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Re: [ORE] [Wild Talents] How should I deal with horribly cheap invulnerability?

First... does this...

"The mechanical difference is that one is a 10x10 set, and one is a 2x10 set that gets +8 gobble dice when it resolves."

...mean if something interferes enough to impose even an 1 die penalty the power goes down? What can impose those penalties on a native power?

Second... didn't notice about the native part. My derp. But still, I'll reduce your hero to a gibbering wreck and then drop him into into a hole somewhere. There's all sorts of ways to take someone out of the equation without damaging them.

But even then, the game is designed to be played by a measure of trust. If a group WANTS to play with all the most game-breaking ideas and that's fun for them, they should go for it. Tweedle-Kill's power does to points of damage to every hit location every round, to EVERY PERSON ON EARTH. But that's okay. His Brother Tweedle-Heal radiates a field that heals 2 points to every location on every person on earth. Meanwhile, Captain Sun Block is turning off the sun, while Commander Rogue Planet is smashing Mars into the planet. It's all in good fun.

There are so many ways to break the system. You may have found a really cheap one, but far from the only one. Have some fun with it.

Frankly, I like this power to fix an issue one of my players has been experiencing. All the PCs converting into the system fine, but one of them had an issue with her force field I couldnt' resolve. replacing some dice with levels of Defends might amp her up to the level needed without overspending.

John






On Fri, Jan 31, 2014 at 1:44 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:
The mechanical difference is that one is a 10x10 set, and one is a 2x10 set that gets +8 gobble dice when it resolves.


On Fri, Jan 31, 2014 at 1:12 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
Just looking at the armor, since that's what you're more worried about... We're looking at a comparison of two powers here:

HA 10 A 2HD (68 Points)
Cost: 17/34/68
Defends +8: Interference +3, Endless +3, Native +1

HA 10 B 10HD (180 Points)
Cost: 9/18/36
Defends: Interference +3, Endless +3, Native +1

What is the mechanical difference between the two? Is there any reason not to always buy 10 Hardened HA as the first one? I don't have the book in front of me, so I can't double-check it.

Christopher doesn't seem to be complaining "Agh, how do I deal with invulnerable characters?!?!" That's a known problem. He seems to be more worried about "How come there is a legal way to build the same power, with no seeming downsides, and it is way cheaper than the 'normal' way of building that power?"

The real question is how come all characters don't buy their Hardened Hard Armor like this. If there's no downside to approach A, it would just make sense to make it the "standard" build...


On Fri, Jan 31, 2014 at 1:17 PM, Christopher Audette <stupidinternet303@gmail.com> wrote:
After tweaking the system for awhile, I discovered something that seems kind of game breaking... namely, this power:

Perfect Invulnerability 2HD (88)
Cost: 22/44/88
Defends+8: Interference +3, Endless +3, Native +1
Useful: Variable Effect +4, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for Immunities) -1, Self Only -3, Endless +3, Native +1

This power, on top of providing the immunity to everything Invulnerability does, provides 10 in Hardened HAR for the cost of 88 points.  Obviously, this is the sort of thing that should be considered under the whole "Iron & the glass" section of the book, but I'm more worried about how cheap it makes defenses, given the Defends levels.  How should I deal with something like this?  Write all NPCs with similarly cheap versions of defends and let the players go to town, or forbid a certain amount of Defends levels?

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Re: [ORE] [Wild Talents] How should I deal with horribly cheap invulnerability?

I think if they are added gobble dice instead of just increasing width on successful rolls, one could make a really good argument for Duration - which subtracts with Width of your defense from all attacks - not including Defends levels against all attacks in the turn.  I could easily see "2 HD, Duration, Interference, Defends +8" acting as 2 HA against everything, and then giving you 8 extra gobble dice to use between *all* attacks faced that turn...which is still pretty potent, but it is a defense that can get overwhelmed by many strong attacks, and thus might justify the lower cost.


On Fri, Jan 31, 2014 at 3:44 PM, Daniel Kane <daniel.m.kane@gmail.com> wrote:
The mechanical difference is that one is a 10x10 set, and one is a 2x10 set that gets +8 gobble dice when it resolves.


On Fri, Jan 31, 2014 at 1:12 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
Just looking at the armor, since that's what you're more worried about... We're looking at a comparison of two powers here:

HA 10 A 2HD (68 Points)
Cost: 17/34/68
Defends +8: Interference +3, Endless +3, Native +1

HA 10 B 10HD (180 Points)
Cost: 9/18/36
Defends: Interference +3, Endless +3, Native +1

What is the mechanical difference between the two? Is there any reason not to always buy 10 Hardened HA as the first one? I don't have the book in front of me, so I can't double-check it.

Christopher doesn't seem to be complaining "Agh, how do I deal with invulnerable characters?!?!" That's a known problem. He seems to be more worried about "How come there is a legal way to build the same power, with no seeming downsides, and it is way cheaper than the 'normal' way of building that power?"

The real question is how come all characters don't buy their Hardened Hard Armor like this. If there's no downside to approach A, it would just make sense to make it the "standard" build...


On Fri, Jan 31, 2014 at 1:17 PM, Christopher Audette <stupidinternet303@gmail.com> wrote:
After tweaking the system for awhile, I discovered something that seems kind of game breaking... namely, this power:

Perfect Invulnerability 2HD (88)
Cost: 22/44/88
Defends+8: Interference +3, Endless +3, Native +1
Useful: Variable Effect +4, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for Immunities) -1, Self Only -3, Endless +3, Native +1

This power, on top of providing the immunity to everything Invulnerability does, provides 10 in Hardened HAR for the cost of 88 points.  Obviously, this is the sort of thing that should be considered under the whole "Iron & the glass" section of the book, but I'm more worried about how cheap it makes defenses, given the Defends levels.  How should I deal with something like this?  Write all NPCs with similarly cheap versions of defends and let the players go to town, or forbid a certain amount of Defends levels?

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Re: [ORE] [Wild Talents] How should I deal with horribly cheap invulnerability?

The mechanical difference is that one is a 10x10 set, and one is a 2x10 set that gets +8 gobble dice when it resolves.


On Fri, Jan 31, 2014 at 1:12 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
Just looking at the armor, since that's what you're more worried about... We're looking at a comparison of two powers here:

HA 10 A 2HD (68 Points)
Cost: 17/34/68
Defends +8: Interference +3, Endless +3, Native +1

HA 10 B 10HD (180 Points)
Cost: 9/18/36
Defends: Interference +3, Endless +3, Native +1

What is the mechanical difference between the two? Is there any reason not to always buy 10 Hardened HA as the first one? I don't have the book in front of me, so I can't double-check it.

Christopher doesn't seem to be complaining "Agh, how do I deal with invulnerable characters?!?!" That's a known problem. He seems to be more worried about "How come there is a legal way to build the same power, with no seeming downsides, and it is way cheaper than the 'normal' way of building that power?"

The real question is how come all characters don't buy their Hardened Hard Armor like this. If there's no downside to approach A, it would just make sense to make it the "standard" build...


On Fri, Jan 31, 2014 at 1:17 PM, Christopher Audette <stupidinternet303@gmail.com> wrote:
After tweaking the system for awhile, I discovered something that seems kind of game breaking... namely, this power:

Perfect Invulnerability 2HD (88)
Cost: 22/44/88
Defends+8: Interference +3, Endless +3, Native +1
Useful: Variable Effect +4, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for Immunities) -1, Self Only -3, Endless +3, Native +1

This power, on top of providing the immunity to everything Invulnerability does, provides 10 in Hardened HAR for the cost of 88 points.  Obviously, this is the sort of thing that should be considered under the whole "Iron & the glass" section of the book, but I'm more worried about how cheap it makes defenses, given the Defends levels.  How should I deal with something like this?  Write all NPCs with similarly cheap versions of defends and let the players go to town, or forbid a certain amount of Defends levels?

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Re: [ORE] [Wild Talents] How should I deal with horribly cheap invulnerability?

Just looking at the armor, since that's what you're more worried about... We're looking at a comparison of two powers here:

HA 10 A 2HD (68 Points)
Cost: 17/34/68
Defends +8: Interference +3, Endless +3, Native +1

HA 10 B 10HD (180 Points)
Cost: 9/18/36
Defends: Interference +3, Endless +3, Native +1

What is the mechanical difference between the two? Is there any reason not to always buy 10 Hardened HA as the first one? I don't have the book in front of me, so I can't double-check it.

Christopher doesn't seem to be complaining "Agh, how do I deal with invulnerable characters?!?!" That's a known problem. He seems to be more worried about "How come there is a legal way to build the same power, with no seeming downsides, and it is way cheaper than the 'normal' way of building that power?"

The real question is how come all characters don't buy their Hardened Hard Armor like this. If there's no downside to approach A, it would just make sense to make it the "standard" build...


On Fri, Jan 31, 2014 at 1:17 PM, Christopher Audette <stupidinternet303@gmail.com> wrote:
After tweaking the system for awhile, I discovered something that seems kind of game breaking... namely, this power:

Perfect Invulnerability 2HD (88)
Cost: 22/44/88
Defends+8: Interference +3, Endless +3, Native +1
Useful: Variable Effect +4, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for Immunities) -1, Self Only -3, Endless +3, Native +1

This power, on top of providing the immunity to everything Invulnerability does, provides 10 in Hardened HAR for the cost of 88 points.  Obviously, this is the sort of thing that should be considered under the whole "Iron & the glass" section of the book, but I'm more worried about how cheap it makes defenses, given the Defends levels.  How should I deal with something like this?  Write all NPCs with similarly cheap versions of defends and let the players go to town, or forbid a certain amount of Defends levels?

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Re: [ORE] [Wild Talents] How should I deal with horribly cheap invulnerability?

First off, "Native" on "i r invinsible!" sets off a red flag with me.  You're just... naturally... immune to everything?  What?  How does that even?

My players are pretty bad at mechanical optimization, so this hasn't come up with them.  That said, if it did, here's some suggestions:

1. Cap +levels at the dice pool of the power
2. Only allow +levels to take effect when there's a risk of failure (since their balancing factor is that they *only* add onto a successful set)
3. Trick him into dastardly situations which require him to drop his invulnerability for other reasons, like getting a vaccine shot or something.  Since he only has 2hd, and no Go First or anything, a mere -1d penalty prevents him from reactivating it, and he's unlikely to beat any attack in initiative.  Mind control time!
4. Other things I'm not thinking of.

~me


On Fri, Jan 31, 2014 at 12:51 PM, Christopher Audette <stupidinternet303@gmail.com> wrote:
Native powers don't drop in effectiveness even when your willpower runs out, though, and this doesn't really address my question; which is how do I deal with defends powers being so easy to min-max down into such a cheap form?  Dealing with these powers isn't the issue, it's how buying a little bit of defense is made significantly cheaper, leaving more room for other powers.  What I'm more looking for is how point costs could be adjusted to deal with the cheaper powers, or whether to ban or restrict defends levels on interference defenses (two seperate versions of HAR 10, one with 10HD and the other with 2HD, cost vastly different amounts.  160 points versus 64 points, to be specific). 

I'm actually beginning to see this as an opportunity for the "necessary" defenses to be put on character for cheaper and allow the PCs to place more powers on their characters, since dealing with this on the NPC design end is simple.


On Friday, January 31, 2014 1:33:45 PM UTC-7, Longspeak Teller wrote:
Doesn't the book specifically address this. I'll tell you how I deal with it as a GM portrayed evil mastermind.

Your hero, INVULNERO, threatens my master plans. Well, he's got a girl friend. I think I'll torture her for a while and send you video of it. Oops. There goes your willpower.  INVULNERO also has a passion for, let's say, classic cars. I think I'll torch his garage, with all his cars in it. Darn, there goes more willpower. Now that Invulnero is at his lowest point, I think he'll be feeling a tad to down to put up much of a fight. But just to be sure, I'll send out my number one henchmen, driving Invulnero's favorite old car, with his girlfriend strapped to the grill. He'll try to run down Invulnero, who, already severely drained of WP, will have to defend himself while watching his favorite girl and his favorite car get repeatedly smashed up.

This works the other way around. PCs can turn the bad guy's loved ones, or get him barred from the car shows he loves so much. Or just grab him and throw cuffs on him. Yeah, you're invulnerable. Have fun being invulnerable in solitary confinement. I hope you're invulnerable to boredom.


John









On Fri, Jan 31, 2014 at 11:17 AM, Christopher Audette <stupidin...@gmail.com> wrote:
After tweaking the system for awhile, I discovered something that seems kind of game breaking... namely, this power:

Perfect Invulnerability 2HD (88)
Cost: 22/44/88
Defends+8: Interference +3, Endless +3, Native +1
Useful: Variable Effect +4, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for Immunities) -1, Self Only -3, Endless +3, Native +1

This power, on top of providing the immunity to everything Invulnerability does, provides 10 in Hardened HAR for the cost of 88 points.  Obviously, this is the sort of thing that should be considered under the whole "Iron & the glass" section of the book, but I'm more worried about how cheap it makes defenses, given the Defends levels.  How should I deal with something like this?  Write all NPCs with similarly cheap versions of defends and let the players go to town, or forbid a certain amount of Defends levels?

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Re: [ORE] [Wild Talents] How should I deal with horribly cheap invulnerability?

Native powers don't drop in effectiveness even when your willpower runs out, though, and this doesn't really address my question; which is how do I deal with defends powers being so easy to min-max down into such a cheap form?  Dealing with these powers isn't the issue, it's how buying a little bit of defense is made significantly cheaper, leaving more room for other powers.  What I'm more looking for is how point costs could be adjusted to deal with the cheaper powers, or whether to ban or restrict defends levels on interference defenses (two seperate versions of HAR 10, one with 10HD and the other with 2HD, cost vastly different amounts.  160 points versus 64 points, to be specific). 

I'm actually beginning to see this as an opportunity for the "necessary" defenses to be put on character for cheaper and allow the PCs to place more powers on their characters, since dealing with this on the NPC design end is simple.

On Friday, January 31, 2014 1:33:45 PM UTC-7, Longspeak Teller wrote:
Doesn't the book specifically address this. I'll tell you how I deal with it as a GM portrayed evil mastermind.

Your hero, INVULNERO, threatens my master plans. Well, he's got a girl friend. I think I'll torture her for a while and send you video of it. Oops. There goes your willpower.  INVULNERO also has a passion for, let's say, classic cars. I think I'll torch his garage, with all his cars in it. Darn, there goes more willpower. Now that Invulnero is at his lowest point, I think he'll be feeling a tad to down to put up much of a fight. But just to be sure, I'll send out my number one henchmen, driving Invulnero's favorite old car, with his girlfriend strapped to the grill. He'll try to run down Invulnero, who, already severely drained of WP, will have to defend himself while watching his favorite girl and his favorite car get repeatedly smashed up.

This works the other way around. PCs can turn the bad guy's loved ones, or get him barred from the car shows he loves so much. Or just grab him and throw cuffs on him. Yeah, you're invulnerable. Have fun being invulnerable in solitary confinement. I hope you're invulnerable to boredom.


John









On Fri, Jan 31, 2014 at 11:17 AM, Christopher Audette <stupidin...@gmail.com> wrote:
After tweaking the system for awhile, I discovered something that seems kind of game breaking... namely, this power:

Perfect Invulnerability 2HD (88)
Cost: 22/44/88
Defends+8: Interference +3, Endless +3, Native +1
Useful: Variable Effect +4, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for Immunities) -1, Self Only -3, Endless +3, Native +1

This power, on top of providing the immunity to everything Invulnerability does, provides 10 in Hardened HAR for the cost of 88 points.  Obviously, this is the sort of thing that should be considered under the whole "Iron & the glass" section of the book, but I'm more worried about how cheap it makes defenses, given the Defends levels.  How should I deal with something like this?  Write all NPCs with similarly cheap versions of defends and let the players go to town, or forbid a certain amount of Defends levels?

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Re: [ORE] [Wild Talents] How should I deal with horribly cheap invulnerability?

Umm. Dominate? Deactivate that power for a sec, bang. WP attacks are also good. 

-Matt Conlon

On Jan 31, 2014, at 10:33 AM, John Poole <longspeak.teller@gmail.com> wrote:

Doesn't the book specifically address this. I'll tell you how I deal with it as a GM portrayed evil mastermind.

Your hero, INVULNERO, threatens my master plans. Well, he's got a girl friend. I think I'll torture her for a while and send you video of it. Oops. There goes your willpower.  INVULNERO also has a passion for, let's say, classic cars. I think I'll torch his garage, with all his cars in it. Darn, there goes more willpower. Now that Invulnero is at his lowest point, I think he'll be feeling a tad to down to put up much of a fight. But just to be sure, I'll send out my number one henchmen, driving Invulnero's favorite old car, with his girlfriend strapped to the grill. He'll try to run down Invulnero, who, already severely drained of WP, will have to defend himself while watching his favorite girl and his favorite car get repeatedly smashed up.

This works the other way around. PCs can turn the bad guy's loved ones, or get him barred from the car shows he loves so much. Or just grab him and throw cuffs on him. Yeah, you're invulnerable. Have fun being invulnerable in solitary confinement. I hope you're invulnerable to boredom.


John









On Fri, Jan 31, 2014 at 11:17 AM, Christopher Audette <stupidinternet303@gmail.com> wrote:
After tweaking the system for awhile, I discovered something that seems kind of game breaking... namely, this power:

Perfect Invulnerability 2HD (88)
Cost: 22/44/88
Defends+8: Interference +3, Endless +3, Native +1
Useful: Variable Effect +4, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for Immunities) -1, Self Only -3, Endless +3, Native +1

This power, on top of providing the immunity to everything Invulnerability does, provides 10 in Hardened HAR for the cost of 88 points.  Obviously, this is the sort of thing that should be considered under the whole "Iron & the glass" section of the book, but I'm more worried about how cheap it makes defenses, given the Defends levels.  How should I deal with something like this?  Write all NPCs with similarly cheap versions of defends and let the players go to town, or forbid a certain amount of Defends levels?

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Re: [ORE] [Wild Talents] How should I deal with horribly cheap invulnerability?

Doesn't the book specifically address this. I'll tell you how I deal with it as a GM portrayed evil mastermind.

Your hero, INVULNERO, threatens my master plans. Well, he's got a girl friend. I think I'll torture her for a while and send you video of it. Oops. There goes your willpower.  INVULNERO also has a passion for, let's say, classic cars. I think I'll torch his garage, with all his cars in it. Darn, there goes more willpower. Now that Invulnero is at his lowest point, I think he'll be feeling a tad to down to put up much of a fight. But just to be sure, I'll send out my number one henchmen, driving Invulnero's favorite old car, with his girlfriend strapped to the grill. He'll try to run down Invulnero, who, already severely drained of WP, will have to defend himself while watching his favorite girl and his favorite car get repeatedly smashed up.

This works the other way around. PCs can turn the bad guy's loved ones, or get him barred from the car shows he loves so much. Or just grab him and throw cuffs on him. Yeah, you're invulnerable. Have fun being invulnerable in solitary confinement. I hope you're invulnerable to boredom.


John









On Fri, Jan 31, 2014 at 11:17 AM, Christopher Audette <stupidinternet303@gmail.com> wrote:
After tweaking the system for awhile, I discovered something that seems kind of game breaking... namely, this power:

Perfect Invulnerability 2HD (88)
Cost: 22/44/88
Defends+8: Interference +3, Endless +3, Native +1
Useful: Variable Effect +4, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for Immunities) -1, Self Only -3, Endless +3, Native +1

This power, on top of providing the immunity to everything Invulnerability does, provides 10 in Hardened HAR for the cost of 88 points.  Obviously, this is the sort of thing that should be considered under the whole "Iron & the glass" section of the book, but I'm more worried about how cheap it makes defenses, given the Defends levels.  How should I deal with something like this?  Write all NPCs with similarly cheap versions of defends and let the players go to town, or forbid a certain amount of Defends levels?

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[ORE] [Wild Talents] How should I deal with horribly cheap invulnerability?

After tweaking the system for awhile, I discovered something that seems kind of game breaking... namely, this power:

Perfect Invulnerability 2HD (88)
Cost: 22/44/88
Defends+8: Interference +3, Endless +3, Native +1
Useful: Variable Effect +4, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for Immunities) -1, Self Only -3, Endless +3, Native +1

This power, on top of providing the immunity to everything Invulnerability does, provides 10 in Hardened HAR for the cost of 88 points.  Obviously, this is the sort of thing that should be considered under the whole "Iron & the glass" section of the book, but I'm more worried about how cheap it makes defenses, given the Defends levels.  How should I deal with something like this?  Write all NPCs with similarly cheap versions of defends and let the players go to town, or forbid a certain amount of Defends levels?

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[Seattle Go Center] Volunteer for outreach at PLU needed for this Saturday Feb. 1

Dear Go Teachers,

 

Lee Anne is looking for an assistant to help teach go at Pacific Lutheran University in Tacoma.  Her previously scheduled assistant may be coming down with a cold.  She can drive you – leaving North Seattle around 11:00 a.m.;  teaching 1-5 p.m.

 

Please contact Lee Anne or me at manager@seattlego.org  if you can help out.

 

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] Pro Simon (Ximeng) Yu Teaches Saturday 2 pm

Dear Go Players,

 

Pro Simon Yu will be reviewing the game by Gu Li and Lee Sedol (first game of their 10 game series) this Saturday at 2:00 p.m. at the Go Center.  Priority will be given to answering questions from dan level players, but there should be room for everybody.  Simon (Ximeng) Yu became a professional Go player while a high school student in China.  He is now attending college in Seattle.  We are very grateful for his visits to the Go Center as a volunteer.

 

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] Beginner's class today

Hi all,

A reminder for class today from 7-9pm.

We'll be looking at bigger boards today and the things we want to start
thinking about when we're playing them.

As always, absolute beginners are welcome!

Frank

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[Seattle Go Center] SDK class Wednesday, 1/29!

Hey all!

A reminder about this week's class for SDK players will be on as scheduled, 7:00-9:00!

We'll cover the gu li / lee sedol game, go over homework, and talk about opening tesuji problems and how we can approach them 

The Li / Lee game record can be found on http://www.gogameguru.com, among others,
The homework was from http://tsumego.tasuki.org, the intermediate set, problems 382-399, 447-450, and 492-504.

Hope to see you there!
-andrew

P.S.
The SDK class's e-mail list, in addition to the general Seattle Go list, can be found here: https://groups.google.com/forum/#!forum/seattlego-sdk

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[Seattle Go Center] Updating your AGA membership

Dear Go Players,

 

Almost all of our tournaments are AGA (American Go Association) rated.  So you need to be a current AGA member to play in them.  It really speeds things up at registration time if you are already in good standing with the AGA.  The AGA has been upgrading its website, so renewing online is now easier, especially with these tips: 

 

First, if you have forgotten your AGA number, you can look it up from the ratings page of the AGA website (usgo.org).  Go to the page below, click the “get ratings” button and then enter your family name.

http://www.usgo.org/ratings

 

You can also check your AGA membership status the same way – your membership expiration date is in the 2nd to last column.

 

Once you have your AGA number, you can renew your membership online:

https://www.usgo.org/members/login

 

Note that if you have not set up an online account yet, you need to choose a password, by clicking under the “Don’t Have Password?” heading.

 

If you have an old AGA account, your email may not be associated with it.  In this situation, you will be instructed to send an email message to a real volunteer, who will get you started. This may take a day or two.

 

If you prefer to renew by mailing a check, you can get a form by using the link below.  Just note that this takes a while, since it is a volunteer effort (about two weeks).

http://www.usgo.org/files/pdf/AGAMemberApp.pdf

 

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] Reminder: DDK Class Tonight- Tenuki (Lee Sedol Edition)

Hi Everyone!

Tonight's class discussion will be focused on the play of Lee Sedol in his Saturday jubango game against Gu Li.  In this game Lee tenukis a lot (as is his style) and we will discover why he can get away with tenuki'ing in his games while you can't in yours.  We will have some time to play some games after the lecture as well.

I hope to see you all there!

Nick Sibicky 

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

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[Seattle Go Center] Ratings Tournament this Sunday, Feb. 2 (with chicken wings)

Dear Go Players,

 

We will be having our regular Monthly Ratings Tournament this Sunday, Feb. 2, with registration from 12:15 – 12:45.  I have asked around, and I think we will have a good crowd for our quiet games, even though some of our members will be going to Super Bowl parties.  Deborah will be bringing chicken wings to the Go Center, and playing in the tournament.  We encourage other pot luck donations, such as nachos and guacamole.  Note: we will not be getting a permit for beer or wine.

 

If you plan to play in the Ratings Tournament, please make sure your AGA (American Go Association) membership is up to date.  I will have more information on that in the next email.

 

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] Open late today Saturday Jan. 25 for tournament broadcast

Dear Go Players,

The Seattle Go Center will be open late tonight for the online broadcast of the Lee Sedol - Gu Li game on KGS.  We will use a digital projector to show it.  The commentary starts at 7:00 pm, and may continue past midnight.  More info at http://www.usgo.org/news/

Cheers,

Brian Allen
manager@seattlego.org



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[Seattle Go Center] Beginner's class tomorrow at 7pm

Hi all,

This is your weekly reminder for the beginner's class tomorrow from 7-9pm.

We'll take a look at some go problems and how we practice reading.

Hope to see you there!

Frank

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[Seattle Go Center] CORRECTION: Big Game Saturday Night Jan. 25 To Be Shown at Go Center

(Correction – Date wrong on previous version)

 

Dear Go Players,

 

The first game of the 10 game series (jubango) between Lee Sedol 9p and Gu Li 9p will be broadcast on KGS (www.gokgs.com) on Saturday, Jan. 25 starting at 5:30 p.m.  We will set up our digital projector, and show the game at the Seattle Go Center.  Andrew J. will be your host, and he is ready to stay up late, since the game could run 8 hours.  So come on over, and watch the game, and maybe get in a few games yourself.

 

Lee Sedol, from Korea, and Gu Li, from China,  are probably the strongest players of their generation.  The prize money is about $850,000 when converted to U.S. dollars.  At 7:00 p.m., KGS will start carrying written commentary from our friends Myung Wan Kim 9p, Matthew Burrall 7d, who live in California. I’m sure that some of our own members will add their commentary as well.

 

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] Big Game Saturday Night Jan. 18 To Be Shown at Go Center

Dear Go Players,

 

The first game of the 10 game series (jubango) between Lee Sedol 9p and Gu Li 9p will be broadcast on KGS (www.gokgs.com) on Saturday, Jan. 18 starting at 5:30 p.m.  We will set up our digital projector, and show the game at the Seattle Go Center.  Andrew J. will be your host, and he is ready to stay up late, since the game could run 8 hours.  So come on over, and watch the game, and maybe get in a few games yourself.

 

Lee Sedol, from Korea, and Gu Li, from China,  are probably the strongest players of their generation.  The prize money is about $850,000 when converted to U.S. dollars.  At 7:00 p.m., KGS will start carrying written commentary from our friends Myung Wan Kim 9p, Matthew Burrall 7d, who live in California. I’m sure that some of our own members will add their commentary as well.

 

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] The Odd Squad: Old Glory

Via http://arcdream.com/home/2014/01/the-odd-squad-old-glory/

Written by Dennis Detwiller and illustrated by Todd Shearer, © 2007.

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.

Old Glory, by Todd ShearerOld Glory

Name: unknown

DOB: unknown

DOD: –

Height: 5'5"

Weight: 140 lbs

APPEARANCE: Old Glory is hard to describe. His face seems to differ depending on who is viewing him at the time. Non-Talents who focus on him for too long often lose their chain of thought and find themselves flustered. He seems to be a man of slight build dressed in 18th-century American colonial regalia. He wears a saber, a flintlock pistol with an ammunition pouch and a powder horn, and a tricorn hat reminiscent of a Revolutionary War soldier.

KNOWN SUPERHUMAN ABILITIES: In addition to his abilities to distort perception and concentration, which seems to be unconscious, Old Glory is incredibly, insanely lucky. He has tripped over a curb seconds before being erased by machine gun fire. He's seen buildings with no history of structural problems suddenly collapse on his enemies. He's stopped a Sherman Mk III tank with a single saber strike, by hitting it just so.

It also seems that when he is unobserved, Old Glory can "ignore" obstacles that would otherwise keep him out, such as doors, fences and solid walls.

Though this claim has never been tested, Old Glory says his power is generated by "the American spirit." He doesn't know if will operate outside of American territory.

HISTORY: Patient #11351 was another in a chain of disturbed individuals brought to a Red Cross hospital in San Francisco in the months following the end of the Second World War. He had no name, no dog tags, no discernible injuries, but he was apparently an American; the doctor who admitted him to the hospital ship claimed he was dressed in Marine gear.

Despite his symptoms, which included violent dreams and panic attacks, the patient, who went by the nickname "John," was quite cooperative and even helpful to the hospital staff. John seemed to hold sway over other disturbed individuals, and on more than one occasion managed to "talk down" patients from dangerous situations. This ability was so profound that he was studied by Section Two with the belief he might be a Talent. No such power could be detected.

By 1946, John was living in the hospital as a handy-man and helper. It was during the fall of 1946 that his alter-ego came to light. During this time, the newspapers reported several thwarted muggings by an individual dressed in "a Revolutionary War get-up" in the San Francisco area. These culminated in a November 1946 vigilante attack on six bank robbers in front of authorities. Witnesses reported that the vigilante leapt "from car top to car top" and landed in the convertible that was carrying the criminals. He managed to disable them while successfully steering the car—with his foot—away from several innocent bystanders. When the car came to a crashing halt at sixty miles an hour, every passenger landed unhurt in a delivery of topsoil that just happened to be present at the scene.

After a tense standoff where the mysterious individual was assured he would be allowed "due process of the law", John voluntarily surrendered to authorities, cooperating fully—even happily—with the police.

He called himself "Old Glory" but refused to acknowledge any history before the incident with the bank robbers. He was remanded to the custody of the San Francisco Home for the Criminally Insane in the fall of 1947. By then other Wild Talents had come to the attention of the military, and Section Two was actively searching for more.

After a second examination, Old Glory was remanded to military custody in December 1947. There he was studied at length by military scientists as a classified oddity. Though he was cooperative and even eager to help American scientists, he could tell them little of his abilities. They just seemed to work. Even worse, he routinely escaped from secure areas, often turning up miles from the facility, invariably in the prevention of some crime or injustice. This went on for three years, until a clever doctor, Dr. Emil Osterbruck, realized Old Glory was true to his word.

After several conversations with the Wild Talent, Osterbruck convinced Old Glory to restrict his "wandering." The increased security had been a mistake; all they needed to do was ask.

While in custody Old Glory was exposed to constant anti-Communist propaganda, which, of course, he fell for, hook, line and sinker. Old Glory's politics, obsessed with all things American, found an implacable enemy in the Soviet Union.

Old Glory remained unchanging throughout nearly twenty years of incarceration. He was upbeat, eager and cooperative, and seemed to enjoy both showing his abilities to examiners and exploring their limits. In 1966, he was moved to Gafton Air Force Base as part of Project JUNG, an attempt to "jump-start" several Wild Talents in American custody who seemed to be deteriorating. Old Glory was seen as the key to the project's success, a prime for the pump as it were.

Old Glory did indeed revitalize the dwindling powers of the others, and found like-minded beings in the group which would become known as the Odd Squad.

Old Glory became the de facto leader and spokesman of the Odd Squad, and he seems to have unquestioned authority over the others, though no one really knows why. He is obsessed with "protecting the American way of life" and fighting the "enemies of the Constitution." In short, he seems too altruistic and gung-ho to be real, but he wears his beliefs on his sleeve and is not capable of deception. That alone makes him extremely dangerous.

Old Glory ('The Odd Squad,' circa 1969)

Point Total: 500 Points

Archetype (15 pts): Human+

Stats (123 pts)

Body 2d (10 pts)

Coordination 2d (10 pts)

Sense 2d (10 pts)

Mind 3d (15 pts)

Charm 4d (20 pts)

Command 5d (25 pts)

Secondary Stats

Base Will 30 (63 pts)

Willpower 32 (2 pts)

Motivations: Loyalty to the Odd Squad (15); Passion for protecting the American Way of Life (15).

Skills (38 pts)

Horsemanship 3d (5d), Knowledge (constitutional law) 5d (8d), Leadership 2d (7d), Melee Weapon (sword) 3d (5d), Persuasion 3d (7d), Ranged Weapon (flintlock pistol) 4d (6d).

Superpowers (292 pts)

Lucky Strike 10wd (A; 2 per die; 80 pts)

Attacks extras and flaws: Augment +4, If/Then (does not affect initiative) –1, If/Then (only for Augment) –1, If/Then (requires a success) –1, Willpower Bid (–1).

Effect: Old Glory can add up to 10wd to any attack dice pool, but the extra dice apply only if he rolls a successful attack. He must declare that he intends to use Lucky Strike before rolling the attack; if the attack fails, he cannot add any dice and he loses a point of Willpower. When the extra dice expand a set they do not affect initiative; Old Glory uses his rolled width to determine who goes first.

Lucky Break 3d+1wd (A D U; 24 per die; 168 pts)

Attacks extras and flaws: Augment +4, If/Then (only for Augment) –1, Willpower Cost –2.

Defends extras and flaws: Controlled Effect +1, Interference +3, Permanent +4, Radius +2. Capacities: Self.

Useful extras and flaws: Augment +4, Controlled Effect +1, Radius +2. Capacities: Range.

Effects: Old Glory can add his dice to any of his own actions and those of any other characters he designates in a 10-yard (10-meter) radius, and his power can activate to make bizarrely unlikely things occur; or he can remove dice from enemies' attacks against him and designated characters in the radius; or by spending Willpower he can add his Lucky Break dice to one of his own attacks.

Bypass Obstacles 2hd (U; 2 per die; 8 pts)

Useful extras and flaws: If/Then (not when observed) –1, Subtle +1.

Effects: Old Glory can simply ignore walls, doors, gates or other barriers, as long as nobody is watching. If he's observed, even if he doesn't know about the observation, the power fails. Exactly how this works is a mystery to everyone except Old Glory.

Regeneration 2hd (U U; 9 per die; 36 pts)

Useful (healing) extras and flaws: Engulf +2, Limited Damage (Killing) –1, Limited Width –1, Permanent +4, Self Only –3. Capacities: None.

Useful (immunity) extras and flaws: Permanent +4, If/Then (only for immunities) –1, Self Only –3, Variable Effect +4. Capacities: Self.

Effects: Each round, Old Glory automatically recovers one point of Killing damage on every hit location. The power's second Useful quality makes him immune to most poisons, diseases, old age, and other sources of physical debilitation.

Attacks

Punch 2d (width in Shock).

Flintlock pistol 6d (width + 1 in Shock and Killing; reload time: 7—width rounds with a skill roll).

Saber 5d (width + 1 in Killing).

—Any attack with Lucky Break: Up to +3d+1wd.

—Any attack with Lucky Strike: Up to +10wd with a successful attack roll.

Defenses

Lucky Break 3d+1wd.

Wild Talents Second Edition


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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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[Seattle Go Center] reminder, class tomorrow

Hi all!  This is your weekly reminder about the SDK class tomorrow, Wednesday, at the go center!

The homework is from the cho chikun encyclopedia's of life & death, intermediate volume, #s #719-734, #734-742. #463.  #696-708

I haven't heard any howls of frustration with respect to problem #259, so we'll look at that again as well and talk a bit about habits of mind.

See you tomorrow!
Andrew

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

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[ORE] Better Angels: Guts and Brains of the Villainous Nine

Via http://arcdream.com/home/2014/01/better-angels-guts-and-brains-of-the-villainous-nine/

Written by Greg Stolze and illustrated by Kurt Komoda, © 2014

Brian "Brains" Ornichowski took up the cape and mask because he felt he had no choice.  The love of his life, Griselda Jackson, had become a vigilante because, clearly, no one else gave a damn about their hometown of Detroit, where he was an inner city schoolteacher and she was a municipal accountant railing against waste and corruption.

Griselda was approached by General Null, offering to give her all the power she needed to put a real scare into the mayflies of political patronage.  He was quite upfront about the risks and costs, however.  She would, literally, be dealing with the devil.  He was poring through museums and private collections to find demonic amulets, and he had one that would make her unbelievably tough.  She signed up and brought along this shy schoolteacher who'd asked her out to coffee after she interrupted a schoolboard meeting to shout "Sit'cher ass down and shut'cher mouth up!" to a citizen who was rather disrespectfully arguing against teaching Darwin's theory in school.

What no one knew was that the demons instilled in Griselda and Brian were, themselves, passionate lovers.  Brian finds this perfectly delightful.  Griselda, who never really reciprocated his adoration, is far less comfortable with the 'foursome' possibilities.  But compared to burning down an orphanage to keep her monster happy, negotiating for cuddle time with a man who respects and loves her seems pretty benign.

If only she hadn't met a man who really turns her on…

Better-Angels---Guts-and-Brains

Brains

Outside the costume, Brian is a slender gentleman in his forties, biracial and tidy, but with a certain well-used shabbiness to his polo shirts and khakis.  He has a small goatee and mustache.

As 'Brains,' he wears a neon-green bodysuit under a white lab coat.  When he activates his 'Flame-Wreathed' Aspect, it looks like his head bursts open and fire shoots out of his exposed brain.  (The rest of his body doesn't have naked flames, but is surrounded by writhing heat-haze.)

CUNNING 4, PATIENT 3
Greed 2, Generosity 2
Espionage 3, Knowledge 3

SLY 1, OPEN 1
Cruelty 0, Courage 2
Cowardice 2, Endurance 1

DEVIOUS 3, INSIGHTFUL 1
Corruption 1, Nurture 2
Deceit 2, Honesty 1

POWERS: Alchemy, Arrogance

ASPECTS: Ghost Form, Flame-Wreathed

PRIMARY SINFUL STRATEGY: Cunning

Guts

Griselda is a curvy, short black woman with miniature dreadlocks, killer cheekbones, and intense brown eyes that look like they could power a small suburban condominium.  She usually wears bright pantsuits, but when running around doing crimes as Guts, she favors a voluminous set of black coveralls.  This is because the form her Armor power takes is roll after roll of flabby, pendulous  fat.  When she activates either (or both) Aspects, her skin turns a bright, leathery green and her face deforms into a toadlike monstrosity.

CUNNING 2, PATIENT 1
Greed 1, Generosity 1
Espionage 2, Knowledge 2

SLY 3, OPEN 3
Cruelty 3, Courage 2
Cowardice 2, Endurance 3

DEVIOUS 2, INSIGHTFUL 1
Corruption 3, Nurture 1
Deceit 4, Honesty 1

POWERS: Armor, That Hideous Strength

ASPECTS: Carapace, Horned (in her case, a gaping frog-maw of fangs)

PRIMARY SINFUL STRATEGY: Sly

Better Angels cover


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Shane Ivey, Arc Dream Publishing
The One Roll Engine and more: www.arcdream.com
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