance: A tall man in jeans and a leather jacket wearing a bandana over his face. He moves and stands as if wielding a sword in both hands... he strikes, parries, blocks with the skill of a true master of the sword... except there is no sword. At least... no sword anyone can see. But the effects can be seen readily enough. In the early days of his career, Kaze no Kensei was known to open criminals from hip to collarbone with a single swipe of his 'wind sword.' He takes greater care now, slicing guns in two and wounding but usually not killing criminal outright. Kaze no Kensei has a physical presence, but appears ephemeral, wavering and blurring slightly. He never speaks

Kaze no Kensei cannot be attacked from "behind." He seems to be constantly aware of his surroundings and cannot be taken unaware.

Wounds to Kaze no Kensei harm Daichi, but his alter ego has become very strong at defense.

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[ORE] Kaze no Kensei - The Wind Sword Saint

Any suggestions for building this character? Another conversion to ORE for my game.

Kaze no Kensei - the Wind Sword Saint - is one of a scant handful of Deltas in the world of Delta Factor who has managed to maintain a secret identity along with a public hero persona. He's managed this largely because his unusual power makes him almost impossible to track.

Kaze no Kensei is a manifestation of the will of a man named Daichi Yamagata. Daichi is a Delta who's only other power is to sense distress. He then summons his phantom proxy to act on his behalf. The proxy has a physical presence and can interact with the world, but it doesn't bleed or leave DNA behind. It wears a bandana over it's face, but under that it nothing... because Daichi has never bothered to imagine a face beneath the mask.

Kaze no Kensei wields a sword no-one else can see. This "Wind Sword" has a very palpable effect on the world. Early appearances of the Sword Saint have resulted in death when criminals were cut open from hip to collarbone by the unseen blade. Kaze no Kensei never speaks.

Kaze no Kensei can be cut or shot or punched, but he never shows signs of injury. However, Daichi DOES show signs of injury when this happens. Think of Neo getting hit in the Matrix and Mr. Anderson spitting out blood on the deck of the Nebuchadnezzar.

Kaze no Kensei's skill IS Daichi's skill. When Daichi first gained this power, his proxy was not very skilled, because Daichi was not very skilled. However, As Daichi has studied and learned, his proxies skill has improved.

I was thinking a nicely built variation of the "Ghost" power from the cafeteria might achieve this. But it's important it remain skill-dependent to a degree, because if someone copies it, they're going to have to "wield" the Wind Sword.

Thoughts?


Thanks,

John


on his unusual power.

Daichi Yamagata was raised in Tokyo on stories of the old time sword masters. He studied them, and studied martial arts, and also read much fiction which romanticized and glamorized the old master. He was most fascinated with the concept of the Kensei - the Sword Saint - who stood as both martial and moral paragons. He lived much in his head for the first 20 years of his life, dreaming and fantasizing about heroic deeds and saints of the sword. He studied fighting, and was a passable student, but no master.

Daichi's expression was in the most idiotic of circumstances. On a trip to the mountains in early 2003, he slipped and fell while climbing something he should not have been trying to climb. His fear peaked, and he Expressed... and was caught by a strange manifestation. When he gathered his wits, he realized he was seeing a figure which greatly resembled his imagined Kensei. Then the figure vanished.

Expression Surges often display oddities when compared to the power which results. In this case, Daichi would discover over time he needed to enter a calm state of meditation to consciously summon the manifestation which saved him that day. Over time he learned to control the ability, and began to explore its limits.

Daichi possesses the ability to sense fear at a very great distance, and when he does he finds a place to meditate. Kaze no Kensei is a manifestation of Daichi's will, which he can summon at great range. The form is proxy for Daichi, letting him act out his dreams of heroism.

Daichi soon learned the doing was not without risk. His ghostly manifestation was blessed with perhaps a touch more grace than he, but no skill. More, Daichi learned blows to his proxy injured HIM. Some unconscious failsafe prevents him from dying, forcing him out of the state, but gunshot caused pain and sometimes injury to Daichi.

Daichi determined to improve, and renewed studies in earnest. His own body had improved a bit, but mainly he discovered a new focus he'd always lacked before. Teachers were impressed with his drive, and sooner than one might expect, he was exceeded their expectations.

In July of 2007, inspired by the first "Mask" - a Delta to take up the mantle of costumed hero - Daichi debuted his own heroic persona. He'd worked to evolve the appearance of his proxy, giving him a simple appearance: A tall man in jeans and a leather jacket wearing a bandana over his face. He moves and stands as if wielding a sword in both hands... he strikes, parries, blocks with the skill of a true master of the sword... except there is no sword. At least... no sword anyone can see. But the effects can be seen readily enough. In the early days of his career, Kaze no Kensei was known to open criminals from hip to collarbone with a single swipe of his 'wind sword.' He takes greater care now, slicing guns in two and wounding but usually not killing criminal outright. Kaze no Kensei has a physical presence, but appears ephemeral, wavering and blurring slightly. He never speaks

Kaze no Kensei cannot be attacked from "behind." He seems to be constantly aware of his surroundings and cannot be taken unaware.

Wounds to Kaze no Kensei harm Daichi, but his alter ego has become very strong at defense.

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[Seattle Go Center] Thursday Beginner's Class

Hello all!

Just a friendly reminder that there will be class tomorrow from 7-9pm.

This will be a great week to come if you're completely new to the game.
We'll be going over the basics for the absolute beginners and doing
teaching games for the players that are further along.

Bring your friends and get your pre-Thanksgiving go fix!

Frank

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[Seattle Go Center] Wednesday SDK class, 7pm - more opening problems & game reviews!

Hey all!

A reminder about the SDK class tomorrow, 7-9pm as usual.  Some problems were handed out last week about joseki choice.  We'll see how everyone's studying went, and then do some more problems!

SDK class
Wednesdays, 7pm-9pm
Seattle Go Center


See you tomorrow!
-andrew

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[Seattle Go Center] Earlier Opening on Tuesdays

Dear Go Players,

 

I am pleased to announce that the Go Center will now be open at 1:00 p.m. on Tuesdays, starting today, November 19.  We will be ready to give informal lessons to beginners and intermediates from 3-9 p.m.  We close at 10:00 p.m.

 

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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Re: [ORE] Power Review

The second one.  If you activate an Automatic Power with Attached(Power A) and Duration with Power A, and then cancel Power A but not the Automatic one, your Automatic power will keep "rolling" sets (that have no effect, because the power it's Attached to isn't producing sets).  If you reactivate Power A, the Automatic Power will be active again.
 
It's sort of an edge case.
 
-- Daniel


On Mon, Nov 18, 2013 at 2:49 PM, John Poole <longspeak.teller@gmail.com> wrote:
On Mon, Nov 18, 2013 at 1:54 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:
Sean --
 
I agree with John about Attached (and Automatic).  Attached, by the book, means that you can only get a set with the quality when the quality (or miracle, skill, or stat) that it's attached to has a set.  Duration, etc. implicitly repeat the initially rolled set until the duration ends or it's canceled.
 
Oh, and any Attached quality that doesn't have Permanent will require you to roll an action to activate.

The description of automatic says "...unless its already activated via the Duration or Endless extra."
I thought that meant it would go automatically when the primary goes.
Does it instead mean "if it was previously activated in the scene it doesn't need to be rolled again?"

 
Permanent lets you roll it instantly as a non-action as soon as the power it's attached activates.  If you want complex transformations with Size Shift or power mimicry to take longer (requiring multiple sets, and/or sets over additional turns)  leave it as-is.  I'd ditch Automatic, though, since it requires you to attempt multiple actions with Automatic powers EVERY TIME you activate the quality it's attached to, even if you don't need to change size or emulate powers!
 
Also, I actually find your spreadsheet power layout hard to read, and it makes the message long enough that it's getting clipped by Gmail or Google Groups (so I have to open the full message in another tab).  I'm personally more likely to offer feedback if it's in a more concise format, like the common one used in the books.

I agree on the spreadsheet format. It didn't convert into the email/groups format very nicely. That's why I converted my examples to the format I swiped from the book. Easier to read.
 
John

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Re: [ORE] Power Review

On Mon, Nov 18, 2013 at 1:54 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:
Sean --
 
I agree with John about Attached (and Automatic).  Attached, by the book, means that you can only get a set with the quality when the quality (or miracle, skill, or stat) that it's attached to has a set.  Duration, etc. implicitly repeat the initially rolled set until the duration ends or it's canceled.
 
Oh, and any Attached quality that doesn't have Permanent will require you to roll an action to activate.

The description of automatic says "...unless its already activated via the Duration or Endless extra."
I thought that meant it would go automatically when the primary goes.
Does it instead mean "if it was previously activated in the scene it doesn't need to be rolled again?"

 
Permanent lets you roll it instantly as a non-action as soon as the power it's attached activates.  If you want complex transformations with Size Shift or power mimicry to take longer (requiring multiple sets, and/or sets over additional turns)  leave it as-is.  I'd ditch Automatic, though, since it requires you to attempt multiple actions with Automatic powers EVERY TIME you activate the quality it's attached to, even if you don't need to change size or emulate powers!
 
Also, I actually find your spreadsheet power layout hard to read, and it makes the message long enough that it's getting clipped by Gmail or Google Groups (so I have to open the full message in another tab).  I'm personally more likely to offer feedback if it's in a more concise format, like the common one used in the books.

I agree on the spreadsheet format. It didn't convert into the email/groups format very nicely. That's why I converted my examples to the format I swiped from the book. Easier to read.
 
John

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Re: [ORE] Power Review

Sean --
 
I agree with John about Attached (and Automatic).  Attached, by the book, means that you can only get a set with the quality when the quality (or miracle, skill, or stat)
that it's attached to has a set.  Duration, etc. implicitly repeat the initially rolled set until the duration ends or it's canceled.
 
Oh, and any Attached quality that doesn't have Permanent will require you to roll an action to activate.  Permanent lets you roll it instantly as a non-action as soon as the power it's attached activates.  If you want complex transformations with Size Shift or power mimicry to take longer (requiring multiple sets, and/or sets over additional turns)  leave it as-is.  I'd ditch Automatic, though, since it requires you to attempt multiple actions with Automatic powers EVERY TIME you activate the quality it's attached to, even if you don't need to change size or emulate powers!
 
Also, I actually find your spreadsheet power layout hard to read, and it makes the message long enough that it's getting clipped by Gmail or Google Groups (so I have to open the full message in another tab).  I'm personally more likely to offer feedback if it's in a more concise format, like the common one used in the books.
 
-- Daniel
On Mon, Nov 18, 2013 at 9:58 AM, John Poole <longspeak.teller@gmail.com> wrote:

On Sun, Nov 17, 2013 at 7:52 PM, Sean Worcester <worcester.sean@gmail.com> wrote:

Hello Longspeak, thanks for the help!  I am in need of someone to bounce these build off of.

One issue I see is you Attached the shapechange to the mind scan. Someone might have a different opinion, but to me "Attached" means the power goes for as long as the power it's attached to is running. So the mindscan would be continual.

What do you think about my reasoning for Attached and Automatic?

The reasoning hinges on the interpretation of the Attached flaw. I'd love a more experienced person to weigh in, but I stand by my interpretation for now. A -2 flaw is supposed to be pretty limiting, so I'd say the Attached power isn't dependent on the activation of the primary power, but on the continuous operation of the primary power. If the primary goes down, the attached power goes down.

I was thinking about it and I realized I also don't like Automatic Flaw for this power. Imagine the Player scanning someone and finding no useful candidates for copying. But the automatic flaw means he MUST change into someone. Could be good for one time comedy relief. :P
 

John

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Re: [ORE] Digest for cult-...@googlegroups.com - 3 Messages in 2 Topics


     
    Caleb Stokes <stok...@gmail.com> Nov 17 11:54AM -0600  

    You're not doing it wrong, per se. There's just some things the book
    doesn't make super clear for a first-time group.
     
    In a first game of Better Angels, you've got to really encourage use of
    advantages like Surprises, Secrets, and Weapons. And the GM has to be
    generous handing out those bonuses. When that Alchemy roll fails, the
    Natural Philosopher should have a wrench behind his back. They should be
    riffling through the trash of any villains they want to fight the night
    before the battle. In short, characters that want to be effective in early
    stages of the game need to be sneaky, sniveling little assholes. In turn,
    this usually leads to more sin, so they get more powerful more quickly.
     
    But Better Angels isn't really a game about success. It's a game about
    failure, getting tired of failure, cheating to taste success, and in turn
    setting yourself up for greater failures (the ultimate of which is Hell). A
    Venture Bros-esque tone worked best for my players. They didn't crit every
    roll, but when they did fail they had a narrative framework with which to
    build a reaction to that roll.
     
    Failure is also just another motivation to offer up those MD. Demons should
    be using repeated whiffs to lure their humans into a sweetly assured
    success. Sure, the demon gets hurt in the short term, but they don't have
    to turn on the perfection unless the human promises to do something truly
    awful for them. If the human ditches out, that's just all the more reason
    for a demon to turn the powers off at an inopportune time or deny Aspect
    invokation. A promised atrocity traded for a MD can lead to entire subplots
    over extended play.
     
    Another thing you can do is start players off with Devilish Devices. There
    aren't specific rules for it, but one Devilish Device can make even a
    freshly stated-up character feel like a boss. From what you've described,
    it sounds like your players were supervillains already at the time. It
    would make perfect sense that they'd already built some toys.
     
    Finally, a house rule I made is that while I still split character
    generation between two people, I don't do it as written for brand new
    players that haven't read the whole book. A lot of the powers have wonky
    descriptions that don't line up entirely with what their title implies.
    Doing the Power/Aspect and Power/Aspect split between two people that don't
    know the system can lead to ineffective power sets like Arrogance/Ineffable
    Defense (congrats! you're obstinate and unimpressed! super-powers?) or
    defunds the dice pools to make cool powers work. The way I do char. gen.
    for players entirely new to the game is that I let the demon pick all the
    powers and aspects, then I let the human decide how close hell they want to
    be at the beginning of the game with their dice pools. That allows for some
    traditional power-gaming without totally unbalancing the game, and it gets
    people interested enough in the setting and play dynamic that they'll come
    back for traditional character generation and long-term play.
     
    I hope that helps out. Give it another shot. It really is a great game.

Thanks Caleb, that's fantastic!  It makes sense that we ran into a wall now, since our first session was designed to be a quick to get off the ground 'the PCs are a supervillain support group which is in a cafe when someone else takes the waterfront hostage' scenario, so there was no preptime.  We also ran into issues with by-the-book group character generation, so your suggestion would work well.

We figured it was our approach to things which was the problem, because the GM had already had a good experience of the game.  This gives us enough information to try again.  Our problem before was that what we were doing wasn't working, and the dials to mess with in order to get a different result weren't obvious.

Thanks again!

- The Unshaven

 

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[ORE] Carrying Stuff While Flying

1) Can you just lift and carry while flying according to your body score without any extras?
1a) If yes, does the level of burden affect your slight speed as shown in the listing for Body?

  I think yes on both, but wanted a second opinion

2) Would adding Capacity (Touch) +1 to flight be a cheesy way of carrying anything you wanted?
2a) Or a cool way?

I'm leaning towards cool, but I worry I might be cheating.

3) Would adding Capacity (Mass) +2 instead be a better way?
3a) Would it be a really AWESOME way of adding HUGE amounts of capacity?

In the specific, Katrina wants to be able to carry a person. She's strong enough to lift a person, but only just. So without extras, she would, I think, fly at 2 yards per round carrying at her maximum lift capacity. This is not a happy thing, and we must fix it, but I also want to use it as a case study for the NEXT time.

If I add Touch capacity, she can hold her friend's hand, and maybe a second friend with her other hand, no problem, and fly. If I add Mass, similar effect, but we split the dice unless I also add high capacity.

Another character with grav powers was just built with Mass and high capacity and boosters. He wanted to be able to use it to pull a LOT of weight after him, and he does.

Thanks,

John

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Re: [ORE] Power Review


On Sun, Nov 17, 2013 at 7:52 PM, Sean Worcester <worcester.sean@gmail.com> wrote:

Hello Longspeak, thanks for the help!  I am in need of someone to bounce these build off of.

One issue I see is you Attached the shapechange to the mind scan. Someone might have a different opinion, but to me "Attached" means the power goes for as long as the power it's attached to is running. So the mindscan would be continual.

What do you think about my reasoning for Attached and Automatic?

The reasoning hinges on the interpretation of the Attached flaw. I'd love a more experienced person to weigh in, but I stand by my interpretation for now. A -2 flaw is supposed to be pretty limiting, so I'd say the Attached power isn't dependent on the activation of the primary power, but on the continuous operation of the primary power. If the primary goes down, the attached power goes down.

I was thinking about it and I realized I also don't like Automatic Flaw for this power. Imagine the Player scanning someone and finding no useful candidates for copying. But the automatic flaw means he MUST change into someone. Could be good for one time comedy relief. :P
 
Alternately, use an if/then on the shapechange:
Useful (Shapechange) Extras & Flaws: Endless +3, Variable Effect +4, If Then (Must Mind Scan First) -1, If/Then: (Variable Effect is only for choosing shape of someone target knows) -1, Self Only -3. Capacity: Self
 
yeah I like this...Thanks!

I did something similar for a PC in my game. She samples DNA with touch, then can assume the shape of the person she sampled. We used an If/Then (Last DNA Scanned) for the shift.

 
 In either case you might consider dropping the size change. If the PCs is around 150 pounds, the shift will let her adopt most people without need for the size shift. Size Shift really just enables extremes. Without those components, the cost of 2hd drops a fair amount.


Well the Player expressed the ability to go from a 3 year old to Andre the Giant so I though Size Shift was needed...+ its like 1 point

Then yeah. You need size shift. :P  Although, if you estimate the PC at 160 pounds, you need three levels to get down to 3-year old (estimating 20 pounds), but only two to get up to Andre the Giant.

 
For the Power Mimic portion of your power, I have a slight issue which might be nitpicking. The If/Then (Variable Effect must match subject's powers), the "subject" is the person you scanned, but the form is someone they know. They haven't scanned the person, to the limitation would draw on... the subjects assumptions?
 
Damn good catch I didn't even see that.  So I will talk to the Player that maybe Power Mimic isn't a good fit with the drawback that they were so keen on.

This limits the PC to powers the subject knows the person has. This means record keeping for you. :) Again, this might just be my nitpick.

Yeah I am not to keen on lots of extra record keeping...

That's my two cents..

Man you rock thanks!  I have 4 other PC's power sets created if you have some spare time and the inclination you mind giving them a critical eye?

I'm happy to help, time permitting. I think there's people here who might be better at it, but I have some time to kill. :)

John

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Re: [ORE] Digest for cult-of-ore@googlegroups.com - 3 Messages in 2 Topics

Blogify away, Shane. Blogify away.


On Mon, Nov 18, 2013 at 9:29 AM, <cult-of-ore@googlegroups.com> wrote:

Group: http://groups.google.com/group/cult-of-ore/topics

    Sean Worcester <worcester.sean@gmail.com> Nov 17 07:52PM -0800  

    Hello Longspeak, thanks for the help! I am in need of someone to bounce
    these build off of.
     
    One issue I see is you Attached the shapechange to the mind scan. Someone
    > might have a different opinion, but to me "Attached" means the power goes
    > for as long as the power it's attached to is running. So the mindscan would
    > be continual.
     
    hmm ok I didn't get that interpretation for Attached when I read it's
    description. The way I read it was that it forces one Miracle's activation
    to be dependent upon another Miracles activation. I wanted the Dead
    Ringer/Shape Change Miracle to be dependent on a successful Mind Scan.
    After the Mind Scan goes off, the Dead Ringer/Shape Change is automatically
    triggered and can only be used in conjunction upon a successful Mind Scan.
    To reflect the momentary application of Mind Scan I didn't give it a "Time"
    descriptor like Duration or Endless as the initial idea was that the PC
    would scan a Target, assume the shape with a basic idea of who it was
    suppose to be based on the targets perception. That is why I initially
    only gave the Dead Ringer portion of the Miracle a "Time" descriptor I
    originally decided on Endless to give the PC some ability as a deep cover
    operative if the Player so chose, but your suggestion is a good way to save
    a few points and I kind of like the PC being unable to really hold a form
    for a long period of time so yeah I'm going to change the Endless to
    Duration. What do you think about my reasoning for Attached and Automatic?
     

     
     
    > Alternately, us an if/then on the shapechange:
     
    *Useful (Shapechange) Extras & Flaws*: Endless +3, Variable Effect +4, If
    > Then (Must Mind Scan First) -1, If/Then: (Variable Effect is only for
    > choosing shape of someone target knows) -1, Self Only -3. *Capacity*: Self
     
    yeah I like this...Thanks!
     
    In either case you might consider dropping the size change. If the PCs is
    > around 150 pounds, the shift will let her adopt most people without need
    > for the size shift. Size Shift really just enables extremes. Without those
    > components, the cost of 2hd drops a fair amount.
     
    Well the Player expressed the ability to go from a 3 year old to Andre the
    Giant so I though Size Shift was needed...+ its like 1 point

     
    > powers), the "subject" is the person you scanned, but the form is someone
    > they know. They haven't scanned the person, to the limitation would draw
    > on... the subjects assumptions?
     
    Damn good catch I didn't even see that. So I will talk to the Player that
    maybe Power Mimic isn't a good fit with the drawback that they were so keen
    on.
     
    This limits the PC to powers the subject knows the person has. This means
    > record keeping for you. :) Again, this might just be my nitpick.
     
    Yeah I am not to keen on lots of extra record keeping...
     
    That's my two cents..
     
    Man you rock thanks! I have 4 other PC's power sets created if you have
    some spare time and the inclination you mind giving them a critical eye?

     

    Caleb Stokes <stokes353@gmail.com> Nov 17 11:54AM -0600  

    You're not doing it wrong, per se. There's just some things the book
    doesn't make super clear for a first-time group.
     
    In a first game of Better Angels, you've got to really encourage use of
    advantages like Surprises, Secrets, and Weapons. And the GM has to be
    generous handing out those bonuses. When that Alchemy roll fails, the
    Natural Philosopher should have a wrench behind his back. They should be
    riffling through the trash of any villains they want to fight the night
    before the battle. In short, characters that want to be effective in early
    stages of the game need to be sneaky, sniveling little assholes. In turn,
    this usually leads to more sin, so they get more powerful more quickly.
     
    But Better Angels isn't really a game about success. It's a game about
    failure, getting tired of failure, cheating to taste success, and in turn
    setting yourself up for greater failures (the ultimate of which is Hell). A
    Venture Bros-esque tone worked best for my players. They didn't crit every
    roll, but when they did fail they had a narrative framework with which to
    build a reaction to that roll.
     
    Failure is also just another motivation to offer up those MD. Demons should
    be using repeated whiffs to lure their humans into a sweetly assured
    success. Sure, the demon gets hurt in the short term, but they don't have
    to turn on the perfection unless the human promises to do something truly
    awful for them. If the human ditches out, that's just all the more reason
    for a demon to turn the powers off at an inopportune time or deny Aspect
    invokation. A promised atrocity traded for a MD can lead to entire subplots
    over extended play.
     
    Another thing you can do is start players off with Devilish Devices. There
    aren't specific rules for it, but one Devilish Device can make even a
    freshly stated-up character feel like a boss. From what you've described,
    it sounds like your players were supervillains already at the time. It
    would make perfect sense that they'd already built some toys.
     
    Finally, a house rule I made is that while I still split character
    generation between two people, I don't do it as written for brand new
    players that haven't read the whole book. A lot of the powers have wonky
    descriptions that don't line up entirely with what their title implies.
    Doing the Power/Aspect and Power/Aspect split between two people that don't
    know the system can lead to ineffective power sets like Arrogance/Ineffable
    Defense (congrats! you're obstinate and unimpressed! super-powers?) or
    defunds the dice pools to make cool powers work. The way I do char. gen.
    for players entirely new to the game is that I let the demon pick all the
    powers and aspects, then I let the human decide how close hell they want to
    be at the beginning of the game with their dice pools. That allows for some
    traditional power-gaming without totally unbalancing the game, and it gets
    people interested enough in the setting and play dynamic that they'll come
    back for traditional character generation and long-term play.
     
    I hope that helps out. Give it another shot. It really is a great game.
     
     

     

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