Tlad armour locations

All these worlds are yours...

2013.11.10 11:39 Gilgamesh- All these worlds are yours...

Paintings and drawings featuring other-worldly locations.
[link]


2024.05.23 07:06 CrowtownHoDown Robyn Umber, Lady of Last Hearth

**PC**
**Reddit Account:** Crowtownhodown
**Discord Tag:** Cert
**Name and House:** Robyn Umber
**Age:** 27
**Cultural Group:** First Man
**Appearance:** Robyn is a massive woman, standing at six feet and eight inches, she is large in all aspects, big enough to put most men about her to shame let alone the women. But her size has not bothered her. Flowing black hair, pale skin, bright eyes mark her as a First Man comfortably. However, if that weren't enough, she has been a student of her people's history for longer than she can remember, and as such, she has taken too it comfortably. Robyn wears the markings of the First men in a sea of runes upon her arms, tattooed in carefully.
**Trait:** Skinchanger (magic)
**Skill(s):** 2 handed weapons (e), First man Warrior (e), brute.
**Talent(s):** Fishing, singing, history
**Negative Trait(s):**
**Starting Title(s):** Lady of Last Hearth, the Greatrobyn
**Starting Location:** Opening Event
**Alternate Characters:** Valarr Velaryon

**AC**
**Name and House:** Robin Umber
**Age:** 24
**Cultural Group:** First Man
**Appearance:** The Littlerobin is a tall man, standing taller than most, but shorter than some, and notably shorter than one. His sister. His hair is lighter than hers, and he is terribly scarred from a hunt in his youth. But still the man's rugged strength cuts a fine image int he furs and armour of Last Hearth.
**Trait:** Brave
**Skill(s):** Ranger (e), animal tamer
**Talent(s):** Fishing, gambling, painting
**Negative Trait(s):**
**Starting Title(s):** Heir to Last Hearth
**Starting Location:** Opening Event

Timeline

3 BCE - Robyn Umber is born
2 BCE - Robyn is first noticed spending more time looking through the windows at animals beyond the glass. Namely there is one wolf which continues to sit outside, watching her.
1AC - Robyn Umber is found outside in the yard of Last Hearth playing with a small wolf cub. Her wetnurse, shocked to see her doing so, sends for guards to shoe away the pup. Later that year, the same wetnurse finds her playing with a full grown wolf, and fearing that she is in danger, has the wolf killed by nearby guards. The wolf never fights back, and the young Robyn spends a week locking herself away, crying.
2AC - Robin Umber is born. Robyn takes to caring for him from the moment she sees her younger brother.
10 AC - Robyn, now as big as tall as many of the men in last Hearth, seeks to learn to fight from her father, Arnolf. He obliges, and quickly finds the girl to have a unique talent with the sword. SHe takes to learning two-handed fighting. At the same time, Robin finds his aptitude for bows and spears.
12AC - Robyn goes missing after being seen entering the woods. She is not seen for a full week, until 7 days later, she is found returning atop a wolf, led back to Last Hearth by some hunters who happened upon her. Robyn names the wolf Wisp.
15AC - Wisp dies after receiving a wound, being accidentally shot by a hunter who thought the wolf a threat. Robyn shows no malice for the hunter, but spends a week locked in her chambers, weeping over the death of the wolf.
16AC - Robyn is seen with a new wolf, she calls him littlewisp.
18AC - on a visit south with her father, she comes upon the dragon Cannibal flying overhead. Robin and her father both note that from that moment on in their trip, she was terrified and she could not say why. There was a fear built into the enormous woman. And when she later saw a dragon breathe fire, she realised that her terror was rightfully founded. And vowed to defend the world from the unnatural destruction of dragons.
20AC - as her father grows old, Robyn begins to become more aggressive and assertive, while her younger brother follows her lead. Arnolf names her his heir, and both siblings agree.
21 AC - Robyn gets into a sizeable fight with several poachers. She brings her band of friends and beasts and the fight ends with 6 dead. Robyn learns here that she is stronger than most, and is named the giant by the surviving poachers. Said in a derisive manner. She takes the insult, but it sticks with her, as it was the first time anyone had made fun of her strength. She did not feel bad about killing their friends after that.
23 AC - Robyn is made lady of Last Hearth after Arnolf Umber dies.
25 AC - Robyn rides south to join the festivities and aims to see the dragons at least once before she leaves. wanting to see their might at least once to make up her mind.

Family Tree

Archetyped NPCs

-Robar Umber - General -Mors Umber - Huntsman
submitted by CrowtownHoDown to ITRPCommunity [link] [comments]


2024.05.23 02:07 Staryed Horrible people

As I see the last vestiges of my home burn behind me and the vessels of other escapees conflagrate all around me, only one thought permeates my mind: what a horrible species.
My people had lived for thousands of solar cycles by themselves, bound to the ground of our birth world. My people had then spent thousands of cycles soaring through the endless sky between stars. My people are now dying.
Our first contact with the species known as "humans" dates to a couple of hundred cycles after we had become spacefarers. They were mighty, their numbers were great, and their age was shocking, their words were thunder, and could be understood even without speaking their tongue. Their vessels were bigger than anything we had made. Shaped like the mighty pillars of our temples, they shone bright under the light. Their engines dwarfed fleets of our fledgling spacefaring vessels, they traced lines across the stars as a blade does through flesh, their swiftness unparalleled. They were fleeing in fear, dreading their own lands and their own creations, swearing they'd not fight us, and would even surrender their lives if it meant that they could be granted peace, even in the form of a temporary reprieve.
We were shocked, for we found that we weren't alone in this galaxy, but we also found that our "neighbours" weren't that close to us, were much more advanced, and were full of fear.
We welcomed them, promised them no violence nor hatred. They were as gods in power, but were as lost hatchlings in spirit. For thousands upon thousands of more cycles we had taken care of them, and they had taught us, their secrets, ours, their mighty, ours - when we finally reached them as equals, it was the beginning of a golden age for my people. All that had plagued us slowly disappeared: hunger, conflicts, all the massive struggles that had been our spark to act, smothered. It took time, but we learned to do what we did, to keep living as we had done, not out of cravings, but out of love for life. We gazed at the universe with golden eyes full of wonderment - the humans never truly did. The oldest of them all always looked at the sky with dread and fear, their shoulders slumped, their brows frowning, their eyes wide with alertness. As generations passed, and even the oldest of the humans faded into memory, something always remained off about them, like an existential fear, the weight of consequences yet to come, constantly casting a shadow over their joy.
My people claimed for themselves planet after planet, first all the celestial bodies orbiting our own beloved star, with droves and swarms of vessels gutting every asteroid we could. Then we learned from the humans' ancient ark how they had managed to travel the void between stars. It took many tries, failures, and sacrifices, but we learned to reproduce the arcane technology behind their ships. Eventually our vessels flew over worlds upon which the light of suns that weren't ours shone.
We seeded outposts, we tried colonies far away from our home, we learned on our skin how to adapt our society to the demands that the distance, both physical and cultural, imposed upon the colonists.
We endured these struggles we willingly faced, we overcame them, and we grew stronger from them. Challenge after challenge, we grew, we advanced, joyful in the freedom our advancements had brought us. Yet the humans kept wary, each generation keeping their forebears' wariness towards the stars, looking in the direction of their long abandoned birthplace. Mighty people they were, and mighty people they remained, yet we equaled them. As equals we could all feel that something was wrong, but not in what they did, but in what they knew, and didn't reveal. Nonetheless, our polity prospered, our struggles were being buried in the past, and a bright future shined upon us - and it kept shining for a long, long time.
We had thousands of years of peace and quiet. We explored, yes, but our explorations were deep, were complex, and were thought out. We first fully understood everything that our own world had to offer, then all those of our solar system, then of the various colonies we had created, our domain was small, yet solid. The humans we had welcomed so long ago always were beside us, warning us of things we were close to finding out. In hindsight, they acted very much like herders, and corralled us with their technological knowledge away from certain discoveries. I realise it only now because of how much of a difference there is between "our" humans, and the others that came. Because of course more humans came.
A day like any other, enjoying the beauty of an advanced society and its benefits, strange and massive vessels came. A massive fleet, counting hundreds upon hundreds of ships, most small, simple and angular in shape. A few vessels resemble in shape the creatures that populated one of our ocean colonies, long hulls, with many leg-like appendages. Their greatest one was more akin in shape to a sea faring vessel, with a massive ventral fin extending downward as long as the ship itself was. They eclipsed all our vessels, and even dwarfed the human ark, now a monument to times past.
I was among the ones that volunteered for a diplomatic mission. For the first time in dozens of cycles I was feeling actually tense, maybe a tinge of fear too. I had a few humans with me too. As our shuttle took off our homeworld and accelerated towards the fleet, some of ours were truly delighted, and some were filled with dread. Since our two species met, no other contact had been made with a sentient species. We communicated with the new arrivals using the language the humans used when they first arrived - "AllTongue" they call it, something that speaks in concepts and only in truths. We were given coordinates in return. Once we had arrived, we were met by a little station, pavilion-like, floating in place. Waiting for us beside it, was what the new arrivals used as their shuttle; the ship was linear too, bulky yet sleek.
Once near the pavilion, they entered one of the hangars that belted the station, and we did so too.
Inside there was artificial gravity, slightly lighter than the one of our home world. A cursory analysis revealed that the station not only had air, but also that it was perfectly breathable. Lights delineated a path for us to follow towards the centre of the station. We still remained with our suits on. Some writs appeared here and there, small signs in an alphabet none of us understood. "A new contact, so exciting" I thought to myself. Fool.
We reached a large circular room after just a few minutes of walking. Inside there were five massive figures, covered in great carapaces. They bore resplendent armaments, and their carapaces were built of bright plates that seemed made of light itself, dimmed and given form.
I took a risk and took off my helmet, as a gesture of good will. From one of the figures came a short sound, which was quieted as the central one raised their hand. Then the central carapace opened. Out walked a lithe, fleshy entity, much shorter without their suit - a human. All my companions, me included, gasped. It was a human male, indistinguishable from our own, bar for one thing: his eyes. The other figures took off what I understood now was their helmets. Men and women they were, humans all. And all their eyes had this specific glare, a kind of sight my species hasn't used outside of rituals for a long time - they were the eyes of a hunter and a killer, and they were eyeing us at that moment in an effort to understand how much of a threat we would be. Only the unsuited one was different. His eyes had the same pitiful look one has before doing something they hate, but have to do. My companions then took off their own helmets.
The result was not what we were anticipating. The centre figure, most likely their leader, let out a tired scoff at the sight of our humans. He even glanced at the guards he had brought with himself. "Do we really have to do this?" he clearly thought. One of my companions tried to begin conversing, but one of our humans overtook him and asked first: "How's our home (world)?". He referred to Earth, the world we had heard stories about, a world at the centre of a hegemony that spanned in every direction for tens of thousands of light years.They had left it when the hegemony was in its dying throes, from terrible calamities spawned from within. When a terran referred to it, the word always carried a heavy inflection of longing, regret, and love.
"Dead." answered the unsuited human using the AllTongue. The concepts that came from those words were not even of sorrow, but of a sort of faithful reverence, like one has towards ancient stories, legends, or foundation myths. This worried me, these humans weren't terrans like ours. The terrans were wracked by shock and sorrow, and the newcomers remained stone faced. The unsuited one extended his arm rightward, and one of his posse passed him a wide and long item. He showed it towards us: "This is not a weapon." he said in AllTongue. It was a scabbard, and slowly he pulled out a blade. It wasn't a weapon indeed, the edges were so dulled they couldn't have cut even our suits. Not dulled, chipped, etched - as if with tally marks - and bore the same strange letters we had seen on our way there. The suited newcomers closed their helmets. The unsuited took a deep breath, as one does before reading something, and instead loudly sighed, and sheathed the lettered blade.
"Half your planetary rotation. That's how long you have. Then the fleet will burn your worlds. Do not fight. Die or flee, nothing stops the eternal march of our people."
The newcomer stepped back into the suit.
"Go now. Or stay and join the many dead."
The five turned around, and made to get out of the room. "Why? For what reason?" asked a terran.
Four armoured ones kept walking, the leader stopped and turned to face us one last time. His helmet opened, and his eyes told me he had even more sorrow than before.
He opened his mouth, but no single coherent concept came out. Instead it was a tale of regret and sins of the past. A story of an unbreakable will to right them, and prevent them from ever happening again, at the cost of any and every cruelty against all variables that may interfere with this endless plan. We were a variable in their eyes, nothing more. His helm closed, and he disappeared behind closing bulkheads.
The shock quickly wore off, and we ran back to our shuttle.
Even as we started our flight, our sensors picked massive energy signatures from the fleet. More ships were materialising in, they were neither the small ones that swarmed around the main behemoths, nor more behemoths themselves. Still enormous in size, these new ships bore the shape of an elongated casket. Even with our weak sensors we could see all the weapon ports. The engines of the ships already there too had started to slowly crawl towards our homes. The trails they left behind eerily reminiscent of the terran ark's.
Our return trip was in silence, bar for the status reports about the ship, and for the initial warning message we had sent to our people.
We found the old terran ark brought back to life, and as we flew down to the planet's surface, it flew past us, aimed not for the space between stars, but towards the incoming fleet. Some terran had decided they'll run no longer.
Upon landing, I found that a massive electronic attack had been waged upon the colony during our return trip. Nothing had been managed, but every single piece of data our civilization had on ourselves had been plundered, mainly and firstly, the location of all our colonies and settlements, in this and every other system.
I scurried to gather my kith and kin, and packed them into one of the shuttles we used to visit relatives on in-system colonies. We took as many supplies as we could, and took flight for the jumpships parked at the edge of the system, further away from the newcomers. Just like that the hours had passed, and the fleet had reached all the settled planets and planetoids within our star's gravity well.
A long range observation system was transmitting a live feed of the ark's last stand. It wielded weapons we never knew it had, nor the humans had ever shared. Bright lances of pure energy, thrown into space, facing a direction and hitting in another. Massive gravitic bubbles spawned and collapsed unto themselves, small black holes instantly crushing everything cut within their event horizon.
Yet for all of the ark’s firepower, the fleet simply flew by it. Every weapon was caught up in an impossible duel against the greatest of the newcomer ships, whose barrages of attacks matched and countered every shot the ark could take. Every last particle crushed, even alteration in gravity abjured and overwhelmed. One near miss at a time, the ark found itself stripped of armour, sections completely cut away, covered in burning lines and gashes. Eventually its own shine faded, and started to drift silently.
Other hordes of shuttles were flying besides ours, all bound for the jumpships.
The panic and fear of extinction had already started to set in, to the point that the crew of a jumpship had to kill their own captain and officers because they wanted to jump without anyone and to run away.
We managed to reach one, and find an anchoring spot. Many others flocked to us, eventually space ran out, and I saw points one which had multiple shuttles mag-locked onto each other in a stacked tower, even hundreds of them. I refused to look at any data regarding the fate of our planets, we knew only from theory how many gruesome ways can a starship deliver death from above, and I was interested in bearing witness to none of them.
Hours passed, as more evacuation vessels arrived, a message in AllTongue overtook all networks.
“Proceed.”
This single word and concept was pure weaponised panic. It exuded the aura of finality, of an execution, of an order from which one cannot escape.
As this word was heard, beams of energy hugged one of the jumpships. With a flash of light, it was gone. Small pieces of debris are the only thing that tells there was ever a starship there.
The loud humming of the fold drive activating reverberates through the entire vessel. I finally cave in, and pull up a feed from one of the remaining satellites we have in-system. Massive columns of light and energy pierce my world. Beams rain endlessly from the casket-ships, burning one by one all the settled asteroids, and carving deep scars on planetary surfaces.
I can see the seas evaporate in front of my eyes, deserts turning to grass, and jungles turning to cinder.
Space begins to fold around the jumpship.
One other message arrives, I want to shut it off, but it can’t be cut out.
“We will find you.”This is a promise, this is a threat, this is our doom.
As I see the last vestiges of my home burn behind me and the vessels of other escapees conflagrate all around me, only one thought permeates my mind: what a horrible species.
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2024.05.23 01:36 altsareforduelists Halys Dustin, Wielder of Sovereign and Lord of Barrowton [+AC]

PC
Reddit Account: altsareforduelists
Discord Tag: jayonline
Name and House: Halys Dustin
Age: 19
Cultural Group: First Men
Appearance: Tall at six and a half feet, broad of shoulder, yet lean of frame, he is often found in practical riding leathers, armour, or furs. His eyes are black as is his hair, contrasting sharply with his pale skin.
Trait: Hale
Skill(s): Swords (e), Daggers (e), Dual Wielding
Talent(s): Meditating, Stargazing, Herbology
Negative Trait(s): N/A
Starting Title(s): Wielder of Sovereign, Lord of Barrowton
Starting Location: Opening Event
Alternate Characters: Tessario of Lys
AC
Name and House: Greydon
Age: 67
Cultural Group: Andal
Appearance: Old. The kind of old where your skin becomes thin and people start to wonder if you were ever young in the first place. Underneath his robes however, he still musters the strength to forge fine weapons of masterful quality.
Trait: Artisan (weapons)
Skill(s): Avaricious (e), Apothecary
Talent(s): Being slow and forgetful, Giving drawn out answers to yes or no questions, Saying 'back in my day'
Negative Trait(s): N/A
Starting Title(s): Maester, Master-Smith
Starting Location: Opening Event
Alternate Characters: Tessario of Lys
NPCs:
Harwyn Stout - Huntsman
Master huntsman of Barrowton.
Nyles of Oldtown - Scholar
Acolyte of the Citadel studying the excavation of the Barrowlands under Maester Greydon.
Eddara (Dara the Woods Witch) - A local healer in Barrowton.
Family Tree:
Ronnel Dustin (Ronnel one-arm) - Father of Halys: Deceased.
Sarra Dustin nee Umber - Mother of Halys.
Rodrick Dustin - Uncle of Halys.
Denys Snow (The bastard of Barrowton) - Older brother of Halys by Ronnel Dustin.
Timeline:
1AC - Denys Snow is born to a camp follower of Torrhen Starks war band. A dalliance by the then heir to Barrowton, Ronnel Dustin.
2AC - After the unification of the realm Maester Greydon is sent to Barrowton.
5AC - During the Son's War, the Dustin's join Torrhen Stark. Ronnel Dustin is gravely injured leaving him without a left arm. He is henceforth known as 'Ronnel One-Arm'.
6AC - Halys Dustin is born in the middle of the first Winter since the conquest.
7AC - Halys sees his first Spring, being Sarra Dustin's first child to live through infancy.
14AC - Torrhen Stark is assassinated. House Dustin remains neutral to the succession.
15AC - Frostbite escapes the hunt as Winter closes in.
19AC - House Dustin begins excavating the Barrowlands, drawing scholarly interest from around the Realm. Maester Greydon begins a record of discoveries with the help of a new Acolyte.
21AC - Winter halts all progress on excavation.
22AC - Spring brings celebrations of the short Winter and a feast is planned for after the first harvest. Halys returns from his fostering a man grown and is named the Wielder of Sovereign before all the gathered lords.
23AC - Rumours of a King beyond the wall begin to surface.
24AC - Lord Ronnel Dustin dies from fever aged 42. A funeral is held in Barrowton with many lords attending. Halys becomes the new Lord of Barrowton swearing fealty to Lord Stark's brother in place of him.
25 AC - Current day.
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2024.05.23 00:12 KyleKKent OOCS, Into A Wider Galaxy, Part 1010

~First~
(Wee! No focus today! ... I’m sorry. I’m just... not on earth right now. Ironic that I’m writing Science-Fiction while spacing out uncontrollably.)
Antlers, Assumptions and Artillery
Admiral Crosswind pauses mid sentence and Bjorn’s eyebrows rise up. They were mid meeting about a shift to things in relation to his official marriage and they were going well until this interruption.
“Excuse me.” She says before holding out her hand to signal Bjorn to stop as he rises to leave. She accepts the call. “Admiral Crosswind speaking. Who is this?”
“Hmm, you’re one of the few people who put these calls on Audio Only.”
“I’m mid meeting, this is to your benefit.”
“I see, it won’t matter much either way, this is not a formal inquiry. I am Observer Wu from Earth. I am making preliminary contact with all Undaunted assets and other such human born efforts.”
“Why would Earth require an Official Observer?” Crosswind asks.
“The state of the galaxy is well and truly beyond anything we expected, as such a properly trusted and vetted individual is needed to fully asertain things.”
“Weren’t full on samples, supplies and innumerable eyewitness accounts sent back to Earth?” Crosswind asks.
“Yes, which is why I was sent out. Without those samples and unrelenting number of testimonies things would have been dismissed entirely.” Observer Wu notes. “Could you please activate the visual part of this call? I would like to see who else is in the room with you before I speak further. And we must speak.”
“Very well.” Admiral Crosswind says and activates the call fully.
“So, you are Admiral Crosswind. A pleasure.” Observer Wu notes as his eyes clearly scan her several times.
“Likewise. With me is Sergeant Bjorn Veers. Due to his evolving circumstances he’s being taken off bodyguard duties and moved into Drill Instructor.”
“A bit of a step.”
“Things change when one marries their VIP.” Admiral Crosswind says.
“We were just finishing up anyways. I had accepted and was being officially informed of my duties and training times, but that can be sent to me later if you’d like to speak her alone.” Bjorn says.
“No, it’s fine. This is just a preliminary call. Nothing restricted, nothing secret. Just a few questions and clarifications. I’m going to be visiting at a time to be determined, so I need to know what to prepare myself for. The perspective of both a soldier on the ground and a commanding officer will be useful. I am told you are on a tactically advantageous world called Zalwore, what advantage is this and what is it like?”
“I will tell you what the world is, and Sergeant Veers can tell you what it’s like.”
“Acceptable, please continue.”
“Zalwore’s value is in it’s location. This system practically has two Axiom Laneways inside it, and several more going in different directions are a small distance away. This means that Zalwore is a massive trading and travel hub from which you can easily access over half of all galactic civilization with ease. So much goes through this system that having any kind of presence here gives you access to just about everything in the galaxy, because although it allows easy access to half the galaxy, the other half makes a point of coming through here to trade with the others. Peoples, ideas, materials, designs, news, all these things and much more flow through this world so consistently that only fools ignore the advantage.”
“Very interesting, and what about the world itself?”
“Very cold and dry. Think Tundra, but less snow than normal. Furthermore there are numerous vicious natural predators in the form of the Tundra Worm, a repulsive life form that is hyper aggressive and breeds at a sickening rate. Thankfully the communities of Zalwore are all in the Arcology Style, meaning massive superstructures that contain entire cities. These lay upon hypercrete shelves which the worms cannot penetrate.” Bjorn explains and Observer Wu thinks.
“How dangerous are these creatures?”
“If you’re willing to keep moving and make a point of stepping quickly when you feel the earth under you shift, then they cannot harm you. But if you stop to rest off of stone you will end up bitten. They’re not large enough to eat a man whole. But they will leave gruesome scars if given half a chance, no one’s died to these things, but not for lack of trying on the part of the monsters. Also if you have any pets and they get out of the arcology then they’re basically worm food. Literally. It’s the reason the damn things are breeding in so much excess.”
“I find it hard to believe a world with such threats is so well regarded.”
“Well as they say, location, location, location. Zalwore is the poster world for having an amazing location.” Admiral Crosswind says with a shrug.
“Sensible, now, what do you do on Zalwore?”
“This is primarily a training facility coupled with storage and dispatch. As just discussed, the location of the world is perfect. We can get people here with ease, we can get them from here with ease as well. Just perfect. So we produce things here from raw materials as well in our few factories as well and primarily use them for training.” Admiral Crosswind states.
“What form of training do you perform? IS it Axiom enhanced? Is it even possible to do that?”
“It is sir.” Bjorn says and Observer Wu glances at him before looking back and truly examining him.
“Sergeant Veers. Are you in fact human? Or is this merely a coincidence in that you have the same name and vaguely the same features of the Bjorn Veers that shipped out on The Dauntless.”
“I am Bjorn Veers from Earth yes.”
“You appear to gained several hundred pounds of muscle.”
“Yes sir.”
“May I ask why?”
“As you have heard sir, I am leaving bodyguard duties. My client, now my wife, is a workout fanatic. It rubbed off sir. Between the two of us we could theoretically drag off ninety percent of the armour used in training without the use of Axiom. With minimal Axiom assistance we can pick up and walk off with any two each.” Bjorn says and Observer Wu raises an eyebrow. “No sir, I am not the standard, I am unusually large and strong for a soldier.”
“I see, however I would like to know about Axiom enhanced training techniques.”
“There are, one can skip a lot of training when it comes to base drill learning and we have several tricks. Our most widely used one is based on the retention bands of a Healing Coma. We use it to basically give people a very vivid dream that teaches everyone the basics, but just knowing them is never good enough so the skills need to be ground in with drill and practice. It just speeds things up by several weeks and makes the main focus conditioning.”
“So this technique is primarily a transfer of information?”
“Yes, the original version of it is used in Healing Comas so that people can retain their memories. We basically have retention bands with nothing but training in them and use those on healthy people. This gives them the knowledge, but they need the experience and some emotional attachment to things, otherwise it’ll just slip away. We’ve tested it a few times, soldiers that train in their own way after getting the bands against soldiers that have proper drill afterwards. The ones with proper drill perform substantially better, but both can perform at an acceptable standard.”
“I see. Still, shaving multiple weeks off standard instruction?”
“At minimum. Usually new soldiers are being produced twice as quickly, sometimes three times as fast. We’re trying to stabilize that and then see if we can’t go for four.” Admiral Crosswind says. “I’ve overseen numerous new soldiers head out to allied worlds and I’m also in charge of recruiting and managing highly skilled assets to train further soldiers.”
“Is that so? So there’s a call for elite forces?”
“Of course, I’m not sure what kind of history Earth has with such things, but every now and then someone, or something shows up that needs special handling. When that happens you need the absolute best to deal with them. There are entire professions and cultures based around such. Bounty Hunting for example.”
“I see. That’s very... interesting. Are there concerns you’ve been having about working with humans?” Observer Wu asks.
“Only in that they have occasionally offered me poisonous foods without thinking.” Admiral Crosswind says. “If you’re looking for a non-human opinion on humans... energetic is one word that’s going to come up a lot.”
“It is is it?”
“Oh yes. Your race doesn’t seem to tire and keeps pace with ease. Another term you will hear a great deal of is Apex. It’s a term for races that are more action prone than others. It doesn’t matter how powerful a species is, if they don’t have the reactions to actually move when things go wrong, then they’re not Apex.”
“And how are Apex species regarded?”
“Generally well, although more timid species tend to be more cautious around them. Not openly though, too many jobs in emergency services are filled with Apex peoples for anyone to bare much of a grudge.”
“Would Apex species also have a higher criminal bent to them?’
Marginally, but yes. Think of it like this. In an Apex you don’t have to train people to do SOMETHING when things start happening. But the reflex can still be trained in. So criminality as a learned behaviour? That also leads to people with reflexes.”
“... Hmm, this implies that most people of the galaxy freeze up when things start going wrong.”
“They do. It can happen in humans now and again from my understanding. However as I said, it can be trained out.”
“I understand. Now...” Observer Wu begins to ask before a buzz on Admiral Crosswind’s desk cuts him off.
“Yes?”
“Uh ma’am? Your next meeting has arrived.”
“Right, well... inform them that the Observer from Earth is currently occupying my time and ask them to please wait.”
“I’m willing to simply stand back and watch.” Observer Wu offers.
“Thank you, Bjorn, I’m going to take you up on your earlier suggestion. Head on out but expect my email.”
“Ma’am, yes ma’am.” Bjorn says getting up and moving out. It’s Migalla and Jacob “Oh hello again you two, training going well?”
“Fairly. What’s going on? Who is this?” Migalla asks as she enters the room followed by Jacob.
“I am Observer Wu, my species on the homeworld still struggles to understand the galaxy, so I have been sent. I am conducting an initial conversation with the places and peoples of interest. Zalwore is one. May I have your name and rank?”
“Specialist Migalla Britghteyes.”
“Captain Jacob Shriketalon.”
“A pleasure, please ignore me. I am as my title insists, an Observer.” Wu states and both Migalla and Jacob share an odd look.
“An excellent idea, lets me get my work done while answering questions before they’re asked. Now then, how has Captain Shriketalon’s training proceeded?”
“Fairly well. His planning skills are improving, but currently his default when a plan goes wrong isn’t, have another plan, it’s extreme violence. Which isn’t always the best answer, but it’s a very punchy one.” Migalla says. “Still, if he’s ever boarded by pirates thinking they’re dealing with a cultural pacifist they’re going to be torn to shreds in short order.”
“Better than breaking a bottle of bubbly on a new ship.” Jacob jokes and Migalla scoffs.
“You’ve been enjoying that digestion tattoo too much.”
“Oh no, I’ve been enjoying it just enough I’m ragin’ for Cajun.” Jacob says with a big grin. “Besides, it’s fun to freak out some people with the chem scanners? Just walk through them, apologize for setting them off then eat what triggered it to ‘dispose’ of it.”
“I thought that woman was going to have a heart attack.” Migalla replies.
“You told me to case the place, seeing how they react to weird situations tells me a lot.” Jacob says and she sighs. “No really! Seeing how fast they showed up when she screamed told me about the reaction time of their security and how much I was able to talk them down afterwards told me how easy they were to fool! Very important things to know!”
“I don’t know how much of that was made up on the spot or actually planed.”
“What’s the phrase? Six of one, half a dozen of the other?” Jacob asks.
“May I assume our winged soldier is being taught how to plan out assaults? Why would he need or not already have that training at captain rank?” Observer Wu asks.
“I own my own ship and did before I signed up. I signed up explicitly to get better training. So while I’m a good pilot, mechanic and captain, I need more when it comes to hitting a target with something other than a broadside.”
“Not that much, he’s got a mean streak and mostly just wants a polish on his skills, which is what he’s getting from me.” Migalla states. “Any other questions or may we continue with this meeting?”
“Only one, that prosthetic is there any level of phantom limb syndrome or issues with it?”
“Superior to it’s original in every way. I have full feeling with no disassociation, it’s stronger, tougher and has everything I want from it, in it.”
~First~ Last
submitted by KyleKKent to HFY [link] [comments]


2024.05.22 23:45 cosmictrousers What would a sequel look like?

What would a sequel look like?
I can’t imagine why Krafton would acquire Neon Giant and then simply do nothing with this material. There’s such a rich game environment waiting to be fully built out, and solid foundations of so many story and lore elements already in place, the world of The Ascent seems to be an ideal candidate for extensive expansion. Guns, armour, augs, enemies, locations, corps, history…it’s all there. And there’s no reason that a sequel would need to employ the same isometric view gameplay or be a twin-stick shooter (as much as I love how fun this is) - IMO this is just screaming to be developed into a full-blown 1st or 3rd person perspective RPG. I can’t help but think of how the original Grand Theft Auto game (top-down view) was developed into full open world. I wonder if Krafton were maybe waiting for CP2077 to cool down before progressing further? Has the success of CP2077 made it too difficult for any other developer to even attempt a 1st person cyberpunk RPG for the foreseeable future?
submitted by cosmictrousers to theascent [link] [comments]


2024.05.22 13:37 LeaderCompetitive759 Downpes after becoming a 3SG

For context, I’m currently in SCS armour pro-term, and due to certain injuries, camp location and overall feeling that armour is not for me, I’m keen on downpes-ing, but want to pass out of pro-term first to get 3SG rank. Any idea if I will still stay in sungei gedong camp even after downpesing? Or is there any chance i get sent to another camp HQ or admin spec?
submitted by LeaderCompetitive759 to NationalServiceSG [link] [comments]


2024.05.22 13:25 jmrkiwi [Showcase] Straight Oath of the Crown Paladin Build

Oath of the Crown Paladin

My normal build for paladins is to take polearm master however, the main draw of the crown paladin is that they don't need to multiclass in order to get spirit guardians on their list. We want to provoke that damage as much as possible, therefore I have opted to go with Telikinetic. This allows you to drag people into your Spirit Guardians Range making the creature take the damage twice when it enters and when it starts its turn their. In addition with find steed and greater steed we have a free disengage option on our turn to make sure we can keep doing this turn after turn. For those earlier levels booming blade with Piercer and a warpick plus concentrating on bless or divine Favour is plenty of damage. We also have Firebolt as a great ranged option for when things get interesting.
Class
Background
Start Custom Lineage:
Fighting Style
Equipment
Stats:
Feats and ASI
Skills
Magic Initiate:
Oath of the Crown Spells:
Paladin Spells:
Companions:
submitted by jmrkiwi to 3d6 [link] [comments]


2024.05.22 12:41 AAHill92 Stasis Hopes for todays Dev insight

NEW BUFF VERB = FROST ARMOUR

We have seen snippets of frost and The New Verb “Frost Armour” is said to give Stasis it's Sustain.
Also if you look at Prismatics Fragments you can clearly see Frost Armour gained on orb Pick-Up.
I Think Frost Armour is similar to Woven Mail but it has “Stacks” so you can gauge it probably has fluctuating damage resistances that Can be higher than Woven Mail

1. Fluctuating Damage Resistance which is LOWER than Woven Mail at the Start and you have to BUILD up your Resistance while trying to keep your Segments intact and everytime you take chest or limb damage you LOSE a Stack of Frost Armour in PvP and every 5 or 6 or so rapid hits you lose 1 stack in PvE or every 1 big burst damage like Boss Stomps or Grenades takes off a stack EVERY hit – So Burst Damage doesn’t do much against Frost Armour BUT Rapid DPS literally strips it off you.
  1. PvE Stack Resistance = 4 = 60% / 3 = 45% / 2 = 30% / 1 = 15%
  2. PvP Stacks 4 = 30% / 3 = 20% / 2 = 10% / 1 = 5%
  3. SO More Segments = More Resistance / Chip Away the Segments = LESS Resistance
  4. Precision Hits and Melee Attacks from Guardians bypass the Damage Resist like with Woven Mail
  5. We saw a Warlock pick up a Stasis Shard giving 4 Stacks of Frost Armour – I take it that this is the new Whisper of Rime and if we look at numbers its slightly less than Woven Mail BUT at least Woven Mail STAYS for the entire duration as a Flat 45% and Frost armour can go higher but can be stripped off you with damage where as Woven mail has a Timer.
The Concept and Power Fantasy surrounding Frosted Armour is your enemies are CHIPPING Away at the Ice / Stasis Armour you have accumulated – And the THICKER the Ice is the More Damage Resistance it has and the Thinner the Ice is the less Resistance it has
In reality it should be a lot harder for PvP players to get Maxed out Frosted Armour all the time so it would stick at lower than Woven mail Values and can be stripped off but might be easier to get base Frost Armour

In addition, for PvP Underover exists and I say works against Frost Armour and removes 2 Stacks not just One, Deconstruct could also work if they wanted as well as Warlords Ruin Origin trait.
Hakke Breach Origin Trait now also strips off TWO Stacks and Armour piercing Rounds, Radiant Effects, Unravelling Rounds and Volatile Rounds strip off TWO stacks as well.
//
VERB BUFF = STASIS SHARDS
CHANGE ALL ASPECTS surrounding the Creation of Stasis Shards and move them to FRAGMENTS.

Seem as though Solar, Void and Arc have their Breeches, Sprites and Traces on FRAGMENTS this is simply not fair to Stasis as they must give up an Aspect Slot.

Also if Stasis Shards grant MELEE Energy then the Stasis Melee Options need a tune-up
SHARD CREATION

~Shard Creation are now on Fragments not aspects - See later~
~Creating SIX Stasis Shards within a small time frame will Incur a 10 Second penalty to create MORE Shards similar to how it works on Warlocks. LARGE stasis Shards do NOT incur the penalty.~
VERB BUFF – Shatter
Shatter damage is increased to deal the same amount of damage that this current season Artifact perk provides AND Shattering Crystals and Enemies releases the Slowing PROJECTILES
The artifact simply made Stasis feel much better this Season.
//
A Man can hope but new Supers would hit HARD seem as though Stasis is now becoming FREE and then the NEW Stasis Supers are Stasis Exclusive and Prismatic gets the OLDER Supers.
TITAN
ONE AND DONE SUPER = Roaring Avalanche – Go third person and gather a Massive Mound of Stasis and Punch it Forwards in a Ball, On First impact with the Ground or Enemy 3 Large Stasis Crystals are Created.
The Avalanche will then Roll around the area and Ricochet around the Environment Causing Havoc. When it hits enemies, it also releases slowing projectiles and will attempt to track and ricochet TOWARDS enemies rather than rolling off and not coming back.
At intervals or when it can’t sense enemies nearby it will sometimes redirect itself BACK to you and if timed right you can Standard Melee the Ball to cause it to go in the direction you are facing again.
Once it has Ended it Explodes / Shatters and Leaves behind a Large Stasis Crystal.
Press your Super Again Early causes it to Explode / Shatter on demand.
Glacial Quake = Buff = Gain 4 Stacks of Frost Armour upon super ending
//
WARLOCK
~TWO~ AND DONE SUPER = Whiteout – Use your Staff to fire TWO Bolts – A FIRST PERSON Super similar to Song of Flame and Golden Gun

LEFT CLICK (R2) Fires a Bolt of Stasis that upon impact or pressing Left Click (R2) Again Causes a Hailstorm at an area to shower Shards of Stasis from above that deals shatter damage. (You’ll have to use it like the Deathbringer and Shoot Up and Whisper of Durance extends duration). At the Location chosen Stasis Shards will occasionally be created

RIGHT CLICK (L2) Fires a Bolt of Stasis that deals Shatter Damage on impact and then Creates a large Mound of Living Stasis Matter that attacks enemies near its Spawn Point with its fists slamming them down inflicting Slow and once they are defeated it then follows close by for a duration and will attack nearby enemies or enemies it detects as it slams down in melee Range or Throws Stasis Shards at ranged Targets out of its Reach. As the Sentry takes damage Bleak Watcher style projectiles will occasionally be released off the Sentry to inflict SLOW (The Sentry can be Destroyed and its Health Bar is PURELY Forst Armour meaning it has the usual PvP weakness such as Hakke Breach and Under-Over or Deconstruct and are an easy target due to their size – Crit Spot is a large orb in its chest and Whisper of Durance extends duration) Standinf NEXT to your Sentry classes it as a “Stasis Crystal” meaning it will Proc Whisper of Chains to gain resistances.
When its health gets low to around 10/15% it will rush down enemies and it will Self Destruct itself. It automatically self-destructs when its health goes to zero leaving behind a LARGE Stasis Shard.


Winters Wrath – BUFF – The damage is just a bit pitiful in PvE, I’d rather be shooting than using the super half the time and in GMs I literally use it to freeze enemies and just revive someone – Needs a damage bump for better Add Clear.
//
HUNTER

ROAMING SUPER – Blade of Dusk – Unsheathe and Dash forwards quickly with a Large Stasis Katana dealing massive amounts of damage and Freezing all enemies Hit during the dash and release 2 Coldsnap type seekers to track down your next victims at the end of the dash - You then use the Katana as a Weapon.
Press Attack to Slice the Sword Horizontally that deals damage and Slows on the slice BUT also releases a stasis Projectile similar to the Leviathan Scythe that also Slows and also can potentially freeze enemies. The Slices have an intrinsic Eager Edge that refreshes if you haven’t attacked in 1.5 seconds and Whirlwind Blade boosting damage on consecutive strikes.

Press Heavy Attack to do a leaping overhead SPINNING slice that deals impact damage and creates a Blast in a Cone upon landing that deals less damage than the Impact BUT the Cone Shatters Freezing Targets and Crystals. This attack has some momentum behind it allowing you to “Shatter Skate” if shatter dive is your equipped aspect.

Hold Block to Sheathe your Katana to create a constant small cloud of Dusk around you that slows enemies gradually and lightly damages enemies (Duskfield Grenade that follows you around) You Also create a force of Stasis in front of you blocking damage with your free hand like you would with a regular sword or glaive. While doing this you “Charge” up the Katana to increase Damage and the amount of Slow it grants All the way up to a Freeze at max Charge – Release Block causes you to Dash Forwards slicing through enemies.
This “Dusk” effect also works with Renewal Grasps making it larger and giving defences to allies and lowering damage the enemies deal.
To save on Dev time it slightly uses Run and Swing animations seen on Quickfang with a Lament style Heavy attack
Silence and Squall = Slight BUFF for PvE = Silence Kama deals more burst damage to Combatants and Squalls Storm lasts 1 second longer at Base and tracks 10% faster and Deals a bit more damage overall in PvE + If Squall strikes a Slowed or Frozen enemy it deals more Burst damage before it turns into the storm as well
//
NEW MELEES
As with Above the NEW Stasis Melees are exclusive to Stasis and prismatic gets the Old Melee Abilities
TITAN
MELEE – Diamond Spear – Launch a Single high-powered Diamond Spear (More Sleek and Thinner than lance) that deals Impact Shatter Damage, Slows, and can even proc Precision Damage – The enemy is knocked Back and if they hit the Environment, Barricade or Stasis Crystal they take additional Slow Stacks (Enough for a Freeze)
SHIVER STRIKE - I would honestly just change it and Label it as A Shoulder Charge, so All Melee Energy not used if you “WHIFF” the Melee and is more Reliable exactly like Seismic, Hammer and Shield Strike but Dark Blue Flavour – Releases a Slows AOE on enemies on Hit and releases slowing projectiles – Now Works with Peregrine Greaves for example and you need to sprint.
I know many people use it for movement a lot of the time - But Still its not great to attack with.
WARLOCK
MELEE – Polar Wind – Slam your Staff Down to create a screaming Shockwave force that damages, Slows and slightly knocks-back enemies and instantly Shatters ALL Stasis Crystals or Frozen enemies if they are caught by the Force – With the newer Stasis Exotic this Shockwave also Procs (More Later).
HUNTER
MELEE – Cryo Strike – Has TWO Charges - Activate when Sprinting a short distance - Go Third Person and Charge Forwards a decent distance, slicing through enemies with your Stasis Katana and inflict Slow on ALL enemies.
Slowing Enemies with the Strike refunds 3% Melee Energy
Freezing enemies with the Strike refunds 5% Melee energy
Defeating Enemies with the Strike refunds 7% Melee Energy
//
Stasis Aspects are stuck in the Past - They are SENTENCES where as many other Aspects are PARAGRAPHS
HARVEST is now a new Stasis effect which is this seasons Artifact perk - NOT Shard Creation.
TITAN
"Diamond Lance" = Lance detonations creates slowing projectiles at the point of Impact and the HEAVY Diamond Lance Slams grants the Titan or Allies using the Lance 2 Frost Armour Stacks.

"Howl of the Storm" = SLIDE DISTANCE IS INCREASE AND CAN SHATTER CRYSTALS AND ENCASED ENEMIES + Slide and press Melee to create a line of Stasis Crystals. (These two effects need blending together)

Cryoclasm” = Freezing and Defeating enemies with Shatter Damage, Sliding, Diamond Lance, Abilities or Supers Grants 1 Stack of Frosted Armour
Increase the Frost Armour stack Maximum to 5 Stacks and when a Stack of Frosted Armour is removed gain a slight Bump of Grenade, Melee and Class Energy. 5 Stacks has the same damage resistance Values as 4 Stacks. BUT you can essentially have the higher resistance for longer.

Tectonic Harvest” =
Shattering Encased enemies creates a Small Stasis Crystal at the enemies location (Aka Artifact perk but a Small Crystal)
Collecting A Stasis Shards causes a shatter effect around you instantly.
When ALL of your Frost Armour Stacks are broken off or the timer expires you deal SLOW and SHATTER damage around you in a radius determined by how Many Segments were quickly removed or how many stacks you held. Collecting Any Shard grants you 20 Bonus Resilience and Strength for 4 seconds up to a max of 20 seconds.
Updated Hoarfrost Z = No Change

Updated Icefall Mantle = Activating your Class Ability slows nearby combatants and Heals your shields slightly while Granting you FULL Stacks of Frosted Armour (5 With Cryoclasm) and a Stasis Weapon Boost.
Cadmus Ridge = Now Has its OWN Diamond Lance Cooldown and Doesn’t Share it with the Aspect allowing you to make a Diamond Lance Near you and one near the defeated enemies if you pick Diamond Lance as your Aspect.
//
Warlock
"Frostpulse" = Casting your rift Grants you and nearby allies 1 Stack of Frost Armour and Freezes nearby enemies. Your rift has a constant slowing effect that slows enemy COMBATANTS who enters your Rift.

Glacial Harvest” =
Shattering Encased enemies creates a Small Stasis Crystal at the enemies location (Aka Artifact perk but a Small Crystal)
Hold Melee to convert your Melee Ability into a Free Grenade Charge. Whenever you Freeze a Higher Tier Combatant you will ALWAYS create A Small Stasis Shards around the target. Collecting Any Shard grants you 20 Bonus Recovery and Intellect for 4 seconds up to a max of 20 seconds.
(I am solely giving Stasis Warlock access to converting Melee into a Grenade Charge because of Prismatic having access to Bleak Watcher and Feed the Void)

Updated Wrath Weavers = Increased Shockwave Damage, ~Activating your Shockwave or Shockwave Melee Ability Grant 2 Stacks of Frost Armour to you and allies~ and Boosts Stasis Weapon Damage. When White Out is finished grant 6 seconds of increased Stasis Weapon Damage.

Osmiomancy Gloves = No Change
//
Hunter
Touch of Winter” = Touch of Winter works with the New “Comet Grenade” as seen later

"Winters Shroud" = Dodging Slows targets. Dodge leaves behind a SMALL Stasis Crystal at the location you Dodged From.

"Shatter Dive" = Increases Shatter Verb damage of Crystals and Frozen COMBATANTS (NOT PvP) with the Dive and Releases MORE projectiles of Stasis that damage and Slow enemies.
Shattering Frozen enemies with the dive grants 1 Stack of Frosted Armour. Up to 4 Stacks Max Per Dive.
Press and Hold MELEE While Shatter Diving to create a “Snow Wisp” at the dive location consuming a Melee Charge and creating an orb of Stasis that slowly drifts and tracks towards enemies. If enemies wander near the Orb, it attaches a beam of Stasis Energy to them and Deals Duskfield amounts of damage over time, Slows and Eventually freezes if they stay near it to long - The Wisp has an energy count and disappears once that Cap has been reached. (Whisper of Durance extends duration)

Grim Harvest” = Shattering Encased enemies creates a Small Stasis Crystal at the enemies location (Aka Artifact perk but a Small Crystal) and Every 5 seconds collecting a Small Stasis Shards a Bump of Class and Grenade Energy (Like how Elemental Well worked with Shards in the Past). Larger Shards provide additional Energy. No Cooldown present on Larger Stasis Shards. Collecting Any Shard grants you 20 Bonus Mobility and Discipline for 4 seconds up to a max of 20 seconds.

Updated Renewal Grasps = When enemies are inside your Duskfield they deal reduced damage – When you or allies are inside your Duskfield grenade they will Gain Stacks of Frost Armour over time.

Mask of Bakris = Gain 1 Stack of Frost Armour on Activation. For the duration Stasis Crystals as well as Slowed and Frozen combatants take slightly more damage from Stasis and Arc weapons.
//
NEW FRAGMENTS

Whisper of Dispersing” = Defeating an enemy with a Stasis Weapon with at least 1 Stack of Frost Armour grants 1 Stack of Frost Amour (4 Second Cooldown) and Rapidly defeating enemies while Frosted Armour is active enemy defeats creates a Stasis Shard (8 Second Cooldown)

Whisper of Permafrost” = Slightly Increase the amount of Slow Stacks you Apply and Slow Effects deal a Slight damage over time effect.
(So lets say 60 slow stacks will be 291 damage per second compared to 60 stacks of Scorch being 873. So, whatever Scorch Stack damage was for PvE Slows would be the scorch value divided by 3 to get the Slow damage.)
//
CHANGED FRAGMENTS

"Whisper of Rime" = You gain 4 Stacks of Frost Armour when Collecting a Stasis Shard and 5 Stacks with Cryoclasm (As seen in the Warlock Video)

"Whisper of Chains" = While near a Frozen target or Friendly Crystal your frost armour timer DOESN'T DECREASE and you Gain 15% Damage Resistance (Down from 40%) (PvP reduced to 10%) If you are Near a Frozen target or Crystal you steadily gain Stacks of Frosted Armour slowly over time up to 1 Max per Ability, Enemy or Crystal.
//
ALTERED FRAGMENTS

"Whisper of Shards" = Shattering a Stasis crystal temporarily boosts your grenade recharge rate and creates a Small Stasis Shard. Only one Shard can be created PER Ability including Glacier Grenade, Hoarfrost and Howl of the Storm. This Effect doesn’t include Glacial Quake. Shattering additional Stasis crystals extends the duration of this benefit. This fragment can incur the Shard creation penalty from excessive Shard Generation if used in conjunction with other Shard generating means.

"Whisper of Refraction" = Defeating slowed or frozen targets grants you class ability energy and creates a Stasis Shard. This fragment can incur the Shard creation penalty from excessive Shard Generation if used in conjunction with other Shard generating means.

Whisper of Hunger” = Increases the melee energy gained from picking up Stasis Shards and Increases the number of Shards you can create before incurring a penalty to 9 Shards

Whisper of Bonds” = Freezing an enemy creates a Stasis Shard around the Target and Defeating frozen targets grants you bonus Super energy. This fragment can incur the Shard creation penalty from excessive Shard Generation if used in conjunction with other Shard generating means.

Whisper of Fractures” = When you are near two or More targets your melee charges faster and you deal increased Melee Damage

"Whisper of Durance" = Previous Effect + Increases the timer on your Frost Armour Stacks as it classed as a “Linger’

"Whisper of Conduction" = Collecting Stasis Shards Heals you Slightly and Collecting Large Shards heals More and all Nearby Stasis shards will track to your position
"Whisper of Impetus" Damaging targets with a Stasis melee reloads stowed weapons and grants you a temporary boost to weapon ready speed and Damaging a Frozen enemy with a Standard Melee deals slightly more damage to enemy COMBATANTS and un-powered melee hits against Frozen enemies Reload your CURRENT Weapon.

Whisper of Rending" Primary ammo weapons do increased damage to Stasis crystals, frozen targets, and FROST ARMOUR.
//
GRENADES – First off Stasis has no TRUE Damage Grenades making it hard to Proc Firepower so Adding 2 New Grenade

Comet Grenade – Throw a Grenade that attaches to an enemy that damages and slows on detonation
To save on Dev time it slightly uses animations seen on the other sticky grenades and Bleak Watcher
(Touch of Winter = Also Releases 6 Bleak Watcher style Projectiles that seek out foes after detonation)

Frosted Grenade – Throw a grenade that releases a flurry of slowing projectiles (The Artifact projectiles) and grants 4 Stacks of Frost Armour to any allies in the radius.
To save on Dev time it slightly uses animations seen on the Healing Greande
submitted by AAHill92 to DestinyTheGame [link] [comments]


2024.05.21 23:13 KyleKKent OOCS, Into A Wider Galaxy 009

~First~
Cats, Cops and C4
The Erumenta woman tries to fight even as he forces her into the cell, her natural fire flaring hot enough for his clothing to smoulder and him to mentally congratulate himself for his Undaunted Brand. It’s literally saved his fingers multiple times today.
Marlintine Spire is like many of the spires of Centris still reeling from the massive scan. Sure it had been legal, and both Living Goddesses upon the world had told everyone to calm down in their own way. But just because something is legal and endorsed by powerful figures does not make it a popular move.
“You burn any of your fellow prisoners while you’re in there and you’re getting a suppression collar.” He tells the obstinate criminal as he shoves her into the holding cell and slams the bars shut. The forcefields supplementing the metal bars flickers into place and the blast of flame she aimed at his face splashes against it without further effect. “Cute, keep it up and we won’t need a court hearing to upgrade you to a real prison.”
“He’s being serious. Stripper boy is playing at being a serious police officer.” Another criminal mocks and is subsequently ignored as Chenk leaves the area. He has other things to do.
“Ma’am.” He greets Chief Bowman as he slips by to head back out.
“Hold it human. I know your kind are endurance monsters, but you need to sit the hell down. You’ve been dragging in cult soldiers for six and a half hours straight. Your legal overtime ended a half hour ago.”
“Then keep a cell open for me as I keep bringing in more people. This needs to be quelled.” Chenk says and as he turns to keep going she grabs his belt and pulls him back.
“You need to rest.”
“The Spire is in the middle of a borderline insurrection. I can rest when it’s...” He begins to say before a sudden movement to his right makes his head snap around. Just before Vera the Takra-Takra crashes into him.
“Thanks for stalling him out Chief! Come on you goofy human!” Vera announces as she drags him down the hallway and into Linda’s Office. She tosses him onto the couch and then pounces onto him and pins him.
“Really?” Chenk asks.
“Yes really. You need to calm down. And I found a way to force it.” Linda states.
“But the Spire is...”
“You are one officer. Supersoldier on loan to the station or not, you’re still only one officer. The structural integrity of this spire only depends upon you when there’s a bomb threat and even then, only when it’s a chemical bomb.” Linda tells him. “Or do we have to restrict you to only being called out during a bomb threat?”
“No.” He says. “But people are still getting hurt and...”
“And they're the ones hurting themselves. Just please calm down. I know you’re skilled, but your sense of justice is just going to hurt you at this rate. Don’t want to leave a bad example for Amy now do you?” Linda teases him and Chenk groans in frustration.
“... I really should have thought things through before growing attached to that girl.”
“Oh probably, but it was adorable to see. The world crashing down on a poor little girl in over her head and then Officer Hero, Supersoldier from the blackest void of the galaxy flies in to save her.” Vera teases.
“Still, him being a supersoildier is a bit of a problem right now. Big man needs a mission, or he’s going to go nuts!” Linda notes. “Luckily! I called one of your friends on the ship. Soldier, you’re in position to requre a talking to from The Observer. However, the call is on hold, but you need to be here when it goes off.”
“That’s a dirty trick.” Chenk notes even as an Undaunted communicator is tossed at him and he catches it. It’s activated, it’s in a waiting queue and there’s no way he can go into the field now if he’s waiting for an official answer. “Very dirty.”
“Good thinking!” Vera compliments as she cuddles closer to her pinned target. Her hair spikes out in sudden shock as The Communicator then goes off to signify the call has gone through. “I jinxed it!”
“Specialist Chenk Barnabas sir!” Chenk answers the call instantly as he sits up and Vera scurries off him.
“Really? I put him on that waiting list to get him to calm down and stop working.”
“Specialist Barnabas, I’m one of numerous individuals filtering the sheer number of incoming calls to The Inevitable. You’re in the proper queue now, please state what you have been doing as a member of The Undaunted so that Observer Wu can better decide who to speak with.”
“I’m on loan to one of Marlintine Spire’s major police stations. Due to the overpopulation of Centris this means I have been acting as elite law enforcement over a population that exceeds that of many of earth’s countries.”
“I see, anything in particular that you’re doing?”
“I’m a chemical expert and accredited detective at this rate. I am the go to specialist for law enforcement when it comes to chemical explosives for a full ten percent of Centris Police Departments.”
“Any particularly interesting cases you’ve been assigned to?”
“Yes, one that is still being debated in court by none other than The Trytite Lady. It involves cloning, murder, mercenaries, numerous criminal gangs and a great deal of more nonsense such as massive prison breaks, fighting robots and Axiom effects so dangerous that even speaking about them in anything more than the most broad and general of terms on an open frequency is a punishable offence.”
“So you have seen a fair amount of what has occurred in the galaxy.”
“I’ve seen enough that I’m going to be very hard to surprise or overwhelm any longer.” Chenk says.
“Very good. I’ll just note this down. The Galaxy is absolutely insane, I’ve been fielding calls from people with like nine heads all speaking in concert and god damn lobster people and more...”
“That’s reality for you.” Chenk replies. “Always more absurd than it should be.”
“Indeed, stand by. I’m putting you into the next proper queue. It shouldn’t be more than a minute or two long.” The Assistant states and then the call shifts to simply display that he’s fourth in the queue now.
“Hunh. Faster and somehow slower than expected at the same time.” Chenk says even as Vera leans against him.
“Even when you take a break you’re still working.”
“You didn’t complain about me being an endurance monster when I planted this in you.” He says gently patting her growing stomach and she pushes him a bit in protest.
“Problem with getting the super-babies of doom is the wait for the baby.” Vera complains and he chuckles before the communicator activates again. He puts it in broadcast mode as Linda leaves her desk to sit next to him for support.
“Observer Wu I take it?” Chenk asks the Asian man who nods.
“And you are Officer and Operative Barnabas. The little summary in front of your call has my attention. Tell me, how are laws generally handled in the Centris space.”
“Centris is a massively overpopulated planet consisting of Spires and Plates. The Spires are the massive multi tiered towers that have two hundred levels each and each level holds enough people to populate any major city on Earth with ease. The lower the level on the spire the less funding, infrastructure and support it has with the bottom ten generally considered a universal slum or no man’s land. Law enforcement in those areas is nigh on impossible and the air itself has been described as thick and fetid. No natural light reaches those areas either.”
“And higher up?”
“Increasing amounts of wealth and support. To such a degree that the plates, which form an artificial ring around Centris are of such high quality that their most squalid and desperate places are at roughly the same standard of living as the middle fifty floors of a well off Spire. As you can imagine, policing all this is an outright herculean effort and every station, no matter how well funded, armed or endorsed is simply inadequate for the task.”
“What sort of crimes have you witnessed?”
“I’ve stopped terrorist conspiracies, torn down drug labs, found myself between assassins and their targets, I’ve stood in the middle of gang wars commanding people to stand down, I have tackled muggers, murderers and maniacs alike into walls and cuffed them. Not even twenty minutes ago I dragged a criminal who could light fires with her will alone into a cell, my jacket is still singed from it.”
“So the world is rife with criminality.”
“No more than any other place, there’s just so many people crammed in here that it’s constant, and that’s without the recent provocation that every single criminal organization received more or less simultaneously. Generally for every single idiot that needs a police officer to remind them why good behaviour is a good idea, there’s an entire bus full of people that didn’t even consider breaking the law.” Chenk explains.
“But when they truly commit crimes they don’t stop do they?”
“No, more resources, technology and Axiom means that if someone wants to break the rules they can break the very concept of rules. The last major case I was in before this flashfire of criminality was kicked off involved the sanctity of body and mind being shattered for the sake of mere greed by a figure so underworld infamous that for a chance to get either evidence on the person in question or ingratiate themselves to them we had an all out war break out in the station. One that if not for a quick trick, we would have lost.”
“And the trick was?”
“Switching out the prize for a disguised tracking beacon.” Chenk says and Observer Wu nods appreciatively. “I can’t credit on that though, it was The Private Stream that did that.”
“I haven’t had that fully explained to me. What is THE Private Stream?”
“I’m not the best person to explain it, but a quick summary is that it’s a shared persona for low profile work. Operative Jameson is the founder and original Private Stream, a persona that lets him go around while heavily armed and armoured while arousing no suspicion.”
Vera snorts in amusement. “Arousing... lot of girls find the aw shucks innocent routine to be arousing.”
Chenk slowly urns to her. “What?”
“You know what.”
“Maybe I don’t!”
“Maybe you do.”
“Could we focus please?” Observer Wu asks. “Now, as an Officer, are there any laws that you would find concerning about humans?”
“Yes, they’re usually location dependant thankfully. So the issue can be avoided. Furthermore there’s a lot of leeway given in laws where the traits of a species would make following the law difficult if not impossible. For example a human can generally get away carrying substances that are considered highly toxic or dangerous due to the fact that our diets contain what many people in the galaxy are nothing more than hard core poisons.”
“Hmm... Could you be more specific?”
“Well, this one won’t apply to you due to an amendment that Admiral Cistern was able to get allies to help him push through, but one of the most popular religions the galaxy over is the Gravid Faith, it has numerous denominations and variants and several of them create what’s called Arrangement Systems where men are required by law to have a hundred wives.”
“And the amendment is?”
“That if you are gainfully employed by governmental or military forces that you are exempt from the law so long as you remained employed in such a manner. You Observer Wu are the eyes of hundreds of Earth Nations meaning a government employee.” Chenk explains and he nods.
“I see. Any other exemptions?”
“Generally the Galaxy looks down on kinetic weaponry, so when it was pushed that humans wear weapons and cultural garb it was allowed through without issue. So humans are legally allowed to carry weapons like knives and pistols at almost all time without question. It’s... rather stupid in my opinion, but well it would be even more foolish for me to complain about something I’m outright benefiting from.”
“Hmm... any other laws?”
“They very much vary by location. Which are further influenced by the species of the residents, local culture, religion, political association, economic status. The name of the game is jurisdiction issues here on Centris. The local police departments all help one another, but always at the invite of the local officers who can actually confirm if what’s taking place is a crime or not in the local area.”
“Can you give an example of this working against things?”
“Alright, the easiest example is with drugs. There is no agreed on way to combat the spread of illegal narcotics. Some make the growing of the plants that produce what you want illegal. Others make the refinement of it’s fruit illegal and some make the selling of the drug illegal. So you can produce it all on the third Spire and sell it on the first two legally. You can grow the plant on the second and third spire legally, refine it on the first and third legally and that way you have a massive multi-jurisdiction drug running operation without technically breaking any law.”
“Hmm... that is a great deal to consider. I presume other such crimes can operate the same way?”
“Unfortunately yes. But that’s the problem with laws, you need to set where the boundaries are, but not make people prisoners in their own homes. There’s always a loophole.”
“Tragically yes.” Observer Wu remarks. “Now, I do need to speak to the others, but I have a few moments more. Who and what are you sitting near. The vaguely catlike woman on your right and the... generally human looking woman on your left are?”
“Linda is to my left. Partner and wife, the first actual police officer of us three. Vera is to my right. Wandering Warrior and wife. Linda is a Tret woman, they’re best considered to be humans if we evolved with Axiom helping us, a sister species to our own people. Vera is a Takra-Takra, she and her kind can shapeshift into the ferocious Warform and use it in battle. They pride their skill as Warriors and seek out stronger mates to empower the next generation.” Chenk explains before tiltiing the view down a little to show the pregnant stomach on Vera. “A work in progress.”
“I see. Congratulations. Although compared to many other Undaunted you seem a little behind.”
“I wasn’t aware it was a race.”
“Which is exactly how you lose the race!” Vera says in an amused tone.
“Indeed. Every conversation leads me to believe that I need to take an entire university degree in order to understand things. Thankfully your own is rather straight forward.”
“Really? Who are you speaking with next?”
“I haven't decided yet, but I need to speak with everyone in some way.” Observer Wu states.
“Good luck sir, I think you’ll need it.” Chenk says.
“Excuse me, is there a way to get a human to calm down and take a break? Ever since Centris was Scanned and hidden societies were exposed all over Chenk has refused to stop working. Is there any way to just get him to take a break?” Linda asks.
“It generally varies from person to person. But I would suggest guilting him. Emotional blackmail is a powerful tool.” Observer Wu says with a slight smirk.
“Traitor!” Chenk declares and there’s a chuckle from The Observer.
“Indeed. I’m afraid this call needs to finish now. Best of luck.” Observer Wu says before the call ends.
“So... we need to guilt you then? Okay!” Vera exclaims before her eyes start to water. “Don’t you wanna be there for the baby? Doesn’t she deserve a daddy?”
“Oh my god woman!”
~First~ Last Next
submitted by KyleKKent to HFY [link] [comments]


2024.05.21 17:14 PineappleDevourer In the survey which were your least favorite skill and how would you like them improve?

In the survey we were asked to pick 5 skills ingame we did not like and want to improve. Here are my 5 chooses:
Reason why i pick those skill because it of two reason they are either boring to train or not that rewarding.
How would you improve these skill?
Agility
How i would like to see agility improve would be:
  • Add a new combat training method for agility. Example new creatures that have special animation you interact with were your character will perform an action that strike the monster weak point and you get agility exp.
  • Add vital point to monster, a random event that appear when your fighting that will cause a random side of the monster to sparkle. If you strike from that side of the monster you deal like 10% increase damage and regain adrenaline or some other buff.
  • Buff exp rate on agility course by 25%. This way if the combat training method is introduce player can decide if they want fast exp with no reward aka the agility course or slow exp with rewards the agility combat method.
Runecrafting
I would like to see runecrafting improve in the following way a new training method.
  • New training method could be called mystic weaving where we make magical armour and weapon that we can imbue. This would also mean taking away magic armour from the crafting skill and putting them in the runecrafting skill.
Firemaking
The only thing i would improve on firemaking is just add more useful rewards because the exp rate is already fast but the rewards are lack luster. Some reward ideas
  • Explosive
  • New range weapon that require gun powder like pirate pistols
Construction
Improving construction would need a skill rework and new rewards. The rewards are going to be the major issue in construction because it need to be really useful. Ideas for rewards for construction:
  • Grand teleportation Nexus: This will let you teleport to pin point location.
  • Grand agility course: Make your own agility course.
  • Boss Chamber: Make your own boss by fusing boss monster together.
Dungeoneering
The main training method needs to be improve and more rewards need to be added.
submitted by PineappleDevourer to runescape [link] [comments]


2024.05.21 13:47 Potential-Future3927 868 N Wells apartments

Hi! I asked this in the Chicago apartments page but didn’t get any replies. Hoping for better luck here!
I’m moving from park slope in brooolyn to Chicago. I don’t know much about Chicago but I found a new apartment build online, 868 North Wells. It looks nice but it’s a bit odd as it doesn’t have any traditional closets, has big armours instead.
It opens mid July so I would most likely have to sign a lease without seeing the inside of the actual building. I can see the sister building, 920 north wells, since its already open. I believe it’s from the same developer as One Chicago which I read is a very nice building.
It’s pricey for Chicago (3k+ for a 720ish sq foot 1 bedroom) so I wanted to see if anyone had any experience with the developer and/or any of the open building. Would you recommend them? Is 868 n wells a good location? Any advice is much appreciated!!!
Thank you!!!!
link to 868’s website
submitted by Potential-Future3927 to AskChicago [link] [comments]


2024.05.21 10:37 ACA_Covenant Progress Report 20: Technology Part II

Hello everyone, Covenant, Wei, and Duodex here to go over the rest of our technology changes in this new Progress Report. We will go over the rest of the completed changes in each part of our tech trees and doctrines. There are some uncompleted sections that will be finished in a future version, but this will not have any impact on the gameplay. We will start by covering the small changes to trees already covered in Part 1 or trees that are very similar to vanilla.
The Infantry Tech Tree:
The infantry tree has one relatively major change since the last PR. We have decided that Mechanized equipment and Amtracs should be included in the infantry tree. Originally they were going to be in the tank tree back when we were considering making an NSB equivalent for the tanks but with the choice to only do base game tanks it made more sense to include the Mechanized in the infantry tree instead.
The Air Tech Tree:
The air tree has one small change since the last PR, we have moved scouts to be connected to air interceptors instead of as a subtech. Due to scout planes only being available with the La Resistance DLC we needed to add an alternate tech for players who didn't own LaR but this proved impossible in the old implementation. Instead we have attached them to the tree.
The Artillery Tech Tree:
The Artillery Tech tree is an expansion of the vanilla tree. This choice was made not out of laziness but because artillery, conventional anti-tank, and conventional anti-air guns did not develop that much between 1948-1964 OTL. With that in mind the Kalterkrieg artillery tree will be an extension/light modification of the vanilla tree to fit the timeline and that's it. Missile-based anti-air and anti-tank weapons are in the missiles tech tree instead of this one to not over complicate/confuse everything.
Electro-Mechanical Engineering Tree:
Much like the artillery tree the Electro-Mechanical Engineering Tree (or Electronics in game) will effectively be a time shifted version of the vanilla tree with one small change. The growing importance of aircraft and air warfare made us consider adding a tech related to air-traffic control as post-ww2 there were a number of developments in this field that came with the improvements in radio and radar technologies. The 1946, 1952, 1956, and 1960 radar technologies will have a technology connected to each named Air Control (4 in total) that will improve stats such as mission efficiency, accident chance and bad weather penalty.
There is also the rocketry tree that is on the right of the side. The original plan was to incorporate a space race mechanic to the later rocketry techs but instead of developing a half-assed mechanic or delaying release to finish it we have decided to leave it to the future. The early techs do however improve rocket artillery and are required to unlock the first missiles tech (much like vanilla).
Now let's cover tech that is quite different from vanilla…
Armour Tree:
The armour tree is not an extension of vanilla in any way and has two branches in it, Light Armour and Main Battle Tanks. The tanks in each also have subtechs to represent variants of these tanks with the light tanks having amphibious tanks as a subtech and the MBT’s have a subtech for Self-Propelled Anti-air and Self-Propelled Artillery. There are also a number of intermediate upgrade techs that improve certain stats.
There are 4 light tank models researchable, a 1945, 1948, 1952, and a 1960 model with each having an amphibious tank subtech. In between tank 2 and 3 and 4 there are gun and speed upgrades which improve soft attack and speed respectively.
For Main Battle tanks there are 3 models, (though the first model is considered a medium tank) a 1945, 1948 and 1960 model. Between 1948 and 1960 there are 2 upgrades for armor, gun and chassis as well as a general upgrade. The general upgrade is required before the 1960 model can be researched and the general upgrade requires at least both of one upgrade line be researched. Each MBT model has subtechs for SPAA and SPA/SPG which benefit from the upgrade techs.
Some of you may be wondering why there are no heavy tanks or tank destroyers. I assure you this was not a mistake but a conscious choice. We decided that both lost their use post-war and it would be useful to add each to the tech tree. While some heavy tanks were developed by the allied powers post WW2 they were very quickly made obsolete in favour of Main Battle Tanks. The same thing happened with Tank destroyers though they were also hampered by the creation of improved anti-tank weapons like RPGs.
Industry Tree:
While the industry tree is inspired by vanilla some explanation is required due to some effects used in the tree. There are 4 branches to the industry tree, Construction, Industry, Resources, and Oil.
The construction branch is simple. There are 4 techs that improve construction speed with 3 mutually exclusive choices in-between. The choice you make is between improving the land cultivation in a state or receiving improving the civilian economy in a random owned state. Due to some limitation with the engine the location of the factory is only shown in the hover tooltip and not the research effect window.
The production branch has 4 techs that improve efficiency and 3 pairs of techs that improve dockyard and factory output. The dockyard and factory techs are not mutually exclusive (though I don't recommend researching it if you are a landlocked nation).
The resources branch has 4 techs that extraction and in-between them are 3 sets of techs that add steel, chromium, tungsten or aluminium if certain conditions are met. You will gain 5% production of the specific resource in each state that produces 20 or more of said resource. Due to the aforementioned engine issue the states that gain extra resources are only available by hovering over the tech.
The Oil branch is simple, it has 4 techs that each improve how much fuel is gained from oil and refineries.
Missiles Tree:
Missiles are obviously an important part of any Cold War mod and as such that has earnt them their own tree. There are 3 (technically 4 but the 4th is smaller) branches to the missile tree, ballistic missiles, surface-to-air missiles, air-to-air missiles, and anti-tank missiles. Ballistic and SAMs require the basic guided missiles (like from vanilla to be researched).
Ballistic missiles and SAMs both have basic and improved tech as well as an intermediate upgrade. Ballistic missiles use the vanilla mechanic for missiles while SAM equipment are used for a SAM support battalion. The reason neither has a unique mechanic (yet) is that we felt that having a half-finished or buggy to use mechanic would be more frustrating than just using vanilla. Ballistic missiles also have 2 subtechs, cruise missiles which right now just increase the strategic bombing strength of ballistic missiles but I hope in future to add cruise missiles (this is yet another limitation created by Paradox where we can’t make unique versions of rocket sites). Ballistics and SAMs also share a subtech that is ship-based missiles that add both anti-ship and ship-based SAM equipment modules.
The air-to-air branch has 3 techs that each improve air attack. As we have chosen not to make a BBA version of the air tree (I, Covenant do not want to deal with balancing BBA planes and NSB tanks so that's why. I also just don't like it in general) the air-to-air techs just add general improvements to attack. There are also 2 IR (infra-red) air-to-air missile techs that improve night attack. These require the research of 2 IR experimentation techs that improve other stats.
Lastly the anti-tank missiles branch has a pre-req tech, optical guidance that you need to research to unlock anti-tank gun 3 which you need to unlock basic anti-tank missiles. Our justification for this is that anti-tank missiles only started to become viable after 1960 which is outside the mod timeframe.
Secret Weapons Tree:
The secret weapons tree is our least complete tree and we will explain why but first the branches. There are 3 branches, atomic weapons, biological warfare, and flamethrowers. Currently the atomic weapons branch has only some techs working, biological warfare is unfinished whereas flamethrowers have actual effects.
The atomic weapons branch is currently, if effectively a retooling of the vanilla atomic techs. You must research basic atomic research, then atomic piles (which allows the building of reactors), then bomb research (which adds research speed), then finally the atomic bomb actually unlocks nukes. The other atomic techs do not do anything but we plan on working on custom nuclear mechanics after release.
The flamethrowers branch has 4 techs, each improves the soft-attack of all infantry and motorized units but it also has a negative impact. Whenever a nation researches flamethrowers that nation gains a -20 opinion modifier with every other nation on earth. This is to illustrate that since the end of the war (and its rampant usage by Russia and Japan) the world now sees flamethrowers as cruel weapons and a war-crime. As such any nation who is seen to be improving their flamethrowers is viewed negatively. Nations that start with flamethrowers will not have this opinion modifier though. We plan to do something similar for biological weapons research.
Land Doctrines:
For our land doctrines we decided to have 4 choices for land doctrines, those being combined operations, maneuver warfare, deep battle and asymmetrical warfare. Instead of covering every element of these doctrines, which would take forever I will give an overview of what each doctrine entails and tease a few of the bonus each gives.
Combined operations encompass the intricate orchestration of diverse military elements, pooling resources and expertise across multiple branches or services of a nation's armed forces, alongside potential collaboration with allied forces. This synergy fosters a unified approach towards achieving strategic objectives, leveraging the unique strengths of each component to enhance operational effectiveness on land, at sea, and in the air.
Maneuver warfare epitomizes a dynamic military strategy characterized by fluidity, agility, and rapidity in troop movements. It emphasizes exploiting enemy vulnerabilities, disrupting their cohesion, and seizing advantageous positions, rather than relying solely on brute force or attrition. Through swift and decisive actions, maneuver warfare seeks to outmaneuver and outwit adversaries, capitalizing on the element of surprise to gain tactical superiority and achieve operational success.
Deep battle embodies a strategic doctrine aimed at penetrating deep into enemy territory to target their rear areas, lines of communication, and critical infrastructure. By striking at the heart of the opponent's logistical and organizational support systems, deep battle disrupts their ability to sustain military operations, eroding their resilience and weakening their overall combat effectiveness. This approach emphasizes the importance of coordinated and synchronized offensives across multiple fronts, enabling forces to exploit vulnerabilities and capitalize on fleeting opportunities.
Asymmetrical warfare signifies a paradigm shift in military engagement, where conventional power differentials are challenged by asymmetric tactics and unconventional strategies. In asymmetric conflicts, weaker forces often employ guerrilla warfare, insurgency, terrorism, or other irregular methods to undermine the strengths of more conventionally powerful adversaries. By leveraging innovation, adaptability, and asymmetry in tactics, asymmetrical warfare seeks to offset numerical or technological disadvantages, maximizing the impact of limited resources and achieving strategic objectives through asymmetric means.
Naval Doctrines:
Naval doctrines similarly also have 4 choices for doctrine. These are brown water navy, green water navy, blue water navy, and naval supremacy (with a shared escort related tree between the last two). I will do the same as army doctrine and explain each while teasing some effects.
Brown water navies primarily operate in inland or shallow coastal waters, focusing on riverine and littoral areas. Their vessels are typically smaller and more maneuverable, optimized for navigating rivers, estuaries, and other confined waterways where larger naval vessels may struggle to operate effectively. Brown water navies are often tasked with patrolling and securing waterborne trade routes, conducting riverine warfare, and supporting ground operations in coastal regions, playing a vital role in maintaining maritime security and stability in these environments.
Green water navies operate in the near-coastal zones and littoral regions of the open ocean, possessing the capability to project power and influence within a limited range from their home shores. These navies typically deploy a mix of surface combatants, submarines, and maritime patrol aircraft to safeguard territorial waters, protect maritime trade routes, and deter potential threats in their immediate maritime vicinity. While green water navies may lack the global reach of blue water navies, they play a crucial role in defending coastal territories and exerting maritime control over critical strategic areas.
Blue water navies are capable of operating across vast oceanic expanses and projecting power on a global scale. Equipped with aircraft carriers, cruisers, destroyers, and submarines, blue water navies possess the capability to conduct sustained naval operations far from their home bases, projecting force and protecting national interests worldwide. Blue water navies are essential for power projection, sea control, and maritime dominance, enabling nations to influence events in distant regions, respond to crises, and protect vital sea lanes of communication crucial for global trade and commerce.
Naval supremacy represents the pinnacle of maritime power projection, embodying unparalleled dominance and control over the world's oceans. Exemplified by nations like the United States during the Cold War and the Royal Navy from during Britain's Imperial Century, naval supremacy entails not only the capability to operate globally but also the unrivaled ability to dictate the terms of maritime engagement and shape international affairs through naval strength alone. Beyond the capabilities of a traditional blue water navy, a nation with naval supremacy commands an overwhelming advantage in both conventional and strategic terms, with a fleet comprising advanced aircraft carriers, stealthy submarines, state-of-the-art surface combatants, and comprehensive maritime surveillance and reconnaissance capabilities. Such a navy not only safeguards vital sea lanes and strategic choke points but also projects influence across all maritime domains, ensuring unrivaled deterrence and the ability to decisively intervene in any maritime theater of operations. Naval supremacy confers not just military superiority but also significant diplomatic leverage, shaping the geopolitical landscape and underpinning a nation's status as a global maritime hegemon.
Air Doctrines:
For now we are using vanilla air doctrines. We understand this may be disappointing but none of us possessed enough knowledge of different cold war air doctrines to create something good enough. Air doctrines of the cold war is also not something that is documented in an easy to access and absorb place like the others so for now nothing is in place but we will endeavour to produce something post-release.
I hope you all enjoy messing around with the tech we have created for Kalterkreig. I am sure you will find weird and wonderful ways to break them and which equipment is meta and which is not.
submitted by ACA_Covenant to KRGmod [link] [comments]


2024.05.21 09:23 ThePorgHub Harwin Harroway, heir to Harroway's Town (AC Included)

Reddit Account: ThePorgHub
Discord Tag: ThePorgHub
Name and House: Harwin Harroway
Age: 26
Cultural Group: Andal
Appearance: Harwin is built tall and strong, like the Warrior himself. He is handsome and he knows it well, with a smile that could win wars and capture hearts. Women want him, men want to be him, and most want to slap him.
Trait: Champion
Skill(s): Swords (e), Andal Knight (e), armoured.
Talent(s): Fishing x3
Negative Trait(s): N/A
Starting Title(s): Ser, Heir to Harroway's Town
Starting Location: Celebrations
Alternate Characters: N/A

Biography

Born 1 year before the conquest as the son and heir of Lord Godric Harroway, the young heir was raised with an idea of self and the Riverlands. From an early age, Lord Godric instilled in Harwin the idea of the Riverlands and her people, and their plight. While this was intended to grant the young heir a sense of purpose and indentity unimpeded by dragon's, all it did was produce within the young boy the idea of being a hero and a saviour.
It did not take long for him to pick up the sword and begin his training for knighthood and leadership. Something that he found himself to be rather proficient at, to say the least. He enjoyed his time in the training yards, and more importantly than that, he enjoyed the taste of victory. To him, there was no greater affirmation of his glory and his ability than that. And, given how quickly he was picking it up, maybe there was something to that idea of being a hero. Perhaps the Seven themselves were smiling down upon him, and the Warrior his patron.
As he grew older, these ideas only grew more prevelant. Growing into a handsome, strong young man only affirmed his arrogance, that he was the most interesting and gifted man on the continent. That Harwin Harroway was a name that would echo throughout the Kingdoms and beyond. And, who knows, perhaps he will be right in that regard.

Timeline

1 BC - Harwin is born.
3 AC - Roslin Harroway in born.
8 AC - Harwin begins his training.
14 AC - Harwin becomes a squire for his father.
18 AC - Harwin is knighted.
25 AC - Harwin arrives at the celebrations.

Family

Family Echo

AC

Name and House: Roslin Harroway
Age: 22
Cultural Group: Andal
Appearance: Meek and bookish, Roslin is fairly unassuming in terms of appearance; and she likes it that way.
Trait: Erudite
Skill(s): Medic (e), scholar
Talent(s): Fishing x3
Negative Trait(s): N/A
Starting Title(s): Scion of House Harroway
Starting Location: Celebrations
submitted by ThePorgHub to ITRPCommunity [link] [comments]


2024.05.21 01:42 Madma21 Can you beat DOS2 without casting spells?

Starting Info:
I will be casting as few spells as possible throughout the game. This includes learned skills, spirit vision, source vampirism, scrolls and more obscure "spells" like using face-ripper or Fane's shapeshifting mask. The game describes these actions as "cast"-able as opposed to a shovel or teleporter pyramid which are "use"-able. So I will be allowing myself the use of teleporter pyramids, shovels, lockpicks, Magic Mirror, Waypoints, telekinesis, potions, grenades, special arrows, and most importantly the glowing Idol of rebirth. Resurrection scrolls are not allowed but crafting the idols at no point requires you to cast anything, allowing a nice loophole. Basically, I played as if my characters were permanently silenced.
I will be playing on Tactician, using lone wolf rangers Fane (MC) and Ifan, for their ingenious trait. Rangers are the obvious choice for this challenge, as they deal a great amount of damage even without spells, and still have access to cc and magical damage with special arrows.
Heavy Spoilers for the entire game below
Act 1:
For the most part Act 1 was pretty simple. Some of the very early fights were rough, as we have to rely on our very weak standard attack. Once I got lone wolf on our companion and a couple of decent crossbows, things went quite smoothly. Without access to teleportation, several chests were unable to be accessed. Additionally not being able to use bless, prevented us from saving the pigs, opening the decrepit ruins (the area under where you find Gareth), opening the cursed chest in Braccus' vault containing the first piece of the devourer set, and removing the curse on the skeletal Captain's crate on the beach. I did try to use water balloons to spread blessed water (created by defeating nearby voidwoken) onto the flaming pigs but apparently you need to cast bless specifically
on the pigs. The final hurdle of the act was to defeat the shriekers and "kill" Alexander. Unable to use purging wands, I had to kill Radeka, to free Slane, so the dragon could take care of the Shriekers for me. The battle with Alexander was surprisingly easy and anticlimactic. Our first real problem arises when we meet Malady. Our supposed ally demands that we cast the bless spell to prove our godwoken status. Does a spell cast solely through dialogue count as a spell? I don’t know. We leave Fort Joy, and soon The Lady Vengeance is under attack. A few knockdown arrows later and Malady teleports us to the Hall of Echoes. This is our second problem. To move on, we need to bless our patron god. Perhaps there is a way to bypass this but I couldn’t work it out.
Act 2:
Just like bless being our nemesis in Act 1, spirit vision was the villain of Act 2. After you save Meistr Siva and perform the ritual, your god forces you to cast spirit vision to continue. Luckily you never actually need to perform the ritual, and by refusing source from all the source masters, Malady can give you the location of the Council of the seven. Armed with 2 teleporter pyramids, the respec mirror and a glowing idol of rebirth (in hindsight I should have gotten 2 of these, but I forgot that Fane needs to shapeshift in order to receive the spider’s kiss), we began our quest of refusing source knowledge. Ironically the most difficult fight involved Peeper the voidwoken chick. As we couldn’t speak to Marge’s ghost, when we brought Peeper to the magicockerel, we didn’t have the option to kill Peeper in dialogue. This started a fight with an infinite swarm of void chickens. That’s fine right? No. For some reason this caused nearby Daeyena to become aggressive, spawning her plethora of violent plants, which were 4 levels higher than Fane and Ifan at the time. The only solution (aside from not doing the quest, there wasn’t a reward for it anyway) was to trigger dialogue with Daeyena first, and as she is walking to the magister, start the fight with the chickens. Then retreat from combat, and then continue the conversation with Daeyena. We would return later to finish off the chickens and kill the elf for her armour. The only other notable fight of Act 2 was with the Black Ring in the centre of Bloodmoon Island. The undead Black Ring Destroyer has an evasion aura. Therefore we could only damage it with grenades or by taking 10% chance shots. Luckily this fight could be cheesed. Run away with your higher initiative character, the destroyer takes its turn, then your lower initiative character takes a couple of shots at the destroyer. Meanwhile sneak back into range with your other character and attack the destroyer, putting the character in front of the destroyer in turn order. This can be repeated infinitely, without letting the destroyer have a turn. I don’t think this fight was even needed to be done, but it was fun. One of the magisters guarding Meistr Siva also had the evasion aura, but they could just be bribed to leave their post. Interestingly, there is a way to get spirit vision temporarily without casting the spell. After completing Ryker’s quest, he gives your party spirit vision for 5 turns when he starts the ritual. By quickly teleporting to another location you can use this spirit vision to complete a quest. I used it to open the Surrey family tomb, to get the Anathema part for Tarquin. After denying all the source masters, and completing all the quests that required no spirit vision (I also couldn’t figure out how to do The Trial for All Seasons, but it could be possible), we set sail to the Nameless Isle without another spell being cast.
Act 3:
Act 3 was quick and painless. Using telekinesis and teleporter pyramids, we could easily navigate the entire island. The Sallow Man was the only concern, with his deflection proving a challenge for our rangers. We could have switched to daggers, but the fight was won simply through brute force and abusing the rebirth idol. As we entered the academy Fane talked to the voidwoken and became Sworn to the God King. Did I realise that to break this pact I would have to cast a spell. No I did not. Fight. Dallis. God. Lava. Sexy Times. And on to the final chapter.
Act 4:
There were a few challenges in this act. Starting with Kemm’s vault. Being unable to cast source vampirism on the vault sentinels, I had to use (for the first time ever) the sneaking civil ability to avoid them. I worried that I would have to cast spirit vision to install the missing panel of the painting, but I placed the painting nearby, and it automatically slotted into place. The next problem was Arhu himself. Sadly we had to kill the cat-man, as saving him would have required spells. Next was Kemm himself. Like the Sallow Man, he had deflecting, and unlike the Sallow Man he dealt a considerable amount of damage and couldn’t be sniped from higher ground. Luckily his Black Ring allies could be killed in 2 or 3 shots, and by carefully setting up ornate chests, Kemm was unable to get in melee range. Then using a barrage of static cloud arrows, Kemm was stunlocked and dead. The next big boss to defeat was the Doctor. I started the fight in the side room with all the desks, by attacking one of the nurses, forcing the demons to come to us. By using the bow that sets erratic wisp on its target, anytime an enemy got too close we could teleport them away. Combined with knockdown arrows, and fire resistance potions the damage the Doctor could deal to our duo was negligible. The final boss to defeat before entering the cathedral was Isbeil (without spirit vision we couldn’t fight Sadha or the Devourer). The fight itself was quite easy, Isbeil did not get a turn. The problem came from the deathfog device. Fane could not bring himself to disappoint his lover Ifan, so destroyed the device, much to the dismay of the God King. As punishment, Fane was permanently cursed. We entered the cathedral with a mercenary buddy. He successfully walked the Path of Blood, and then was promptly dismissed. Next was the pipe puzzle. How do you get blessed blood without bless? It turns out you don’t actually need blessed blood. Using teleport pyramids and telekinesis, you can bypass the forcefield and teleport down to the pipes. Ifan bled into the pipe, and Fane chucked a blessed water balloon onto the now bloody bowl. Even though the bowl did not contain any blessed blood (just blessed water and blood), the tomb opened. Next was the puppet room, and then onto Lucian. Ifan decided to forgive Lucian (I needed the achievement) and then the duo planned to give up their source to save the world. Unfortunately, the God King had other plans and turned Fane to a pile of bones and Braccus did his thing. Lucian and Ifan finished off the source king quite easily, ending the campaign. Miraculously, dead Malady revived Ifan from his life as a silent monk., though Fane’s spirit did not even make an appearance on The Lady Vengeance with the other godwoken spirits.
Overall, this challenge was surprisingly easy. By the end of the game, both our characters were dealing around 2000 damage a hit, twice that if a critical hit (Fane had around 95% crit chance, and Ifan had around 70%), twice again with huntsman bonuses from attacking from high ground. With 4 attacks per turn per character (8 AP from lone wolf and executioner), we could theoretically deal around 64,000 damage a turn. Without having to worry about spells, the campaign was very quick, taking only 35 hours.
TLDR: You only need to cast a single spell (and a spell in dialogue) to finish the game.
submitted by Madma21 to DivinityOriginalSin [link] [comments]


2024.05.21 01:37 Nicolas_Fleming [ONLINE][OTHER][PLAY-TESTING SYSTEM][PLAY-BY-POST] I need one-on-one player for playtesting new system, in play by post asynchronous format.

Hi! I am developing a TTRPG system, for which I do not have fully written book, but more of a general larger framework. I don't want to progress it much further without any playtesting, and so here I am looking for someone.
REGARDING THE SYSTEM
For the following reasons, I do not imagine my request would be popular. The above section is a warning.
What I can offer in exchange:
submitted by Nicolas_Fleming to lfg [link] [comments]


2024.05.21 01:05 0fiuco travel report: 18 Days off the beaten Path in Honshu and Kyushu

period: april 28th to May 14th 2024.
Nights spent in: Tokyo - Sendai - Fukushima - Koriyama - Nagoya - Hakata ( Fukuoka ).
If it's really off the beaten path or not you'll decide, some destinations visited are really particular, other are way more popular even if usually not what you'll visit in your first trip to Japan. let's say i've been to japan last summer and did all the usual things one do the first time he's there, probably even something more: Tokyo - Kyoto - Osaka - Nara - Nikko, Fukuoka, Matsumoto, Himeji, Miyajima. pretty much what almost anyone does for their first time if they have the opportunity.
Given the weak Yen and having still some time ( and money ) i could spend i decided to come back less than a year later, this time at the end of April up until half may in order to explore less popular destinations. I'll avoid to provide the usual tips anyone provide, like how to move from narita, how to get a Suica or how to book a train seat, how to operate a toilet and such things.
SOME TIPS
Concerning Suica: contrary to what most people suggest, i didn't buy one neither last summer or this time and frankly i've never missed not having it. I use my mastercard credit card, most places in japan accept it with zero problems and for the rest you can get Yen at any ATM machine that you can find in any combini with it and pay cash wich japanese still very much use
Concerning the period of the year: last year i went in August. I can confirm that moving around in April/May is so incredibly much better. The heat in august is some day even unbearable. This time the weather was mostly fine, got only one day of rain even if the temperatures were still a bit on the cold side overall. Unfortunately this year Sakura came early and I missed it by a week or two. But still apart from the cherry trees all the plants were blossoming and it was so nice to see flowers everywhere compared to the pain of the humidity and the torment of cicadas you have during summer.
Concerning golden week: one of the two weeks i was there was the golden week. I didn't book anything in advance but, maybe because of the fact i was moving off the beaten path, i almost never had problems booking trains or hotels during golden week ( i said almost, more details later ). Cant tell what's the effect when trying to book hotels in places like Kyoto.
concerning planning: my usual planning method goes the following: i book the plane, obviously. I buy JRP ( yes i still bought it even after the price increase ) and i book two days of hotels. The rest of my trip i have an idea of what i want to do and where i want to go but i book hotels and such, while going along. This gives me the flexibility to change my itinerary or react to bad weather ( last summer i run away from a typhoon with this trick ) or unexpected problems ( last summer i got food poisoning and i had to delay my program booking an hotel for three more days than expected: had i booked all nights in advance it would have been a huge problem ). I only book hotels using the booking website app and i can only say good things about it. I travel alone, maybe for couples or families this isn't as easy as it was for me.
Warning: I like to walk and I walk a lot. So if you need tips to move around, I’m not probably the right person because what you might want to do using a bus or a taxi I would probably do by walking. I’ve walked on average of 20 km a day and probably more and if a place is like 3-4 km from where I am I walk there without even looking if there’s a better option with a bus or something else.
I will give a vote to the places I’ve visited according to two parameters:
How off the beaten path it really is, judging by how many foreign tourists I met there. And an overall vote telling how worthy I feel the place is to visit. To make it short I will call them “OTBP VOTE and OVERALL VOTE”

SO LET'S START WITH THE ACTUAL TRIP REPORT:
Day 1: landing in Tokyo at midday in Narita. After finishing all the immigration process i moved to my hotel. This time i decided to book it for two nights in Omiya/Saitama. The place is less than half an hour from Tokyo Station and was the opportunity to see something different. I haven't seen much of the place but the area around the station was very lively, lots of restaurant and lots of people moving around. It was full of decoration with squirrells and a football team, i guess they were either promoting it or they won something cause decorations were everywhere, honestly didn't ask about. Well apart from checking in, recovering from the flight, looking for something to eat and checking a bit the areai didn't do much.
day 2: in the morning i took the train to Ashikaga Flower Park. I've seen picture of it online and according to the informations i gathered i might have been late for the sakura but the Wisteria were in full bloom and they had a lot of them in this park.
So i took the train, it was around an hour ride and Omiya was strategically on the way. I realized my trip plan was proably a good one when, once reached the Ashikaga flower park station ( there's a train station dedicated to this park ) all the people on the train got off. A little walk, ticket and i was in. The place, given the right time of the year, was AMAZING, UNBELIEVABLE. I can't begin to tell you how cool and how huge the wisteria plants were. they were in full bloom, and was something out of this world, it looked like something you see in the movie avatar. Like three or four wisterias as big as a basketball field if not even more, of different colours and kinds, plus a lot more of regular sized wisterias and a lot more flower plants of all kinds. Had to say, for some reason with all the flowers the air wasn’t at all full of their scent. I even got a wisteria flavoured ice cream, wich was probably a wisteria coloured ice cream cause it didn’t have any real particular taste. The place was packed with Japanese people and foreigners like me you could count them on the fingers of one hand. I arrived there early, so by early afternoon I was satisfied with my visit and moved away. A quick check on my train app and google maps and realized I could reach Kawagoe from there fairly easily.
ASHIKAGA FLOWER PARK OTBP: 9 OVERALL: 10
When I was on the train it stopped at the Tochigi station, it looked nice from the train so I decided to jump off and check the area a bit, because sometime I do that kind of things, and the idea wasn’t bad at all: the town itself doesn’t look anything special but there’s a canal wich was very picturesque, plus it was fully decorated with paper carps because of the time of the year and Japanese people were doing boat rides on the river on traditional little boats while singing songs. I won't say to go there specifically to see the place, but if you're on that train route or still around it, it might be worth a stop. So, once I finished checking the area I jump back on the train and finally reached Kawagoe.
TOCHIGI: OTBP: 10 OVERALL: 6 ½
Kawagoe is a small place north of Tokyo, not very far, wich is know for a small neighbourhood with old Edo houses. That neighbourhood is more far from the station that I expected, but still nice and worth a check. There’s a very cool bell tower there and one of the coolest Starbucks I’ve ever seen. I wouldn’t spend a whole day in Kawagoe if you ask me but If you’re in Tokyo and have an half day available that you don't know how to spend I’d say it’s totally worth a train ride. Had my dinner there and then moved back to Omiya where I would spend my last night.
KAWAGOE: OTBP: 7 OVERALL: 7
Day 3: woke up early, jumped on the train and moved to Sendai where I had planned to stay the next three nights. Once again Omiya was a good choice cause I could take the shinkansen right from there without having to move back to Tokyo.
Arrived in Sendai, left my luggage in the hotel where I couldn’t check in cause it was still to early and hopped on a local train in direction of Matsushima. By midday I was already in Matsushima. This is another very famous destination for Japanese people, one of the most known panoramas in japan. Have to say, the town is a typical sea town, definitely welcoming. I had one of the best Sushi I ever had in japan in a local restaurant ( check matsushima sushi kou if interested ). Visited Zuiganji temple and then walked a bit on the coast, crossed the Fukuurabashi bridge, the long red bridge that you probably have seen in some picture, and walked around Fukuurajima. Here you can have a walk around the island it’s not small but is small enough that you can walk it all fairly quickly and it has some nice spots to discover. You have to pay a small fee to cross the bridge. Then went back, checked the Godaido of Zuiganji and it’s worth mentioning that when walking along the coast I’ve stumbled across a couple of signs giving instructions on what to do in case of a tsunami and what happened back in 2011, wich I didn’t even think about up until that moment and suddenly the memories went back to what happened there more than 10 years ago. Last thing, my advice is to walk down to Oshima island. This little island is less crowded, you can reach it crossing a little red bridge and honestly to me it’s the best spot to admire Matsushima. I didn’t went for the ferry ride across the bay cause the weather wasn’t very good and I was starting to be a little short on time, so I moved back to Sendai.
MATSUSHIMA: OTBP: 9 OVERALL: 8 ½
Once back in Sendai, I went to see the sunset from the panoramic floor of the AER building near the station, wich is totally free even if finding the right elevator that takes you up might be a bit tricky, but the view is totally worth it, you can even see in the distance the big white shape of the dai-kannon and from the other side of the floor you can easily see the sea.
Talking about Sendai, I didn’t dedicate to the city the time that should have been necessary because I was always on day trips and I spend there mostly the late evenings, but my impression is that Sendai is a very nice city that should appear more often in peoples itineraries. The city is particularly vibrant and alive, lot of young people, lot of things to see and do, a covered shopping street that is almost endless full of restaurants and shops, way more green than many other Japanese cities. I’d recommend anyone who had the time and the opportunity to spend a little time here. Also it has a very distinctive identity and everything proudly revolves around the image of its founder Date Masamune who is everywhere in senday, even the penguin of the local DonQuishotte mall was dressed up as Date Masamune.
So after the panorama, I went in the hotel, finally checked in and then moved back to look for food. Walked down what I think is called ichibancho street, wich as I said before is an endless downtown road full of shops and restaurant and stopped to have a try at the most famous local dish, Gyutan, wich is grilled cow tongue. Never had tongue in my life and have to admit it, it’s not bad at all, I quite enjoyed it. Had a little more walk around then called it a day.
SENDAI: OTBP: 7 ½ OVERALL: 9
Day 4: today trip is to Hiraizumi, a UNESCO world heritage site, where you can admire some historically significant buddhist sites. You had to catch a coincidence in Ichinoseki but the whole ride is pretty straight forward and doesn’t really take much time. At 9 am I was already ready to explore. As I sad I’m a walker, so I walked the walk from the station to the Chuson Ji temple wich is around 2 km and I totally recommend it cause the town is quite nice to walk through, very small village, very cozy and intimate. Chuson Ji it’s a very beautiful complex to explore, it’s inside a forest, kinda reminds a bit of Nikko atmosphere if you’ve been there even if the buildings aren’t as spectacular. The whole wood was full of blossoming plants and here and there I was able to spot some late cherry tree still full of flowers, giving me an hint to what sakura must really be.
You stumble in the temple buildings one after another while you go deep into the wood. I reach the main building and there’s a ceremony in progress. I discovered later that the next day was planned the Fujiwara festival where all people dress up like in Edo period and do a parade in the city. The day I was there instead the children parade was planned, so it was full of kids dressed up and judging by how proud and elegant their parents were I tend to think it was a pretty big thing for them. I enjoy the situation for a while, then went back to exploring, till I reached the main attraction of the temple wich is the Konjikido, a golden pavilion that dates back to the XII century wich is amazing to see in person.
Once I finished exploring the whole Chuson Ji complex I went looking for a restaurant and had a nice ramen set, because the visit took the whole morning, then moved to the second stop wich was Motsuji Temple: as much as Chuson Ji impressed me, Motsu-ji disappointed me. The thing is, you pay to enter and in the end what you see is a place mostly empty, where the only building there are reconstructions and most places are just a bunch of rocks with signs saying “here once was this building” “here once was that building” and the main thing you’ll see there is a pond whose importance is that it dates back to the time when Japanese gardens were kinda dull compared to what they’ll become centuries later. So it’s kinda a pond that you would completely ignore in a different context. I mean, I totally get the historical importance of this place, but, honestly from the ignorant eyes of a tourist it’s really nothing you would invest your time visiting, according to my opinion.
Another place that would have been worth visiting was Takkoku-no Iwaya Bishamondo, but isn’t really that easy to reach, it’s a bit far to walk to and I was once again out of time, therefore I decided to skip it and went back to the station and to sendai where I again went to look for something to eat and had a little night stroll, nothing worth mentioning.
HIRAIZUMI: OTBP: 9 OVERALL: 8
Day 5: today I decided to go to Kakunodate. The town is a easily reachable by train from sendai but a bit far compared to the day before. Went off the station and once again started walking. The place is known mainly for its many samurai houses, all indications point to them so it’s not possible to miss them. The town itself for the little I’ve seen doesn’t really seem to offer much apart from that but the samurai distict it’s nice. Many of the houses have been converted into small museums, that you can visit paying a small fee. I entered one of them, there was a little tour showing the history of the city and the history of the family of samurai living there. Among the things you could do you had the chance even to hold a real katana ( it felt quite a clumsy and top heavy sword compared to what I had imagined ). In fairness, to my taste, there isn’t much to do apart from visiting the samurai district, yes you can visit the local museum, do some craft shopping ( I bought a very nice box made of cherry bark there wich is a typical local craft ) therefore after a late lunch I was back to Sendai. In my opinion if you want to see a Samurai district you can also go to Kanazawa and there’s much more to see there overall compared to Kakunodate, but if you like the atmosphere of a smaller village instead of a big city and you like something more “off the beaten path” then I’d say go to kakunodate.
KAKUNODATE: OTBP: 8 ½ OVERALL: 6 ½
Given i was back to sendai relatively early, that gave me the opportunity to walk ( yes I walked even there ) to see the dai-kannon. The walk was nice, it took me through some very quiet neighbourhood that you wouldn’t normally visit. When I reached the statue It was too late to go inside it but I still had a good view of it. That is a quite impressive sight, you almost have difficulty to grasp the actual size of it. The area around the statue has really nothing to offer, therefore my honest suggestion is take a ride with the sightseeing bus and use that to reach it and once you’re finished with the statue move to a more interesting spot.
And this was my last day in Sendai. My plan at this point was to book two nights at Koriyama but probably because of the golden week I wasn’t able to find a hotel to my liking there therefore I decided to book one night in Fukushima and the next night in Koriyama. These were the two more expensive nights of all my trip and still ended up spending only around 70 € a night.
Day 6: plan for the day: leave the luggage in the hotel, visit Yamadera, go back to sendai, pick up the luggage and move to fukushima to spend the night. Yamadera is truly easy to reach from Sendai and a very recommended destination if you happen to be in Sendai. The place is mostly known for a temple that is reachable walking an abundant number of steps up a hillside. You reach the town, wich Is a very little and cozy village in the mountains west from Sendai and the temple is very close to the station so it’s not possible to miss it. You can tell the whole village revolves around the temple but it still maintain an authentic spirit. Lots of restaurants and little shops to visit on the road that brings to the temple. The temple itself is very “vertical” : sets of stone stairs will lead you up the side of the hills, till you reach the main building and a couple of satellite building where you’ll be rewarded by an amazing view on the village below. If you don’t mind stairs you’ll be rewarded with a very relaxing atmosphere. Here too given the latitude and the altitude I’ve been able to enjoy a couple of late blossoming cherry trees. The weather was amazing that day and all the gardens where full of flowers, this made the whole trip particularly enjoyable. Luckly I’m an early bird because later in the day the place was really packed with visitors. Once I was finished I had a nice set of Yamagata Dashi Soba in a typical restaurant with Tatamis low tables and a beautiful view on the river that cuts in half the village.
YAMADERA: OTBP: 10 OVERALL 9
After a late lunch I jumped back to the train, went back to sendai to pickup the luggage and moved to the next stop, Fukushima. Here I had the first disappointment of my trip. As my usual I booked a hotel that was close to the main train station, wich is usally the place where you want to be. I had a walk around there and the impression I got from Fukushima was that the place was miserable, a place that has really nothing much to offer to a tourist and not even to a citizen because compared to all the other places I’ve been in japan the impression was that even the locals weren’t as lively and enjoying life that much. I hope I’m not offending anyone and for sure I can’t give a proper review of the place after just an evening spent there, but the impression I got was of one of those town, that you can find in every country you'll visit, where young people can’t wait to get old enough to run away from.
FUKUSHIMA: OTBP: 9 ½ OVERALL: 4
DAY 7: wake up in fukushima, move to Koriyama, leave the luggage at the hotel, and then visit Ouchi-Juku and Aizu Wakamatsu. If you’re wondering, the thing is doable but you need to move early. Once you reach Koriyama you take the local train for Aizu Wakamatsu. There you jump on another local train, wich isn’t entirely operated by JR so you’ll have to pay a ticket, to Yunokami Onsen station where you end up in one of the coolest train stations in japan because it’s built in the style of a traditional house with wooden interiors and a straw roof, and it has a feet onsen right outside where you can wait the train while bathing your feet in thermal water, how cool is that?
From here you take a bus and reach Ouchi Juku. On paper it sounds harder than it actually is but you have to plan your trip properly. Ouchi Juku is a post town all made of traditional houses that reminds you a bit of Shirakawa Go, I frankly don’t know how it isn’t more popular among foreigners cause it’s truly a one of a kind place. Most probably is because it’s so off the beaten path and hard to reach. Still it’s extremely popular among Japanese people because the place was crowded and, when I left, the car traffic was stuck by how many people where trying to reach the place by car. I have to tell you in all honestly the place is probably a bit too touristy because there’s not a single house that isn’t turned into a gift shop or a restaurant. But still the place is so charming and picturesque that is totally worth a visit, plus the surrounding woods, mountains and rice field really act like a frame around the most beautiful picture. So I spend the morning here and around 2 pm I move back to Aizu, because there are really not many bus runs in the evening taking you back to Yunokami Onsen and you better reach the place early.
OUCHI JUKU: OTBP: 10 OVERALL: 9
That gives me the opportunity to visit Aizu Wakamatsu. Ive heard about the city for its castle and for the legend of the Byakko Tai. I get off to Aizu Wakamatsu main station and walk across town till I reach the castle. Keep in mind it’s Saturday and along the whole walk I might have crossed three people. The city was deserted and one thing I’ve learned is, if people on a Saturday evening flee a city like that, then there isn’t much to do or see there, and that’s the impression I got, kinda like Fukushima, probably even worse. Still, I reached the castle: the park is very nice, the castle is a beautiful Japanese castle but, to my understanding it’s a modern reconstruction cause the original castle was lost during the Meiji restoration as Aizu was one of the spots that rised against the emperor. At least around the castle there were now many people. From the castle, wich I didn’t visit inside, I went back to the train station, this time I reached Nanukamachi station and I have to admit it the area there seemed more alive and interesting to stroll around than the area around main Aizu station, therefore maybe I just walked across the wrong part of the town, I honestly can’t tell.
AIZU: OTBP: 9 OVERALL: 6
From Aizu I finally moved by train to Koriyama. I really didn’t spend enough time there to have a proper opinion but the impression I got was of a laid back place, more relaxing than sendai and definitely more alive than fukushima. If I had more time I’d probably give it a shot for a day visit, it might be a surprise.

DAY 8: by this day I ended up with a terrible sore throath that I had to endure almost till my last day in japan. I never had a fever but there was definitely something going around, I kept hearing many Japanese people coughing on trains all around japan so there was definitely something going around, maybe it’s just the season changing, it happens during this season all the times to have some cold or cough. Anyway, the day I had to wake up early and move from Koriyama to Nagoya by Shinkansen, wich was a considerably long trip but at least it gave me the opportunity to take probably the best picture I’ve ever take of mount fuji, from the train. Once in Nagoya I left the luggage in the hotel ( wich, thanks probably to the fact that the golden week just ended, I happened to book for 4 nights for a whopping 25€ a night wich was a total steal even for current Japanese standard prices ). There I immediately jumped on another train and went to visit Inuyama.
The area around Nagoya is a bit tricky cause it’s full of railroads operated by a company that is not JR wich are not covered by the JR Pass but there’s a JR station a bit to the north of Inuyama that will do the job. The place is totally recommended for three reason: it’s overall nice, with the Kiso river cutting it, the castle is one of the few original ones and even if small is considered a national treasure and the whole area around the castle is very nice and worthy to spend some time on. So I visited the castle, the view from the top floor is awesome and in a clear day you can easily spot the skyline of Nagoya. Outside the castle there’s an edo style street full of shops, restaurants and street food that is nice to explore, totally recommended a walk there.
INUYAMA: OTBP: 8 ½ OVERALL: 10
Coming back to Nagoya I just had energy to look for food then I went back to my hotel for a good night of sleep.
DAY 9: a day trip from Nagoya to Ise. The trip isn’t that easy, you got to take a couple of trains if you move only by JR ( and a couple of stops of one of them aren’t even JR operated wich is a little confusing honestly ) and you end up in Iseshi station. From there I moved to Ise Jingu Geku, wich is the outer sanctuary and from there you can take a bus ( guess what, I walked instead ) to the main Ise sanctuary. If you don’t know Ise Jingu is the most sacred place in the Shinto religion and is regularly visited even by the emperor given his role in the Shinto religion. Inside the main temple one of the most sacred relics of Shinto religion is preserved.
Well, being totally honest here’s my impressions of Ise: it’s not simple to reach. The city itself, for what I’ve seen, looks like it has seen better days, meaning it looks like it’s falling apart. And the temples, there’s really not that much to see: they are in a forest, and the temples are not that spectacular, plus the most interesting parts are forbidden to visit. You can go to Atsuta Jingu without moving out from Nagoya and have a fairly realistic impression of what you would see in Ise without all the issues. I know people will attack me for what I’m saying, but that is what I’ve got from it. The most fun part was the edo style neighborhood that you can find right before entering the main Isu complex, wich looks almost like a theme park. I don’t say don’t go there, I say if you are, as you are probably, on borrowed time, with lots of places you want to visit and too few days to see them all, if Ise is in your list you might want to use the day to see something else.
ISE: OTBP: 6 ½ OVERALL: 6 ½
DAY 10: I decided to spend the day in Nagoya and take a look of the city, thanks also to the weather that was a bit rainy and really not inviting for another day trip. What I’ve seen in a day is the samurai exposition in Marunouchi. It’s free and it’s totally worth it, lots of beautiful samurai armours and swords. There’s another exposition that opened not many years ago that you can go nto too far but I didn’t visit so I can’t tell about that. From here I went to Nagoya castle. You pay to enter the complex but currently the Castle is under restoration and you can see it from outside ( it’s very impressive, Nagoya and Osaka castles are massive ) but not visit from inside. But the Honmaru Palace right beside it is open and totally worth a visit. From here took the subway ( yeah today I didn’t walk much so I got a subway day pass ) to the Osu Shotengai Shopping District, wich is the usual kind of covered shopping streets nest you can find in all the Japanese cities, and then moved again to Atsuta Jingu Shrine that, as I said, to me is a completely valid alternative to visiting Ise. The day went by without even noticing and I couldn’t see all the other places I had picked, like the Toyota museum, the tokugawa museum or the science museum, but that’s what you get when you only have one day dedicated to visit a city as big as Nagoya. Still I had time to get an impression of the city and I honestly don’t get the bad reputation it has among foreigners, the city looked to me quite interesting, nice, full of things to see and the people felt particularly laid back compared to cities like Tokyo or Osaka, it’s probably the place where I’ve seen the biggest number of tanned Japanese in all the country. To me Nagoya is totally worth at least two or three days dedicated only to visiting the city.
NAGOYA: OTBP: 5 OVERALL: 9
DAY 11: my original plan was to walk the Nakasendo from Magome to Tsumago. But the weather that day was kinda shit, I wasn’t feeling particularly In the mood of a walk because of my throath and I was starting to feel a bit tired, so I improvised and went for a day in Takayama and Gero Onsen. Takayama is pretty famous. I went there around 20 years ago and I remembered it as a very nice place. Getting back now, with all the Japanese places I’ve seen so far, I would say this: the train trip to Takayama is Spectacular, is a truly feast for the eyes. The town itself, it left me a little disappointed. The Edo style streets that its famous for, I’ve seen so many of them at that point around japan that it didn’t really leave a significant impression on me. And it was honestly smaller than I remembered it. Plus the weather, as I said, didn’t help. So overall the reality didn’t stand up to my memories and my expectations. Plus most of the houses there have now been turned in cheap souvenir shops with nothing giving you an authentic feeling. Don’t know, probably I wasn’t really in the mood that day.
TAKAYAMA: OTBP: 2 OVERALL: 6 ½
I took the opportunity on the way back to stop at Gero Onsen. Unfortunately I didn’t have the time to actually stop for an onsen cause overall the whole day wasn’t planned and I mainly improvised. Still the town is very nice and probably, having no expectations or no knowledge of it, even more worth visiting than Takayama. Had a nice walk around the town, and at least had the opportunity to “feel” the thermal water cause there’s plenty of fountains with hot spring water where you can rest your feet or your hands. It was enough to make me aware that a proper onsen there must be a very enjoyable experience.
GERO ONSENS: OTBP: 8 OVERALL: 8
And after this I went to Nagoya where I spent my last night in the city.

DAY 12: moving to Fukuoka ( Hakata ). I booked a hotel near Hakata station so I jumped on the shinkansen and moved there. The ride was as confortable as any shinkansen ride can be and I reached the place sooner than I imagined. First thing was a good look of the city from the panoramic floor in the station. Then had a walk to the Canal City mall wich is a very weirdly and interesting designed mall that is a very popular location in town. Had a walk from there to Nakasu island where I got a quick dinner considering it was already time, and had another walk around the area wich unfortunately will turn out to be my only experience of Fukuoka. I’ll spend here three nights but the following days will be so full that won’t give me any chance to visit the town more, so in the end I don’t really have an opinion on Fukuoka if not that I should probably have spent more time there, but unfortunately the days you have are numbered and there’s so much to see that you have to give up something here and there, so i won't even give a vote to the city.
DAY 13: Destination is Kagoshima that it’s easily reachable by train. I went there with no real expectation and I was totally blown away. Something clicked and I instantly liked the town, I must say that probably the fact that one of the most beautiful girls I’ve seen in japan out of the blue started a conversation with me on the train probably helped a lot in putting me in a good mood.
From the station I walked downtown till the coast. On the way I stopped shopping a bit, found a local market where local artisans that day were exposing their crafts wich I liked a lot and went to the top floor of the Centerrace Mall to get a panoramic view of the city with an amazing view on Sakurajima volcano. If you don’t know it’s the symbol of the city and it’s said to be almost always active, the whole day I’ve been there he kept puffing little clouds of smoke from time to time, it was very cool. So, once reached the cost I walked ( you should know it by now ) till I reached Sengan-En wich is the garden and the palace of a local lord and it’s very beautiful, totally worth a visit, also compared to many other places in japan, this is more modern and therefore more unique both in the architecture of the palace and the style of the garden. I’d say if you are in Kagoshima you won’t regret visiting it ( maybe don’t do like me and take a bus cause it’s more than 6 km from the station ). After visiting Sengan En I went back to the ferries and took a ferry to Sakurajima. The ferry is very cheap, 200 yen, and quick to reach it’s destination, but on Sakurajima there’s really not much to do if you don’t plan to use a bus or some other kind of transportation. Since it was already evening, I had nothing planned and I had to go back to Hakata, I just took the time to have a walk on the Lava Trail wich is a walk in a natural park that has grown over an old lava flow, wich is a quite unique thing that I enjoyed more than I expected. Then I went back to Kagoshima, had dinner and moved back to Hakata. I have to say I really enjoyed Kagoshima, the city has a unique vibe, very laid back, the people seemed to be relaxed and happy and were much more open toward foreigners than anywhere I’ve experienced. If I’ll ever be back in japan I’ll surely manage to spend some more time in Kagoshima. I took the train and I was back in hakata at around midnight so I went straight to bed in hotel
KAGOSHIMA: OTBP: 10 OVERALL: 10
Day 14: Nagasaki. Another fairly easy destination to reach from Fukuoka. The city itself is very narrow and develops around its river. As a tourist I was immediately attracted to its atomic bomb museum, wich is north from the station. I went there, you don’t say, by foot.
And later, once I’ve done with the atomic bomb part, the Nagasaki near the sea.
And here starts the tale of the two Nagasaki, because it feels like two different places in one. The north part, wich I didn’t enjoy much, felt a bit neglected and it’s mostly houses where people live. And it’s the part where you’ll see more tourists because as I said all the atomic spots are there.
On the other hand the south part near the city was to me much more alive and full of life, I’m no expert but that’s probably where the locals like to spend their free time and on the other hand you’ll see way less tourists here.
Back to the morning, I did what most tourists do, and visited the atomic bomb museum, the peace park, the ipocenter, and went also to see the half standing torii that is one of the few authentic places left as testament of the bombing, around the city. Talking about the museum, I’ve been to both thins and Hiroshima and, even if Hiroshima is bigger and with much more to see, I would suggest if one has the opportunity to visit also the Nagasaki one, it absolutely has its own legs to stand on. On a side note, out of 10 visitors, 9 were foreigners, I guess Japanese already know their history and don’t feel the need to visit such a place on a nice Sunday morning.
The peace park it’s a park, there you can see the famous statue wich is one of the main symbols of Nagasaki and that, if you ask me, is one of the ugliest statues you can find in the world, but still if you’re in Nagasaki you probably don’t want to miss it.
After lunch I moved to the sea side, here I’ve seen DeiJima wich is the former artificial island where the Portuguese were segregated centuries ago, very interesting place, kinda like a mix of an open air museum and a theme park, felt a little bit plastic but still worth some of your time.
Then had a walk to the near seaside park wich is a very nice and relaxing place where flocks of eagles fly so low over your head that if you rise your hand you can almost touch them, and pretty much ended the day there before having to go back to Fukuoka.
NAGASAKI: OTBP: 5 OVERALL: 7 ½

Day 15 – 16 - 17: my last full days in japan. I was in need of some rest at this point and I needed to move closer to Narita where I had booked my flight for day 18, so i spent more than half of day 15 to transfer from Hakata to Tokyo. I booked my last hotel for three nights near Otsuka station, wich if you ask me is a nice spot to stay in Tokyo. When I arrived in the evening there was a rose festival and all around the station there were roses bushes in flower and there were people singing and the whole station looked alive but also quiet, if you like a place to stay In Tokyo that it’s not chaotic like Shinjuku or Shibuya I’d recommend Otsuka.
The last days aren’t really worth mentioning, I’ve spent most of the time shopping for souvenirs, and recovering for all the travel i did the two weeks before. I explored a couple of places worth mentioning that not everyone ever goes to in Tokyo, like Nakano Broadway ( a weird shopping district that feels like a little Akiabara ), Nippori where there’s a little known street nice for shopping, or Chiba where there’s one of the biggest mall in japan but apart from that nothing much that you can read in the report of anyone who have been to Tokyo.
And with this, I think I can conclude my report. If you want me to upload some picture and you have a site to suggest me where it’s easy to upload and you don’t have to make an account let me know and if there’s enough interest I will oblige as soon as I’ve finished downloading all the pictures from my phone.
submitted by 0fiuco to JapanTravel [link] [comments]


2024.05.21 00:55 Successful_Cut5317 Dungeon Dungeon Fruit

The Dungeon Dungeon Fruit is a paramecia-type devil fruit that allows the user to become a living dungeon, making them a Dungeon Master.

Strengths

Upon consuming the Dungeon Dungeon Fruit, the user will gain a permanent pocket dimension of a dungeon within themselves which they are able to customise however they like. The user can teleport people and objects into their dungeon through touch, shrinking them down and transporting them into the dungeon's interior.
The user also gains the ability to transform their body into a full-size dungeon matching the pocket dimension one as it is just the pocket dimension one expanding into the world and transforming the user into the building. If the user is above ground their dungeon will resemble a tower as it towers above the ground with its height dependent on the number of flours the user has created. If the user does it above ground the dungeon's rules of floors get flipped and the lower floors are weaker with the higher ones being stronger. Also, there will be an entranceway for people to enter or exit at the bottom of the "tower" form. If the user is underground their dungeon will meld with the environment and go down with the height dependent on the number of flours the user has created, additionally, the user will rise or sink to have an opening on the surface marking the entrance into the dungeon. When transformed the user has complete control over the dungeon, allowing them to manipulate its structure, features, and contents as if it were an extension of their own body. The user can enhance the durability of their dungeon, fortifying it against environmental hazards and potential threats.
Inside the dungeon, the user is able to create anything that can be found in a dungeon, including but not limited to, weapons, monsters, treasures, puzzles, traps, etc. The user is able to take out their creations however they must keep physical contact with it constantly and if they don't it will disappear and reappear back in their dungeon when the user has the energy to create it again.
Inside the dungeon, the user has absolute control capable of creating and controlling anything and everything in relation to dungeons.

Weaknesses

Standard devil fruit weaknesses apply.
Floors: The user has to separate the structure of their dungeon into floors, with every floor down able to create stronger entities and items with more elaborate and stronger traps and treasures.
Creatures: The creatures that the user creates in the dungeon are able to be influenced and controlled by the user's direct orders but anything besides the user's direct orders can possibly be disobeyed or dismissed by the creatures.
Outside contact: Items and creatures that the user made within their dungeon will turn into dust once they are apart from the user. Meaning that an item or creature can be taken out but only partially. The user can take out a sword and use it as a weapon but once they discard it or it no longer makes physical contact with them it will start to turn to dust.
Energy: It takes energy for the user to make anything within the dungeon be it items, monsters, or even them manipulating the dungeon to their will to make the impossible happen, or even remake the dungeon and its contents. The stronger the things/creatures that they create the more energy it will cost the user.
Space & Haki: Strong haki can neutralize creatures within the dungeon and make passage throughout the dungeon really easy, additionally any space manipulation can enable people the ability to escape from the user's Dungeon unless the user is constantly twisting space to prevent them from doing this.
'Magic': The dungeon is filled with the user's energy which they can use like magic. The 'Magic' within the dungeon can only ever be the user's energy that they used to create phenomenon, it is not real magic but the user using their ability to create anything within the dungeon. Haki can disrupt this energy and make the user's control over the dungeon unstable/erratic and it acts as a kind of anti-magic.
Destruction: Vistors can destroy the dungeon and trigger a full-scale collapse in order to get out of the dungeon quickly.
Dungeon Limit: The Dungeon can be of any size be it 1 floor, 10 floors, 100 floors or even 10,000 floors as many as the user wants, and these floors can be as big or as small as the user wants with space distorting to the users will. As well as the contents being however the user wishes them to be. However, the user is limited to having only one Dungeon created at a time.

Techniques:

The core of the Dungeon: This technique allows the user to merge their physical form with their dungeon, becoming the true core and centre of the Dungeon. When activated, the user's body undergoes a transformation, imbuing them with the visual appearance of their dungeon while retaining their base form's humanoid shape. The user appears as their usual self but with subtle manifestations of their dungeon's architecture spread across their entire body visible both internally and externally. Parts of the user's body may take on a spectral or ethereal quality, resembling stone, wood, or other materials found within their dungeon. Floors within the dungeon will be visible on the user's body and the user can interact with them like normal. While in this state, the user's control of their dungeon and sense of the dungeon as a part of their body is strengthened, granting them unparalleled control over its features and inhabitants. They can sense disturbances, manipulate the environment, and summon forth creatures or objects from within their domain with ease. The user's thoughts and intentions shape the very fabric of their dungeon, allowing them to adapt and respond to any situation. The Core of the Dungeon technique offers numerous tactical advantages. In addition to serving as a formidable defensive measure, it enables the user to access their dungeon's resources and defences instantaneously. They can summon forth weapons, traps, or allies as needed instantaneously. Additionally, the strongest part of this technique is that the user is able to take on the full condition of the dungeon allowing them to be as durable as the entire dungeon combined, as smart as the entire dungeon combined, and the user is able to draw on all the strength of the entire dungeon, etc.
Dungeon Gate: The user is able to create a portal on any part of their body, this portal can connect to anywhere within their dungeon. The user can use this to take out something or someone from their dungeon temporarily, the user can also use this to make an opening for one of their creatures to attack from the portal or to take out an item.
Treasure: The user can create valuable items or weapons from their dungeon and bring them into the real world by maintaining physical contact. However, these items will disappear if contact is broken.
Dungeon Master's Clarvoiant Gaze: The user can see through the eyes of any creature or object within their dungeon, providing them with complete surveillance of their domain. Although this can be very helpful to the user to help them survey their dungeon as if they are all seeing, without training, they will have no attention of their surroundings and may be ambushed in their distraction.
Monster Maker: The user manifests fearsome creatures within their dungeon, bringing them to life from the depths of their imagination. By channelling their energy and focusing their will, the user can create a wide variety of monsters, each with unique abilities, characteristics, and behaviours. These creatures serve as guardians, minions, or challenges within the dungeon, obeying the user's commands and defending their domain against intruders. To create a creature the user goes through three steps; Visualization, Energy Channeling, and Materialization. Firstly the user begins by visualizing the creature they wish to create, envisioning its form, size, and attributes in vivid detail. They draw upon their knowledge of mythology, folklore, and imagination to craft a truly unique monster. Then with a focused mind and a surge of energy, the user channels their power into the creation process, infusing the imagined creature with life force. This energy serves as the catalyst for bringing the creature into existence within the dungeon. Lastly, as the energy takes shape, the creature materializes within the user's dungeon, emerging from the depths as a tangible entity. The user can control the creature's appearance, abilities, and behaviour to suit their needs and objectives. The user can make any type of monster that they like, the only limit is their energy and their imagination, but some examples include; Beasts: Ferocious creatures such as dire wolves, giant spiders, or griffins, possessing keen senses and formidable physical abilities. Undead: Reanimated corpses, skeletal warriors, or spectral apparitions, instilling fear and dread in those who encounter them. Elementals: Living embodiments of natural elements, including fiery salamanders, watery serpents, or earthen golems, each with unique elemental powers. Aberrations: Bizarre and otherworldly entities, such as tentacled horrors, shape-shifting mimics, or mind-controlling aberrations, capable of confounding and terrifying intruders. Constructs: Artificial beings crafted from magical or mechanical components, ranging from clockwork automatons to golems forged from enchanted stone or metal. They can also create many more, but these are only some examples. The user can control their creations in multiple ways and command them to act together; The user can maintain their control over the monsters they create, commanding them with their will and asserting their dominance as the Dungeon Master. The monsters obey the user's orders without question, serving as loyal guardians or relentless assailants. Also, the user can tailor the behaviour and objectives of the monsters to suit their needs, directing them to patrol specific areas, guard valuable treasures, or attack intruders on sight. The main limitations of Monster Maker are its energy consumption, maintenance, and the limits of the user's control, just meaning that the monsters can possibly rebel if they are strong enough and the user has mistreated them.
Fake Floor: The user creates a temporary floor within their dungeon that can hold illusions, making it seem like a normal, physical floor with traps, monsters, or treasures. All of the illusions on this floor seem real and can actually work to a degree on this floor with illusions capable of causing damage (although weaker than normal and unable to cause any damage if the illusion is seen through) and even treasures appearing to work within the fake floor, but upon exit of the fake floor, they will find out that everything they gained from the floor was but an illusion.
Safe Floor: The user creates a temporary floor within their dungeon that can act as a sanctuary for those within the dungeon. This floor is imbued with a protective aura that prevents any monsters or hostile entities from entering. Additionally, it has a restorative effect, healing anyone inside over time. The effect of keeping monsters out acts as a semi-permeable barrier and can be broken or pierced by high-ranking creatures.
Exit Floor: The user creates a temporary floor within the dungeon in between any floor that they want that allows visitors to leave the dungeon. The Exit floor will appear at the end of every dungeon and will be the turnaround point for the visitor(s) allowing them to go back into the dungeon from the start, where they came from, or even leaving the dungeon entirely.
Empty Floor: The Empty Floor is the start and the end of the dungeon, it will always be present and from here the user can create the dungeon, store whatever they want to, keep others safe here, etc. The empty Floor will be present even when the dungeon is destroyed, it can never be destroyed except with the death of the user. This floor is free from all laws, no laws from the universe exist in this space without the user making them. No laws not even life, death, time, space, reality, cause and effect are present within this floor without the user making them exist. In the case of Life and death do not exist here letting those who die in the dungeon live here should the user want them to, the user can even reincarnate them into a creature however this would make them completely reliant on the dungeon and die should they leave the dungeon and the connection with the user. Anyone within this floor is capable of moving throughout the dungeon as they please and even leave as they, please.
Dungeon Collapse: The user can start a dungeon collapse, making their dungeon and all of its floors begin to collapse, starting from its first floor and going to its last floor. Space will begin to distort and the monsters will either flee to other floors in order to survive a little longer or crumble to dust from the cataclitic wave of destruction that the user set in motion. The user can send any creatures that they wish to survive into the Empty Floor. Any visitor within the Dungeon will have to flee from the dungeon collapse as quickly as they can and reach the exit, if they cannot make it in time then they will be heavily wounded and possibly killed by the collapse of the dungeon depending on debre, and they will wake up in the Empty Floor dead or alive.
Treasure Trove: The user can create hidden chambers within their dungeon filled with valuable treasures and artefacts. These chambers can only be accessed through secret passages or by solving intricate puzzles. Creating elaborate treasures consumes a significant amount of the user's energy.
Gate: The user can create temporary portals within their dungeon that allow instant travel between different locations. These portals can be used for rapid deployment of allies or for quick escapes. Gates require precise control and consume a large amount of energy. Misuse can lead to unintended destinations or portal malfunctions.

Awakening:

With the awakening of the Dungeon Dungeon Fruit, the user can now use their abilities on a much larger scale, with their mind finally caught up with their powers, their powers are able to affect the world around them spreading much further than their body once stopped them. Their power spills over into the world around them, letting them expand their dungeon into the environment shaping it to their desire. The user is able to extend their abilities to what could be considered impossible or illogical, empowering old techniques to new heights and creating new ones that were not possible before.

Awakening Techniques:

Heart of the Dungeon: Similar to "The Core of the Dungeon," the Heart of the Dungeon allows the user to merge their physical form with their dungeon, but it comes with even greater powers and capabilities. When the user activates the Heart of the Dungeon, they gain the extraordinary ability to morph and reshape their immediate surroundings to form the intricate corridors, chambers, and traps of their dungeon. This transformation is both fluid and immediate: walls sprout from the ground, ceilings stretch overhead, and floors ripple like liquid, all under the user's absolute control. The entire dungeon environment responds to the user's movements and commands, making it a living extension of their will. Moreover, the Heart of the Dungeon bestows upon the user the power to draw strength from everything within their dungeon. This includes the treasures hidden within its depths, the creatures that inhabit its halls, and the traps laid to ensnare intruders. Every element of the dungeon, whether animate or inanimate, contributes to the user's power, enhancing their physical abilities, powers, and overall resilience.
Dungeon break: The user is able to create a gate that connects to the inside of their dungeon and then releases whatever they want, may it be the creatures, treasures, or even the dungeon itself causing space to distort and merge the dungeon with the world around them. Creatures will pour out of the gate in a stampede, treasures and items can pour out of the gate like a sea of gold, and the dungeon can expand out of the gate like a crawling calamity. The gate while being a spatial distortion can still be broken with enough force. Once the gate(s) are closed then the creatures, items, and/or dungeon will be sucked back into the gate returning to the user's dungeon.
Authority: The user is able to grant a portion of their authority to people they brought into the dungeon or any creature they want, allowing them to control the creatures and the contents of a specific floor.
Living Dungeon: The user can create a 'living' dungeon that adapts to intruders, capable of thought and acting in the best interest of the user and their dungeon. Capable of dynamically generating obstacles and challenges to test visitors specifically based on their observed strengths and weaknesses.
Trap Reave: With a single gesture, the user can implant numerous traps in their immediate environment or even within themselves that can then be activated and affect those nearby. These traps can have a multitude of hidden triggers and can be adjusted to be more potent, and capable of protecting larger areas with complex mechanisms.
Mini-Dungeon Core: The user creates a crystal-like smooth ball that contains a Dungeon within it, anyone who touches this mini-dungeon core will be drawn into the dungeon within and have to clear the dungeon to escape. However, since this is a mini-dungeon core it has a few limitations, firstly the dungeons in the mini-dungeon core can only have a maximum of 10 floors, additionally, the mini-dungeon core can be broken out of with either strong haki, spatial abilities, or any abilities that allow someone to break the crystal balls shell and release those trapped within it.

Awakening Weaknesses:

Energy: The vast expansion of power and control can be incredibly draining, meaning the user could risk total exhaustion or burnout if they use these abilities too frequently or for extended periods of time.
Heart of the Dungeon: While the user is merged with their dungeon the dungeon will be taking damage directly making every hit they take shake the dungeon and possibly collapse it. Additionally when the user is using a creature(s) and they take a serious hit that creature will die if that hit is strong enough to kill the creature(s). The same applies to treasures.
Dungeon Awareness: The user may need to split their awareness to monitor the larger area of effect of their dungeons and mini-dungeons, which can leave them blind to certain regions or overextended in their vigilance.
Waning Authority: Granting authority to too many individuals could dilute the user's overall control and open up the possibilities for internal conflict or sabotage.
Gate Fragility: The gates, while powerful and useful, are a lifeline for the user and their comrades getting in and out of the dungeon. The gates themselves are fragile and can be destroyed with enough strength or anyone capable of cutting space temporarily severing the user's lifeline in and out of the dungeon and cutting off a large amount of their powers until another can be made.
Dungeon Dissonance: The larger-scale dungeon transformations(brought into the environment) may not be as finely tuned as smaller-scale manipulations leading to instability or flaws that clever opponents can exploit.
Complexity: As old techniques are powered to new heights, the complexity of managing and understanding them also increases, which can lead to mistakes or malfunctions in their execution. Or it can just make it where the user is unable to make new techniques for most techniques.
Sensory Feedback: When the user possesses a creature they feel everything their controlled creatures feels, and then they might suffer from sensory overload or distraction during critical moments.
submitted by Successful_Cut5317 to DevilFruitIdeas [link] [comments]


2024.05.20 18:29 Kosmo_Politik Where do I find T-45?

So, I’m pretty new to the game, only level 70, and I’ve been tearing my hair out trying to find t-45 power armour pieces and plans. I’ve searched power armour spawn locations, done treasure maps, and searched every single CAMP vendor I could, but no luck. Eventually I just gave up and started rolling for one star power armour pieces from the legendary store, and I’ve been able to get every piece except the helmet. I’ve been searching and rolling for this helmet for two days now, and no luck. Is there any place you can buy power armour or power armour plans? Or any place where you can get t-45?
submitted by Kosmo_Politik to fo76 [link] [comments]


2024.05.20 16:09 TRUE_EVIL_NEVER_DIES Suggestions for the future of the game.

New Missions
Bugs: Search and Destroy: Regicide
A Bug queen has surfaced for {Insert Reason Here} and our Helldivers need to eliminate her.
During the mission she will move from point A to point B, escorted by a larger force. She will make no attempt to engage the players, completely focused on getting to her objective. Players must eliminate her while she calls in more reinforcements before the timer runs out.
Bots: Search and Destroy: Siege
There is an Automaton base in the shape of a large “X” that is packed with foundries and enemies that needs to be eliminated.
Players cannot land inside the base so they must land outside and plan their attack. At each point on the base there is a randomly generated secondary objective structure(Detection Tower, AA defense, Mortar Battery, Stratgem Jammer, Gunship Factory, etc.).
In the center of the base is the primary objective, a tower that must be shutdown using two separate consoles that will require an SSDD inserted to blow it up like the air tower.
Universal: Escort: Precious Cargo
Players must escort a large mule carrying precious cargo to its extraction point. Players will be attacked by periodic enemy waves while it moves to its location.
Enemy Suggestions:
New - Impaler - The classic from Helldivers 1 i think would be a good addition to change up the bug games in place of chargers all the time.
New - Spawn Host + Thermites - Large charger sized enemy that spawns exploding scavengers colored red. Think like a living siege engine for bugs.
New - Hulk Ravager - Has a shield and a hammer. The shield is an energy shield that can block for enemies behind it while still allowing them to attack while the hammer can be used to slam the ground and cause tremors.
New - Handler + Maulers - One large Hulk sized bot with two claw arms and a basket with human bodies in it on its back. It travels with 3-5 “Dogs” called Maulers that hunt enemies for it. When the Maulers are destroyed it opens its mouth and spawns 3-5 more, also allowing players to hurl grenades inside them to deal damage and kill them.
Change - Stalkers should instead skirt the edges of a fight and pull a player towards them with their tongue attack, instead of pushing them away during an attack combo. This way they can isolate players from their teams.
Change - Standard Devastators occasionally throw grenades. Adds something subtle but unique addition to Standard Devastators.
Change - Heavy Devastators are less accurate. Heavy Devastators are far too accurate at longer ranges with their weapons making maps with long line of sight very difficult to contend with, even at long range.
Change - Nursing Bile Spewers need to be different in some way to Bile Spewers outside just “I’m you but weaker” how about they deal less damage but apply an area of slowness when they vomit and explode for a time?
All Bugs Slowing effects need to be reworked on a Bug to Bug basis. Spitters should not cause a strong of a slow as they do as in their numbers they can perma-slow a player when running away from a larger enemy(Also they don’t even need a direct hit to cause the slow apparently). Hunters also apply far too strong of a slow, meanwhile I would argue Bile Titans should have a much more intense slow.
All Bots need to account for vision blocking terrain. Too many times has a player been mapped by a rocket fired from a location unseen and too often do players round a corner to get hit by shots fired before they even turned the corner.
Bugs and Bots occasionally call for reinforcements, even after they have died but before they could finish the calling animation.
All enemies should have a pool of active enemies and they should be assigned to a slot to better balance games out. For example:Factory Walkers&Bile Titans are Super Heavy Enemies, Chargers/Brood Commanders&Hulks are heavy enemies, Devastators/Scout Walkers&Warriors/Hive Guards/Bile Spewers are Medium enemies, etc. This way the AI can be programmed to limit and add enemies as the game unfolds but not overwhelm players. I have had games where on a defense mission 6 Bile Titans were summoned at once which was literally impossible for us to stop from destroying the generators but the next mission was so easy it felt like a level 4 on a helldive.
JTFM:
Two teams of helldivers will perform a joint task force mission(JTFM) where they raid a heavily populated enemy objective. Perhaps they are attacking a Bug Hive Mind or crippling a Bot mothership.
These JTFM will be difficult and will require a wide array of stratagems and even some that are not allowed as part of the mission parameters to really challenge players. Perhaps one where players can only use weapons, minefields, turrets and backpacks as they are underground and these stratagems will be deployed via drill pods that dig through the planet to arrive at points like in Deep Rock Galactic.
This could be a great challenge for players who want extremely difficult linear missions requiring teamwork beyond normal missions.
Existing Missions:
Eradication, Extract Valuable Assets and Evacuation missions should have the map layout shown to players when deciding what stratagems to play. This is especially important in the High Value Asset missions as one mission layout is hard to use eagles due to the high peaks between the lane while the other supports such perfectly.
It would also be nice to see the Extract Valuable Assets mission better balanced towards bugs as Chargers and Titans just demolish doors easily and virtually any bug can call for a bug breach anywhere in the lane often forcing players into situations where winning is all but impossible very early into these missions.
New Factions:
Mutant Faction - Horrific mutants created by Super Earth in experiments that have escaped and gone rogue. Focuses on Cosmic horror, inhuman shaped enemies, unearthly enemies and so on. I recommend using games like GTFO, R6: Siege’s Outbreak event and its “Successor” R6: Extraction, Hunt: Showdown, and Back 4 Blood and movies like The Thing for visual examples of enemies.
Dissident Faction - Humans who have denounced Super Earth.
Stratagems:
NEW - Gunship Support - Calls a Pelican outfitted with two additional guns to hover above the location firing at enemies.
Buff - Machine gun Turret - Becomes a Heavy Machine gun as in all aspects it is outclassed by the chaingun turret. With a medium armour pen it can be better used against bots.
Buff - Missile Turret - Add Heat seeking to missiles to help them better track larger but faster enemies(Scother Hulks, Brood Commanders, Stalkers, etc.) and makes them decent at shooting down gunships.
Buff - Orbital Gatling Barrage - Upgraded to Medium Armour Pen to make it more appealing vs Bots and increase its duration slightly.
Change - Guard Dog - Add “Bulldog” to name and give unlimited ammo. Nobody uses it due to the fact it needs ammo from supplies. Instead just make it need to reload every so often.
NEW - Guard Dog “Hellhound” - Incendiary round Guard Dog. lower RPM but deals fire damage.
Change - Land Mines - Reduced cooldown. When a player calls in the stratagem, all previously placed landmines of that type placed by that player are destroyed.
Change - 380mm Barrage - Altered to NOT hit the center of the beacon so it acts like an artillery shield for allies inside it, increase the barrage count and it should see more play.
NEW - Deliverance Walker - The HD1 Lumberer walker but instead of the flamethrower it has the machine gun from the machine gun turret.
NEW - Redeemer Walker - Uses a Flamethrower and a melee weapon that sweeps the area in front of it like a hammer for example. (Flavor text is that it is used by Helldivers who wish to make amends for their fallen comrades' failures in battle.)
NEW - Razorwire Barrier - Slows small enemies and damages them, only slows medium enemies and heavy enemies can destroy it entirely.
Change - Orbital Smoke+SEAF Smoke Rounds - Smoke cloud needs to be at least double the size to really be worth using.
NEW - UAV Drone - Bring back the Humble Bee. When called the area around the controlling player will highlight enemies, even through walls as well as automatically identify secondary objectives and points of interest.
NEW - Flamethrower Turret - Very Self Explanatory
Change - Machinegun & Heavy Machinegun - Reload time needs to be reduced. The weapons are not useful enough to warrant requiring a whole cutscene to finish a reload. All machine guns, including the Stalwart, should be able to move and reload, with their balancing factor being reload speed and recoil. I loved using the Heavy Machine gun for a while until it required so much ammunition to keep loaded and being forced to stand still to reload for a weapon not nearly impactful enough to warrant using it over a primary weapon and running any anti-tank weapon.
Planetary Biomes and Hazards:
Dense Forest + Carnivorous Plants - Planet is one giant forest, very few open spaces to work with. The map is also littered with hostile plants for both sides including an instant kill venus fly trap style plant.
Gravity Fluctuations - Map fluctuates between high and low gravity. High Gravity reduces the range of weapons and movement speed for ally and enemy and Low Gravity does the vise-versa.
High Tide/Low Tide - Very water based map where the water level changes making shallow beaches into deep waters where players can drown. All objectives and interactable points of interest are on high ground but other more “Interesting” points of interest may be in these areas only exposed during low tide.
A Note on Weather Effects: Weather Effects should be applied simultaneously to both players and enemies. This would both make things feel less like weather is purely a downside and opens up potential for stratagems and weapons not normally chosen right now. For example what if on Intense Heat planets enemies are more vulnerable to fire. What if on cold planets enemies also have reduced rate of fire and movement speed. What if Ion Storms also prevent enemies from reinforcing(Bug Breach/Bot Drop).
Warbond Ideas:
Flames of Liberty - Fire weapon focused warbond. Fire bomb launcher, Flame Slugger shotgun, Incendiary Liberator, etc. Dragons breath shotgun pistols.
Desolation Complex - Chemical weapons warbond focusing on Chemical, Radiological and Biological weaponry. Chemical Launcher, Contagion Grenade, Irradiated Diligence, etc.
Armour Passives:
Skirmisher - Regenerates health over time. Stims no longer heal instantly, instead double the health regen and grant a speed boost for the duration of the stim..
Sentinel - Buffs nearby turrets(Buffs will need to be on a case-by-case basis) and by marking enemies the player can direct the turrets fire.
Gunner - 30% reduced recoil and 25% faster reload of heavy weapon
Trench Fighter - 50% increased damage from fire sources and increased melee knockback.
Weapons:
Liberator Penetrator - Match the damage of the standard Liberator. The penetrator already has a smaller mag size and more recoil. Reducing the damage is just the nail in the coffin for using it over other weapons with Medium armour pen.
Peacekeeper, Verdict and any future pistols - Add a gun sight. It's awkward to use when the weapon has only iron sights.
Slugger - I agreed the Slugger needed a nerf but I think you nerfed it too much. The weapon was heavily used more because at the time we only had it, The Liberator Penetrator listed above and the Dominator which isn't very good at shorter ranges. Return its stagger power and it should do fine.
Breaker Spray n’ Prey - 50rd mag size, 1.5x the pellet load over the Breaker and increase its RoF to 400. Lower its stagger to need a near constant stream of shots to stumble the enemy.
Show stats for all support weapon's please
Miscellaneous:
Helldiver teams expanded to 5 - There has been discussion on increasing the number of players on a Helldiver team. Most team games have 5 man squads and I think this may be the best balance to the game.
Turret Damage Resistance - Recently a stratagem upgrade gave turrets explosive resistance and yet they still die VERY quickly to enemy fire and even in the case of Bugs i still find it annoying that Chargers just run into them to kill them. It makes turrets too difficult to bother with when they die quickly and have such a long cooldown.Turrets need to be able to at least get off 25% of their shots before they outright die in most situations, otherwise what is the point?
Armour Balancing - Heavy armor needs staggeknockdown resistance. What good is being slower and tougher if you still get staggered and knocked down with every hit from a bigger enemy.
Grenades destroying bug holes, factories, etc. - Any grenade thrown into the opening should close the hole, otherwise players are incentivized to avoid non-explosive grenades or grenades that cannot destroy them.
Bot Gunships and Bug Shriekers nerf - Both of these enemies do not allow players to be stealthy, they force them to go in with heavy weapons blazing because they autodetect the player and never stop chasing them until either they or the player has been killed. It forces players into picking items they may not otherwise want to bring and removes some of the players ability to experiment with other equipment.
Community decisions on planet liberation - Recently as of the making of this document, players were given a choice of unlocking an Air burst launcher or anti-tank mines. However neither planet was unlocked when the order went live. Players had to dig up information to find out how that was not part of the game. Furthermore the planet linked to the Air burst was a cold planet and the AT-mines was a hot planet. Hot planets are significantly harder than cold planets and most missions on that hot planet had only three stratagems allowed. The choice was basically set up to fail before it was ever made. Players should have had both options unlocked and available immediately as right now most of the players i played with since wanted the Mines but either didn’t understand why the planet wasn’t unlocked or realized both planets linked to it were extremely hard to fight on and didn’t enjoy the grind.
submitted by TRUE_EVIL_NEVER_DIES to Helldivers [link] [comments]


2024.05.20 15:37 BasicallyEvery1 [GM4A] "Ghost Recon: Missing in Action". As one of the few members of "The Division" remaining and with many Ghost Recon members missing, you're forced to go looking for them in a Division 2 version of NYC, suspecting a crime Syndicate to have taken them.

Your name is- well, I don't know. I'm not your dad. You're a Soldier, Firefighter, Medic or a Nurse just in general someone who in case that there's an outbreak of a deadly gas attack on NYC can be called up to fight for the people and destroy the cause of said gas attack. This is the basic rundown of "The Division" and "The Division 2". A bunch of people who wear a special watch that notifies them if they're needed and that happens when NYC is attacked.
Now, this game takes inspiration from it and does play in the same time, but this time you're looking for specific people: Ghost Recon members. Ghost Recon is a special operations group of combined militaries that mainly does Recon, but on their mission to find out the source of this attack they go missing. Now it's up to you and a small team of people who have been contacted by a Ghost Recon member to look for these people. You'll be equipped with weapons, armour, said watch and a load of stuff while working with the others, essentially putting pieces together and then regrouping in a base you can pick the location for.
Next to just being able to pick your base's location you'll also be in charge in terms of how to approach situations, tactics, weaponry, expanding your arsenal, who to take with you and whose abilities you might like or dislike in your team or just how to look for these Agents you're looking for.
Of course you'll also be able to get the drippiest operator in the world with many outfits (either from me or from your own refs) being made available, after all (at least how I want it) this plays a little bit in the future! And thus these incredible watches or s different sense of fashion will still be elaborated.
So, when you come into my dms I don't ask for a lot. I'm asking of you to be a competent roleplayer, capable of posting 5-8 sentence long paragraphs and respond at least once a day. Some knowledge of the two universes would be great, but it's not needed. Also come with an idea of who your character is in mind, and NO, being overly edgy, "rough soldier"-ish or already some sort of spec-op isn't ideal.
Either way- I'll be seein' ya!
submitted by BasicallyEvery1 to RoleplayPartnerSearch [link] [comments]


2024.05.20 14:48 Enough-Barracuda-947 Comic book script

Page 65.
Panel:
Nine years later.
(Visual: Naivi walking towards his familiar snowy hometown.)
Naivi, 22 years old: Yes. I’m ready to go!
-Thoughts: Hope, I’ll find some company before the train sets off tho…
-Hmm?
Panel:
Naivi: Fire’s loose??! Is that woman stuck on the roof!?
…Wait
-What?
That “thing” is moving fast towards me!?
Panel:
Madame on the roof: Stop moving Mama! Wind is only making the flames stronger! Calm down!
Mama moving saloon: I’m burning alive here kid!!!
Panel:
Madame: YOU! MY MOTHER IS ON FIRE! CAN YOU HELP US PLEASE!?
NAIVI: Huuh?? That thing is your mother??
Panel:
MADAME: AGGHH! ARE YOU SLOW OR SUM?! DO YOURSELF A FAVOR AND TURN THE OTHER WAY AROUND!
NAVI: What’s happening in the town?
Page 66.
Panel:
Madame: !
(Saloon’s eyes lit up from the windows, screams and spits out a stream of fire. The fire comes out of the third floor balcony door, that looks like a mouth)
MAMA MOVING SALOON: EL DIABLO IS HEREEE!!!
Chapter 3: When it's Time to Go - Get on the Right Train
Page 67.
Panel:
EARLIER IN THE TOWN, Location: TRAIN STATION.
Paperboy:
-BREAKING NEWS! THE LONG-AWAITED ARMOUR TRAIN 2.0 HAS FINALLY BEEN REVEALED TO THE PUBLIC!
Panel:
(VISUAL: A MASSIVE TRAIN SURROUNDED BY RANGERS AND THE PUBLIC. The air is full of confetti, celebration and shouts of hurray rumble throughout the station.)

Page 68.
Panel:
Paperboy:
-FRONTIER'S CREME DA LA CREME HAVE THEIR SEATS RESERVED FOR A THRILLING TRIP OF A LIFETIME. THE LIST OF CELEBRITIES BARKIN ON THE JOURNEY IS ALMOST AS LONG AS THE MASSIVE TRAIN ITSELF. OH, HERE COMES THE TWO OF THE FRONTIERS MOST INFLUENTIAL MEN.
-THE 5* STAR STATE'S “DIVINE CONSULTANTS” ARE HERE TO FOLLOW UP ON TRAIN’S SUCCESS STORY!
( visual: train’s opening ceremony is being live televised on strange looking S.N.A.K.E-camera )
(VISUAL: We get to see THE big names. A pair of old men dressed in black suits - DIVINE consultants ( Whispers) from the 5-star state, with their bodyguards boarding the train. One of the bodyguards is tall and wears a Zorro-like costume/mask with his mouth sewn shut. The other one is a beautiful young lady with a fashionable outfit and her pupils are shaped like stars)
Panel:
5* State Whispers:
Whisper 1: -Mayor shouldn't have made this into a spectacle.
Whisper 2: -Yes, it only invites unpleasant surprises…
Panel:
PAPERBOY: - CONSULTANTS ARE UNDER THE PROTECTION OF THE FAMOUS Members from the 5* State Ranger Squad!
Madame Star Eyes: No need to worry, whispers. We got you covered. Am I right, Porro?
Pedro Porro: ...
Madame Star Eyes: Tihihii! I loVE THIS MORE SILENT AND STOIC SIDE OF YOU Hihihihi…
Page 69.
(VISUAL: ( TWO-11 ft, 9 ft and 7 ft TALL FIGURES COVERED IN LONG EXPENSIVE LOOKING CLOTH. COVERED IN GEMS HIDING THEIR FACES IN TOTEM POLE MASKS AND BODY COMPLETELY))
PAPERBOY: ( Who might these be… Lets see if I can sneak in a little interview with them)TRULY A BEAUTIFUL COSTUME! MAY I ASK YOU SIR HOW MUCH DID IT COST?
SFX: SMACK!
THE SMALLEST FIGURE WITH FEMININE VOICE ( the wendigo princess ): I AM A FEMALE YOU FEEBLE DIRTY SWINE!!
PAPERBOY: …IT SEEMS LIKE SOME OF THE CELEBRITIES WANT TO STAY ANONYMOUS DURING THEIR TRAVEL. Perhaps for a distinctive physical reason…
THE SMALLEST FIGURE WITH FEMININE VOICE ( the wendigo princess ): I HATE HOW THEY STARE AT US… CARVE THEIR EYES OUT FOR ME!!!
TALL FIGURE WITH A LONG STAFF ( fallen prince of the wendigos ): IM SORRY MY LOVE… IN THE TRAIN WE SHALL FIND YOU SOME SOLACE. ROYAL GUARDS MAKE SURE NONE OF THESE MAMMALS GET TOO CLOSE OR FRIENDLY WITH THE FUTURE QUEEN.
Random kid in the crowd: They look funny, like walking talking totem poles!
Random kid’s mother: What have I told you about commenting on other peoples looks!
Page 70.
PAPERBOY: AND HERE COMES THE MAIN MAN OF THE EVENT! AN ICON WHO MADE THIS ALL POSSIBLE. THE MAN IN CHARGE OF OUR PROUD REZILIENT 0* STAR STATE. THE MAYOR HIMSELF! SIR, RED DEVID INVINICIUS!!!
(Visual: Lastly, The mayor with his HUGE right-hand man and an endless number of rangers marching behind them. )
SFX: ROOAR CLAP CLAP CLAP
Mayor: Oh, how do they love me here!?
(Visual: waving to the crowd. After he says this, a bird poops on his shoulder.)
Charlie Chamberlane: Boss, you got bird shit on your shoulder… Umm… Want me to go teach a lesson…
Mayor: Heh heh…Heeh. No need for that. In the 5-star state, they say it's a sign of good luck to come.
(Mayor whispers to Charlie): - Shoot that shitty bird down.
Charlie: Okay boss. SFX:BLAM!! Mayor: -When the cameras are looking away. Bird: Kraah!

Charlie: Should have said that earlier…
Mayor: Hmph… Well, no one actually cares about birds, am I right?
Crowd: BOO!
(Visual: animals right activists protesting)
Mayor: God damn animal rights activists, always there to stain my reputation!! I should have taken care of you lot long time ago!!! Charlie: I gotcha boss…
Page 71.
PAPERBOY: The whole world is intrigued by how this event unfolds!
Random person in the crowd: That ungrateful bastard... I was there in the trenches, building the train tracks for the new cork colony, risking my life while at it... Where is my WELL deserved seat on that train!? That woman in the saloon gave me a simple but a perfect idea… I will end this bastard's unjust rule right now...
Mayor: What are the chances of bird defecating on me during my spotlight?!
Charlie Chamber: I dunno? Ask one of the whispers they good with predictions.
Mayor: ON LIVE TELEVISION AS WELL! I hate when improbabilities come to life…
Random person:
Visual: Taking aim with his revolver.
SFX: Klik
Reck Lesley: Oh man, here we go… Exhales
Page 72.
Random person: -End to the power-mongering mayor!!! (Shoots at mayor)
SFX: BANG! —— SWISH!
(Visual: Reck Lesley swings his sword from a distance. The bullet vanishes from existence.)
Random person: What??
Mayor: - Quality work! Captain Lesley! -
Reck Lesley: Sir.
Charlie Chamberlane: Cut the s.n.a.k.e-vision-casters, go film something else!
Page 73.
Random person: Where did the bullet… - It just vanished from the air?!
Mayor: It was you… Wasn’t it?
-They say fear kills you faster than a speeding bullet.
(Visual: Mayor points at the person who shot at him)
Mayor: So don’t get too scared now. Because my friend over here likes to savor a moment…
(Visual: Random man gets cold shivers throughout his body. ) -What is this creepy sensation? It feels as if an enormous kodiak bear full of blood lust was standing right behind me?!!!
Mayor: Hmm… That bird shit still troubles my mind. Perhaps I remembered it wrong. Maybe it was a sign of someone else's bad luck.
( Visual: Mayors fingers shaped in a choking position)
Random person: !!! Khh…!Khh…!! ( I CAN’T BREATHE!)
MAYOR: EITHER WAY…
( Visual: evil glance of the mayor )
Page 74.
Panel:
Others bad luck is mine to take advantage of! That’s how one climbs up to higher pedestals in this disportioncate world. The differences in power between the top players have become so marginally small, that a little bit of bad luck is all it takes to lose it all!
AHHHH!!
( Person shoots into air, high above everybody into the clouds, we can barely see him anymore)
-Begone filth. RED RAIN!
( visual: mayor clinches his hand into a fist )
( visual: rain of blood starts falling down slowly from the red cloud)
Page 75.
Panel:
SFX:“GASP”
(Visual: CROWD SHOCKED AND TERRIFIED OF WHAT JUST HAPPENED)
Mayor: Captain Lesley! Find out where EL Diablo is.
Charlie Chamberlane: I had it covered… Mr. Reckless.
Reck Lesley: Sure thing, bossman… Didn’t want to make you sweat for nothing.
Charlie Chamberlane: Hmph! What is this false act of bravado I’m sensing here? I bet you’re terrified to go face that thing! Have you thought about an excuse already for evading El Diablo…
Reck Lesley: …
Charlie Chamberlane: KUHUHUHUUH! I CAN SEE YOU SHIVERING IN YOUR BOOTS JUST HEARING HIS NAME ALONE! I GOT ONE WORD FOR YOU!
Page 76.
Reck Lesley: I care not what your twisted mouth spews out of it… I have been patiently waiting for a chance like this to come… Unlike you, I left the place where the apocalypse nearly began with my dignity! You left with a rat's tail between your legs!
Charlie Chamberlane: Who do you think you’re talking to!? Need a reminder of your place from your superior!?
Mayor: Now now gentlemen. Easy now… Save your quarrels for later.
Visual: intensive stare-down between Charlie and Reck
Mayor: Complete your task with haste captain. The train is bound to set off!
PAPERBOY: Uhh… We’re still live? Are we allowed to air this to the public? I guess conflict creates attention and views are the most important thing these days… Huh? The mics on too? Krhm!Krhm!
THANKS TO DR. EXTRAPENZAS GROUND BREAKING GENIUS THE TRAIN HAS BEEN REVOLUTIONISED WITH NEW TECHNOLOGY! WITH ITS IMPENETRABLE STEEL ARMOR AND FRONTIERS LATEST FIREPOWER. THE TRAVELERS CAN REST ASSURED KNOWING ANY OBSTACLE IN THE TRAINS PATH…
-WILL BE DISPOSED!!!
Visual: Mayor with a wide grin on his face.
submitted by Enough-Barracuda-947 to ReadMyScript [link] [comments]


2024.05.20 14:21 BasicallyEvery1 "Ghost Recon: Missing in Action". As one of the few members of "The Division" remaining and with many Ghost Recon members missing, you're forced to go looking for them in a Division 2 version of NYC, suspecting a crime Syndicate to have taken then.

Your name is- well, I don't know. I'm not your dad. You're a Soldier, Firefighter, Medic or a Nurse just in general someone who in case that there's an outbreak of a deadly gas attack on NYC can be called up to fight for the people and destroy the cause of said gas attack. This is the basic rundown of "The Division" and "The Division 2". A bunch of people who wear a special watch that notifies them if they're needed and that happens when NYC is attacked.
Now, this game takes inspiration from it and does play in the same time, but this time you're looking for specific people: Ghost Recon members. Ghost Recon is a special operations group of combined militaries that mainly does Recon, but on their mission to find out the source of this attack they go missing. Now it's up to you and a small team of people who have been contacted by a Ghost Recon member to look for these people. You'll be equipped with weapons, armour, said watch and a load of stuff while working with the others, essentially putting pieces together and then regrouping in a base you can pick the location for.
Next to just being able to pick your base's location you'll also be in charge in terms of how to approach situations, tactics, weaponry, expanding your arsenal, who to take with you and whose abilities you might like or dislike in your team or just how to look for these Agents you're looking for.
Of course you'll also be able to get the drippiest operator in the world with many outfits (either from me or from your own refs) being made available, after all (at least how I want it) this plays a little bit in the future! And thus these incredible watches or s different sense of fashion will still be elaborated.
So, when you come into my dms I don't ask for a lot. I'm asking of you to be a competent roleplayer, capable of posting 5-8 sentence long paragraphs and respond at least once a day. Some knowledge of the two universes would be great, but it's not needed. Also come with an idea of who your character is in mind, and NO, being overly edgy, "rough soldier"-ish or already some sort of spec-op isn't ideal.
Either way- I'll be seein' ya!
submitted by BasicallyEvery1 to Roleplay [link] [comments]


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