Smart blu ray player with wifi
Super Streamz tv
2018.01.13 21:34 newfie764 Super Streamz tv
You’re looking for the Highest Quality
2023.06.07 03:45 Litkid_05 (AMAZON) Kasa Smart Light Bulbs that works with Alexa and Google Home, Dimmable Smart LED Bulb, A19, 9W, 800Lumens, Soft White(2700K), CRI≥90, WiFi 2.4Ghz only, No Hub Required, 4-Pack(KL110P4) - FOR $30 AFTER 33% OFF
2023.06.07 03:45 Litkid_05 (AMAZON) Kasa Smart Light Bulbs that works with Alexa and Google Home, Dimmable Smart LED Bulb, A19, 9W, 800Lumens, Soft White(2700K), CRI≥90, WiFi 2.4Ghz only, No Hub Required, 4-Pack(KL110P4) - FOR $30 AFTER 33% OFF
2023.06.07 03:43 lakeland_nz Light Switch Advice (NZ, 230V)
I'd like to replace all the light switches in my house with smart ones. Normally I buy electronic stuff over the internet but I'm
I live in NZ so 230V power and stuff has to be certified for use here. It looks like NZ uses the AU standard, so perhaps I can order from Australian suppliers?
The switch that I think looks best is the Inovelli one they recently did crowdfunding on - Zigbee, matter upgradeable, presence sensing built in, looks decent. Seems perfect, except that being in NZ the voltage is wrong and I don't know about certifications. oh yeah, and it's sold out.
That's left me with various no-brand options such as
https://thelightingoutlet.co.nz/products/smart-touch-switches-1-2-3-4-gang-in-white-or-matt-black. Without knowing the brand it's a bit hard to tell much of anything, including how compatible it is with HA.
Note, I'm thinking Zigbee since I've got light switches everywhere so this would effectively create a large mesh network. It means any other Zigbee devices would have a nearby router they could go through. Also if I went wifi instead then I've got another 50 odd devices on my wifi network.
submitted by
lakeland_nz to
homeassistant [link] [comments]
2023.06.07 03:34 99SoulsUp Nate really shines on the new album.
Nate's been a busy player in Sunny Day Real Estate and his first couple albums with the Foos (TCATS and TINLTL), but the bigger the band got, the more subdued his playing became. I think this album subverts this and puts him back in the forefront.
He's more prominent in the hooks on some songs: Rescued has his him and Pat playing the "lead" hook in the verse simultaneously that gives the song its initial punch. Hearing Voices has his bass very prominent against the softer acoustic, giving a sexy, prominent groove. Nothing At All has him and Chris playing the punchy melodic counter point to Dave's choppy rhythm guitar.
And there is some great technically playing with his very distinctive runs and fills in Under You and in some of the more chaotic parts of The Teacher, doing some possible hammers on and pull offs over a droned open note.
One underrated part of his is the verse in the title track of the album. Pat and Chris change chords while Nate pedals the B note creating a notable tension. All the while doing this, he periodically shifts to another note for a split second to catch the listener off guard and provide a subtle build up. Really smart playing.
I don't at all want to diminish Nate's chemistry with Taylor, but this album reminded me how beautifully he locked with Dave's drumming on The Colour and the Shape.
It's nice to have this element back in the band.
submitted by
99SoulsUp to
Foofighters [link] [comments]
2023.06.07 03:34 pillbox_purgatory 2k Gaming PC Build Request
What will you be doing with this PC? Be as specific as possible, and include specific games or programs you will be using.
I will be using this pc for both work and gaming. For my analytical work, I use Microsoft's Power BI. Games includes Overwatch 2, Fortnite, Diablo 4, Dead By Daylight, Final Fantasy 14.
What is your maximum budget before rebates/shipping/taxes?
$2000 US Dollars
When do you plan on building/buying the PC? Note: beyond a week or two from today means any build you receive will be out of date when you want to buy.
ASAP
What, exactly, do you need included in the budget? (ToweOS/monitokeyboard/mouse/etc)
Tower
Which country (and state/province) will you be purchasing the parts in? If you're in US, do you have access to a Microcenter location?
United States. I live near several Microcenters.
If reusing any parts (including monitor(s)/keyboard/mouse/etc), what parts will you be reusing? Brands and models are appreciated.
Won't be reusing any parts
Will you be overclocking? If yes, are you interested in overclocking right away, or down the line? CPU and/or GPU?
I won't overclock right away. I'll do it much later down the line once I notice my computer lagging away.
Are there any specific features or items you want/need in the build? (ex: SSD, large amount of storage or a RAID setup, CUDA or OpenCL support, etc)
I need at least 32 GB of the fastest ram available and a 2TB FAST SSD (most people recommend these two conditions for Power BI). I also want the ability to add an additional 32GB of ram later on, but I won't be adding more ram right away.
What type of network connectivity do you need? (Wired and/or WiFi) If WiFi is needed and you would like to find the fastest match for your wireless router, please list any specifics.
Wired
Do you have any specific case preferences (Size like ITX/microATX/mid-towefull-tower, styles, colors, window or not, LED lighting, etc), or a particular color theme preference for the components?
I prefer a matte black case with window. In terms of cosmetics, I prefer very subtle, muted, low key looks ( I don't like really loud, noisy colors) but I am willing to sacrifice all the cosmetics if it helps me get even greater gaming performance from my budget.
Do you need a copy of Windows included in the budget? If you do need one included, do you have a preference?
No.
Extra info or particulars:
This will be my very first gaming PC. I've been a console player all my life. I want to try something new. I’m hoping that given my budget, this pc will be upgradable and age gracefully as I intend to get a lot of use of it for several years.
A special Request: Can I get two versions of the build? One version that is dual Performance/Gaming and the other one that is purely Gaming. I have a strong feeling Power BI will run just fine on a pc build focused solely on gaming.
THANK YOU
submitted by
pillbox_purgatory to
buildapcforme [link] [comments]
2023.06.07 03:23 Vinn_123 Zombie Deck - super budget deck for constant higher rank enrings
| https://preview.redd.it/p3j9fhkk0i4b1.png?width=921&format=png&auto=webp&s=71034cfc6621980c262c1bd77577c022fc3b55e4 https://preview.redd.it/szpauh5n0i4b1.png?width=1195&format=png&auto=webp&s=9c0f4fbe6893d7c3c4d7043b11ca3b14bed99fa5 https://preview.redd.it/joi47tyo0i4b1.png?width=838&format=png&auto=webp&s=2dc54805ba7502c004f1e5e098a00130983c86a3 https://preview.redd.it/z1dc00zo0i4b1.png?width=833&format=png&auto=webp&s=0dfb877ae57ffc393dec46f5428549aaf9a796a7 https://preview.redd.it/pzlzityo0i4b1.png?width=831&format=png&auto=webp&s=4c0e4688fefc56c76048ffb9f93ad5b559aa55d0 When i started playing there were some decks explained here on Reddit, but sadly these days there are not that many. I know some players left, there were some lame shilling attempts, a lot of pressure on some decks/cards and so on. So, now that Band of the Wolf is locked and lately there were so many post about how it's hard to play against people in higher ranks and requests for even more "help" for low rank players i decided to share this super cheap deck.This deck is also a tribute to all the players i saw giving advices in the past, real good value. Ok, this is a Zombie Midrange Death Deck. Before the changes in deck names it was called Zombie Deck. https://gudecks.com/decks/GU_1_1_KCBKCBKCGKCGKCyKCyCAgCAgCCcCCcCCeCCeCDSCDSHAFHAFIACIACIADIADIAJIAJIAKIAKIBJIBJIBPIBPIBZIBZ?godPowers=100106&archetype=Zombie%20Midrange%20Death I've been playing this deck for a long time (since Mortal Judgment was released), changing some cards in the process. It has over a 1000 matches in total (combined with previous types and deck name) with win rate around 60%. It's is important o say that this deck can reach Mythic but it is hard (more on that later). Purpose of this deck is constant higher rank presence for daily earnings. You can easily stay in Solar Gold and go to Diamond. With this deck i earn a 30 GODS a week on average (sometimes is 28, sometimes is 35, but for an ease of calculation let's keep it at 30). It has a good win rate against almost every deck out there, with some deck being super annoying and Control Death being the hardest to beat. More importantly it is a great counter to any aggro deck, especially War. The Deck As you can see it is a very cheap, at the moment i was writing this it was 15$. The most expensive cards are Necroscepter and Netherswarm Lord, and that's it. God power - always Soul Burn for frenzied effect. So let's go trough the cards. Gleamweaver - for Anubians and Mages mostly (Arcane Burst and Pyrrhic Knowledge combos). Sometimes it is good against Light as well. It is a versatile 1 mana card with 2/2 stats. Vanguard Axewoman - top Welcome pack card. 1 mana 2/2 and it adds clearing options early on (Anubians, aggro decks) Blight Bomb and Curse of Greed - amazing low mana spells. If you are going second you always want one of those in your hand. Curse also has an empowered option you can use if needed. Voracious Fiend - very good card, and a bit underrated. For 2 mana you get 2/2 with afterlife 1/1 Zombie. Sticky creature, those are important for this deck. You can play it on turn 1 and have board control instantly. Wicked Fae - Jack of many trades. For 2 mana you get 2/2 and 1/1 creatures with clearing option. It adds to tempo, board clearing and board presence. Cursed Hoplite - I would the the most underrated Death card ever. Hoplite is great, 3 mana adds 3/1 with 1 armor, and afterlife summon 1/2 with 1 armor. It has 3 DMG so it can clear creatures, especially aggro 1/3 creatures. It is also a "trap" card because there are some players who see it and immediately think "this is a bigger threat, i need to remove it ASAP". And it is a sticky creature for sure. Cursed Obelisks and Necroscepter - Those are top Death cards in most of the decks. Obelisks are not that expensive but Necroscepter is the most expensive card on the list. They add board presence and constant healing from zombies.Obelisks will be targeted ASAP (especially by Mages) and your opponent will waste cards on it. But it has backline so mostly spells.Necroscepter is great because if opponent does not have relic removal you will always have at least one creature on board. Be careful around The Sanctum - find Sanctum tutorial and learn how it works. Those two are not 100% essential but you should have them in a long run for better constant win rates. With Soul Burn you will always create board threat. Decaying Rhino - 4 mana heavy creature. You can even play it without frenzied effect just so the opponent will trade it's creatures or waste spells. Strong hitter and can easily get opponent in trouble. Netherswarm Lord - very versatile card. 3/5 with buffs to all Nether creatures and draw card once frenzied. It will always, always be targeted first so you can use it as a bait as well. And always place it right of Obelisks, so Obelisks will proc first, then Lord. Ray of Disintegration - great 5 mana spell. It doesn't cost much so you can combine it with god power or cards from Sanctum (to remove ward). If combined with god power you do 3 DMG to opponent god as well. I have won so many times because of that. Bifurcating Curse - this is a key card for clearing boards for you. Especially those annoying even mana aggro cards. Your Zombies are all odd mana value (1), Hoplite is 3 and Skeleton is 1. Voracious Fiend afterlife is also 1, Obelisks 3, so you clear those even value mana creatures and have full board presence or trade your creatures to clear the rest.Also, do not be afraid to sacrifice your creatures, you have many ways to establish board presence as well (Afterlife effects, summons, scepter...) Vampiric Skull - strong board presence card. It adds 6/6 creature with summoning a creature from void - most cases Obelisks, but sometimes you need to be smart and summon sticky creature or Axewoman for instant clearing or Protection removal.Another reason not to be afraid to sacrifice your creatures. Overseer of Vitality - another undervalued card because it is 7 mana. Board clearing, buff, tempo, presence 6/6 creature.It is a great combo card sine you will always have some creatures on board (this is why you want sticky creatures). If you have Zombies it is also a great healing option. Everything that is left alive after roar your creatures will kill. But don't hesitate to use it on its own to clear board and taunt opponent to use spells. - Other cards (you might use or avoid)
If you are staring up new player and do not have some of those cards - use welcome + core set to get to Astral Meteorite/Twilight Shadow. From there get full meteorite deck and start earning daily GODS to buy cards you need. You want Fiend and Hoplite first because they are very cheap, Rhino as well and Obelisks. Then save for Necroscepter and Lord. Onyx Nightblade 2 mana - you can use this card at low ranks. It will help you a lot against annoying 1 attack cards. Later replace it with second Necroscepter or Obelisks. Fickle Cambion 3 mana - easy replacement for Rhino or Hoplite. Usually it will be killer fast and you might not even use it but it is a treat for opponent. Works better in aggro decks. Vrock 3 mana - another good option. 4/2 and draw cards. be careful with card draws you you do not hurt your hand with too many cards. Also you can force you opponent to lose cards if you notice his hand is full. And not to mention opponent will always try to get rid of it because of 4 DMG. Dune Cavalry 3 mana - very good starting card for 3 mana. Very useful at early ranks, 3/4, it can take a hit and deal damage. Tomb Carver 4 mana - another great replacement for Rhino. Some Control decks use it at higher ranks as well. For 4 mana you can take a hit, deal good damage and afterlife heals you. Wetlands Ogre 4 mana - pure brute, if you do not have Tomb Carver yet. Once you get Carver replace it with it. Void Flash 4 mana - this spell can sometimes save you at lower ranks. You need to trade your creature as well but you can remove crucial threat. At higher ranks it wont work too well in this deck. Ogre Archer 5 mana - If you are desperate for more board clearing options, but replace it with something better as soon as you get it. For Lord for example. Void Drake 7 mana - If you do not have Overseer of Vitality this is good replacement. Be careful how you use it because it only destroys everything with 3 HP and less. I used it until i got Overseer Cyclops Defender 7 mana - If you do not have Void Drake you can add this one, it will help you save your creatures/god and it can deal good damage. End Times 8 mana - board cleanse card with board dominance. It is 8 mana card so you can only play it later in the game. For this deck Overseer is better option but it can save you sometimes. It's better for control deck instead of Apocalypses Now for example (but nothing can really replace that card) Helian Elite 8 mana - More buffed Cyclops Defender. This is not control deck so high cost mana cards will be burden later on. For lower ranks go for it but maybe just 1 copy. Skeletal Hopilite and Undead Roach 1 mana - i use Axewoman for clearing options as said. If you will go heavy with Nether you can use those, especially if you want to try Chira and Corpse Explosion. Eva, Baroness of the Dead 2 mana - good option, better in control decks but good vs aggro in general. With Soul Burn power you will have one less option for triggering effect. It is a gamble because sometimes your side of board gets transformed (Obelisks for example). I used it for some time then i replaced it with second Necroscepter. Corpse Explosion 5 mana - an option you can consider and you will see it in a lot of decks. For me it didn't worked so i never actually used it. But it is an option for sure. Players usually have 1 copy, and i do not like 1 copy cards in deck, hard to draw. Ragnarok 1 mana - this is great card, really is. It is expensive in comparison to this deck but it it a double edge sword for it as well. You can easily clear aggro cards with it but if you gonna use it it would be best to combine it with Siren of the Grave. Raze Imp 1 mana - avoid this card. I have seen players using it and it might seem good but i adds random cards to your deck. This deck i well combined and you do not want anything to ruin your chances for pulling what you need. Burrowing Scarab 1 mana - not for this deck. Great card but better for Anubians, Mill, or even aggro. Dangerous Ritual 2 mana - might come in handy but you need something to combine it with like Corpse Explosion. Crimson Oni 4 mana - not good, Rhino is much better, do not get it even if it's cheap. Reap 6 mana - for control decks, you have Ray of Disintegration and a lot of healing from leach. Neferu, Champion of Death 6 mana - oh boy, this card is nice. It will cost you a lot if you are F2P but it is a good card. It will for for you as extra board control, something like buffed Overseer. Undead Chimera 4 mana - great card, aggro uses it a lot, you can use it as well if you trade it with something. Soul Shatter 3 mana - Curse of Greed is much better. With this one you can destroy your own creatures. Necronomics 1 mana - awesome card but only if you have Corpse Explosion or something to combine it with. Also expensive compared to this deck. The Rotted One 5 mana - this on is tricky. I saw it few times and it rarely works (for now, as it is a dragon). Pay attention to this card for the future. Arch of Amenmose 6 mana - for aggro and Corpse explosion, not for this type of deck. Encumbered Looter 2 mana - might come in handy but only works early, there are better 2 mana options. This one works better with Anubians. Spawn of Callaryn 4 mana - i saw it few times, i find Rhino a better 4 mana card for this deck. Over the Line 6 mana - not for this build, you need stronger creatures, Corpse Explosion is better. Frozen Rest 3 mana - some players take one copy but it works better in control decks, you do not need it here. Look at the Sanctum for relic removals. Spirit Storm 3 mana - i saw this few times with same build, skip it. Deck has too few afterlife creatures, but pay attention to this card for the future. Fallen Legion 3 mana - option to replace Cursed Hoplite but i like Hoplite better - it's more sticky Perseverance 4 mana - great card but it will not work all the time with this deck. You need constant board domination, or at least you want that. This is great for elimination/healing but it will leave 1/1 creatures which can easily be removed. I said it earlier, sticky creatures are important here. Chira, The Spiritspeaker 3 mana - great card as well, amazing, but not in this deck. Sure you have Fae here and some other Nether cards but if everything goes to plan they are already used and you established board dominace. 1 mana cards are not Nether so you have problem with activation. Ember Oni 7 mana - what to say, i dont like this card at all but you can use it. You can swap 1 Overseer of Vitality for 1 Oni, or add 1 Oni for more Control, slower deck Gameplay and matches As said this deck is great for Solar Gold/Diamond. You can reach Mythic but you really need to do good and have some luck. Also once you are in Mythic you not stay there forever. I know there have been a lot of posts saying aggro decks are free ticket to Mythic, especially before with aggro war, but do not believe everything you read. Agrro decks are coin toss, if they do not get what they need in first 2 turns they will probably lose.They are fast deck but coin toss. With enough of matches you can get a good streak to get you you to Mythic, but in general you will say most of aggro players fluctuate a lot. Also aggro is more strategic then you think and only top skilled players will always stay in highest ranks. This deck is designed to have answers most most of the time no matter what, but it lacks some key elements to be a true Mythic deck. Your worst opponent is actually mulligan and draws. It is designed as fast Midrange deck, there are also some slower Midrange decks. You have 12 cards that are 4+ mana, and if mulligan is cruel to you, you will lose no matter what.I've had a lot of those matches, going first and i get all 4+ mana cards with bad draws later on. This is the part where some players say game is rigged. I do not have any evidence to it but it sure is strange to see some odd statically chances happening more then often in a row. Either by bad mulligan, bad draws or prefect counters from opponent. Speaking of opponents: Magic Worst match you can get. So annoying especially Control Magic. They are the sole reason along with mulligan and ranking system you will have hard time reaching Mythic or sometimes drop to Auric Gold.Shaped blast, Unbound Flames and Ember Oni give Mages so much option do remove everything you have. Until Ember Oni was released it was kind of OK to play against them, but now, pure annoying pain. And with Oni not touched by "balance team" i'm afraid how Magic will look like in the future because they will for sure get new powerful spells. Other Magic decks are OK to deal with. Look at their god power and just keep pressure if the select anything then Magebolt. For mulligan - go with Fiend, Fae, Obelisks, Necroscepter from low mana cards, Rhino is good draw sometimes. You do not need spells early on so don't keep them.Going first best mulligan is Axewoman, Scepter, Obelisks/Hoplite/Rhino.Going second, Fiend, Fae, ScepteObeliks is good. Nature Second most annoying deck you will face is Amazon deck. So bloody annoying with their Canopy Sniper, Nimble Pixie, Barksworn Protector and so on. Here your worst enemy is mulligan, because if you do not manage to keep them in order they will ruin all your creatures no matter what. Other nature decks are easy to deal with. If you see god power Animal Bond it is not Amazon and keep an eye on Dagan - Cures of Greed will ruin him. For mulligan - go with Axewoman, Gleamweaver**,** Curse and Blight bomb**,** Fiend, Fae, Obelisks, Necroscepter from low mana cards, Hoplite is good draw sometimes.Going first best mulligan is Axewoman/Gleamweaver, ScepteObelisks (or both), Curse or Blight bomb.Going second, Curse or Blight bomb always if you get it, Fiend, Fae, ScepteObeliks for example. Deception My favorite god even though i do not play it :/Control deception is pain it he ass because of big mana control cards. You need to make them trade coastally - meaning smart board presence. Keep an eye on Toast To Peace - while playing control/mill deception always put most valuable cards as left as possible. Cutthroat Insight was never a true issue for this deck because if you set up a good board domination and you can easily do it, by the time they used it you would do some heavy damage to their god. Only if your board control sucked CI would ruin you. Aggro Decpetion - just start strong with board domination, they will have to trade because of leach. Keep an eye on Sanctum and for Bifurcating Curse - lure them sometimes. It's not that hard to win against them, they usually need to be very lucky to win easily against you. For mulligan - go with Axewoman, Gleamweaver**,** Curse and Blight bomb**,** Fiend, Fae, Obelisks, Necroscepter.Going first best mulligan is Axewoman/Gleamweaver, Scepter and Obelisks, Curse or Blight bomb.Going second, Curse or Blight bomb always if you get it, Fiend, Fae, ScepteObeliks for example. Light Besides heavy control light you can deal with anything. Again, start strong, make them trade. Fiend + Fae will ruin most of early cards for them. Your removal spell will do the rest. From 5+ mana lure them to fill board so you can use Bifurcating Curse and Overseer. They will also hate your Rhino and Vampiric Skull. Do no let them dominate you because you will not be able to remove buffed creatures. Trade as well, even if you need to clear your side of board. For mulligan - go with Axewoman, Gleamweaver**,** Curse and Blight bomb**,** Fiend, Fae, Obelisks, Necroscepter.Going first best mulligan is Axewoman/Gleamweaver, ScepteObelisks (or both), Curse or Blight bomb.Going second, Curse or Blight bomb always, Fiend, Fae, ScepteObeliks War Aggro War is the easiest match along with Aggro/Regen Nature. Once you get out Obelisk and Necroscepter they are in trouble. Axewoman + Fae will clear early threats if you do not get removal spells. Do not let them go unchecked early. After 4+ mana you own them if you keep them in check. For Control war, heavy dominance , Fiend, Rhino, Cursed Hoplite. Same for Relic or Armor war. For mulligan - go with Axewoman, Gleamweaver**,** Curse and Blight bomb**,** Fiend, Fae, Obelisks, Necroscepter.Going first best mulligan is Axewoman/Gleamweaver, ScepteObelisks (or both), Curse or Blight bomb.Going second, Curse or Blight bomb is a must, Fiend, Fae, ScepteObeliks. Death Control Death is just OP right now. Magic is annoying, just that, but Control Death... You will probably lose but it will not be an annoying match. And since Control Death is very expensive not everyone will have it. Unlink Magic + Oni. Aggro Death - easy, they will need Corpse Explosion against you to win so your main priority is to clear board all the time. Anubians - similar to Aggro, plus you have Gleamweaver, a game over for them if you ruin their void. Midrange - you play against yourselfer probably so you should know all the weakness. Do not let them have 2 Lords on board, ever. For mulligan - Axewoman, Gleamweaver, Curse and Blight bomb**,** Fiend, Fae, Obelisks, Necroscepter.Going first best mulligan is Axewoman/GleamweaveFiend, ScepteObelisks, Curse or Blight bomb.Going second, Curse or Blight bomb, Fiend/Fae/Axewoman, ScepteObeliks. That's it. It is a cheap faster deck but, you will have to learn hoe to paly this deck. Do not rush when not needed, learn how to lure your opponent, trade off moves. Once you know your deck things get even easier. Good luck submitted by Vinn_123 to GodsUnchained [link] [comments] |
2023.06.07 02:59 Mysterious-Pride-916 Is the 4K version worth it (AVATAR 2009) ?
2023.06.07 02:48 Psychological_Lab_52 My vision for reviving Halo (at least through BTB...)
I don't know how I'd go about approaching campaign, but I know exactly what I'd do with the multiplayer.
Specifically BTB.
BTB like most of Halo has been lacklustre for some time now, and Infinite did little to address this, so here are the ways I'd evolve it:
Increased scale:
this is an easy point to address, because I think everyone was a bit underwhelmed with Infinite's 12v12 player limit. I'd go as high as 24v24 or possibly 32v32, and scale maps up to match this change.
A classic approach to gameplay and content:
forget the focus on the BS progression system and cosmetics angle, the reason why games are games is because of gameplay, so we'll strip things back to reflect that. A solid roster of BTB maps covering as many biome types as possible, and re-imagining classic maps like the 2 base box canyon map perfected by Valhalla, the epic open battles of Sandtrap, the tunnels, ledges, verticality and tension induced by the U-bend shape of Danger Canyon (with better designed spawn areas and extra routes to the bases).
Overhauled vehicle mechanics and physics:
Infinite is way too unforgiving to vehicle users. It seems like 343 designed them around this philosophy that your time in a vehicle should be capped regardless of how good you are, hence why you can be the best warthog driver in the game but small arms fire alone will eat you up most of them time after just 2 laps around the map, the less said about how easy it is to stun vehicles with a shock rifle (the power drain in 3 was much more balanced because you at least had to get up fairly close), or take them out with the easy to use Skewer, the better.
Beef vehicles up, or just design their counters to be more balanced. Tone down the damage inflicted by small arms to encourage the use of counters. Address the physics so the warthog doesn't float around so horribly.
Keep vehicle health but introduce repair pads where smart and skilful drivers can park for a moment to restore their vehicle to full health (thus removing the anxiety and frustration that comes with constantly having to look for a new warthog when you've only been shot up by ARs and BRs. The balance of these vehicle pads is they're placed in zones where you're fairly vulnerable and have to wait for some time to have your vehicle fully restored.
Side objectives/strategic map elements:
Imagine a map centering around the light bridge in the mission Halo from CE. The bridge represents the best way to get heavy vehicles across to the enemy's base, at which point they have an advantage in laying seige on the enemy, but the bridge is interactive and constantly fought over by each team, looking to activate or deactivate it according to the game state.
On top of this kind of map unique mechanic, there are also other recurring side objectives within all maps. Perhaps there is some form of forerunner technology to be harnessed, like points that are controlled to harvest a kind of power, that is used for upgrades. Each individual player can contribute to the team in different ways, and as a collective the team is constantly improving its ability to attack and defend the enemy.
You want to reinforce the base? Construct shield doors, alarm systems, automated turrets etc. Want to upgrade transport for your team? Soup up your team's warthogs by purchasing upgrades for speed, handling, armour, and more. The possibilities for this are endless.
Dynamic maps:
I've eluded to my love for Sandtrap, but one thing I'd love to see in a scaled up remake is a sandstorm effect. Perhaps this could randomly come into play in different areas of the map creating cover for players on foot, or maybe this in itself could be a kind of tech available on the map that the teams fight over to produce cover for their guys on foot.
So you see where I'm going with this.
An example of a classic map re-purposed for this new age BTB:
Infinity. I love the scale and atmosphere of this map, and still believe it has great potential with a higher player count. It's already got great scale, super fun and varied terrain for Warthog flag runs, caves and depressions where players on foot can hide and lurk, great verticality with the bridges and sniper perches, plenty of space for air combat etc.
It's a map that has a bit of everything, but in this new BTB with the ability to upgrade vehicles enchancing them for flag runs, fortifying your home base, or controlling and fortifying outposts nearer the center of the map, disabling/enabling shield doors and teleporters, there is so much crazy Halo style chaos to be had with it. You just need a little imagination.
A focus on team play and recognition of such:
Introduce modifiers when awarding points to players. If I set up some forerunner style defence system in my base or sandtrap style minefield to disrupt a chokepoint, dish me out bonus points even if I'm not directly killing players or scoring flags, if I carry the flag a long distance towards base acknowledge that too, if I'm taking out enemy players in the vicinity of a teammate with their flag recognise that too.
In this version of BTB everyone is contributing in their own way, and even if you're not directly involved with the main objective you can bet you're still doing something fun and meaningful that's contributing to the team's success.
Looking forward to hear what you guys have to think.
submitted by
Psychological_Lab_52 to
halo [link] [comments]
2023.06.07 02:44 syseka Please clarify
2023.06.07 02:41 HinamizawaVictim [CA][US][Selling] Blame singles, Blood Blockade Battlefront, Breath, Eyeshield 21 Complete, Ghastly Prince Enma Burning Up, Occult Academy, Story of Saiunkoku Season 1 DVD, The Big O, Triage X, Vagabond singles and More
Hi everybody, below is my list of anime, manga and light novels available for sale. Some new items have been added - anything that's in the timestamp but not listed below has been sold. I've tried to address most potential questions below, but feel free to ask me any questions.
Please comment on the thread before sending me a PM or Chat message, especially given the new feedback system in place. Please make sure your shipping address is updated on your PayPal account before sending payment.
No holds for longer than 1-2 days and throw out the first offer if you want to negotiate, though prices are firm for some things.
I won't split any sets unless it's stated otherwise.
I'm a Canadian seller that is willing to ship to most places on this planet. Prices are based in Canadian dollars - the listed USD price is provided as a reference, as FX rates fluctuate slightly every day. (PayPal will automatically convert your USD/local currency to CAD when you pay.) Local pickup and payment can be arranged if you live in the Greater Toronto Area.
Timestamp Anime:
Prices include shipping and tracking to Canada & the USA for anime. If you live anywhere else, I will need you to provide me with your postal code and country so I can provide you with a shipping quote.
Pics Blood-C: The Last Dark (Blu-Ray+DVD, SAVE Edition) - $80 CAD / $61 USD
Ghastly Prince Enma Burning Up Premium Edition (Blu-Ray+DVD) - $300 CAD / $230 USD
Occult Academy Premium Edition (BD) - $220 CAD / $168.50 USD
The Story of Saiunkoku Season 1 Complete Collection (DVD) - $230 CAD / $176 USD
Books:
Shipping costs for single volumes of manga or light novels:
Canada - starts at $11 CAD with tracking, but can increase depending on distance, whether you live in an area that Canada Post deems as rural, and weight. I may consider shipping via Canada Post Lettermail ($7 CAD, no tracking provided) for books at or below $25 CAD if it fits within the size limits. Please provide me with your postal code for an accurate shipping quote.
USA - starts at $11 CAD (around $8.50 USD) including tracking for 1-2 normal sized volumes. Price will increase slightly for 3+ books and depending on weight and insurance.
Europe - starts at $15 CAD for one normal sized volume to most European countries. Please provide me with your postal code for an accurate shipping quote.
Anywhere else - I will need you to provide me with your postal code and country, so I can provide you with a shipping quote.
Light Novels: Pics Code Geass Lelouch of the Rebellion Stage 2 - Knight & Stage 3 - Sword - $150 CAD / $114.75 USD (Will Not Split)
The Asterisk War Vol. 3 - $130 CAD / $99.50 USD
Manga - Single Volumes: Pics 20th Century Boys Vol. 22 - $100 CAD / $77.50 USD
A Drifting Life (spine has creasing) - $40 CAD / $30.50 USD
Black God Vol. 11 - $40 CAD / $30.50 USD
Blood Blockade Battlefront Vol. 2 - $30 CAD / $23 USD (partial set also available below)
Boys Over Flowers Vol. 19 - $55 CAD / $42 USD
Boys Over Flowers Vol. 24 - $55 CAD / $42 USD
Casino Lily (BL, Sealed) - $40 CAD / $30.50 USD
Dr. Slump Vol. 16 - $110 CAD / $84 USD
Freezing Vol. 19-20 - $85 CAD / $65 USD
Haganai: I Don't Have Many Friends Vol. 8 - $45 CAD / $34.50 USD
He's My Only Vampire Vol. 4 - $40 CAD / $30.50 USD
Hey Class President! Vol. 1 (BL, Sealed) - $60 CAD / $46 USD
Highschool of the Dead Vol. 2 - $20 CAD / $15.50 USD
Innocent Bird Vol. 3 (BL) - $85 CAD / $65 USD
Inu x Boku SS Vol. 2 (front cover is bent inwards, but no creasing except for a small one by the X) - $20 CAD / $15.50 USD
JoJo's Bizarre Adventure Part 3 Vol. 1 (Paperback release, no Stardust Crusaders subtitle on the cover) - $20 CAD / $15.50 USD
Judge Vol. 6 (G3 condition) - $70 CAD / $53.50 USD
Kannazuki no Miko Vol. 1 (Sealed) - $40 CAD / $30.50 USD
Lady Snowblood Vol. 1 - $50 CAD / $38.50 USD
Kill la Kill Vol. 1 - $35 CAD / $27 USD
Knights of Sidonia Vol. 15 - $60 CAD / $46 USD
Magika Swordsman and Summoner Vol. 5 (has black remainder mark on the bottom) - $25 CAD / $19.50 USD
Neon Genesis Evangelion Vol. 13 - $45 CAD / $34.50 USD
Nodame Cantabile Vol. 13 - $50 CAD / $38.25 USD
Private Teacher! Vol. 3 (BL) - $183 CAD / $140 USD
Red River Vol. 1 - $25 CAD / $19 USD
Stay Close to Me - $70 CAD / $53.50 USD
Stepping on Roses Vol. 5 - $52.50 CAD / $40 USD
Strike the Blood Vol. 6 - $50 CAD / $38.25 USD
The Testament of Sister New Devil Storm! Vol. 3 - $85 CAD / $65 USD
This Ugly Yet Beautiful World Vol. 1 - $40 CAD / $30.50 USD
To Love-Ru Vol. 5-6 - $60 CAD / $46 USD
Tokyo Babylon Omnibus Vol. 1 (G2-3 condition) - $35 CAD / $27 USD
Vampire Hunter D Vol. 4 - $
Yowamushi Pedal Vol. 6 - $95 CAD / $72.50 USD
Yu-Gi-Oh! Millennium World Vol. 1 - $20 CAD / $15.50 USD
Manga - Sets: Prices for sets include shipping and tracking to Canada and the USA. Other countries, please inquire for a shipping quote. Sets will not be split up unless stated otherwise!
Pics Blood Blockade Battlefront Vol. 1-3 & 5-7 (Vol. 1 has a black remainder mark on the bottom) - $600 CAD / $459 USD (Separate vol. 2 also available above)
Blame! Vol. 1-2 (Tokyopop release) - $100 CAD / $76.50 USD
Breath Vol. 1-5 (BL, Complete Series) - $500 CAD / $382.50 USD
Eyeshield 21 Vol. 1-37 (Complete Series, Vol. 21-22 are sealed) - $1300 CAD / $995 USD
Fruits Basket Vol. 16 & 18-21 - $95 CAD / $72.50 USD, Vol. 16 available separately for $25 CAD / $19 USD including shipping to Canada and the USA
Gunsmith Cats Revised Edition Vol. 1-4 and Gunsmith Cats Burst Vol. 1-5 (Complete Series) - $750 CAD / $574 USD
Hey Class President! Vol. 1-2 - $185 CAD / $141.50 USD
Love Com (Lovely Complex) Vol. 1-15 - $690 CAD / $528 USD
Madness Vol. 1-2 (BL, Complete Series) - $40 CAD / $30.50 USD
Monster Vol. 4-6 (singles) - $95 CAD / $72.50 USD
Monster Vol. 4-6, 12 and 15 (singles) - $135 CAD / $103.25 USD; Vol. 12 separately is $50 CAD / $38.25 USD including shipping to Canada and the USA; Vol. 15 separately is $50 CAD / $38.25 USD including shipping to Canada and the USA
Please Tell Me! Galko-chan Vol. 1-2 - $115 CAD / $89 USD
Rabbit Man, Tiger Man Vol. 1-2 (BL) - $195 CAD / $149 USD
Tegami Bachi Vol. 2-7 - $95 CAD / $72.50 USD
The Big O Vol. 1-6 (Complete Series) - $217 CAD / $160 USD
Toriko Vol. 1-6 (Vol. 2 is in G3 condition) - $120 CAD / $92 USD
Triage X Vol. 1-11 (Vol. 11 is Sealed) - $550 CAD / $421 USD
Vagabond Vol. 3-12 (Single Volume release) - $440 CAD / $336.50 USD
Zombie Powder Vol. 1-4 (Complete Series) - $
submitted by
HinamizawaVictim to
mangaswap [link] [comments]
2023.06.07 02:18 Long-Eye6728 For Olivia 💕💖💕
For Olivia 💞💖💞
[
https://youtu.be/lT0Hbzh8J_U]
Hi! It’s Elizabeth Holden/Violettas. Okay so this is a long one (and I had to post from a different Reddit username) , but since Olivia has had to deal with so much shit lately, I’d just like to support our girlie and say this…
So in 2012 I was sexually assaulted at college twice, and then in 2013 twice again. The first one was a random guy at a frat party who groped and “”humped”” me for 20 seconds in the middle of a full room of people, and since I use a wheelchair I was an easy target, and everyone just stared and laughed at me. The second, third, and fourth time were by the same guy in a devastating-for-me, fucked up, fake thing he called “”friendship””. Let me add I was also going to BYU, and he told me I was bad for him and not churchy enough to ACTUALLY date, and because of that, me just existing in front of him was making him do bad things, and if I wanted to be a “good friend” I could never speak to him again. I had a horrible sense of self worth, and because of my disability I felt like no one would ever want or love me, so I just accepted what he was doing as the best thing I would ever get.
Around this time, I started writing music and performing in the local music venues. I finally found an outlet and community, but there was one problem: BYU guy was also in the music scene. He would intimidate me to not go to venues, even when he wasn’t playing, he would try to become friends with my new friends, he was ruining the one thing I had. I told the local music venues what he did and they were like, “well he’s in a popular band here so idk what we can do, sorry :/“.
I was so angry that at the last spring semester I was there for, the last one I could actually tolerate (he was still going there), in my art history class i wrote a song about being assaulted. The gist of it is that when there’s a sparkle in someone’s eye, it usually is alluring, and always a positive thing. But the one in mine will blow you to pieces, when i open my mouth I’m gonna take you out. I never ended up recording it (which means it’s copyright claim free baby! Play it all you want!!) but all these years later (I wrote it in 2014) I still think it was one of my best, most meaningful and poignant songs I ever wrote. Eventually in 2015 I founded a music collective for women and non binary musicians to make a safe space for ourselves, and THEN we blew his ass up (and then shit got so fucked up and he got a lawyer who said he would sue us for libel and then all my friends hated me because they had no money to be sued for, and then i was suicidal etc etc. rash time, but everyone knew about what he did in the end so…..good?)
Olivia has been dealing with so much shit lately with all these manosphere guys targeting her specifically, as well as other women like Olivia and me who have been sexually assaulted. Especially lately, she has been the main voice of reason why these freaks that keep popping up more and more shouldn’t be interviewed/given airtime/debated and no such idea should be entertained. The shit we all have to endure makes me SO fucking angry. I wanted to do some little thing to help, so I dug through the internet to find some scrap of this song still existing somewhere. Someone recorded me the only time I ever sang this song, in the same venue where he hung out and played shows at too.
Olivia, we all love you to death, and I’m SO glad you’re on the podcast, fighting tooth and nail for us sometimes. You’re a ray of sunshine, a constant support system, and you are so courageous, dazzling, smart, and kind. Thank you for representing for all the girlies and SA survivors in the family, saying what they need to hear, and what we need to hear. We love you bestie❣️💞💖💜💖💞❣️💕💓 🖐🏻✊🏻🖐🏻✊🏻🖐🏻
Elizabeth 💜
So they didn’t start recording until a few seconds into the song, so here are the full lyrics:
I wanna scream, I wanna scream Cut through the wall, back through to me Cause on the other side, you’re gonna listen You’re gonna see who you’ve been kissing
The spark in my eye will blow you to pieces The spark in my eye will Blow you to pieces
Do you remember that night? Cause I remember that night You smothered me, put me out of sight Covered my face, muffled my screams But you didn’t realize you lit a fuse in me
And I’ve been seeing you all around But one of these days I’m gonna knock you to the ground
The spark in my eye will blow you to pieces The spark in my eye will Blow you to pieces When I open my mouth I’m gonna take you out When I open my mouth i’m gonna take you out
You want a Mrs who’s gonna be submissive With praises and poetry rolling off of her tongue To lobotomize, sodomize, infantilize Remove her need for lungs
The spark in my eye will blow you to pieces The spark in my eye will Blow you to pieces When I open my mouth I’m gonna take you out
The spark in my eye will blow you to pieces The spark in my eye will Blow you to pieces When I open my mouth I’m gonna take you out When I open my mouth i’m gonna take you out 💜
submitted by
Long-Eye6728 to
h3h3productions [link] [comments]
2023.06.07 02:18 D1g1ta1x World on Fire Blu-Ray
Anyone get this working on modern equipment? I remember it working on a xbox 360 or something but i no longer have one. It doesn't work on new consoles or new 4k blu ray players .
submitted by
D1g1ta1x to
TheProdigy [link] [comments]
2023.06.07 02:15 TrinketsNKinks For $149.99 from $179.99: Keurig K-Supreme SMART Single Serve Coffee Maker With Wifi Compatibility, 4 Brew Sizes, And 66oz Removable Reservoir, Compatible with Alexa, Black
2023.06.07 02:14 GuyFromESPN8TheOcho Can someone help me out? I have no idea what I'm doing.
I'm trying to make a fan-made movie trailer. It was suggested to me that I can do that by ripping footage from Blu-Rays using MakeMKV. And then isolating the vocals using
VocalRemover.org. Eventually using Handbrake to convert the audio tracks to 5.1 before bringing it into Adobe Premiere.
I have a MAC. And I'm completely overwhelmed by all the Blu-Ray drives. And this whole flashing thing? What's the deal with that? Also, not really sure what the deal is with Internal vs. External?
Can someone please help me out with specific recommendations? And what to avoid?
submitted by
GuyFromESPN8TheOcho to
makemkv [link] [comments]
2023.06.07 02:14 BlazeOfGlory72 TSN 690 Grab Bag: Caufield's contract, UFA signings and trading down in the draft
Lalonde: The Habs are laying the foundation - McKenna starts off the interview by talking about the Cole Caufield extension, describing it as a "win-win". Lalonde agrees, saying that both sides seemed to want a long term deal. Caufield seems happy to be here in Montreal and wants to win in this market. He also gets a lot of money up front. On the flip side, the cap hit was very appealing for the Canadiens. Lalonde then talks a bit about how exciting it will be to have Suzuki and Caufield locked up for the next 7 years on manageable contracts.
- Starr asks a bit about the contract, saying that he thinks that Caufield took a bit less than he could have asked for and put the team first. Lalonde says that Caufield is a very humble guy and is someone who will praise his team before himself. Not every star player has this type of mentality, but Suzuki and Caufield seem to. Lalonde also brings up Connor Bedard as another player who always praises his team before himself.
- McKenna brings up how Caufield's contract is slightly less than Suzuki's, and how we seem to have an internal cap. McKenna asks how sustainable this strategy is, especially with the cap likely to skyrocket in the next couple of years. Lalonde says it was quite remarkable for Hughes to get Suzuki and Caufield signed long term for under 8 million, but doesn't know how sustainable this will be. If we end up signing a big name via free agency, it will be hard to keep them under that limit. She brings up Connor Hellebuyck as a big name we might target that would probably command a hefty salary.
- Lalonde talks about how it is exciting to see a management team and players who seem to want to build something long term and are willing to sacrifice to improve the team's chances to win.
- McKenna brings up the draft, saying that 5th selection seems to be the most dramatic pick. McKenna gets the sense that Hughes and Gorton have been trying to prepare fans for them passing on Michkov. Lalonde is unsure, saying that management seem to think Michkov is a "calculated risk". Starr says that he is firmly on team Michkov while McKenna is less sure, citing Basu's recent article which says Michkov would be another Caufield type player (ie. small and skilled).
Denis: Will the Habs splash the pot in the UFA market - They talk a bit about Patrick Roy, and rumours that the Columbus Blue Jackets may be interested in him for their head coaching position. Denis says that his name is in the mix, but that is all he knows. Either way, this is likely Roy's last year with the Ramparts. McKenna asks if there is still any baggage from the way he left the Avalanche. Denis doesn't know, but there were hard feelings at the time.
- McKenna asks about the Habs off-season plans, and if we should be targeting any UFA's, or is the slow and steady approach is the way to go. Denis thinks that we should proceed slow and steady. With the excitement of our your players, and the new coach and management breathing life into the team, many want us to take the next step right away, but Denis doesn't want to see us rush things. A move like the Dach trade last year would make sense as it builds for the future, but we don't need to be targeting any big name UFA's.
- Denis thinks it would be smart to wait until we can iron out our cap situation before we try to take that next step. When we are ready to be competitive, we will want that cap flexibility to make those moves that take us to the next level. It also gives us time to figure out our goalie situation. We can take some time to see if Montembault is our guy, or if we need to shop around for a goalie. Starr agrees, saying he would be disappointed if fans want us to rush this rebuild.
- Starr talks about a comment that St. Louis made about Caufield, saying that he can't teach Cole to score, he's been scoring since he held a stick. What St. Louis wants to do is teach Caufield to be a more complete player. Starr asks if this will mean Caufield will score less when he becomes more complete. Denis doesn't think so, and that becoming a more complete player may give him more opportunities to score. He gives an example of how being better on the boards could give him the chance to retrieve the puck and have scoring opportunity that he may not have had if he was looking for the pass from someone else. It's also important for a player to be able to help the team when they don't have the puck.
- McKenna brings up the Stanley Cup final, saying that both teams are very big and strong. He asks how a smaller team like the Canadiens views this, and if that effects their team building strategy at all. Denis says that both the Panthers and Knights are teams that make it tough to get scoring chances down the middle. They let teams get a lot of perimeter shots, but keep the high danger scoring chances to a minimum. Vegas in particular also has a punishing defense that makes it difficult to get in close.
D'Amico: There's no way the Habs trade the 5th pick - Jon starts the interview off by asking what the Canadiens biggest off-season priorities are. D'Amico thinks their first priority is to move one of our big contract, referencing Armia, Hoffman and Dvorak as names that we should be shopping. He also thinks Edmundson getting moved is a "forgone conclusion". The second priority would be to identify teams who are hurting for cap space, and try to pull another Sean Monahan type cap dump. The third priority would be to try and find some scoring to the roster, specifically a young scorer. He cites the Dach trade as an example of the type of deal he is talking about. He says that we tried that with Gurianov, but it didn't really work out.
- In reference to priority three, Jon brings up Brock Boeser as a player that can score and is on the market. D'Amico likes the player, but thinks he would be too expensive, and that his age puts him a little outside our window. D'Amico would take a look a Kakko in New York as someone who is stuck low on the depth chart, but might explode like Dach did if given an opportunity here. He also mentions Alex Newhook as another potential target for a change of scenery.
- Jon asks if there are any free agents this year that are flying under the radar. D'Amico thinks Matt Dumba is someone who could be very appealing. He's a right shot D that can hit and score, which is pretty rare. He also mentions Alex Kerfoot as a player that can play a middle six role very well.
- Jon talks about how many teams are right up against the cap right now, and how Monahan could be a real good get for a team looking for a cheap, productive 3rd line centre.
- They play a clip from Corey Pronman who says that if he were in the Canadiens shoes, he would pick Michkov at 5th. He says that we have some talent in Suzuki and Caufield, but Michkov could be on another level. Jon then asks if we pass on Michkov, would Reinbacher be a reach at 5th. D'Amico says that anyone outside of Bedard, Michkov, Carlsson, Fantilli and Smith is in a lower tier. Reinbacher is the best defenseman of that teir, but it would still be a reach for us. He thinks that Arizona will draft Reinbacher at 6th however. Reinbacher is a safe pick, and will likely be a number 3 or 4 defenseman, with some potential to be a top pairing guy. He's not flashy, but he is an overall solid player.
- D'Amico thinks the Habs are high on Ryan Leonard. He plays a game similar to Timo Meier, playing with physicality and can score in many different ways. He can score from out far with his shot, but also from in close with deflections and crashing the net. D'Amico says that Dvorsky is also someone the Habs like.
- On Michkov and the fears of his status in Russia, D'Amico thinks they are overblown. No Russian player since the fall of the Soviet Union has had any trouble coming to the NHL once their contract was expired. Jon thinks that all this Michkov will ultimately be pointless, saying that he thinks the Sharks will draft Michkov as they can afford to wait.
- Jon asks if the Canadiens could trade down if Michkov is not on their board and he drops to them. D'Amico doesn't think it will happen, and doesn't think it is worth it. Just pick the guy you want, even if it is a bit of a reach. Trading down might mean you miss out on the guy you want anyways.
submitted by
BlazeOfGlory72 to
Habs [link] [comments]
2023.06.07 02:06 ByTheBookBetty MRI Teenage Female Athlete Hip
15 year old 5ft 2in 120lb Female Softball Player (Club team 5 years experience travel level) complained of moderate right side hip pain after slide at 2nd base during game. Slide was properly executed.
She reported the injury after the game concluded and reported pain subsided 2 days later.
2 weeks later, she executed slide at home base and was immediately in distress. After practice, she reported the injury and had a progressively pronounced limp. She did not feel a pop or anything other than intense weakness and pain.
Within 40 minutes a large grapefruit sized swelling grew on Right Hip without bruising and she was unable to bear weight on right leg. X ray was ordered at urgent care with negative results. Prescribed rest and motrin.
Swelling remained and spotted bruising began to appear 2 weeks after injury.
Returned for care approximately 5 weeks after injury to reevaluate hip. Swelling remained and pain 7/10.
Bedside Ultrasound evaluation notable for small anechoic mass represented a possible liquified hematoma. Suspicious for traumatic separation of the skin and subcutaneous tissue with morel lavallee (posttraumatic seroma) lesion secondary to trauma.
MRI was completed last week.
I cannot read these images and I am a concerned and impatient mom. I am hoping someone can take a look and see if anything of significance is obvious on the images.
Past medical history is negative for anything other than mild/moderate anemia (unresponsive to supplements 😞 ) and 2 broken fingers.
https://imgur.com/a/XmLkvVR submitted by
ByTheBookBetty to
AskDocs [link] [comments]
2023.06.07 01:45 AutoModerator Watch The Little Mermaid Online For Free
Watch The Little Mermaid online is free,The Little Mermaid Online Full Movie which includes streaming options such as 123movies, Reddit, Netflix, HBO Max, Disney Plus, Peacock, or Amazon Prime. The Little Mermaid Release in the US? Yes, we have found an authentic streaming option/service. Here are options for downloading or watching The Little Mermaid streaming the full movie online for free on 123movies & Reddit, including where to watch the 10th chapter in The Fast and Furious Saga The Little Mermaid Movie at home. Is The Little Mermaid available to stream? Is watching The Little Mermaid on Amazon Prime Video, Disney Plus, HBO Max, Netflix or Peacock?
Watch Now: The Little Mermaid Full Movie Free Watch Now: The Little Mermaid Full Movie Free Now Is Watch ‘The Little Mermaid: available to stream?
Is watching Watch ‘The Little Mermaid: on Disney Plus, HBO Max, Netflix, or Amazon Prime? Yes, we have found an authentic streaming option/service. A 1950s housewife living with her husband in a utopian experimental community begins to worry that his glamorous company could be hiding disturbing secrets.
Showcase Cinema Warwick you’ll want to make sure you’re one of the first people to see it! So mark your calendars and get ready for a Watch ‘The Little Mermaid: movie experience like never before. of our other Marvel movies available to watch online. We’re sure you’ll find something to your liking. Thanks for reading, and we’ll see you soon! Watch ‘The Little Mermaid: is available on our website for free streaming. Details on how you can watch Watch ‘The Little Mermaid: for free throughout the year are described
If you’re a fan of the comics, you won’t want to miss this one! The storyline follows Watch ‘The Little Mermaid: as he tries to find his way home after being stranded on an alien Watch ‘The Little Mermaid: . Watch ‘The Little Mermaid: is definitely a Watch ‘The Little Mermaid: movie you don’t want to miss with stunning visuals and an action-packed plot! Plus, Watch ‘The Little Mermaid: online streaming is available on our website. Watch ‘The Little Mermaid: online is free, which includes streaming options such as 123movies, Reddit, or TV shows from HBO Max or Netflix!
Where to Watch Watch ‘The Little Mermaid ?
There are currently no platforms that have the rights to Watch Watch ‘The Little Mermaid: Movie Online. MAPPA has decided to The Little Mermaid the movie only in theaters because it has been a huge success.The studio , on the other hand, does not wish to divert revenue Streaming the movie would only slash the profits, not increase them.
As a result, no streaming services are authorized to offer Watch ‘The Little Mermaid: Movie for free. The film would, however, very definitely be acquired by services like Funimation, Netflix, and Crunchyroll. As a last consideration, which of these outlets will likely distribute the film worldwide?
The Little Mermaid Release in the US
The Little Mermaid hits theaters on January 2023. Tickets to see the film at your local movie theater are available online here. The film is being released in a wide release so you can watch it in person. How to Watch The Little Mermaid for Free? release on a platform that offers a free trial. Our readers to always pay for the content they wish to consume online and refrain from using illegal means.
The Little Mermaid in the ShoTimes:
Even though everything should be fun and games for Ariel and her friends, the ocean is full of secrets, and there’s someone who has a particular desire for Triton’s throne. Melissa McCarthy plays Ursula in the live-action adaptation, the sea witch who would do anything to ruin her brother’s life by taking his crown away from him. The villain quickly realizes that the best way to get to Triton’s heart is by threatening Ariel, and she has just the perfect plan to do so. After the Galaxy Vol. 3l falls in love with Prince Eric (The Little Mermaid), Ursula realizes it will be easy for her to manipulate the mermaid.
When is Guardians of Galaxy Vol. 3 Coming to 4K?
The Little Mermaid is coming to 4K Blu-ray , for $35. There will also be a normal Blu-ray option with all the same bloody bells and whistles for $28. You can pre-order both editions on Arrow’s website. The trailer for Last House on the Left can be viewed down below.
How to Watch The Little Mermaid Online For Free?
Most Viewed, Most Favorite, Top Rating, Top IMDb movies online. Here we can download and watch 123movies movies offline. 123Moviess website is the best alternative to The Little Mermaid (2023) free online. We will recommend 123Moviess as the best Solarmovie alternatives.
There are a few ways to watch The Little Mermaid online in the U.S. You can use a streaming service such as Netflix, Hulu, or Amazon Prime Video. You can also rent or buy the movie on iTunes or Google Play. You can also watch it on-demand or on a streaming app available on your TV or streaming device if you have cable.
Is The Little Mermaid on Netflix?
The streaming giant has a massive catalog of television shows and movies, but it does not include ‘The Little Mermaid.’ We recommend our readers watch other dark fantasy films like ‘The Witcher: Nightmare of the Wolf.’
Is The Little Mermaid on Crunchyroll?
Crunchyroll, along with Funimation, has acquired the rights to the film and will be responsible for its distribution in North America.Therefore, we recommend our readers to look for the movie on the streamer in the coming months. subscribers can also watch dark fantasy shows like ‘Jujutsu Kaisen.’
Is The Little Mermaid on Hulu?
No, ‘The Little Mermaid’ is unavailable on Hulu. People who have a subscription to the platform can enjoy ‘Afro Samurai Resurrection’ or ‘Ninja Scroll.’
Is The Little Mermaid on Amazon Prime?
Amazon Prime’s current catalog does not include ‘The Little Mermaid.’ However, the film may eventually release on the platform as video-on-demand in the coming months.fantasy movies on Amazon Prime’s official website. Viewers who are looking for something similar can watch the original show ‘Dororo.’
When Will The Little Mermaid Be on Disney+?
The Little Mermaid, the latest installment in the The Little Mermaid franchise, is coming to Disney+ on July 8th! This new movie promises to be just as exciting as the previous ones, with plenty of action and adventure to keep viewers entertained. you’re looking forward to watching it, you may be wondering when it will be available for your Disney+ subscription. Here’s an answer to that question!
Is The Little Mermaid on Funimation?
Crunchyroll, its official website may include the movie in its catalog in the near future. Meanwhile, people who wish to watch something similar can stream ‘Demon Slayer: Kimetsu no Yaiba – The Movie: Mugen Train.’
submitted by
AutoModerator to
TheLittleMermaidhdNow [link] [comments]
2023.06.07 01:22 Meowwwww18 Talk about an Achilles heel 🫣
2023.06.07 01:11 2kd_ Review: Caked Up 1.8 Mod Menu for Black Ops 2 - An Incredible Technological Delight
Hey, fellow Wifi Stephenson Subreddit members! I recently had the pleasure of trying out the Caked Up 1.8 Mod Menu for Black Ops 2, and I must say, it's an absolute technological gem that takes the gameplay experience to new heights. In this review, I'll be delving into the various features and aspects that make Caked Up 1.8 a standout mod menu.
First and foremost, the functionality of this mod menu is truly impressive. It seamlessly integrates with the game, allowing for effortless navigation and customization. The user interface is sleek, intuitive, and well-organized, making it a breeze to access and utilize the wide array of features at your fingertips. Whether you're a seasoned modder or new to the world of modding, Caked Up 1.8 provides a user-friendly experience that caters to all skill levels.
The menu boasts an extensive range of options that will undoubtedly enhance your Black Ops 2 gameplay. From unlocking all weapons and camos to modifying game mechanics and player attributes, Caked Up 1.8 offers a comprehensive suite of features that will keep you engaged for hours on end. Want to have a little fun and experiment with over-the-top abilities? The mod menu lets you turn on super speed, unlimited ammo, and even enable gravity-defying jumps. The possibilities are virtually limitless, and it's incredibly satisfying to unleash your creativity within the game.
Another standout feature of Caked Up 1.8 is its advanced anti-ban system, which ensures a safe and secure modding experience. The developers have put significant effort into safeguarding players against detection and penalties. This means you can enjoy the mod menu without worrying about the consequences. It's worth noting that responsible and respectful use of mods is always encouraged to maintain the integrity of the game and its community.
Moreover, Caked Up 1.8 consistently receives updates and support from its dedicated development team. They actively listen to user feedback and implement new features and improvements regularly. This commitment to enhancing the mod menu ensures that players always have access to the latest features and an overall optimized experience.
One of the most impressive aspects of Caked Up 1.8 is its compatibility across various platforms. Whether you're playing on PC, Xbox, or PlayStation, this mod menu seamlessly adapts to your chosen platform, allowing for a unified experience across different devices. This versatility adds to the overall appeal and accessibility of the mod menu.
In conclusion, Caked Up 1.8 is a technologically advanced mod menu that brings a new dimension of excitement and customization to Black Ops 2. Its intuitive user interface, extensive feature set, and robust anti-ban measures make it a standout choice for both experienced modders and newcomers to the modding scene. With regular updates and dedicated support, Caked Up 1.8 ensures a continually evolving and optimized experience. If you're looking to take your Black Ops 2 gameplay to the next level, I highly recommend giving Caked Up 1.8 a try. You won't be disappointed!
Happy gaming, everyone!
Best regards, took_
submitted by
2kd_ to
WiFiStephenson [link] [comments]
2023.06.07 01:09 Killchrono I feel a lot of conflict about 2e's design is from people not realizing or liking its focus as a strategy game
Ever since the 5e influx, a lot of conversations have been…frustrating me, to put it lightly. There’s a feeling that while people are willing to engage with the game and generally like a lot of the concepts, there are people who get frustrated with Paizo's overarching design decisions to the point they demand change or call certain core philosophies objectively bad design.
As someone who very much likes most of the game's core philosophies, it's taken me a while to wrap my head around it, but I feel there was a crystallizing moment for me the other day when there was
a thread discussing balance vs fun. Essentially, it purported that balance often came at the expense of fun, and that a lot of games end up becoming homogenized or having the soul sucked out of them for the sake of making every option viable.
Now of course, this is a false dichotomy. You can still have a game that is balanced between options that is also fun. A lot of imbalanced games are also not fun as well, even for the people they’re imbalanced in favor of. But it seems to be a major perception that when you play a game, you’re either here for a fun time or you’re here to play for keep and there’s no middle ground.
2e is no different. A lot of people treat the game's design as if it is trying to ruin their fun for the same if balance. Phrases like 'I know the game is balanced, it's just not fun' or 'they've overcorrected because they're too scared of breaking the game' get thrown around a lot.
Now I've seen this a lot over all of 2e's lifespan, but something became apparent as I was reading the thread; something that I’d sort of always realized, but for some reason I can’t figure out, it finally clicked to me how deep and intrinsic it is to the core discussions surrounding 2e.
The simple fact is: there are a lot of people who don’t seem to accept or even realise that PF2e is designed primarily as a strategy game before anything else.
(Just for reference,
I made a Twitter thread about this, so I'm going to copy a lot of almost verbatim, but past that I’m going to elaborate in much more detail on thoughts and specific examples of what I’m talking about)
One of the big disconnects for me when I started playing DnD back in 3.5 (and eventually moved to PF1e) is that when I found out it was grid-based strategy, I was super excited. I loved games like FFT and Advance Wars back in the day, and had only just started playing FE:A, so I was down to clown.
The problem I eventually realized was the game isn't actually built for nuanced tactical play, despite being turn-based and having a grid and rules for interacting with it. It rewards expedient powergamed options and eclipses any concept of power cap.
5e was very similar. I went in seeing it was toned down and expected it to appeal more to that more nuanced gameplay. It certainly held the aesthetic of it, with mechanics like concentration to stop rampant buff stacking and streamline spellcasting, and to its credit it's skill floor was much more stable, making it easier to get on the ground floor with a playable character without needing an obtuse level of upfront system mastery.
But in the long term, I found it was just as bad an offender as 3.5/1e, between more extremely powerful expedient options, poorly tuned inter-class balance, monsters being quickly outscaled by player stats, and advantage being a very swingy buff state.
(sadly I missed 4e, which in hindsight I think would have absolutely been my bag)
So when 2e came out, I was cautious. I had been burnt before, and I was skeptical Paizo could actually stand on their own with a truly unique system apropos of DnD’s existing influence. But when I started my initial foray into the system, gingerly running small one shots and module length adventures with my players, I began to realize…this is it. This is the tactical d20 game I've been waiting over seven years for. Classes are much better balanced, the encounter building rules actually work, and my players are engaging in nuanced tactics beyond just trying to go for the biggest hits every turn. This is great!
I was super excited to have 2e finally meet that goal for being a d20 system that placed tactics at the heart of the gameplay.
...only to find people were bouncing off it while espousing the game's focus on strategy and the balance that came with it too stifling.
I've seen phrases akin to, ‘I get AOEs are effective, but I don't care if they're mathematically balanced compared to single target actions. I want the fantasy of blowing up all the enemies in the room with my fireball, not chipping them down half of their health and letting the martials mop up.’ Literally just the other day, I saw someone complain that they liked save or suck spells and that they were upset 2e did away with it. 'What if I WANT to turn the lich to stone with one spell and win the fight before it even starts?'
Obviously spellcasters are a low-hanging fruit that have been discussed ad-infinitum, but I see the same thing with martials more often than most people would realize. You have comments complaining that the base hit rates being closer to 50% than 70-80% is objectively bad design. People don’t want to engage in buff-based gameplay or teamwork that improves the odds in their favor; they want to have that high base chance as a standard and go to town with minimal windup or strategic investment.
Even from a mechanical standpoint, there's a common disdain towards a lot of the system's more nuanced mechanics that people feel are done more out of anti-fun pedantry than to create meaningful choices. I've seen people go on tirades about hand economy and how they hate needing to weigh up what you're holding at any given moment, all the way up to level 20 with no way around it. Plenty of people hate the shield mechanics for being finicky and seemingly existing for their own sake, while I love them because I get to see exactly when raising it stops my shield ally champion from getting hit and how much damage I chunk off when I block.
A lot of people talk about disconnect of expectations with the designers, but I'm starting to believe the source of this disconnect is rarely what they actually think it is, which is that strategy focus. 2e’s foundation is very clearly focused on trying to create strategy and meaningful gameplay loops via balance and tactical decision making, rather than the intense power curves of previous systems. So why are people engaging in a game like that when they want more freeform expression or have the fantasy be a pure power fantasy?
Well, the answer is, because they never wanted to engage in strategy in the first place, at least as far as the design tenets and expected player input of the strategy genre goes. They're coming in with a different expectation of what genre they want these games to be. I may come into it expecting XCOM and FFT, or even more tactics-focused board games (I mean in the end, what is an RPG with minis but a board game with more steps?). People like me want their character fantasies in a nuanced environment where I still get to have that feeling of being fantastical, but have to play smart to win. I don't have any expedient I-win buttons, and the victory is earnt, not given.
But others may come in expecting Diablo or Dynasty Warriors, where the power fantasy of being a one-man army is the appeal. They want to mow effortlessly through hordes of monsters and soldiers to feel unstoppable, where every attack is merely a scratch. Even bosses are just bigger roadblocks in the way to glory - they may stand a chance at putting you down, but ultimately you're a powerhouse. You're destined for greatness by virtue of the game glorifying you at every turn, narratively and mechanically.
Others still want that epic set piece experience - your Soulsborne/DMC/MGR style boss rushes, or Monster Hunter-esque scenarios against huge monsters, where smaller, less important adversaries are but window dressing to the main event. The game is more or less balanced around your capacity to stand toe to toe with Goliath beasts and master warriors. There is challenge and strategy, but it is focused around this particular format, where the game is about that pinpoint adrenaline, almost reaction-based combat against single major foes. This makes wide swathes of the available options and design decisions in a game like 2e redundant because everything gets consolidated into that focus on boss battles.
(I will say, there are elements of both the above that can exist in 2e, and with enough kerjiggering you can probably create an experience much closer to them than the intended game. But as far as official design goes, they are not the sole focus nor what the game is clearly designed around. There is a holistic experience at play here that incorporates a wider variety of combat scenarios)
And then there are the people who come in with…almost no gaming litmus to compare it to whatsoever. Combat in TTRPGs is the only true experience they've ever had of it being encapsulated in a mechanical experience. They may see it as a draw card. They may see it as an opportunity to just roleplay. Others still may see it as an impediment to their fun.
Obviously no one system is ever going to appeal to everyone, but I feel like a lot of people are coming into 2e either not understanding the fact the game is designed around this heavily tactical experience, or understanding it but not liking this and wanting it to shift design focus.
To be fair, this could be a good wake-up call for the rest of the community. One of the sentiments that often gets touted a lot is that people feel they’ve been misled by the advertising of 2e as a system; particularly coming from 5e, a lot of people feel a lot of the discussion has been about 2e ‘fixing’ its problems, creating a better holistic experience of the same game.
I’m beginning to believe the issue in hindsight is that the people saying that - myself included - have been coming at this from the assumption that
the players who are complaining about 5e are doing so from the angle of a strategy game, when in fact, they haven’t. But in our defense, I can absolutely see why we would have thought that. A lot of complaints relate to topics such as class imbalance, build disparity, poor encounter tuning, lack of coherent rules for character abilities, etc. Essentially, all stuff that reads ‘we care a lot about the mechanics of this game. We want it to be fairer and have more robust systems, more options in combat, etc.’
Essentially, stuff that is inherently linked to this strategy focus.
Clearly this hasn't been the case though, for whatever reason. Maybe it's about time that the people who like PF2e and are trying to sell it to others, and when discussing topics in places like this subreddit, acknowledge that 2e isn't actually an unmitigated power fantasy d20 system, but a version that is aimed at that sort of strategy aficionado who want a game that's about tactical engagement and builds mattering for the sake of how they engage with those strategy elements, rather than just being an expression of how they will inevitably win and treating the mechanics that keep those design goals in check as pedantic and anti-fun.
This will make PF2e a much less universally appealing switch. It might even lose players who'd otherwise not try it. But it's more honest and will probably do more good for bringing and guiding new players without breeding long-term resentment and feeling misled. At the very least, it will frame expectations better.
At the same time, I think a lot more people need to in turn understand that the people like me who really like this game do so specifically because of its focus on the strategy elements; that we understand things like the tight balance and nuanced mechanics are in place to enable that. I feel too much of the conversation can devolve into accusing these design decisions of being anti-fun, almost malicious, and that people who prefer it are being overly pedantic, often to the point of paranoia about imbalances.
Obviously there needs to be nuance. Some people do legitimately want that mechanical element but just disagree with certain points on the way Paizo does it. If people feel certain fiddly elements can be removed or underpowered mechanics can be buffed without breaking the balance or adding even more strategy, then sure, that's great. Let's have those discussions. But once there's a sort of 'I don't care about balance I care about fun' sentiment being thrown around, I feel that's when discussion begins to break down because it's fundamentally asking Paizo to change the direction of their design; one that a lot of people have come to this game specifically for, and pay the designers to make for our tastes.
As I said, no one game is going to make everyone happy, but some games are more focused on what they're aiming for than others. 2e is one of those games. I think the core conflict at the heart of 2e's direction is not that it's designed around a strategy focus, nor that others don't always like that. It's that there's a core assumption everyone playing d20 games is doing so because strategy is the main investment.
There's probably meaningful discussion to be had as to whether there is virtue in this as a core focus. Maybe people like myself are in fact just stickler pedants who are too focused on things being fair and balanced for our own good. Maybe no-one else cares about that nuanced strategy focus and it's too niche a market to bother with past indulging people like me through single player experiences. But either way, understanding that focus and where the differences of want from that will help discussion more than anything else
submitted by
Killchrono to
Pathfinder2e [link] [comments]
2023.06.07 01:06 ohhluckywhimsy Service connection error
Is anyone else having this issue? I know it isn’t my phone or wifi. I used my iPad to download the game and then I was able to access the game as a new player but the moment I signed into my iPhone game account on my iPad, it immediately started saying service error and I was unable to access the game on my iPad just like my phone. So it’s clear the issue is with my account not anything else. I obviously sent an inquiry to customer service, anyone else have this issue or know how to fix it?
submitted by
ohhluckywhimsy to
TheSecretOfCatIslandd [link] [comments]
2023.06.07 00:55 Dtrolley Homebrew Bender Classes for 5e
Recently bought the AvatarTTRPG. I was excited to play but didn't really like the rules and the way the game played. I have been Dming D&D for over a decade, and was much more comfortable with the rules and gameplay, so I decided to homebrew some bender classes. Right off the bat, I'm concerned about balance with these, so I thought I'd post them here, to get some thoughts on what works and what should be changed.
Kind of a long post, so I don't mind if you only check out just one.
------------------------------------------------------------------------------------------------------------------------------------------
Fire Bender A smartly dressed man with pointed sideburns, aggressively walks forward as he relentlessly flings roaring hot bursts of fire from his fists.
As she is being surrounded, a woman with long jet black hairs sends out a great pulsing ring of flames from the palms of her hands, charring her enemies to ash.
A stoic disheveled man sits upon a mountaintop, mediating on the sounds of life around him. As each breath of air fills his lungs, a brilliant energetic cyclone of flame dances around his body.
Purveyors of passion and rage. Firebenders are excellent warriors, who can create beautiful works of art with their flames, or reap havoc and destruction across the world.
As a Fire Bender, you gain the following class features.
Hit Points Hit Dice: 1d8 per Bender level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bender level after 1st
Proficiencies Armor: Light armor and medium armor
Weapons: Simple weapons and martial weapons.
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Constitution, Charisma
Skills: Choose two from insight, intimidation, Persuasion, Acrobatics, Athletics, perception, deception, stealth.
Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) two short swords (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A Pai Sho set
Fire Bending BURST OF FLAME Beginning at 1st level you can send small bursts of flame from your fingertips. This is a melee attack that does 1d6 damage + your charisma modifier and increases as you level up. It has a reach of +10 and you are proficient with it.
Chi Points You also gain Chi points, which can be used to cast higher level fire bending techniques. You Start off with 2 points and gain more as you level up. You regain chi points when you finish a long rest.
Firebending Ability Charisma is your Firebending ability for your firebending techniques. You use your charisma whenever you use your Chi to cast advanced firebending.
Spell save DC + 8+ Proficiency bonus + charisma Modifier
Spell Attack Bonus Proficiency bonus + Charisma Modifier
Beginner Fire Bending Techniques You start off knowing a handful of basic firebending techniques. You can spend one chi point to cast any of the following spells.
Control flames
Faerie fire
Produce flame
Create bonfire
Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on rolls using charisma during this turn, but attack rolls against you have advantage until your next turn.
Source of Bending At 3rd level, you decide on which emotion you get your firebending abilities from. Choose the Path of Rage or the Path of Life. This grants you features at 3rd, 5th, and 10th level.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.
Intermediate Fire Bending Techniques Starting at 5th level, you have gained experience with various firebending forms. You can now cast these spells using 2 Chi Points.
Flameblade
Heatmetal
Scorching ray
Fast Armored Movement Starting at 5th level, your speed increased by 10 feet, while wearing light or medium armor.
Concise Bending Starting at 7th level, you have gained concise control over your bending. You now have advantage on stealth checks that involve your bending. Additionally, you can change the temperature of liquids to any number you desire, without anyone noticing.
Brutal Critical Beginning at 9th level, you can roll one additional damage die when determining the extra damage for a critical hit with an attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Expert Firebending Techniques Starting at 11th level, you have honed your abilities to now be able to cast expert level Fire bending techniques. These new techniques cost 3 chi points each.
Chain lightning
Flame strike
Wall of fire
Master Firebending Techniques Starting at 15th level, you have honed your abilities to peak performance and are now able to cast master level Fire bending techniques. These new techniques cost 4 chi points each.
Firestorm
Delayed fireball
Fire Prodigy Starting on 18th level, you can cast Meteor Storm once per long rest, it doesn't cost any chi points.
Jet Propulsion Starting at 20th level, you can use your fire bending to fly. You gain a flying speed of 40 and your AC increases by 2 while you are moving in this way.
Fire Bending Source Fire benders have long been fueling their bending with emotion. Passion, rage, envy, all have the capabilities of imbuing a firebenders chi with incredible power. Rage has been the dominant source of power for the last 200 years, but earlier records show that this wasn't always the case. Fire is life and energy, and the long forgotten ways of the Sun Warriors, relies on this as their own source.
Source of Rage Rage When you pick this Path at 3rd level, you can go into a RAGE.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using your FIRE BURST, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, this includes spells using your chi points, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Frenzy Starting when you choose this path at 6th level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make an additional attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in Conditions).
Mindless Rage Beginning at 10th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
SOURCE OF LIFE This source of fire bending is the original form of fire bending. The polar opposite of the bending of today, this form of bending relies on energy, life, and the power of the sun. These fire benders are passionate and mindful.
Power of the Sun At 3rd level when you adopt this source, you can choose to deal radiant damage instead of fire damage, at will. Additionally, your fire blast has a range of 30/60 feet.
Sun Chi Starting at 6th level, you gain additional spells to use with your Chi points, these cost 2 points.
Investiture of flame
Sunbeam
Power of the Dragons Starting at 10th level, you can change the color of your flame. This imbues your Fire Burst with additional properties. Choose one. And instead of doing an additional attack you add the property to your single attack. You can change the color of your flame everytime you take a long rest.
Yellow- the target must pass the charisma saving throw equal to your spell save DC or become confused.
Green-. You can heal, instead of doing damage.
White- the target must pass the constitution saving throw equal to your spell save DC or become blind.
Blue- the target must pass a constitution saving throw equal to your spell save DC or every attack against the target has advantage.
Black- The target must pass the constitution saving throw equal to your spell save DC or your flame can do necrotic damage. And prevent healing for 1 hour.
------------------------------------------------------------------------------------------------------------------------------------------
Water Bender A wrinkled woman with braided hair dressed in thick furs creates a giant wall of ice to block an incoming barrage of arrows.
A bearded man with shaved hair at the sides, rushes towards his enemies sending shards of ice to impale their bodies.
A long haired hooded figure twists his wrists, as his arm extends towards another person. They cry out in horror as they lose control of their bodies and start following his every command.
Wise, adaptable, and determined, water benders can harness their powers to heal their allies, or perform devastating attacks against their enemies.
Hit Points Hit Dice: 1d8 per Bender level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bender level after 1st
Proficiencies Armor: Light armor
Weapons: Simple weapons
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Insight, Persuasion, Stealth, Arcana, Survival, Perception, Nature.
Equipment You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
WATER BENDING WATER WHIP Beginning at 1st level you can snap a long whip of water at your foes.
This is a melee attack that does 1d4 damage + your wisdom modifier. It has a reach of +5
Chi Points You also gain Chi points, which can be used to cast higher level Water bending techniques. You Start off with 2 points and gain more as you level up. You regain chi points when you finish a long rest.
Natural Healer Starting at 2nd level, waterbenders gain the unique ability of healing. You can heal yourself or an ally you can touch 1d4+wisdom modifier healing for every chi point you use.
Waterbending Ability Wisdom is your Waterbending ability for your waterbending techniques. You use your Wisdom whenever you use your Chi to cast advanced waterbending.
Spell save DC + 8+ Proficiency bonus + wisdom Modifier
Spell Attack Bonus Proficiency bonus + Wisdom Modifier
Beginner Waterbending Techniques You start off knowing a handful of basic waterbending techniques. You can spend one chi point to cast any of the following spells.
Frostbite
Ray of frost
Ice knife
Lesser restoration
Water Bending Style Starting at 3rd level, you decide which style of water bending you want to learn. You must choose either Northern Style, Southern Style, or Swamp Style.
Intermediate Waterbending Techniques Starting at 5th level, you have gained experience with various Waterbending forms.
You are now able to cast the following spells using your chi. You must spend
2 Chi points to cast these spells.
Snowball storm
Mass healing word
Tidal wave
Water Walking Starting at 7th level you gain the ability to walk on water. Additionally, you gain a swimming speed of 50 ft. and can breathe underwater.
Blood Bending Starting at 9th level you gain the ability to control the blood inside people's bodies.
You can use 4 chi points to use any of these techniques, you can only use blood bending twice a long rest. You can completely control any beast with a challenge level ½ without using chi.
Geas
Dominate person
Expert Waterbending Techniques Starting at 11th level, you have honed your abilities to now be able to cast expert level Waterbending techniques. These new techniques cost 3 chi points each.
Wall of water
Control water
Watery sphere
Octopus Form Starting at 13th level You can spend 8 chi points to sprout 8 limbs of water from your body. While in this form attacks have disadvantage against you. Additionally, you can attack twice with your water whip.
Master Waterbending Techniques Starting at 15th level, you have honed your abilities to now be able to cast master level Waterbending techniques. These new techniques cost 4 chi points each.
Mass cure wounds
Wall of ice
Tsunami
Advanced Blood Bending Beginning at 17th level, You no longer can use blood bending only twice a day, additionally you can now cast power word kill using 10 chi points.
Armless Bending Beginning at 18th level, you can now perform all bending techniques without the use of your limbs.
Cryogenic Ice Prison Starting at 20th level, you can now use 20 chi points to incase an enemy in a sphere of cryogenic ice. The target must pass a strength saving throw against your spell save dc, on a fail they are imprisoned in the ice until released. They do not age or die while imprisoned.
BENDING STYLE The Water tribes, while on opposite ends of the world, share similarities. However, being so far away from each other has caused their bending styles to dramatically differ. While the north focuses on defense and creative uses for buildings and art, the south must focus on the harsh nature of their environment, and offensive abilities.Then there are the swamp benders, who have found unique ways to bend the nature around them.
NORTHERN STYLE Defensive Water Starting at 3rd level you learn to naturally adapt to using waterbending as a defense, your ac increased by 1. Additionally you have resistance to fire damage.
Protector of the North Starting at 6th level, You get access to additional waterbending techniques costing 3 chi points each.
Investiture of ice
Revivify
Ice Architect Starting at 10th level, If you have access to snow or water, you can make houses out of snow. Anyone who takes a long rest in the house gains 15 temporary hit points, this increase to 20 at level 15 and 25 at level 20
SOUTHERN STYLE Advanced Water Whip When you choose this style at 3rd level, Your water whip becomes a ranged attack of 30/60 and now does 1d6+ wisdom modifier in damage.
Crushing Grip of Seas When you choose this style, starting at 6th level, Your water whip becomes like an extension of your arm, you can pick up objects with it, and you can grapple enemies with it. The grapple done using the water whip uses wisdom instead of strength. When grappling in this way, you can spend a Chi point to make your enemy prone.
Aquatic Aggressor Starting at 10th level, you gain additional Waterbending techniques, these cost 4 chi points to use. Additionally You can use Chi to perform a waterbender technique as a bonus action when you attack with your water whip.
Maelstrom
Ice storm
SWAMP STYLE Plant Manipulator Starting when you choose this style at 3rd level, you can manipulate the water that exists within plants. You can extend 3 Chi points to cast the following spells.
Plant growth
Grasping vine
Entangle
Tree stride
Land’s Stride Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the
entangle spell.
Nature’s Sanctuary When you reach 11th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your Bender spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
------------------------------------------------------------------------------------------------------------------------------------------
Air Bender A bald monk in orange robes and glowing tattoos stands on a cliff, he sends a great spiraling tunnel of wind forward, hurtling his enemies against the hard rocks below.
A renegade mercenary with a rough beard and worn fatigues, twirls his wrist as his hand tightens into a fist. The person across from him grasps at his throat as he attempts to breathe, with no success.
A young energetic boy rides his glider across the sun. He laughs as he lets go and falls to the earth, sending out a great wave of wind as he lands.
Patient and understanding, Airbenders spend most of their lives in isolated meditation. They have strong bonds with the people they meet as they travel the world in order to understand the 4 nations. However, some break away from this lifestyle, and use their bending for evil, not good.
As an Air Bender, you gain the following class features.
Hit Points Hit Dice: 1d6 per bender level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from
Acrobatics,
Athletics,
History,
Insight,
Religion, and
Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- An airbending glider
Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Air Bending AIR BLAST Beginning at 1st level, you can send out a blast of air at your foes.
This is a ranged attack that does 1d4 damage + your dexterity modifier. It has a range of 30/60
Chi Points You also gain Chi points, which can be used to cast higher level Air Bending techniques. You Start off with 2 points and gain more as you level up. You regain chi points when you finish a long rest.
BEGINNER AIR BENDING TECHNIQUES You start off knowing a handful of basic Airbending techniques. You can spend one chi point to cast any of the following abilities.
Patient Defense You can spend 1 Chi point to take the
Dodge action as a bonus action on your turn.
Step of the Wind You can spend 1 Chi point to take the
Disengage or
Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Gust You can spend 1 Chi point to cast the spell Gust.
Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain bender levels, as shown in the Air Bender table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Deflect Missiles Starting at 3rd level, you can use your reaction to bend a shield of air around you. You can deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Airbender level.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Intermediate Air Bending Techniques Starting at 5th level, you have gained experience with various Airbending forms, you can use your chi to cast the following spells. These spells cost 3 chi to cast.
Catapult Feather Fall Gust of wind
Glider Flight Starting at 7th level, you can use your glider to fly. You have a flying speed of 60, and cost 1 chi point per hour to stay in the air.
Stillness of Mind Starting at 9th level, you can use your action to end one effect on yourself that is
causing you to be
charmed or
frightened.
Expert Air Bending Techniques You have gained the knowledge of most airbending forms. Starting at 11th level you can spend
4 chi points to cast the following spells.
Storm sphere
Control winds
Investiture of wind
Diamond Soul Beginning at 14th level, your mastery of Chi grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 Chi point to reroll it and take the second result.
Master Air Bending Techniques You have become a master airbender. Starting at 15th level, you can expend 5 chi points to cast the following spells.
Whirlwind Power word stun Air Suffocation Starting at 18th level, you can expend 10 chi points to create a sphere of air around your enemies head. If the target has fewer than 100 hp, you suffocate them, killing them instantly. If they have higher hp, they must make a constitution saving throw against your spell dc, on a fail they take 2d20 damage. You can choose to knock them out instead of kill.
Gliderless Flight Starting at level 20, You no longer need a glider to fly. Your flying speed is double your movement speed, and you can attack while flying without penalty.
AIRBENDING STYLES SKY WARRIOR Slow Fall When you choose this style at 3rd level, you can use your reaction when you fall to reduce any falling damage you would normally take, to 0.
Twinkle Toes Starting at 6th level, when you use Step of the Wind, you can use your airbending to propel yourself around an area. When this ability is activated you have a flying speed of 30ft. This ends at the end of your turn.
Expert Flyer Starting at 10th level, You can fly without using Chi points. You get a flying speed equal to double your movement speed, as long as you have your glider. Additionally, your ac increases by 1 while flying. You can attack from your glider at disadvantage.
PATIENT DEFENDER Offensive Defender Starting at 3rd level, you gain the ability to use another Air blast as a bonus action.
Evasion Starting at 6th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a
fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Wind Hand at 10th level you can use your air bending to grab objects and move them, additionally you can use 4 chi points to use a Telekinesis spell. (The telekinesis is not true telekinesis, it is airbending. But the spell works mechanically the same.)
------------------------------------------------------------------------------------------------------------------------------------------
Earth Bender A tall wide shouldered woman, smirks as she levitates a rock, sends it downward, and crushes her opponent under its unrelenting weight.
A muscular man with a grayed beard rushes across a barren landscape, the earth below his feet molding to his movements and propelling him forward.
Earthbenders are strong, unrelenting, and stubborn. Their sheer power and tenacious will, make them fierce warriors.
As an Earth Bender, you gain the following class features.
Hit Points Hit Dice: 1d10 per Bender level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bender level after 1st
Proficiencies Armor: All Armor, Shields
Weapons: Simple weapons and martial weapons.
Tools: none
Saving Throws: Constitution,Strength
Skills: Choose two from
Acrobatics,
Animal Handling,
Athletics,
History,
Insight,
Intimidation,
Perception, and
Survival Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor,
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Earth Bending Stone Punch Beginning at 1st level you can hurl chunks of rock at your enemies. This is a ranged 30/60 attack that does 1d8 damage + your Strength modifier and increases as you level up.
Chi Points You also gain Chi points, which can be used to cast higher level Earth bending techniques. You Start off with 2 points and gain more as you level up. You regain chi points when you finish a long rest.
Earthbending Ability Strength is your Earthbending ability for your earthbending techniques. You use your Strength whenever you use your Chi to cast advanced Earthbending.
Spell save DC + 8+ Proficiency bonus + Strength Modifier
Spell Attack Bonus Proficiency bonus + Strength Modifier
Beginner Earth Bending Techniques You start off knowing a handful of basic earthbending techniques. You can spend one chi point to cast any of the following spells.
Mold Earth
Earth Tremor
Shield
Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Earthbending Style Starting at 3rd level, you decide which style of Earth bending you want to learn. Choose either Sightless or Aggressor.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Intermediate Earthbending Techniques Starting at 5th level, you have gained experience with various Earthbending forms.
You are now able to cast these spells using your chi. You must spend 3 points to cast these spells.
Spider Climb Erupting Earth Stone Shape Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.
Stone Sculptor Starting at 7th level, you gain the ability to mold stone to your liking. You can create stone weapons, furniture, and tools.
Stone weapons- You can make any simple weapon using this ability. These weapons count as magical.
Stone tools- Artisan or thieves, crowbar.
Stone Furniture- Beds, chairs, tables, and containers*
Land Boost Starting at 9th level, you can spend 2 Chi point to mold the land beneath your feet, and surf along it as if it is water. Your speed is doubled for the duration and attacks have disadvantage against you. Additionally, you can use earth bending to boost you to points you would not normally be able to reach. If using this ability to travel, you must spend 1 chi point an hour to stay in this state.
Expert Earthbending Techniques Starting at 11th level, you have honed your abilities to now be able to cast expert level Earthbending techniques.
Meld into stone
Investiture of stone
Move earth
Metal Bending Starting at 13th level you gain the ability to mold metal along with earth, all of your techniques can also be applied to metal. Additionally, your Stone Punch now does double damage when used with metal instead of stone.
Master Level EarthBending Starting at 15th level, you have become a master of earth bending. You can now spend 4 chi points to use the following spell.
Earthquake
Advanced Action Surge Starting at 18th level you can use action surge twice.
Rock Bullet Rain Starting at 20th level you can disintegrate a compressed rock, and shoot its shrapnel-like fragments with great speed. Roll 4d20 you can divy out that damage to any enemies you can see.
BENDING STYLE Sightless Keen Perception- Beginning when you choose this style at 3rd level, you can feel people approach when they are on the ground. You have advantage for any perception check dealing with the ground. You can’t be surprised.
Keen Insight- Starting at 6th level, you have a wonderful ability to tell when someone is lying. You have advantage on insight checks if the person is standing on the ground. You can always determine someone's heart rate.
Total Awareness- Starting at 10th level, your attacks ignore total cover, additionally, you do not have disadvantage when attacking invisible foes.
Aggressor Improved Critical Beginning when you choose this archetype at 3rd level, your Stone Punch scores a critical hit on a roll of 19 or 20.
Protection When a creature you can see attacks a target other than you that is within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Stone Archer You gain a +2 bonus to attack rolls you make with your Stone Punch and its range increases to 60/120.
submitted by
Dtrolley to
DnD [link] [comments]