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[Seattle Go Center] glasses found

Dear Members,

We found a pair of prescription glasses Tuesday evening on the 2nd desk near the main room entrance. They have bronze
colored wire frames. They are now in our lost and found box in the office. Please contact us if you want to pick them up
when the office is closed.

Regards,
Brian Allen
operations@seattlego.org
206 545-1424 (Go Center)

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[ORE] Re: Call Assist

I'll take a crack at this (full disclosure...I'm new to the game but I just joined the group for exactly this reason).  


I would be hesitant in allowing a followup attack outside of the normal attacks someone has in a single round.  Sure, it can be done based on the rules of this game.  But it would be a special power designed solely for you only to trigger after your attack, which then allows you to call up another PC next to you and your opponent, allowing them a free attack. 


Consider this, unless that PC was already next to you when you triggered your special attack, you would need something like a teleport other miracle to allow someone else a shot at hitting the same target you had previously attacked. The mechanics are there for you to build this power with miracles, flaws and extras, but does it fit your Archetype, character background or overall power theme?  Are you the only one that will be able to use this miracle/power?

 

Here's how I would try building it.  To me, it sounds like it's more a highly practiced and trained group maneuver than a new miracle?  So, I'm going with that route.  


First, I'm going to create a new Special Maneuver based on some of the good examples already created in the rule book (as a House Rule/Special Maneuver, of course).  

Second, a special maneuver like this should allow melee & ranged weapons, miracles that work as melee and ranged attacks, or just about any crazy use of skills, powers and or devices the players/opponents can use.  

Third, it should justifiably be a extremely or very difficult thing to pull off, so I've decided to be deliberately (semi) harsh for balance purposes.  At least from my perspective, as a GM, a "Call Assist" attempt with brand new, untrained participants should be rare occurrence.  But a properly trained group of players or opponents, with points allocated for these types of maneuvers or individuals with over 10 dice in their dice pools, should have a better chance at a team combo attack.  Just imagine a heavy-duty, fully armored, tough opponent knocked out in one fell swoop!

 

So…how does this sound.

 

Special Maneuver:

 

Name - Call Assist (or other name example: Fast Ball Special)

Modifiers:  Choose the lowest attack dice pool from all participants (like when attempting multiple actions) and apply the normal -1d penalty to the attack pool for special maneuver. Also, subtract another -1d penalty per additional participant in this special maneuver (this provides the option for more simultaneous attacks/attackers to be added).  Finally, see the other additional modifiers as described below.

 

This special maneuver allows highly, practiced and trained team members to coordinate a "one-two" (possible higher) combination attack.   Individuals wanting to use this special maneuver must declare this attempt during the Declaration Phase, otherwise this maneuver cannot be accomplished.  If properly executed, it allows two or more individuals to technically combine their attacks on one opponent to occur at the same initiative.  Example, the attacks take place consecutively, one after the other, during the initiative of the first attacker.  This is a highly complicated and difficult maneuver. For it to be accomplished with another team member, as stated before, the secondary attacker(s) must be a willing participant, and they should not have already taken an action in this combat turn. Simply put, due to the precision and split-second timing in this maneuver, everyone still rolls their One Roll but all attacks take place on the best initiative of all those involved in the maneuver. Players keep all other aspects of their rolls (hit location, width and damage). Once their individual attacks have been completed, whether any of them were successful or not, each participating individual in this maneuver is considered to be done for their turn in initiative.  This maneuver cannot be combined with other special maneuvers. 

 

Further complicating this special maneuver, the distance to the target modifies the attacking dice pools of each participating individual as well:

 

Melee range: Your dice pool is unaffected.

Short range: Your dice pool is unaffected.

Long range: Reduce your pool by one additional die.

Extreme range: Reduce your roll by one gobble die as well.



And there you have it.  As an example, two players participating in this attack would DECLARE they're attempting this special maneuvers.  They would need decide who has the lowest attack dice pool and then subtract -2d from it and their attack dice pools.  If there are no more modifiers.  All players and opponents would next ROLL their attacks.  Important: All players attempting the special maneuver share the same initiative roll, but still keep all other aspects of their die rolls.  RESOLVE: If they have a matching set greater than their opponent initiative, they have succeeded in their attack and can complete their actions in consecutive order.  That's it.  

Ok, maybe just a few other things.  

Just to be clear, the real advantage of this special maneuver is allowing multiple attackers to take their attacks all at once on one (good) initiative.  Potentially, it literally allows two or more individuals to jump ahead of their rolled initiative.  Sure, there's no guarantee any one of the individuals rolling will roll the "highest initiative" in that combat turn, so if their initiative roll is lower than your opponent, then this special maneuver attack misses.  But a good, sneaky player/group can figure out how to game this maneuver with everyone else in their group, keeping a similarly high dice pool for the attack in this special maneuver and maybe having one of them having the Go First extra.  No doubt about it, going first with multiple (successful) attacks has a tremendous advantage. 

As a GM, you can limit it to two individuals per this special maneuver, especially if you think this is too powerful, but with the progressive modifier as more participants are added to this special maneuver, I think its mitigated.  Personally, I would allow as many PCs as they want to add, because nothing is guaranteed. Remember, they need to lower their dice pools with each participant.  Per the rules, first with the Hard dice, followed by regular dice and then with wiggle dice.  The best reason to allow this is to provide an instance like the entire original X-men attacking a single Sentinel and pulling off a perfectly timed, special maneuver.  

One thing for sure, I would not allow the use of this maneuver then also provide more attacks in one round.  We must keep the balance!

If you decide to build it as a power, I would love to see it. 

Martin.



On Wednesday, October 17, 2018 at 2:07:45 PM UTC-5, matt wrote:
I've been playing the DC Legends mobile game lately. Some of the characters have an ability named "Call Assist". 
They make an attack and then someone else on their team makes a second followup attack. This followup attack is outside the normal attacks for the round.

How would you make it in Wild Talents?
Have it be an attack quality that uses your die roll but the teams attack power?
Have them make their own roll?

I'm a bit muddled in this. Anyone have some ideas?

Thanks,
Matt

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[Seattle Go Center] DDK Monday: The New #1!

Greetings Go Fans-
Two months ago, I taught a class on Shin Jinseo who was ranked #3 in the world at the time. But given his trajectory, I predicted that he would soon overtake the other top pros.

Well, Shin is now the #1 (human) player in the world, and I think we should honor him with another pro study game! Come to the Go Center Tomorrow night and see how close you are to being the #1 Go Player in the world!

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

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[Seattle Go Center] Pair Go Gala in two weeks!

Pair Go: The "mixed doubles" of the Baduk world.
So. Much. FUN!

Seattle Go Center is pleased to present the 6th Annual Gala Night of Pair Go, on Saturday, December 8 (following 2nd Saturday Speed League). Register in person, 5:00 - 5:30 PM. $10 entry ($5 for youth age 17 and younger, and for Go Center voting members).

This is a great holiday event, with two rounds of Pair Go, cake, prizes and lots of fun. (We expect to finish the evening around 10 PM.) We will be following International Pair Go Rules. Each pair must have a female and a male, of any age. This is not an official Pair Go competition, so formal dress is encouraged, but not required.

And now it can be told -- we're expecting special guest Hajin Lee, 4 Dan professional -- "Haylee's World of Go/Baduk" https://www.youtube.com/channel/UCTji1kQNoWIH85dB_Vxka9g -- to play! It's going to be an amazing night.

See you soon at the Go Center,

Mike Malveaux
Seattle Go Center Programs Manager

email: programs@SeattleGo.org
web: www.SeattleGo.org
Go Center phone: 206-545-1424

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MASTER PSYCHIC READER~ ACCURATE & AMUSING

Your first 3 minutes are FREE talking live with me.

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

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

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[Seattle Go Center] Youth yesterday; **Thanksgiving week schedule changes**; upcoming events

Good afternoon Go fans,

Youth Tournament
   Yesterday was the Go Center's annual Fall Youth Tournament -- a fun event where the kids could choose whether to play their games on 19x19 or 13x13.  Deep thanks go to Sonny Cho, Peter Kron, and Brian Allen for making it smooth and satisfying; also to the families who make it possible for their kids to play!  Eight kids played three rounds on 19x19, and thirteen played four rounds on 13x13.  For most of them, it was their first tournament ever.  The youngest player was in preschool!  The oldest players were in 7th grade.  Prizes were chosen in order of results -- more wins = earlier selection.  I was happy to see the Go sets went quickly!  (Go equipment prizes were donated, so if you have a board in good condition that you just don't use anymore, consider donating it to the Go Center.)

Holiday Schedule Fluctuations
   Nick Sibicky's DDK class will run as usual today at 6:30, and tomorrow the Go Center will be open as usual for "the largest weekly gathering of Go players in North America (possibly the Western Hemisphere)™"!
   Wednesday, Drew Barnett's "Go Basics" class is canceled ahead of the Thanksgiving holiday.  Larry Eclipse will have the Go Center open a little later than usual, 6:30 - 9:00 PM.
   Thursday, the Go Center is closed for Thanksgiving; and Friday the Go Center is closed as usual.
   Saturday, the Go Center will be open as usual, 1:00 - 8:00 PM.  Michael Brown will be covering for Dennis Wheeler.

Upcoming
   Pair Go Gala - Sat. December 8.  Registration 5:00 - 5:30 PM; and the event will end sometime around 10 PM.  The "mixed doubles" of Go!  We'll have Pair Go, cake, prizes, and fun! Formal attire recommended, but not required.  $10 general admission; $5 for youth (17 and younger) and Go Center voting members. More details on the events calendar -- http://www.seattlego.org/events/
Jin Chen Tournament - Sun. January 6. The biggest tournament on the Seattle calendar, featuring cash prizes. $15 general admission; $10 for youth and voting members. Registration 10:00 - 10:30 AM. More details on the events calendar -- http://www.seattlego.org/events/

See you soon at the Go Center,

Mike Malveaux
Seattle Go Center Programs Manager

email: programs@SeattleGo.org
web: www.SeattleGo.org
Go Center phone: 206-545-1424

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[Seattle Go Center] DDK Monday: Capturing Races

Greetings Go Fans-
"Isn't it as simple as counting liberties?" you may ask. "No, no it is most definitely not." 

Of course, I am talking about capturing races. Monday's lecture will share some of the rules and heuristics for dealing with capturing races. I'm sure you've all had a situation in your games where you had to decide between making giving a group an eye vs giving it more liberties and tried to puzzle out which one is better. Or, what happens when two groups in a capturing race share a ko? Or an outside ko? Or a double-ko? Or what happens when they have different-sized eyes? If you've ever wondered how to simplify the answers to these questions, please come to the double-digit kyu class this Monday! I know many of you will be traveling for Thanksgiving, but if you aren't, you won't want to miss out!

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

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[Seattle Go Center] NO DDK Class This Monday: Veterans Day

Greetings Go Fans-
I want to remind the DDK students that there will be no class in observance of Veterans Day. We'll be back in action on the 19th though, just before Thanksgiving! See you then!

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

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[Seattle Go Center] Sat. Speed at Go Center; Sun.: Tacoma; Go Center closed Mon.; Wed. time change; etc.

Hello Go folks,

Second Saturday Speed League tomorrow
This ongoing series of fun tournaments is ongoing! Shorter time limits: 10 minutes main time, plus three periods of 20 seconds byo-yomi. Register in person 1:15 - 1:45 PM; first of three rounds starts at 2:00. If you're running late but sure you'll be there by 2:00, you can phone in to register: 206-545-1424

Veterans Day tournament Nov. 11 in Tacoma
South Sound Go Club is holding an AGA-rated tournament, Sunday Nov. 11, at Terracrux Games, 760 Commerce St., Tacoma, WA 98402. Register in person, 9:00 - 10:00 AM ($5). Three rounds. Contact: Tom 253-307-8515 or Mike 253-906-0095

Go Center closed Monday Nov. 12
In observance of Veterans Day, the Go Center will be closed Nov. 12. Nick Sibicky's DDK class will return Nov. 19, 6:30-8:30 PM. Meanwhile, enjoy Nick's channel on YouTube: https://www.youtube.com/NickSibicky

Wednesday class now starts at 7:00
On Wednesdays, Drew Barnett offers a class intended to progress from the absolute basics of capturing up to a more advanced level. Effective November 14, the class starting time will be 7:00 PM. (Drew still will be opening the Go Center at 6:00 for casual play.)

Stay tuned -- new classes coming soon!
Eric Downes is planning to start a special interest meetup focused on programming AIs to play Go, based on a new book, "Deep Learning and the Game of Go" https://www.manning.com/books/deep-learning-and-the-game-of-go Details are not yet final, but sessions probably will be on Wednesdays.
Zhang Yue is planning another series of Advanced Go classes aimed at players 9 kyu to 6 dan. If there is sufficient interest, classes will begin Thursday, Nov. 29 (6:30 - 8:45-ish PM). Tuition will be $25 per session ($20 for youth, 17 or younger, and voting members). Yue plans to incorporate a number of activities -- league play, computer-assisted game reviews, and more!
Look for more detailed announcements soon!

See you soon at the Go Center,

Mike Malveaux
Seattle Go Center Programs Manager

email: programs@SeattleGo.org
web: www.SeattleGo.org
Go Center phone: 206-545-1424

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[Seattle Go Center] Welcome to Michael Brown (Thu. volunteer)

Hello Go fans,

We have a new volunteer host at the Go Center on Thursdays -- Michael Brown. Please help welcome him into the role! He will be in on Thursdays at 2 PM to open the Go Center for casual play, and often he will be available for teaching games with beginners.

Many, many thanks go to Nathan Saritzky, our outgoing Thursday host.

And, I encourage everyone to volunteer. "Ask not [only] what your Go Center can do for you, but rather [also] ask what you can do for your Go Center." We have a large outreach event coming up in January; and with autumn leaves falling, we have lots of groundskeeping to do. There are a couple of data entry projects I'd like to get done, and haven't yet found time for. So, GO ahead and volunteer! It's sente.

See you soon at the Go Center,

Mike Malveaux
Seattle Go Center Programs Manager

email: programs@SeattleGo.org
web: www.SeattleGo.org
Go Center phone: 206-545-1424

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MASTER PSYCHIC READER~ ACCURATE & AMUSING

Your first 3 minutes are FREE talking live with me.

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

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

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[Seattle Go Center] Bagels today; politics policy

Howdy Go fans,

The Go Center is open today, 1:00 - 10:00, for "the largest weekly gathering of Go players in North America (possibly the Western Hemisphere)™"!  With instruction for beginners after 3:00.  We'll be having bagels today rather than fresh-baked bread.

Reminder -- the Go Center is, among other things, non-partisan, and a place of refuge from the hurly-burly of political life.  It is Go Center tradition to avoid cheering for political candidates on election night. You are welcome to check on political results on your personal devices, or on the public computer, as long as you have the sound off (or use earbuds).

See you soon at the Go Center,

Mike Malveaux
Seattle Go Center Programs Manager

email: programs@SeattleGo.org
web: www.SeattleGo.org
Go Center phone: 206-545-1424

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[Seattle Go Center] DDK Monday: Corner Life

Hey Go Fans-
Last week was all about killing corner positions. Tomorrow is going to be all about making those pesky corner invasions live! Come find out how! 

Also an FYI: the following week (Nov 12) will have NO DDK CLASS in observance of Veteran's Day. So definitely come tomorrow and get your go class fix for the next two weeks!

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

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Re: [ORE] Godlike- Clarification on Aces and Jinx

Allan,
I've been in love with Godlike since it was first published in the early noughties (to the point where my brother still says "We go first" whenever I act particularly wimpy- squealing when tiny flecks of grease land on my arm from the frying pan etc.) and I have NEVER understood how Zed worked up until this moment. Now I get how Talents cancelled each other out so effectively during the War! Thanks for the further clarifications on using Aces and Jinx. Going to use your suggestions to model an ultra-competent "super soldier serum" effect a la Ultimates Cap.

Have you been reading Über by Kieran Gillen? It's inspired me to go back to the well using your Elder Godlike alongside Godlike and Progenitor to create a multi-generational campaign of the Secret War. The Talents being the Primogenitors to the 60's appearance of Progenitor Wild Talents. Initially thought to be humanities immune response to the terrors beyond time and space, investigations will unravel the Faustian pact at the heart of this psychic disease...

Anyway, thanks again for your clarity Allan!

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Re: [ORE] Godlike- Clarification on Aces and Jinx

Okay, let me clarify, because there is a contradiction. 

The description of Aces definitely says you can apply it to "powers" (which means hyperstats, hyperskills, and miracles). But Jinx says, "Jinx, like Aces, does not affect Talent powers." Well, except that Aces does affect Talent powers.

So, which is it? Aces can't affect Talent powers, or Jinx is not like Aces and can't affect Talent powers while Aces can, or should Jinx be just like Aces and affect Talent powers?

To try and answer that, I went to the 1st edition Wild Talents book. It doesn't mention Jinx or Aces not working with Talent powers. It does specifically say that neither of them work on level based powers. If I had to guess, I would say that there is a sentence missing from Aces that says it doesn't work on level-based powers, and that the sentence in Jinx should have said "level-based Talent powers" instead of "Talent powers".

Therefore, I'd say that, sure, let Aces and Jinx both apply to Talent powers. Both are expensive in terms of Will, and there are already enough restrictions in stopping enemy Talents. In that case, if you used Jinx against any dice pool of an enemy Talent, including their power, it would trigger a Contest of Wills (as only the Zed power does not trigger a Contest of Wills).

For Zed, the term "self-affecting" is pretty vague, for the reasons you noted. The rules specifically mention "psychic", "non-physical" and "non-visible" powers as immune. The description of the Zed power states that it works by taking the Talent's power and negating that power's effect on the environment. The best analogy is sound-cancelling headphones. The headphones pick up the outside sound in a microphone and project that sound with the opposite amplitude. They don't stop the outside sound from being formed, and they don't block the sound from coming in (though, in reality, they do some of that, too, with padding). Zed takes the power as it affects the environment, and reflects back the inverse of that power.

When I think "self-affecting" I think something like hyperbrains. Just like psychic abilities, they happen inside the Talent's head, so they can't be affected by a Zed. 

Hypercoordination and hyperbody are noticeable, or directly affect other people, or affect the environment. While you could argue that it's impossible to tell the difference between a Rifle skill rolling 2x10 on 4 dice versus rolling it on 2d with 2wd, elsewhere it is stated that you can use a Contest of Wills on someone shooting at you. The effect of the power on the environment is noticeable to the Talent in a metaphysical way if not a mental way. Hypercommand is all about projecting an effect onto other people, so it can be negated by Zed. 

Hypersense: is the Talent's body suddenly changed, physically, or is it the environment that is somehow altered? I can see the argument either way. I went back and forth on this one, but decided that the Talent is picking up things that are already there (faint sounds, rays of light too few to normally focus with your eyes, chemicals that can't normally be tasted or discerned). Therefore, hypersense cannot be negated by Zed. 

Hypercool... hmm. Hyper Bluff and Hyper Lie affect others, so Zeds can cancel out those powers. Hyper Mental Stability, though, is self affecting and cannot be cancelled.

As you can see, these explanations make it impossible to simply say that hyperstats and/or hyperskills are unaffected or always affected.

Going through the miracle cafeteria, I would say the following powers are immune to the Zed power:
  • Alert: This is psychic danger sense. It's not physically noticing something but receiving a psychic message that something bad is about to happen.
  • Detection: This is like psychic sensing, You aren't physically noticing something. Your body is psychically noticing something for you.
  • Precognition: It's a psychic snippet of the future, which might not even happen. Besides, it solves a thorny time paradox revolving around how a Zed who isn't present yet can stop a power in the past. Just don't go there, Zeds don't stop precognition. 
I left out a few that might be considered "self-affecting". Here's my reasoning why these "self-affecting" miracles can be negated by a Zed:
  • Perception: It requires a physical change to the environment or the character's body in order to perceive things that humans can't normally perceive. We don't have senses that pick up x-rays, so it's not just enhancing what is already there but creating new senses. It helps differentiate Detection from Perception, too.
  • Rapport: I was tempted to make this one immune, but Talents can see a Rapport link as soon as they view the target, so there must be something in the environment that is detectable. 
  • Thought Control - Projected Hallucination: Though this seems like a psychic power, it involves changing a target, so it can be stopped by a Zed.
And no problem with the spelling of my name! There's a guy I've been working with for almost 15 years and he still can't spell my name right. :-)

On Sat, Nov 3, 2018 at 11:23 AM antaine <antaine@eircom.net> wrote:
Amazing Alan, thanks for the clear cut clarification. I suppose my confusion/cunning attempt to circumvent the rules came from the fact that Aces mentioned Powers in the description. One for the errata?

So while I have your benevolent wisdom working for me, can I ask one more question?
Could you please explain to me which Powers Zed works on? I got confused as technically both examples (flight and lifting a truck) are self affecting and are by the Zed's definition immune to influence. Are they referring to when those Powers are used as Attacks?

Thanks again for your brilliant reply on Aces

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Re: [ORE] Godlike- Clarification on Aces and Jinx

And really sorry for spelling your name incorrectly Allan, ignorant move on my part.

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Re: [ORE] Godlike- Clarification on Aces and Jinx

Amazing Alan, thanks for the clear cut clarification. I suppose my confusion/cunning attempt to circumvent the rules came from the fact that Aces mentioned Powers in the description. One for the errata?

So while I have your benevolent wisdom working for me, can I ask one more question?
Could you please explain to me which Powers Zed works on? I got confused as technically both examples (flight and lifting a truck) are self affecting and are by the Zed's definition immune to influence. Are they referring to when those Powers are used as Attacks?

Thanks again for your brilliant reply on Aces

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Re: [ORE] Godlike- Clarification on Aces and Jinx

Jinx can't be used against a Talent at all, not just a Talent with an Attack Quality.

Aces adds dice to dice pools, while Jinx gobbles dice from an opponent's set. An enemy shoots at you with an SMG. You roll your Jinx power and gobble dice out of the set he uses to attack you, spoiling his attack. 

Using Jinx to attack an opponent is a less obvious. How do you hurt a guy directly when your power eats dice out of his dice pool. You can't attack directly, you have to attack indirectly. The enemy with the SMG is firing at your squad leader while your squad leader fires back. The SMG gets a wider set, so your squad leader is going to get shot first. You use your Jinx power to reduce the SMG's set, allowing the squad leader to kill the enemy first. The SMG wasn't firing at you, so you couldn't stop him attacking your squad leader if your power only had the Defense quality. You can affect the enemy because it has the Attacks quality.

You can't apply the Jinx's gobble dice to a Talent. If the enemy with the SMG had the Submachine Gun skill as a hyperskill, you couldn't apply the Jinx's gobble dice to that attack, just like you couldn't apply the gobble dice to a Talent firing a heat ray from his eyes. Jinx will simply not work on hyperskills, skills with hyperstats, or miracles. Similarly, you can't add dice to another miracle with the Aces power.

Jinx does trigger a Contest of Wills. Someone throws a grenade at the enemy Talent with Submachine Gun as a hyperskill. The enemy Talent dives for cover using his Dodge skill, which is not a hyperskill and he does not have Hypercoordination. That means you can apply your Jinx to the enemy Talent's Dodge skill. Since this is directly affecting the enemy Talent, they enemy can try to stop you from interfering through a Contest of Wills.

Aces also triggers a Contest of Wills. If you shoot at an enemy Talent with a regular Rifle skill and add the Aces dice to the dice pool, the Rifle skill is now enhanced, and the shot now triggers a Contest of Wills. This is similar to a character with a Rifle hyperskill losing all his Will but still firing at an enemy. He is no longer using his Talent, but that doesn't stop his natural Rifle ability from working. It does, in fact, mean that the enemy can no longer use a Contest of Wills to stop the shot, which is why most of the hypersnipers I've seen built have naturally high levels of Coordination and/or Rifle.

Aside: Can you choose to only roll your normal dice if you have a hyperskill? I don't think it's mentioned in the rules. Hyperstats are more explicit: they are always on. It's only applied with hyperskills. Given that hyperskills are cheap, I decided they were always on when you used it. If you have Coordination 2d, Rifle 2d, and Rifle Hyperskill of 1wd, when you fire your rifle you roll 4d + 1wd all the time. You can't choose to not use the wiggle die (and, therefore, can't choose not to start a Contest of Wills). This distinction is particularly important in a game where you act as spies, since you don't always want to use your hyperskill and broadcast to every other Talent looking at you that you have a power.

If you want to be able to just use your natural dice sometimes (so that you can shoot a guy without triggering Contest of Wills), you would either have to add that ability as an Extra (I think a +1 extra is fair) or you have to buy something like a nervous habit that you must do every time to make the power work. For example, if you have to say a short prayer before shooting someone in order for your Rifle hyperskill to work (and this is an extraordinarily common flaw; I suspect it's because everyone has seen Saving Private Ryan), simply don't say a prayer or mutter something else ("Eat hot lead, Nazi!") so that the hyperskill doesn't kick in.

On Sat, Nov 3, 2018 at 5:55 AM antaine <antaine@eircom.net> wrote:
Hey Group,
Quick Miracle question- In the Jinx entry, it says that this Miracle and Aces do not affect Talent Powers.
Does that mean Jinx cannot be used against a power with the Attack quality of hyperstats/hyperskills?
Or does it mean that the bad luck is a type of coincidental magic against talent Powers (as opposed to Zed)?

Finally, does Jinx trigger a contest of Wills?
What about Aces?

Thanks for the help in advance
Anthony

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[ORE] Godlike- Clarification on Aces and Jinx

Hey Group,
Quick Miracle question- In the Jinx entry, it says that this Miracle and Aces do not affect Talent Powers.
Does that mean Jinx cannot be used against a power with the Attack quality of hyperstats/hyperskills?
Or does it mean that the bad luck is a type of coincidental magic against talent Powers (as opposed to Zed)?

Finally, does Jinx trigger a contest of Wills?
What about Aces?

Thanks for the help in advance
Anthony

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[Seattle Go Center] Saturday self-pair; Computer Go group; Clocks fall back before the Sunday tournament

Hello Go fans,

A few more items.


4-dan seeks similar for rated games Saturday
Jeremiah Donley says he's leaving Seattle soon, and he'd like to get in some self-paired AGA-rated games on Saturday. He's rated 3.9 in the AGA -- almost 4 dan -- and he's looking for games at 4 stones or less. So, players 2k to 7d, if you have time on Saturday, come to the Go Center and give Jeremiah some games to remember. He says he'll be there about 1 PM - 8 PM.


Computer Go meetup at the Go Center?
Eric Downes is interested in forming a self-study group to learn how to program AIs for playing Go. He's had early access to a book that will be available in December, teaching how to program Go-playing AIs in Python, and he's pretty excited about it. Show of hands -- how many of you would be interested in attending? Wait, I can't see you. If you're interested, email me so we have a rough idea.


Clocks fall back Sunday - Tournament players get an extra hour to sleep!
Our monthly ratings tournament is Sunday, November 4. Registration is 10:00 AM - 10:45 AM; but hours before that, we'll be changing off Daylight Savings Time. At 2 AM on Sunday, most modern computers will automatically switch to 1 AM. So, we get an extra hour to sleep before the tournament!


See you soon at the Go Center,

Mike Malveaux
Seattle Go Center Programs Manager

email: programs@SeattleGo.org
web: www.SeattleGo.org
Go Center phone: 206-545-1424

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