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[Seattle Go Center] Anniversary Tournament with Pizza Oct. 1

Dear Go Players,

Here's a friendly reminder that our Anniversary Tournament at the Seattle Go Center is this Sunday, Oct. 1, with registration
from 10 to 10:30 in the morning. Last year we had 26 players, with ratings from 7d to 15 kyu. The fee is $15 general
admission, and $10 for youth and voting members. There will be prizes; first place in the Open section will be $150. We
will be ordering several kinds of pizza for lunch, provided free by the Seattle AGA chapter, as part of the AGA rewards
program. Of course, you can bring your own food as well. For more information, please visit our calendar at:
http://www.seattlego.org/events/

We hope to see you there!

Cheers,
Brian

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[Seattle Go Center] Kent Meetup Tonight

Hi Everyone,

A group of us will be meeting up at the Panera Bread in Kent Station tonight for some Go action.

If you are in the area and interested in grabbing a bite and playing a game come by and join us.  We will be there from 5-7:30 and should have plenty of boards and stones.

Also, if you can't make it today, but are interested in future meetups in the Kent area feel free to join this newly created Kent Go Facebook group to get notified about future meetups.


Have a great weekend!
-Nick


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[ORE] [Wild Talents] Clarification Regarding Power Mimic

I would say copying multiple powers is okay, as long as the person they're touching has multiple powers. Copying from different people costs more actions.

Getting the upgraded quality levels and extras costs willpower, as per the Variable Effect extra. But yeah, I would say you get the attacks and useful qualities with one roll — you're copying the entire power in one shot.

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[ORE] [Wild Talents] Clarification Regarding Power Mimic

Hello, I've a few questions about the pre-built power "Power Mimic" in the book.

Firstly, if a power that the character is trying to copy has say 2 Attacks Qualities, and 1 Useful quality, are they able to actually copy that power with a single action? 
Secondly, if the character is trying to copy two separate powers, is that doable with a single roll? 
Finally, assuming the answer to either is no, is there a way to make it so that it IS possible to do so with a single roll, without having to take multiple actions and therefore needing multiple sets?

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[Seattle Go Center] DDK Monday: Amateurs!

Hey Everyone-

Tomorrow, I will be bringing in some examples of openings from kyu games. We will go through them, and talk about the mistakes made and how to improve upon them. The differences between amateur play and professional play can look quite subtle, but lead to very big changes in the outcome. I hope to see you there!

Nick Sibicky 4D
Double-Digit Kyu Class
Mondays 6:30-8:30 PM
Seattle Go Center

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[Seattle Go Center] new strong players in town

Dear Go Players,

 

Several strong players have recently moved to Seattle, and dropped by the Go Center to see what’s happening.  One of them, an IGS 7 dan, will probably visit again this Saturday, September 23.  If you are a strong player, and looking for some face to face even games, come by on Saturday!

 

Cheers,

Brian Allen

manager@seattlego.org

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[Seattle Go Center] Anniversary Tournament Sunday Oct 1

Happy Equinox everyone!

Daylight and nighttime are in balance today, and it is time to look ahead to the balance of white stones and black stones.
On Sunday, Oct. 1, we will be having our Anniversary Tournament. This is open to all; there are no residence or
citizenship requirements. You do need to have an up to date American Go Association membership. Looking further
ahead, our Anniversary Party will be on Sunday, Oct 15.

The Anniversary Tournament is a great way to play some intense Go face to face with 3 rounds and Japanese rules.
Entry fee: $15 general admission, $10 youth and voting members. There will be prizes. The open section will have a
$150 first prize, and there will be book and equipment prizes for the handicapped sections. Registration is from 10:00 -
10:30 sharp.

AGA membership is required; please check to see if your membership is current, and try to renew it online if it needs to
be updated. More info on membership is at www.usgo.org. You can join the AGA or renew in person at the Go Center
as well, but please come early to do that. You do not have play all three rounds - just be sure to tell the Tournament
Director what your plans are.

If your first game runs long, you do not have much time for lunch. We will be ordering pizza to share (no charge). You
can also bring your own food, of course. But we do not recommend going out to lunch, because of the limited time.

Cheers,
Brian Allen
manager@seattlego.org

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Re: [ORE] Re: [Wild Talents 2e] Power Creation Help

You may also want to look at how the Gadgeteering example handles temporary foci that can be made permanent.

On Sun, Sep 17, 2017 at 7:51 AM, John Doe <malkavian74@gmail.com> wrote:
Oh, that's a neat fix. Thank you. 


On Saturday, September 16, 2017 at 11:31:22 AM UTC-4, Ty wrote:
I think you could do it by just changing out duration with permanent and adding the Delayed Effect flaw to it.

And then you just work out how much delay with the GM. If you want the time to be static, pick a delay. If you want it to be variable, pick a time scale and subtract the width of the roll from it.

So, if you had delayed effect and the time scale was 10 minutes, you could summon them and they'd show up in 50 - (10 x width) minutes. (Width 2 would be 30 minutes.)

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[Seattle Go Center] DDK Monday: The Magical and the Practical

Hey Everyone!
Tomorrow's Double-Digit Kyu Class will focus on improving our reading skills. In order to help achieve this, we will work on a series of problems that are split into two groups. The first group will consist of easier problems that are designed to help with your shape recognition and reading speed. The second group will be much more complicated and difficult problems that will show you the "magic" of Go. I hope to see you there!

Nick Sibicky 4D
DDK - Seattle Go Center
Mondays 6:30-8:30 PM

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[ORE] Re: [Wild Talents 2e] Power Creation Help

Oh, that's a neat fix. Thank you. 

On Saturday, September 16, 2017 at 11:31:22 AM UTC-4, Ty wrote:
I think you could do it by just changing out duration with permanent and adding the Delayed Effect flaw to it.

And then you just work out how much delay with the GM. If you want the time to be static, pick a delay. If you want it to be variable, pick a time scale and subtract the width of the roll from it.

So, if you had delayed effect and the time scale was 10 minutes, you could summon them and they'd show up in 50 - (10 x width) minutes. (Width 2 would be 30 minutes.)

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[ORE] [Wild Talents 2e] Power Creation Help

I think you could do it by just changing out duration with permanent and adding the Delayed Effect flaw to it.

And then you just work out how much delay with the GM. If you want the time to be static, pick a delay. If you want it to be variable, pick a time scale and subtract the width of the roll from it.

So, if you had delayed effect and the time scale was 10 minutes, you could summon them and they'd show up in 50 - (10 x width) minutes. (Width 2 would be 30 minutes.)

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[ORE] [Wild Talents 2e] Power Creation Help

Hello, I've been trying to design a power and I could really use some help refining it as I still haven't quite got the Power system down yet. 

Power: The ability to create 'minions' that he can command and direct. Think something similar to the Dragonteeth Warriors from Jason and the Argonauts to an extent with them requiring both time and certain conditions to be met before they can be utilized though they are permanent however. While the sample power provided in the Miracle Cafeteria is nearly perfect and the If/Then can do the certain conditions aspects I'm unsure how to cover the time aspect. Would it be a Reduced Capacities flaw or perhaps another If/Then (X amount of time must have passed after activation of this power) kind of thing? What's the best way to go about this? 

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[Seattle Go Center] Monday night parking tickets

Dear Members,

 

If you were parked in our lot on Monday evening, for Nick and Andrew’s game, and you got a parking payment notice from Diamond Parking, I can get it cleared.  It seems that the checker was not honoring our parking passes.  Just send me the reference number, or a scan or photo of the ticket.  Sorry for the hassle.

 

Regards,

Brian

manager@seattlego.org

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[Seattle Go Center] Pro visiting Seattle

Dear Members,

 

Yesterday, Tuesday, a  1 dan professional from the Kansai Ki-in in Japan dropped by unexpectedly at the Go Center.  He is O Kei Ko; his family name is O.  His dad is O Rissei, a 9 dan with Nihon Ki-in.  His sister, O Keii, is also a pro.

 

Mr. O is friendly and speaks a little English.  He generously played simultaneous games with three of our members.  He will be in Seattle until Sunday.  I don’t know if he will visit the Go Center again, but he did ask carefully about our schedule.  We are open on Thursday from 2 – 9 pm (or perhaps 10).  And we are open on Saturday from 1 – 8 pm.

 

Cheers,

Brian

 

              

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[Seattle Go Center] Teaching Opportunities

Dear Members,

 

As fall comes into focus, we have a number of teaching opportunities with the Go Center.

 

First, we have had a number of requests for paid private instruction at the Seattle Go Center.  These requests include a father and son who would like to learn Go and practice their beginner Japanese at the same time, and a boy who would like instruction in Chinese (Mandarin) who is a dan level player.  We also have out of town visitors, often single digit kyu players, who are looking for a burst of instruction over one weekend.  At the Go Center, we have the “Paid Private Instructor” (PPI) program to fill these needs.   Approved PPI teachers can give lessons when the Go Center is closed to the public.  Instructors get 75% of the fee for teaching.  Note that we have to be able to pay the instructors legally.  Unfortunately, many international student visas do not allow this.  Of course, we welcome volunteer teachers as well, but then the teaching has to be done during our open hours.  Please contact me if you are interested in this program.

 

We also have some new clubs starting up on the Eastside, and we are looking for teachers to help out.  These could be paid or volunteer positions.  The Challenger Elementary School in the Issaquah highlands will probably have an afterschool program, starting in mid October.  The day of the week has not been selected yet.  We will also be visiting advanced Japanese classes in the daytime at one of the Bellevue High Schools to teach Go, as an enrichment activity.  The instruction will probably be in English.  These classes are very small (2 and 4 students).

 

There are also students on the Eastside who are looking for private instruction.  We do not manage such a program, but we would be glad to introduce instructors to parents, and let you make your own arrangements.

 

Then, we have the Bellevue College Japan Week celebration on Saturday, October 7, from 10 am to 6 pm, with festival food and plenty of cultural activities.  We will have room for 4 volunteer teachers.  Here is more info:

http://studentweb.bellevuecollege.edu/japan-week/

 

I would be glad to answer any questions about these teaching opportunities.

 

Cheers,

Brian

 

 

Brian Allen

General Manager

Seattle Go Center

www.seattlego.org  web

manager@seattlego.org email

206 545-1424 phone Go Center

206 632-1122 phone home office

 

 

 

 

 

    

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[Seattle Go Center] Fall Classes at Go Center

Dear Members,

 

Nick Sibicky will be starting up his fall classes tonight, Monday, Sept 11 at 6:30 p.m. with a game of “Hidden Move Go” with Andrew Jackson.  Welcome back Nick!  On Thursdays, Jonathan Cheng will be continuing his class “Breaking into Single Digit Kyu”, also starting at 6:30 p.m.    Both of these classes are for “Double Digit Kyu” players.  I think that Jonathan’s class is more tightly focused on the 15 kyu to 10 kyu group, but for many players, both classes are suitable, and a great opportunity to learn Go face to face.  As before, the classes are free, but you have to account for your visit.  Your first ten visits to the Go Center free, and they continue to be free if you are under 18 years old.  Other folks should use a  purchased 10 visit card, or purchase a quarterly, yearly or lifetime membership, or pay $5 to the “daily box”.

 

We also have a free Thursday evening class for complete beginners, taught by Larry Eclipse, starting at 6:30 p.m.  This instruction is done on a walk-in basis for individuals and small groups.  We have had up to seven students recently.

 

Our Wednesday night class for Single Digit Kyu players is not meeting yet.  We are looking for a strong player, 5 dan or higher to teach in the fall.   Or perhaps  a 1 kyu to lead a study group.  Due to personal schedule changes, we do have leaders for the class in January of 2018, but I would like to get things going sooner.  Let me know if you can help out.

 

Cheers,

Brian Allen

manager@seattlego.org

 

 

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[Seattle Go Center] DDK Monday: Nick Sibicky Returns!

Hey Go Fans-

Tomorrow (Sep 11), I will return to kick off our fall session. As is something of a tradition now, Andrew Jackson will join me as a special guest. "Hidden Move Go" was such a smash hit from our Spring session, I thought it would be interesting to try it again in front of all of you live. Don't miss out! 

On the following week, September 18, we will resume a more traditional workshop-style class. I have some new AMAZING Go problems that I took back from the Go Congress this year that I want to share with all of you.

Nick Sibicky 4D
Double Digit Kyu Class
Mondays, 6:30-8:30 PM
Seattle Go Center

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Re: [ORE] [Godlike] Mulitple actions with Multiple Actions?

Keep in mind that, as per the book, you don't activate them and get them for the rest of the scene. You activate the power and get width in bonus dice, which you can use on any action. Once you use them, they're gone, and you have to activate the power again. If you don't use them, they stick around for the duration, but once you use 'em, they're spent. Activate it again to get more.

The way I understand it, if you take HD in Multiple Actions, that just lets you activate it easier. So with 2 HD, you're always going to activate at 2x10 and get 2 bonus dice that you can use for multiple actions. The bonus dice are regular dice, but you're always getting two. 

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Re: [ORE] [Godlike] Mulitple actions with Multiple Actions?

Keep in mind that, as per the book, you don't activate them and get them for the rest of the scene. You activate the power and get width in bonus dice, which you can use on any action. Once you use them, they're gone, and you have to activate the power again. If you don't use them, they stick around for the duration, but once you use 'em, they're spent. Activate it again to get more.

The way I understand it, if you take HD in Multiple Actions, that just lets you activate it easier. So with 2 HD, you're always going to activate at 2x10 and get 2 bonus dice that you can use for multiple actions. The bonus dice are regular dice, but you're always getting two. 

On Thursday, 7 September 2017 20:00:36 UTC-6, Longspeak Teller wrote:
I wouldn't say that.

The core rule for Multiple Actions on p12 of Godlike is essentially the same as the core rule in WT and WT2:
Call your multiple action, take a penalty (one die per extra action) and then roll, trying to make multiple sets. If you don't make multiple sets, you get to pick what succeeds and what doesn't.

In WT2, the power example (and remember they're only examples) for Multiple Actions gives you extra dice you can put into your pool to offset the penalty when you activate the pool, or to make non-combat actions go faster. It's cost is only 2/die, and needs one activation to last for the entire scene. For 3/die you can change "Duration" to "Endless", and one activation will keep active until you lose consciousness or sleep. For 4/die and make it permanent.

Even better, make them wiggle dice for 8/die. (or 12, or 16, for Endless or Permanent). Then you have very powerful extra dice to use on multiple actions, AND they're always the last dice eaten by penalties. Take 10 of them. Activate, then always declare four extra actions.

Bam. For 80 points you always roll any 5 sets you want (assuming your base skill has at least 4 dice you can burn for the penalties).

AND per the multiple action rules, even after you've declared multiples, when making sets you can arrange as needed. So if one of those actions was a dodge and you're worried about a fast attack, just assign the dice you think you need to avoid harm and use the rest for your attacks.

All that said, Godlike is Godlike and Wild Talents is Wild Talents and Wild Talents 2 is Wild Talents 2. Not all the rules are compatible. But Multiple Actions in WT2 can be pretty scary.

Remember, this is the game that lets you turn off the sun (forever!) or turn everyone in the world into a catgirl (forever!) for a surprisingly low number of points.

John



On Thu, Sep 7, 2017 at 6:15 AM, John Doe <erikst...@hotmail.com> wrote:
So Arc Dream decided that Multiple Actions shouldn't actually allow multiple actions- thank you but I'll stick with my book and apparently decide myself since it seems that none of the staff actually check this group.

On Tuesday, September 5, 2017 at 3:35:28 PM UTC-4, Wade wrote:

On Tue, Sep 5, 2017 at 1:29 PM, Gustav Jernberg <gustav....@gmail.com> wrote:
I do think multiple actions had an overhaul in the official errata for Godlike v.1. I do have It somewhere but I cant find it right now. You can probably find the errata on Arcdream website for free.

/Gustav

tis 5 sep. 2017 kl. 20:48 skrev John Doe <erikst...@hotmail.com>:
So multiple actions in Wild Talents doesn't actually give the character multiple actions, it just reduces the penalties if said character decides to attempt multiple actions by using the same method as a character without the 'Multiple Actions' Miracle would use- removing dice and hoping for multiple sets.

Why does Arc Dream call it Multiple Actions then? Why not call it 'Dice to Offset Penalties' or something else that better describes what it actually does?

I suppose it is first edition (Hobgoblynn Press). I have no reason to upgrade and was wondering how the game was supposed to handle certain aspects of the Multiple Actions Miracle. Apparently it did so by creating a completely new Miracle and slapping the old name onto it.


On Tuesday, September 5, 2017 at 3:36:32 AM UTC-4, Wade wrote:
Is that first edition maybe? Here's the text of the current version of Multiple Actions:

Multiple Actions (2)
Qualities: U.
Useful (more actions) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Useful (noncombat) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Effect: You can move so fast that all actions, even multiple actions, are easy. When you activate your Multiple Actions power, it gives you its width in bonus dice which you can use on any action. The bonus dice are available for the power's duration, but once you use them you must activate the power again to gain more.
If you don't actually declare multiple actions in a roll, you still get the bonus dice; being so fast makes it that much easier when you concentrate on a single task.
Outside combat, your power reduces any action's time increment (see page 18) by its width in steps. If an action normally takes hours, with Multiple Actions width 2 it takes minutes; if it normally

On Mon, Sep 4, 2017 at 10:06 PM, John Doe <erikst...@hotmail.com> wrote:
According to my book it does. Pages 78-79. "You get to take two actions per round at level 2, three per round at level 4, for per round at level 6, and so on up to a whopping six per round at level 10."

On Saturday, August 12, 2017 at 8:41:56 PM UTC-4, Wade wrote:
Multiple actions doesn't give you multiple actions, it gives you bonus dice to your one normal roll - which you can then, of course, use to hopefully get multiple sets and thus enabling you to do more than one thing in the round.

Virus-free. www.avast.com

On Sat, Aug 12, 2017 at 2:59 PM, John Doe <erikst...@hotmail.com> wrote:
If I have hard dice in Multiple Actions giving me several actions that combat round can I split each of them if desired?

Would Multiple Actions trigger a Contest of Wills? It's only affecting my character since he doesn't have HyperBody or Coordination. For that matter would Zed apply since it's self-affecting only?

Finally, if I link gaining Will to my Coordination (since my Multiple Actions are all hard dice) and have four actions per round, do I get 4x as many chances to gain Will as someone with only one action?

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Re: [ORE] [Godlike] Mulitple actions with Multiple Actions?

I wouldn't say that.

The core rule for Multiple Actions on p12 of Godlike is essentially the same as the core rule in WT and WT2:
Call your multiple action, take a penalty (one die per extra action) and then roll, trying to make multiple sets. If you don't make multiple sets, you get to pick what succeeds and what doesn't.

In WT2, the power example (and remember they're only examples) for Multiple Actions gives you extra dice you can put into your pool to offset the penalty when you activate the pool, or to make non-combat actions go faster. It's cost is only 2/die, and needs one activation to last for the entire scene. For 3/die you can change "Duration" to "Endless", and one activation will keep active until you lose consciousness or sleep. For 4/die and make it permanent.

Even better, make them wiggle dice for 8/die. (or 12, or 16, for Endless or Permanent). Then you have very powerful extra dice to use on multiple actions, AND they're always the last dice eaten by penalties. Take 10 of them. Activate, then always declare four extra actions.

Bam. For 80 points you always roll any 5 sets you want (assuming your base skill has at least 4 dice you can burn for the penalties).

AND per the multiple action rules, even after you've declared multiples, when making sets you can arrange as needed. So if one of those actions was a dodge and you're worried about a fast attack, just assign the dice you think you need to avoid harm and use the rest for your attacks.

All that said, Godlike is Godlike and Wild Talents is Wild Talents and Wild Talents 2 is Wild Talents 2. Not all the rules are compatible. But Multiple Actions in WT2 can be pretty scary.

Remember, this is the game that lets you turn off the sun (forever!) or turn everyone in the world into a catgirl (forever!) for a surprisingly low number of points.

John



On Thu, Sep 7, 2017 at 6:15 AM, John Doe <erikstutzman@hotmail.com> wrote:
So Arc Dream decided that Multiple Actions shouldn't actually allow multiple actions- thank you but I'll stick with my book and apparently decide myself since it seems that none of the staff actually check this group.

On Tuesday, September 5, 2017 at 3:35:28 PM UTC-4, Wade wrote:

On Tue, Sep 5, 2017 at 1:29 PM, Gustav Jernberg <gustav....@gmail.com> wrote:
I do think multiple actions had an overhaul in the official errata for Godlike v.1. I do have It somewhere but I cant find it right now. You can probably find the errata on Arcdream website for free.

/Gustav

tis 5 sep. 2017 kl. 20:48 skrev John Doe <erikst...@hotmail.com>:
So multiple actions in Wild Talents doesn't actually give the character multiple actions, it just reduces the penalties if said character decides to attempt multiple actions by using the same method as a character without the 'Multiple Actions' Miracle would use- removing dice and hoping for multiple sets.

Why does Arc Dream call it Multiple Actions then? Why not call it 'Dice to Offset Penalties' or something else that better describes what it actually does?

I suppose it is first edition (Hobgoblynn Press). I have no reason to upgrade and was wondering how the game was supposed to handle certain aspects of the Multiple Actions Miracle. Apparently it did so by creating a completely new Miracle and slapping the old name onto it.


On Tuesday, September 5, 2017 at 3:36:32 AM UTC-4, Wade wrote:
Is that first edition maybe? Here's the text of the current version of Multiple Actions:

Multiple Actions (2)
Qualities: U.
Useful (more actions) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Useful (noncombat) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Effect: You can move so fast that all actions, even multiple actions, are easy. When you activate your Multiple Actions power, it gives you its width in bonus dice which you can use on any action. The bonus dice are available for the power's duration, but once you use them you must activate the power again to gain more.
If you don't actually declare multiple actions in a roll, you still get the bonus dice; being so fast makes it that much easier when you concentrate on a single task.
Outside combat, your power reduces any action's time increment (see page 18) by its width in steps. If an action normally takes hours, with Multiple Actions width 2 it takes minutes; if it normally

On Mon, Sep 4, 2017 at 10:06 PM, John Doe <erikst...@hotmail.com> wrote:
According to my book it does. Pages 78-79. "You get to take two actions per round at level 2, three per round at level 4, for per round at level 6, and so on up to a whopping six per round at level 10."

On Saturday, August 12, 2017 at 8:41:56 PM UTC-4, Wade wrote:
Multiple actions doesn't give you multiple actions, it gives you bonus dice to your one normal roll - which you can then, of course, use to hopefully get multiple sets and thus enabling you to do more than one thing in the round.

Virus-free. www.avast.com

On Sat, Aug 12, 2017 at 2:59 PM, John Doe <erikst...@hotmail.com> wrote:
If I have hard dice in Multiple Actions giving me several actions that combat round can I split each of them if desired?

Would Multiple Actions trigger a Contest of Wills? It's only affecting my character since he doesn't have HyperBody or Coordination. For that matter would Zed apply since it's self-affecting only?

Finally, if I link gaining Will to my Coordination (since my Multiple Actions are all hard dice) and have four actions per round, do I get 4x as many chances to gain Will as someone with only one action?

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Re: [ORE] [Godlike] Mulitple actions with Multiple Actions?



On Tuesday, September 5, 2017 at 3:35:28 PM UTC-4, Wade wrote:



That errata states that Knife-Fighting is linked to Coordination while the Black Devils book states it is linked to Body. I guess there was errata for the errata? 

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Re: [ORE] [Godlike] Mulitple actions with Multiple Actions?

So Arc Dream decided that Multiple Actions shouldn't actually allow multiple actions- thank you but I'll stick with my book and apparently decide myself since it seems that none of the staff actually check this group.

On Tuesday, September 5, 2017 at 3:35:28 PM UTC-4, Wade wrote:

On Tue, Sep 5, 2017 at 1:29 PM, Gustav Jernberg <gustav....@gmail.com> wrote:
I do think multiple actions had an overhaul in the official errata for Godlike v.1. I do have It somewhere but I cant find it right now. You can probably find the errata on Arcdream website for free.

/Gustav

tis 5 sep. 2017 kl. 20:48 skrev John Doe <erikst...@hotmail.com>:
So multiple actions in Wild Talents doesn't actually give the character multiple actions, it just reduces the penalties if said character decides to attempt multiple actions by using the same method as a character without the 'Multiple Actions' Miracle would use- removing dice and hoping for multiple sets.

Why does Arc Dream call it Multiple Actions then? Why not call it 'Dice to Offset Penalties' or something else that better describes what it actually does?

I suppose it is first edition (Hobgoblynn Press). I have no reason to upgrade and was wondering how the game was supposed to handle certain aspects of the Multiple Actions Miracle. Apparently it did so by creating a completely new Miracle and slapping the old name onto it.


On Tuesday, September 5, 2017 at 3:36:32 AM UTC-4, Wade wrote:
Is that first edition maybe? Here's the text of the current version of Multiple Actions:

Multiple Actions (2)
Qualities: U.
Useful (more actions) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Useful (noncombat) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Effect: You can move so fast that all actions, even multiple actions, are easy. When you activate your Multiple Actions power, it gives you its width in bonus dice which you can use on any action. The bonus dice are available for the power's duration, but once you use them you must activate the power again to gain more.
If you don't actually declare multiple actions in a roll, you still get the bonus dice; being so fast makes it that much easier when you concentrate on a single task.
Outside combat, your power reduces any action's time increment (see page 18) by its width in steps. If an action normally takes hours, with Multiple Actions width 2 it takes minutes; if it normally

On Mon, Sep 4, 2017 at 10:06 PM, John Doe <erikst...@hotmail.com> wrote:
According to my book it does. Pages 78-79. "You get to take two actions per round at level 2, three per round at level 4, for per round at level 6, and so on up to a whopping six per round at level 10."

On Saturday, August 12, 2017 at 8:41:56 PM UTC-4, Wade wrote:
Multiple actions doesn't give you multiple actions, it gives you bonus dice to your one normal roll - which you can then, of course, use to hopefully get multiple sets and thus enabling you to do more than one thing in the round.

Virus-free. www.avast.com

On Sat, Aug 12, 2017 at 2:59 PM, John Doe <erikst...@hotmail.com> wrote:
If I have hard dice in Multiple Actions giving me several actions that combat round can I split each of them if desired?

Would Multiple Actions trigger a Contest of Wills? It's only affecting my character since he doesn't have HyperBody or Coordination. For that matter would Zed apply since it's self-affecting only?

Finally, if I link gaining Will to my Coordination (since my Multiple Actions are all hard dice) and have four actions per round, do I get 4x as many chances to gain Will as someone with only one action?

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-- Oscar Wilde

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-- Oscar Wilde

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Re: [ORE] [Godlike] Mulitple actions with Multiple Actions?


On Tue, Sep 5, 2017 at 1:29 PM, Gustav Jernberg <gustav.jernberg@gmail.com> wrote:
I do think multiple actions had an overhaul in the official errata for Godlike v.1. I do have It somewhere but I cant find it right now. You can probably find the errata on Arcdream website for free.

/Gustav

tis 5 sep. 2017 kl. 20:48 skrev John Doe <erikstutzman@hotmail.com>:
So multiple actions in Wild Talents doesn't actually give the character multiple actions, it just reduces the penalties if said character decides to attempt multiple actions by using the same method as a character without the 'Multiple Actions' Miracle would use- removing dice and hoping for multiple sets.

Why does Arc Dream call it Multiple Actions then? Why not call it 'Dice to Offset Penalties' or something else that better describes what it actually does?

I suppose it is first edition (Hobgoblynn Press). I have no reason to upgrade and was wondering how the game was supposed to handle certain aspects of the Multiple Actions Miracle. Apparently it did so by creating a completely new Miracle and slapping the old name onto it.


On Tuesday, September 5, 2017 at 3:36:32 AM UTC-4, Wade wrote:
Is that first edition maybe? Here's the text of the current version of Multiple Actions:

Multiple Actions (2)
Qualities: U.
Useful (more actions) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Useful (noncombat) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Effect: You can move so fast that all actions, even multiple actions, are easy. When you activate your Multiple Actions power, it gives you its width in bonus dice which you can use on any action. The bonus dice are available for the power's duration, but once you use them you must activate the power again to gain more.
If you don't actually declare multiple actions in a roll, you still get the bonus dice; being so fast makes it that much easier when you concentrate on a single task.
Outside combat, your power reduces any action's time increment (see page 18) by its width in steps. If an action normally takes hours, with Multiple Actions width 2 it takes minutes; if it normally

On Mon, Sep 4, 2017 at 10:06 PM, John Doe <erikst...@hotmail.com> wrote:
According to my book it does. Pages 78-79. "You get to take two actions per round at level 2, three per round at level 4, for per round at level 6, and so on up to a whopping six per round at level 10."

On Saturday, August 12, 2017 at 8:41:56 PM UTC-4, Wade wrote:
Multiple actions doesn't give you multiple actions, it gives you bonus dice to your one normal roll - which you can then, of course, use to hopefully get multiple sets and thus enabling you to do more than one thing in the round.

Virus-free. www.avast.com

On Sat, Aug 12, 2017 at 2:59 PM, John Doe <erikst...@hotmail.com> wrote:
If I have hard dice in Multiple Actions giving me several actions that combat round can I split each of them if desired?

Would Multiple Actions trigger a Contest of Wills? It's only affecting my character since he doesn't have HyperBody or Coordination. For that matter would Zed apply since it's self-affecting only?

Finally, if I link gaining Will to my Coordination (since my Multiple Actions are all hard dice) and have four actions per round, do I get 4x as many chances to gain Will as someone with only one action?

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-- Oscar Wilde

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Re: [ORE] [Godlike] Mulitple actions with Multiple Actions?

I do think multiple actions had an overhaul in the official errata for Godlike v.1. I do have It somewhere but I cant find it right now. You can probably find the errata on Arcdream website for free.

/Gustav

tis 5 sep. 2017 kl. 20:48 skrev John Doe <erikstutzman@hotmail.com>:
So multiple actions in Wild Talents doesn't actually give the character multiple actions, it just reduces the penalties if said character decides to attempt multiple actions by using the same method as a character without the 'Multiple Actions' Miracle would use- removing dice and hoping for multiple sets.

Why does Arc Dream call it Multiple Actions then? Why not call it 'Dice to Offset Penalties' or something else that better describes what it actually does?

I suppose it is first edition (Hobgoblynn Press). I have no reason to upgrade and was wondering how the game was supposed to handle certain aspects of the Multiple Actions Miracle. Apparently it did so by creating a completely new Miracle and slapping the old name onto it.


On Tuesday, September 5, 2017 at 3:36:32 AM UTC-4, Wade wrote:
Is that first edition maybe? Here's the text of the current version of Multiple Actions:

Multiple Actions (2)
Qualities: U.
Useful (more actions) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Useful (noncombat) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Effect: You can move so fast that all actions, even multiple actions, are easy. When you activate your Multiple Actions power, it gives you its width in bonus dice which you can use on any action. The bonus dice are available for the power's duration, but once you use them you must activate the power again to gain more.
If you don't actually declare multiple actions in a roll, you still get the bonus dice; being so fast makes it that much easier when you concentrate on a single task.
Outside combat, your power reduces any action's time increment (see page 18) by its width in steps. If an action normally takes hours, with Multiple Actions width 2 it takes minutes; if it normally

On Mon, Sep 4, 2017 at 10:06 PM, John Doe <erikst...@hotmail.com> wrote:
According to my book it does. Pages 78-79. "You get to take two actions per round at level 2, three per round at level 4, for per round at level 6, and so on up to a whopping six per round at level 10."

On Saturday, August 12, 2017 at 8:41:56 PM UTC-4, Wade wrote:
Multiple actions doesn't give you multiple actions, it gives you bonus dice to your one normal roll - which you can then, of course, use to hopefully get multiple sets and thus enabling you to do more than one thing in the round.

Virus-free. www.avast.com

On Sat, Aug 12, 2017 at 2:59 PM, John Doe <erikst...@hotmail.com> wrote:
If I have hard dice in Multiple Actions giving me several actions that combat round can I split each of them if desired?

Would Multiple Actions trigger a Contest of Wills? It's only affecting my character since he doesn't have HyperBody or Coordination. For that matter would Zed apply since it's self-affecting only?

Finally, if I link gaining Will to my Coordination (since my Multiple Actions are all hard dice) and have four actions per round, do I get 4x as many chances to gain Will as someone with only one action?

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Re: [ORE] [Godlike] Mulitple actions with Multiple Actions?

So multiple actions in Wild Talents doesn't actually give the character multiple actions, it just reduces the penalties if said character decides to attempt multiple actions by using the same method as a character without the 'Multiple Actions' Miracle would use- removing dice and hoping for multiple sets.

Why does Arc Dream call it Multiple Actions then? Why not call it 'Dice to Offset Penalties' or something else that better describes what it actually does?

I suppose it is first edition (Hobgoblynn Press). I have no reason to upgrade and was wondering how the game was supposed to handle certain aspects of the Multiple Actions Miracle. Apparently it did so by creating a completely new Miracle and slapping the old name onto it.

On Tuesday, September 5, 2017 at 3:36:32 AM UTC-4, Wade wrote:
Is that first edition maybe? Here's the text of the current version of Multiple Actions:

Multiple Actions (2)
Qualities: U.
Useful (more actions) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Useful (noncombat) Extras and Flaws: Duration +2, Self Only –3. Capacities: Self.
Effect: You can move so fast that all actions, even multiple actions, are easy. When you activate your Multiple Actions power, it gives you its width in bonus dice which you can use on any action. The bonus dice are available for the power's duration, but once you use them you must activate the power again to gain more.
If you don't actually declare multiple actions in a roll, you still get the bonus dice; being so fast makes it that much easier when you concentrate on a single task.
Outside combat, your power reduces any action's time increment (see page 18) by its width in steps. If an action normally takes hours, with Multiple Actions width 2 it takes minutes; if it normally

On Mon, Sep 4, 2017 at 10:06 PM, John Doe <erikst...@hotmail.com> wrote:
According to my book it does. Pages 78-79. "You get to take two actions per round at level 2, three per round at level 4, for per round at level 6, and so on up to a whopping six per round at level 10."

On Saturday, August 12, 2017 at 8:41:56 PM UTC-4, Wade wrote:
Multiple actions doesn't give you multiple actions, it gives you bonus dice to your one normal roll - which you can then, of course, use to hopefully get multiple sets and thus enabling you to do more than one thing in the round.

Virus-free. www.avast.com

On Sat, Aug 12, 2017 at 2:59 PM, John Doe <erikst...@hotmail.com> wrote:
If I have hard dice in Multiple Actions giving me several actions that combat round can I split each of them if desired?

Would Multiple Actions trigger a Contest of Wills? It's only affecting my character since he doesn't have HyperBody or Coordination. For that matter would Zed apply since it's self-affecting only?

Finally, if I link gaining Will to my Coordination (since my Multiple Actions are all hard dice) and have four actions per round, do I get 4x as many chances to gain Will as someone with only one action?

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"It is absurd to divide people into good and bad. People are either charming or tedious."
-- Oscar Wilde

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"It is absurd to divide people into good and bad. People are either charming or tedious."
-- Oscar Wilde

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You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
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