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[Seattle Go Center] DDK Class Monday: The Stone Buddha

Hey Go Players!


I'm happy to be giving a lecture in this week's DDK class on "The Stone Buddha," aka Lee Changho. We will be reviewing one of the most famous games played by this Korean 9p whose style is very clear to follow, easy to understand, and filled with spectacular tesuji. Lee Changho plays a type of go that tries to win each game by 0.5 points (at least in his older style). Come see how he does this!

Nick Sibicky 4D
Double-digit Kyu Class
Mondays 6:30-8:30 SGC

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[Seattle Go Center] Save the Date: Saturday Oct. 3

Dear Members,

 

Our 20th Anniversary Events have been scheduled for Saturday, Oct. 3.  Our biggest tournament of the year will start at 10:00 am, and the Anniversary Party will start at 6:00 pm.  We will have guests from the Nihon Ki-in at the party, including the pro Nao Mannami, 3P.

 

Ms Mannami will be giving a lecture on Sunday afternoon, Oct. 4.  It will probably include game reviews from the Saturday tournament. She will also give a lecture on Monday evening, Oct. 5, and join us on Tuesday, Oct. 6, for simultaneous games.

 

Please mark your calendars now, so that you won’t miss this great weekend!

 

Cheers,

Brian

 

 

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] AGA Chapter Vote on Tuesday, May 26, 7 pm

Dear AGA Chapter members,

There will be 10 minute meeting at the Seattle Go Center on Tuesday Night, May 26, at 7:00 p.m. to elect a new AGA (American Go Association) Chapter Representative.  Not everybody is aware of this, but the “Seattle Go Center AGA Chapter” is a separate organization from the Seattle Go Center, and has its own funding.  They have accumulated funds from sponsoring Go Congresses, such as the  2013 Go Congress in Tacoma.   In the past they have funded scholarships and outreach projects, and they have subsidized our professional workshops at the Go Center.  They also bought our better tournament clocks.  They are a good source of funding for other special projects that promote Go.

 

If you play in our rated tournaments, you have joined the AGA.  When you join or renew your membership with the AGA, they ask which chapter you want to be affiliated with.   More information about our Chapter is at http://www.seattlego.org/aga-chapter/  If you want to change your chapter affiliation, these instructions will help: http://www.usgo.org/news/2015/02/check-your-chapter-affiliation/  [Note: the chapter drop-down menu is bizarre, but if you start typing “Seattle Go Center” it should appear.  “Seattle Nihon Ki-in” is a ghost chapter that hasn’t met in 20 years.]

Peter Nelson 5d has agreed to be nominated to be the next Chapter Representative.  Peter has been coming to the Go Center on Tuesdays and Saturdays; this summer he will be coming on Saturdays.  He will be going to the Go Congress in Minnesota this summer, so he can represent our chapter at the annual chapter meeting there.  We welcome other candidates for the position – to be nominated, just come to the meeting on Tuesday.  Judy Debel is the current Chapter Rep.    We thank Judy for carrying this responsibility even though we elected her when she wasn’t in the room.

Cheers,

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] beginners night: 6:30 - 9pm

Dear Members,
In spite of the good weather, Beginner's Go Instruction WILL be held tonight.
We offer tailored introduction to the rules for absolute beginners and begin with capture go. More advanced beginners can get in a game with others and get some tips and observations on their games.

More experienced players are encouraged to come and grace us with their  experience or play AGA self-rated games with each other.

 Thank you and hope to see you there tonight.

Larry

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[Seattle Go Center] Closed for Memorial Day Weekend; Crossroads will meet.

Dear Go Players,

 

The Go Center will be closed for Memorial Day Weekend.  We will not be open on Saturday, May 23, and Nick’s DDK class will not be meeting on Monday, May 25.

 

However, the Crossroads Bellevue meet-up will be happening on Saturday evening, May 23, near Uncle’s Games, starting at 5:30.

 

Cheers,

Brian

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

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: Essential Life & Death

Greetings go players!

Tomorrow evening, 5/18/2015, I will be teaching the DDK class in Nick's absence. The topic will be "Essential Life & Death". We'll go over some of the most common shapes that appear often in real games and make sure we're comfortable with them (how to kill, how to live, and whether or not a move is necessary). Afterward there should be plenty of time to apply the concepts in some real games.

I hope to see you there!

Peter Nelson, AGA 5 Dan
(covering for Nick Sibicky)
Double-Digit Kyu Class
Mondays at 6:30 PM - 8:30 PM
Seattle Go Center

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[Seattle Go Center] We are at the U District Fair

Dear Go Players,

We are teaching and sharing the game of Go at the U District Street Fair today and tomorrow, May 16 & 17. We are pretty far down on "The Ave", between 41st and 42nd, just downhill from the Big Time Brewery, and across the street and a little bit uphill from the Solstice Cafe. The fair runs 10 am to 7 pm on Saturday, and 10 am to 6 m on Sunday. Come visit!

The Go Center will also be open today, Saturday, from 1-7 pm.

Cheers,
Brian

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[Seattle Go Center] Saturday Crossroads Meet-up Continues

Dear East Side Go Players,

 

The Saturday Crossroads Meet-up will be happening tomorrow, May 16, from 5:30 – 8:30 pm, near Uncle’s Games.  Our host will be Huang Tang, a new volunteer.  Thanks, Huang!

 

Brian

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] We have a computer donation

Dear Members,

 

It looks like we have a modern replacement for the Go Center public computer that died.   (I wrote about this on Tuesday.)   We have also had a couple of backup offers.  Thanks for your support!

 

Regards,

Brian

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[ORE] ORE at GenCon 2015

We're still looking to add ORE games at GenCon this year: Better Angels, Godlike, Wild Talents, Reign, A Dirty World, Monsters and Other Childish Things. If you're going to GenCon and you're interested in running something, please get in touch! It's worth free swag from the Arc Dream booth and rewards from Envoy. 

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[Seattle Go Center] Thursday Go in Bellevue

Hello folks. We're playing Go in Bellevue tonight, as we do every
Thursday, from 6:00 to 8:30 pm at the Crossroads Mall. Come find us by
the tables near Uncle's Games, and join us for a fun casual game in a
relaxing environment. We welcome all levels of players.

Hope to see you there!

-Thane

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[ORE] Re: Hyper Stat question.

If I remember right, have an extra on a stat does not prevent the use of the extra with a skill, and vice versa. Basically having Interference on Hyperdodge, and just vanilla Coordination/Hypercoordination, will allow your player to benefit. Not entirely sure if you need 6d in Coordination for Dodge to apply to bullets if Dodge has Interference, since the extra affects rolls regardless of width as long as the height is equal to or greater than the opposed roll. I'd give him that anyways, as a just in case. 

On Sunday, 10 May 2015 18:45:09 UTC+1, Zombie Haiku wrote:
I gave read through the posts on Hyper-Stats and could not find the answer to this question.
One of my players in Progenitor wants to have Interferes on his dodge dice pool and be able to dodge bullets, his natural coordination is 3d.

My suggestion.

  Hyper-Coordination (6/12/24) 3d (18)
    Interferes (+3), If/Then (only for reaction and dodge rolls) -1

I have seen a post that states if you want an extra to apply to a stat pool you have to pay the extra's cost for all dice, which would raise the cost by 9 points. Is that correct?
Also, as in Progenitor no new powers may be bought after character creation, how would I deal with him training to raise his natural coordination? Would it be 8 points per dice, to allow for the Interference merit, or would I be better off adding a further 6 points to his hyperstat now to pay for that future potential growth?

Thanks, in advance, for your advice.

Zombie Haiku

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MASTER PSYCHIC READER~ ACCURATE & AMUSING

Your first 3 minutes are FREE talking live with me.

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

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Have 25 years experience

Reads 24/7

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What clients say about Fran's readings:

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"Best phone call ever! Amazingly accurate."

"Love it or hate it... Fran doesn't sugar coat. Awesome reader."

"Thanks Fran, I always feel so much better and whole as a person & myself after talking with you. I appreciate your memory from each time we leave off and pick up again. God bless.


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[Seattle Go Center] Outreach at the U District Street Fair

Dear Go Players,

 

This weekend May 16 & 17, we will be at the University District Street Fair, reminding our neighbors about the Go Center, demonstrating the game, and teaching beginners.

 

This year, we are pretty far down on “The Ave”. We have Booth 421, on The Ave between 42nd St. and 41st St.  If you are mapping it, the street address is about 4131 University Way NE, 98105.

 

We are on the west side of the Ave, three booths down from the “Big Time Beer Garden” and across the street from the Solstice CafĂ©.  We will be providing coffee drinks for volunteers but you have to buy your own beer.

 

More volunteers are welcome.  This will give our other volunteers a chance to take a break and explore the fair.  I could also use an additional volunteer to help me load the equipment and table on Saturday morning at 8:00 a.m. at the Go Center.

 

The fair hours are:

Saturday, May 16,  10am – 7 pm

Sunday, May 17,  10am – 6 pm

 

Cheers,

Brian

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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[Seattle Go Center] new public computer needed

Dear Members,

 

One of our public computers in the main room has died.  It would be great if somebody could donate a relatively new  desktop computer  to replace it.

 

We are looking for something that has, at a minimum:

 

Intel Core i5 dual-core processor

8GB of RAM

500GB Hard Drive

1000base-T Ethernet adapter

D-Sub video output

 

Please contact me if you can help out.

 

Cheers,

Brian

 

Brian  Allen

General Manager, Seattle Go Center

Nihon Ki-in Go Institute of the West

700 NE 45th Street

Seattle WA  98105

206 545-1424 (Go Center)

206 370-1069 (Cell Phone)

206 632-1122 (Office at Home)

manager@seattlego.org (e-mail)

www.seattlego.org (website)

 

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Re: [ORE] Hyper Stat question.

That's WT for you - the question is rarely "can I do this" but "what's the most efficient way to do this" or "which method suits the character concept/theme?"

On May 12, 2015 10:44, "Zombie Haiku" <skullisfeisty@gmail.com> wrote:
Thank you all, lots of options.

Zombie Haiku

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Re: [ORE] Hyper Stat question.

Thank you all, lots of options.

Zombie Haiku

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Re: [ORE] [Wild Talents] Variable Effect Usage

Thanks!

On Sun, May 10, 2015 at 9:33 PM, Allan Goodall <awgoodall@gmail.com> wrote:
When you take a penalty, you lose a die from your dice pool. You lose hard dice first, then regular dice, then wiggle dice.

From WT2, page 25: 

Penalty Dice
In other situations that are extremely chaotic and
stressful, a particularly difficult action doesn't get a
Difficulty rating, it suffers a penalty die. Each pen-
alty die removes one die from your dice pool before
you roll. Penalty dice remove Hard Dice first, then 
normal dice, then Wiggle Dice.


When using a skill or power, your dice pool with hard dice in it has to include all the hard dice or none of the hard dice. Then you apply penalties, which subtract from the hard dice first, then regular dice, then wiggle dice. 

The wording in Godlike is a little different, but it implies the same thing. The wording on penalties and hard dice:

If you lose dice due to a penalty (such as attacking at
long range or attempting multiple actions), you lose Hard
Dice first, then normal dice when there are no more Hard
Dice, then Wiggle Dice if they're all that's left. 

In neither case does it say that a single penalty to a pool with hard dice drops all the hard dice out of the pool. 

Godlike doesn't even say "you use all the hard dice or none of them". It explains at greater length what hard dice represent (including the fact that it's a hit to vitals, not necessarily a head shot), and that if you want to voluntarily drop hard dice you can, but you have to drop all of them.

On Sun, May 10, 2015 at 5:16 PM, Marco Subias <arkhamalum@gmail.com> wrote:
Where does it say that? Maybe it is in the EE, but I don't see it.

Hotjets


On Sunday, May 10, 2015, John Poole <longspeak.teller@gmail.com> wrote:
Hard Dice are dropped first, but you only have to drop all of them if you voluntarily drop them. If you drop them from penalties, such as for called shots, wounds, or multple actions, you only need to drop the ones for the penality, not all of them.

On Sun, May 10, 2015 at 1:31 PM, Marco Subias <arkhamalum@gmail.com> wrote:
As I recall, hard dice are dropped first, and if you drop one, you have to drop all of them.

If so, you need wiggle dice instead.

Hotjets 

On Thursday, May 7, 2015, 'Uphill Gamer' via Cult of ORE <cult-of-ore@googlegroups.com> wrote:
If I understand the rules correctly, there is a way around it, course it may be pricey. 

If your buy the variable power with several dice, say 2 hard and 5 standard, you can then use the multiple actions rules.  Just drop one die, set aside the hard dice to activate the variable effect and then roll the other four to use the now emulated power.  You could even go really crazy and replace a standard with a wiggle die and then whatever effect you emulate will always garner a success when actually used. 

Seems to work based on RAW, but may not be how it was intended?


On Monday, May 4, 2015 at 9:57:44 PM UTC-4, William Seaton wrote:
Right, I'm trying to understand a couple of things about Variable Effect. I understand that it changes the effect of a power, can be used to add extras and flaws, the original power's extras and flaws fall off when the effect is changed, and you need to roll to activate it. My question is when does the emulated power get used? Is the earliest it can be used next round? 

The second thing is restricting the Power Quality to only be used for Variable Effect. Does that have any influence on when the emulated power can be used?

Thanks for any help in advance.

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awgoodall@gmail.com

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Re: [ORE] [Wild Talents] Variable Effect Usage

When you take a penalty, you lose a die from your dice pool. You lose hard dice first, then regular dice, then wiggle dice.

From WT2, page 25: 

Penalty Dice
In other situations that are extremely chaotic and
stressful, a particularly difficult action doesn't get a
Difficulty rating, it suffers a penalty die. Each pen-
alty die removes one die from your dice pool before
you roll. Penalty dice remove Hard Dice first, then 
normal dice, then Wiggle Dice.


When using a skill or power, your dice pool with hard dice in it has to include all the hard dice or none of the hard dice. Then you apply penalties, which subtract from the hard dice first, then regular dice, then wiggle dice. 

The wording in Godlike is a little different, but it implies the same thing. The wording on penalties and hard dice:

If you lose dice due to a penalty (such as attacking at
long range or attempting multiple actions), you lose Hard
Dice first, then normal dice when there are no more Hard
Dice, then Wiggle Dice if they're all that's left. 

In neither case does it say that a single penalty to a pool with hard dice drops all the hard dice out of the pool. 

Godlike doesn't even say "you use all the hard dice or none of them". It explains at greater length what hard dice represent (including the fact that it's a hit to vitals, not necessarily a head shot), and that if you want to voluntarily drop hard dice you can, but you have to drop all of them.

On Sun, May 10, 2015 at 5:16 PM, Marco Subias <arkhamalum@gmail.com> wrote:
Where does it say that? Maybe it is in the EE, but I don't see it.

Hotjets


On Sunday, May 10, 2015, John Poole <longspeak.teller@gmail.com> wrote:
Hard Dice are dropped first, but you only have to drop all of them if you voluntarily drop them. If you drop them from penalties, such as for called shots, wounds, or multple actions, you only need to drop the ones for the penality, not all of them.

On Sun, May 10, 2015 at 1:31 PM, Marco Subias <arkhamalum@gmail.com> wrote:
As I recall, hard dice are dropped first, and if you drop one, you have to drop all of them.

If so, you need wiggle dice instead.

Hotjets 

On Thursday, May 7, 2015, 'Uphill Gamer' via Cult of ORE <cult-of-ore@googlegroups.com> wrote:
If I understand the rules correctly, there is a way around it, course it may be pricey. 

If your buy the variable power with several dice, say 2 hard and 5 standard, you can then use the multiple actions rules.  Just drop one die, set aside the hard dice to activate the variable effect and then roll the other four to use the now emulated power.  You could even go really crazy and replace a standard with a wiggle die and then whatever effect you emulate will always garner a success when actually used. 

Seems to work based on RAW, but may not be how it was intended?


On Monday, May 4, 2015 at 9:57:44 PM UTC-4, William Seaton wrote:
Right, I'm trying to understand a couple of things about Variable Effect. I understand that it changes the effect of a power, can be used to add extras and flaws, the original power's extras and flaws fall off when the effect is changed, and you need to roll to activate it. My question is when does the emulated power get used? Is the earliest it can be used next round? 

The second thing is restricting the Power Quality to only be used for Variable Effect. Does that have any influence on when the emulated power can be used?

Thanks for any help in advance.

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[Seattle Go Center] DDK Class Tomorrow: Black to Attack!

Hey Everyone-

They say that an attack on a weak group is worth at least 30 points. However, this is only if you know how to attack! Tomorrow's DDK class will be an attacking workshop as we will look at a number of situations and determine the correct direction and shape for attacking. I hope to see you there!

Nick Sibicky 4D
Double-Digit Kyu Class
Mondays 6:30-8:30 at the SGC

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Re: [ORE] [Wild Talents] Help Understanding Booster

Doing math off the cuff, to get over 186,000 miles per second from 20mph, you only need about 8 levels of Booster.  20 mph is .33 miles per minute, or a little under .005 miles per second.  To go from 5*10^-3 to 2*10^5 is only 8 orders of magnitude, which would require 8 levels of Booster, I think.

Unless doing math in my head is not the most accurate way to get results, in which case I might be completely wrong.

On Apr 29, 2015 21:57, "William Seaton" <wsolf619@gmail.com> wrote:
Right now I'd be more inclined to believe I'm missing something than a mistake. Though it was just clarification since I'll hopefully be running a game in this system soon, and one of my players is wanting to do a speedster. Not to that level but in case he ever decided to go that route, or I want to throw a faster speedster at him as a nemesis. Thanks for the reply, really like this system.

On Sunday, 26 April 2015 00:06:14 UTC+1, Shane Ivey wrote:
I did that table, IIRC. I thought I double-checked everything but it's possible my math was mistaken.

 



On Thu, Apr 23, 2015 at 9:53 PM, William Seaton <wsol...@gmail.com> wrote:
As the topic states, I need some help understanding Booster, specifically it's relation to the Speed capacity. As a heads up I am being a bit pedantic with this but either I'm missing something or at the very least just trying to understand the reasoning. I understand each level of Booster multiplies the capacity by 10, so two levels of Booster would multiply 100, three by 1000 etc. What is confusing me is actually the table illustrating scale, and the stated levels of Booster needed to reach the speed of light with a Miracle with 4 - 6 dice as its dice pool. The stated speed at 4 dice in a power is 20 yards per round, which equates to 20 mph. Thirteen levels of Booster, as it is on the table, shoots the speed well beyond what light actually travels at. Like I said, I'm being pedantic but I'm just trying to understand how it's meant to be thirteen, as even 1 die in a Miracle requires only nine levels to get it past the speed of light. 

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Re: [ORE] [Wild Talents] Variable Effect Usage

Where does it say that? Maybe it is in the EE, but I don't see it.


Hotjets

On Sunday, May 10, 2015, John Poole <longspeak.teller@gmail.com> wrote:
Hard Dice are dropped first, but you only have to drop all of them if you voluntarily drop them. If you drop them from penalties, such as for called shots, wounds, or multple actions, you only need to drop the ones for the penality, not all of them.

On Sun, May 10, 2015 at 1:31 PM, Marco Subias <arkhamalum@gmail.com> wrote:
As I recall, hard dice are dropped first, and if you drop one, you have to drop all of them.

If so, you need wiggle dice instead.

Hotjets 

On Thursday, May 7, 2015, 'Uphill Gamer' via Cult of ORE <cult-of-ore@googlegroups.com> wrote:
If I understand the rules correctly, there is a way around it, course it may be pricey. 

If your buy the variable power with several dice, say 2 hard and 5 standard, you can then use the multiple actions rules.  Just drop one die, set aside the hard dice to activate the variable effect and then roll the other four to use the now emulated power.  You could even go really crazy and replace a standard with a wiggle die and then whatever effect you emulate will always garner a success when actually used. 

Seems to work based on RAW, but may not be how it was intended?


On Monday, May 4, 2015 at 9:57:44 PM UTC-4, William Seaton wrote:
Right, I'm trying to understand a couple of things about Variable Effect. I understand that it changes the effect of a power, can be used to add extras and flaws, the original power's extras and flaws fall off when the effect is changed, and you need to roll to activate it. My question is when does the emulated power get used? Is the earliest it can be used next round? 

The second thing is restricting the Power Quality to only be used for Variable Effect. Does that have any influence on when the emulated power can be used?

Thanks for any help in advance.

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Re: [ORE] [Wild Talents] Variable Effect Usage

Hard Dice are dropped first, but you only have to drop all of them if you voluntarily drop them. If you drop them from penalties, such as for called shots, wounds, or multple actions, you only need to drop the ones for the penality, not all of them.

On Sun, May 10, 2015 at 1:31 PM, Marco Subias <arkhamalum@gmail.com> wrote:
As I recall, hard dice are dropped first, and if you drop one, you have to drop all of them.

If so, you need wiggle dice instead.

Hotjets 

On Thursday, May 7, 2015, 'Uphill Gamer' via Cult of ORE <cult-of-ore@googlegroups.com> wrote:
If I understand the rules correctly, there is a way around it, course it may be pricey. 

If your buy the variable power with several dice, say 2 hard and 5 standard, you can then use the multiple actions rules.  Just drop one die, set aside the hard dice to activate the variable effect and then roll the other four to use the now emulated power.  You could even go really crazy and replace a standard with a wiggle die and then whatever effect you emulate will always garner a success when actually used. 

Seems to work based on RAW, but may not be how it was intended?


On Monday, May 4, 2015 at 9:57:44 PM UTC-4, William Seaton wrote:
Right, I'm trying to understand a couple of things about Variable Effect. I understand that it changes the effect of a power, can be used to add extras and flaws, the original power's extras and flaws fall off when the effect is changed, and you need to roll to activate it. My question is when does the emulated power get used? Is the earliest it can be used next round? 

The second thing is restricting the Power Quality to only be used for Variable Effect. Does that have any influence on when the emulated power can be used?

Thanks for any help in advance.

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Re: [ORE] Hyper Stat question.

Buy Dodge with hard dice and Interferes. Get it with Duration of Endless so it keeps going. Buy it with the Speeding Bullet extra and dictate that this brings his Dodge up to to bullet dodging levels. 


If you don't take Interferes, it can cost as little as 10 points per hard die. 10hd would cost 100 points. 

I'm not sure, but 6 dice in Dodge might make you super enough to avoid bullets. Makes sense, as 6d in a stat does this. If so, you could drop Interferes. Cost could be as low as 6 points per hard die then. 

Hotjets 

On Friday, May 8, 2015, Zombie Haiku <skullisfeisty@gmail.com> wrote:
I gave read through the posts on Hyper-Stats and could not find the answer to this question.
One of my players in Progenitor wants to have Interferes on his dodge dice pool and be able to dodge bullets, his natural coordination is 3d.

My suggestion.

  Hyper-Coordination (6/12/24) 3d (18)
    Interferes (+3), If/Then (only for reaction and dodge rolls) -1

I have seen a post that states if you want an extra to apply to a stat pool you have to pay the extra's cost for all dice, which would raise the cost by 9 points. Is that correct?
Also, as in Progenitor no new powers may be bought after character creation, how would I deal with him training to raise his natural coordination? Would it be 8 points per dice, to allow for the Interference merit, or would I be better off adding a further 6 points to his hyperstat now to pay for that future potential growth?

Thanks, in advance, for your advice.

Zombie Haiku

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Re: [ORE] Hyper Stat question.

Does Progenitor have the Augment extra?  If memory serves, Augment adds the extras from the augmented stat/skill to the other dice in the pool, so you don't have to have the same extras in both pools for it to work.

To just dodge bullets, the PC could just buy hyperdodge with Interferes and Augment.  If the player wants to be able to preempt with other coordination tasks, then buying hypercoordination with Interferes and Augment would be the way to go.

I know there are some old threads explaining Augment in some detail, so you might want to look at those for more detail on how advancement would be affected, but I think handling this situation is pretty much what it's for.

     -----

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- Intro to Welcome to Nightvale: http://commonplacebooks.com/

On May 10, 2015 11:45, "Zombie Haiku" <skullisfeisty@gmail.com> wrote:
I gave read through the posts on Hyper-Stats and could not find the answer to this question.
One of my players in Progenitor wants to have Interferes on his dodge dice pool and be able to dodge bullets, his natural coordination is 3d.

My suggestion.

  Hyper-Coordination (6/12/24) 3d (18)
    Interferes (+3), If/Then (only for reaction and dodge rolls) -1

I have seen a post that states if you want an extra to apply to a stat pool you have to pay the extra's cost for all dice, which would raise the cost by 9 points. Is that correct?
Also, as in Progenitor no new powers may be bought after character creation, how would I deal with him training to raise his natural coordination? Would it be 8 points per dice, to allow for the Interference merit, or would I be better off adding a further 6 points to his hyperstat now to pay for that future potential growth?

Thanks, in advance, for your advice.

Zombie Haiku

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Re: [ORE] [Wild Talents] Variable Effect Usage

As I recall, hard dice are dropped first, and if you drop one, you have to drop all of them.


If so, you need wiggle dice instead.

Hotjets 

On Thursday, May 7, 2015, 'Uphill Gamer' via Cult of ORE <cult-of-ore@googlegroups.com> wrote:
If I understand the rules correctly, there is a way around it, course it may be pricey. 

If your buy the variable power with several dice, say 2 hard and 5 standard, you can then use the multiple actions rules.  Just drop one die, set aside the hard dice to activate the variable effect and then roll the other four to use the now emulated power.  You could even go really crazy and replace a standard with a wiggle die and then whatever effect you emulate will always garner a success when actually used. 

Seems to work based on RAW, but may not be how it was intended?


On Monday, May 4, 2015 at 9:57:44 PM UTC-4, William Seaton wrote:
Right, I'm trying to understand a couple of things about Variable Effect. I understand that it changes the effect of a power, can be used to add extras and flaws, the original power's extras and flaws fall off when the effect is changed, and you need to roll to activate it. My question is when does the emulated power get used? Is the earliest it can be used next round? 

The second thing is restricting the Power Quality to only be used for Variable Effect. Does that have any influence on when the emulated power can be used?

Thanks for any help in advance.

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Re: [ORE] Mass Mind Control

I agree that the extra you want is not range, but area; range would let you affect one target who can hear you as long as (s)he was inside that range.  To get *everyone*, you need an area centered around that target.

If you want the area to always be centered around the PC, then the range can be very short (you could even allow touch- or self-only, though I wouldn't as a GM).  This would be, for instance, a tent-revival preacher who is charismatic over the radio and has broader influence, but can *really* blow the crowd away when they see him in person.

On the other hand, with both range and radius, you could broadcast from the comfort of New York and start riots in the streets in Chicago (centering the radius from a point in that city).

Radius, Within Hearing, and possibly Range could really make for an interesting bad guy, now that I think about it.  Some kind of Kingpin/Adam Worth type who manages everything from behind the scenes.  Once the players find him/her, the baddie could collect an ablative meat shield of civilians for a handy moral conflict going into the final fight. Thanks for the idea!

     -----

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- Intro to Welcome to Nightvale: http://commonplacebooks.com/

On May 10, 2015 07:43, "Zombie Haiku" <skullisfeisty@gmail.com> wrote:
Thank you for your suggestions. Was basing "on hearing" on the "on sight" merit which states the target still have to be in range, even though that range need not be line of sight. Will take your advice on Speeding Bullet, it may be overkill.

Zombie Haiku

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