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#XP-55
airmanisr · 2 years
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Curetiss XP-55 Ascender by Willard Womack Via Flickr: The Air Force came out with a call for new and different airplanes, with emphasis on different. This was the Curtiss proposal. It overheated easily on a long taxi, and had very poor stall and recovery characteristics. In some magazine, I read years ago, was a picture of the cockpit with a hand written note on the instrument panel, which read, "Do Not Stall Below 15000 Feet. The fuselage in the foreground appears to be a Cutiss CW-22/SCN Navy trainer. The insignia reads, "Curtiss/Wright, St Louis". After the war that aircraft plant became, "McDonnell, then McDonnell/Douglas, and now Boeing.
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since i have lovely friends who want to hear me yammer on about sharkface <3
[Discord screenshot ID]
Promethean_Legacy:
:)
oh yeah I have a very important question
Do you prefer S9 or S13 Sharkface? In terms of armor
dremorableps:
MMM. i think the S9 armor just has a lot more personality, since it was his daily use/job armor, likely customized it with his buddies, made to match in a way. the red visor with the teeth was so striking and he had his own odst armor loadout as well that differentiated him from his other squadmates... his s13 armor is literally just the pirate armor customized with some striping. he's not connected to them at all, only by virtue of being a former prisoner. he was even separated from them by being in high security solitary cell. the customization he did alone maybe even as a memorial to who he used to be with his old squad... but it's only him. it's as much a ghost of the past as he is inside his armor :( a revenant
bet u didn't know u were getting an essay
[End ID]
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bloggingat3dspace · 7 months
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PINNED !!!!
HIIII im origin/bandu ^_^ (it/its pronouns)
im an adult in headspace(1000s of yrs old >_<) but we're 20 bodily ^_^ (im also part of a did system)
we dont rly have a dni... just dont be mean & itll be ok :P
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thecreaturecodex · 2 months
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Arstron
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Image accessed from the Ultraman Wiki here
[Return of Ultraman is the third Ultraman series, the fourth in the Ultra series altogether, and the first that establishes any sort of continuity between one-off cameos. If the original Ultraman is the toku version of Green Lantern (space cop gives power to human fighter pilot), Ultraman Jack is the toku Spider-man before the actual toku Spider-Man. Hideki Go is thrilled to get powers and rapidly goes too far with them, and has to learn that with great power comes great responsibility. Plus, the series has as much of a focus on his home life as it does on his monster-fighting antics, and Ultraman Jack often loses fights and has to regroup and rethink his approach before winning.
Arstron here (referred to as Earthtron in English before Tsubaraya made official Romanizations for their many many kaiju) was the first kaijur that Ultraman Jack fought, and it's one of his most iconic opponents. Arstron has reappeared in multiple Ultra Series, has a lot of toys, and even appears in the opening credits of the next series, Ultraman Ace. Not bad for most transparent Godzilla knockoff of the franchise not actually made from an old Godzilla costume.]
Arstron CR 21 CN Magical Beast This creature resembles an oversized, slightly humanoid dinosaur, its arms short and legs massive. Rows of low plates grow along its spine, and it has a huge crescent horn growing from its forehead.
An arstron is an enormous burrowing predator that superficially resembles a theropod dinosaur. They spend most of their lives underground, hunting other large subterranean creatures like purple worms and supplementing their diet with organic minerals like coal and oil. Arstrons are territorial and belligerent, and the movement of dragons, kaiju or other enormous and powerful monsters through their territories may provoke them to go on violent rampages. Arstrons enjoy combat, and their rare interactions with other members of their species are typically sparring matches.
Arstrons care little for stealth, and they are pursuit hunters rather than ambush predators. Their burrowing is often felt in the form of small tremors before the monsters emerge to the surface. Arstrons prefer to use their breath weapons and spit fireballs in order to hunt—animals, monsters and humanoids killed by the flames are eaten carbonized, and arstrons typically char their food before consuming it. They use their teeth, claws, tails and scything horn primarily when fighting an enemy that is fire resistant and/or large enough to fight back. An arstron can launch itself into a frenzy similar to a barbarian’s rage, and if anything survives that onslaught, the arstron is likely to burrow back below ground and try to flee.
Arstron               CR 21 XP 409,600 CN Colossal magical beast (earth) Init +5; Senses darkvision 120 ft., light sensitivity, low-light vision, Perception +27, tremorsense 120 ft.
Defense AC 37, touch 3, flat-footed 36 (-8 size, +1 Dex, +34 natural) hp 400 (32d10+224) Fort +25, Ref +21, Will +16 DR 10/-; Immune energy drain, fear; Resist acid 30, fire 30 Defensive Abilities shake it off
Offense Speed 60 ft., burrow 40 ft. Melee bite +39 (4d6+15), 2 claws +39 (2d8+15), gore +39 (4d8+15), tail slap +37 (2d8+7) Space 30 ft.; Reach 30 ft. Special Attacks bolide blast, breath weapon (240 ft. line, 32d6 fire, Ref DC 33 half, 1d4 rounds), frenzy, maximize breath weapon
Statistics Str 40, Dex 13, Con 25, Int 4, Wis 19, Cha 14 Base Atk +32; CMB +55; CMD 66 Feats Awesome Blow, Blind-fight, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Improved Bull Rush, Improved Critical (gore), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Staggering Critical, Stand Still, Stunning Critical Skills Climb +24, Perception +27, Swim +24 Languages Terran (cannot speak)
Ecology Environment any mountains or hills and underground Organization solitary or pair Treasure incidental
Special Attacks Bolide Blast (Su) As a standard action, an arstron can spit a fireball to a range of 500 feet. When it reaches its intended destination, the fireball explodes in a 40 foot radius, dealing 16d6 points of fire damage (Reflex DC 33 halves). An arstron can use this ability at will. Frenzy (Ex) An arstron can enter a state of frenzy as a swift action on its turn, gaining a +2 bonus to attack and melee damage rolls, a +2 bonus to Will saves, 2 temporary hit points per HD (64 for a typical specimen) and a -2 penalty to Armor Class. An arstron’s frenzy lasts for 1 minute, whereupon it is fatigued for 10 minutes. An arstron can enter a frenzy at will, but cannot do so when fatigued or exhausted. Maximize Breath Weapon (Ex) By spending a full round action that provokes attacks of opportunity, an arstron can deal maximum damage with its breath weapon. When it does so, the recharge for its breath weapon defaults to 4 rounds. Shake It Off (Ex) Whenever an arstron fails a saving throw against a paralyzing, petrifaction, polymorph or immobilizing effect (including binding and temporal stasis, but not imprisonment), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. An arstron can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round.
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shipthecarsons · 18 days
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Analysing Slow Horses
the Standish File
MI5 First Desk Charles Alexander Partner (officer ref XP/6483) found dead with a gunshot wound at home address (27C Sutton M_, Bayswater…) at 8:55 am approximately 9 hours after death by personal assistant Catherine Elizabeth Standish (officer ref GD/0549). Emergency Desk called at 9:47 am by Jackson Lamb (officer ref KU/7492) who attended after personal call from Catherine Standish placed at 08:57. Scene attended by head of internal security Samuel Peter Chapman (officer ref —) No sign of forced entry or of secondary presence. Standish debriefed, Lamb debriefed, Partner personal effects annotated (full list partially redacted) includes private coded notes where Partner theorises on compromised operations and possible —- blackmail of Service individual(s) by hostile intelligence service. Leads pursued and evaluated by Chapman. Conclusions EYE ONLY First Desk.
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Tried to decode the text from the ‘Standish’ file - it’s missing a few words and details, but the important thing that apparently Standish called Lamb after she found Partner. Oh and Catherine’s middle name is Elizabeth.
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yesterdays-xkcd · 6 months
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For the IPv6 map just imagine the XP default desktop picture.
Map of the Internet [Explained]
Transcript Under the Cut
Map of the Internet The IPv4 Space, 2006This chart shows the IP address space on a plane using a fractal mapping which preserves grouping--any consecutive string of IPs will translate to a single, compact, contiguous region on the map. Each of the 256 numbered blocks represents one 8 subnet (containing all IPs that start with that number). The upper left section shows the blocks sold directly to corporations and goverments in the 1990's before the RIRs took over allocation.
Diagram showing IP ownership:
0: Local
1-2: Unallocated
3: General Electric
4: BB&N INC
5: Unallocated
6: Army AISC
7: Unallocated
8: BB&N INC
9: IBM
10: VPNs
11: DoD Intel
12: Bell Labs
13: Xerox
14: Public data nets
15: HP
16: DEC
17: Apple
18: MIT
19: Ford
20: CSC
21: DDN-RYN
22: DISA
23: Unallocated
24: Cable TV
25: UK MoD
26: DISA
27: Unallocated
28: DSI
29-30: DISA
31: Unallocated
32: NORSK
33: DLA
34: Halliburton
35: Merit
36-37: Unallocated
38: PSI
39: Unallocated
40: Eli Lily
41: ARINIC
42: Unallocated
43: Japan INET
44: HAM Radio
45: INTEROP
46: BB&N INC
47: Bell North
48: Prudential
49-50: Unallocated
51: UK Social Security
52: duPont
55: Boeing
56: USPS
57: SITA
58-61: Asia-Pacific
62: Europe
63-76: USA & Canada (contains: UUNET, Google, Digg, Slashdot, Ebay, Craigslist, XKCD, Flickr)
77-79: Europe (unused)
80-91: Europe
92-95: Unallocated
96-99: North America
100-120: Unallocated
121-125: Asia-Pacific
126: Japan
127: Loopback
128-132: Various Registrars
133: Japan
134-172: Various Registrars
173-189: Unallocated
188: Various
189-190: Latin America & Caribbean
191-192: Various (contains Private (RFC 1918))
193-195: Europe
196: Africa
197: Unallocated
198: US & Various
199: North America
200-201: Latin America & Caribbean
202-203: Asia-Pacific
204-209: North America (contains Suicide Girls, BoingBoing)
210-211: Asia-Pacific
212-213: Europe
214-215: U.S. Department of Defense
216: North America (Contains Myspace, SomethingAwful)
217: Europe
218-222: Asia-Pacific
223: Unallocated
224-239: Multicast
240-255: Unallocated
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justicegundam82 · 2 months
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Starfinder to PF1 Conversion: Despondaemon
Another conversion from me, and this time, I'll be looking to Starfinder in order to convert a creature from there. I was quite impressed by the Despondaemon (from the Starfinder AP #45, "The Culling Shadow"), and I thought it could have been an interesting challenge to convert. Besides, it kinda represents a very vexing real-world evil...
Please tell me what you think. I think I might have botched the feats...
DAEMON, DESPONDAEMON
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Image © Paizo Publishing, taken from "Starfinder #55: The Culling Shadow", page 55
What just a second ago looked like a huge mound of sand surges to life, as two gem-like eyes blink open and a cavernous mouth opens in a terrifying yawn.
DESPONDAEMON CR 8
XP 4’800
NE Huge Outsider (daemon, evil, extraplanar)
Init -1; Senses blindsight 60 ft., darkvision 60 ft., emotional empathy; Perception +15
DEFENSE
AC 20, touch 7, flat-footed 20 (-1 Dex, +13 natural, -2 size)
hp 104 (11d10+44)
Fort +11, Ref +2, Will +9
Damage Reduction 10/good;
Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; Spell Resistance 19
Defensive Abilities amorphous, harden exterior
OFFENSE
Speed 20 ft., burrow 10 ft.
Melee slam +16 melee (3d6+10 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks psychic warfare, swallow whole (3d6+10 bludgeoning, AC 17, 10 hp)
Spell-like Abilities (CL 11th, concentration +14)
At will – greater teleport (self plus 50 lbs. of objects only)
3/day – crushing despair (DC 14), death knell (DC 15), vampiric touch
1/day – confusion (DC 16), summon (level 3, 1 despondaemon or 1d3 lacridaemon, 35%)
STATISTICS
Str 24, Dex 9, Con 18, Int 5, Wis 15, Cha 14
Base Atk +11; CMB +20 (+22 overrun); CMD 29 (31 vs. overrun, cannot be tripped)
Feats Cleave, Great Cleave, Improved Overrun, Lunge, Power Attack, Skill Focus (Stealth)
Skills Intimidate +11, Perception +15, Sense Motive +13, Stealth +6 (+14 in deserts), Survival +10; Racial Modifiers +4 Sense Motive, +8 Stealth in deserts;
Languages Abyssal, Common, Infernal, telepathy 100 ft.
Special Qualities compression, emotional empathy
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Emotional Empathy (Su) A despondaemon can intuitively read the emotions of those it senses with its blindsight, knowing what emotion the target is experiencing at any given moment. As a result, a despondaemon has a +4 racial bonus on any Sense Motive check.
Harden Exterior (Ex) As a swift action, a despondaemon can harden its exterior, granting it a +2 circumstance bonus on its AC but halving its speed. The despondaemon can end this effect as a swift action.
Psychic Warfare (Su) A creature swallowed by a despondaemon is telepathically assaulted by the daemon, constantly hearing voices that urge her to surrender so that it can feed on her. A creature inside the despondaemon’s gizzard must make a Will save (DC 17) at the start of each turn or become shaken for that round. The save DC is Charisma-based.
A despondaemon is a particularly loathsome kind of daemon that, rather than representing a specific kind of death, is created from the souls of obstructive bureaucrats and incompetent pencil-pushers who prioritized bureaucracy and useless, time-consuming formalities over the well-being of people. In life, they drove well-meaning people to ruination and caused avoidable deaths and suffering with their insistence in following obtuse protocol; now, in their afterlife, they have been transformed in unreasoning beasts, since they refused to use reason and common sense to reach an easier and more compassionate solution to otherwise simple matters. And much like they suffocated people with endless paperwork and pointless consistency, they now literally suffocate their prey in their semisolid bodies.
A despondaemon is a direct combatant. It slowly approaches prey or simply waits for its victims to get close, before surging out of the sand and try to gulp down its prey. Victims swallowed by a despondaemon constantly hear the monster’s telepathic voice, urging them to surrender and let themselves die so that it can feed on them and that “the proper order is kept”. In the dismal wastes and deserts of Abaddon, these creatures mostly feed on petitioners, but they much prefer living and sentient prey. They consider people suffering from depression to be particularly delicious morsels and target them whenever possible, using their strange empathetic senses to single them out.
Despondaemons are made of living sand, and as such don’t have a fixed form, but they usually resemble mounds of sand about 10 feet in diameter and weighing several tons.
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kirame90 · 2 years
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SniperSpy is going shopping
I'm not sure how well he convinced his teammates but they all seem fairly cool with it. Even Soldier didn't start barking like he always does. Accept their love, Soldier!
Out of all the potential candidates (like Engineer, Medic, Heavy and Demoman) our J got himself one of the chaotic boyfriends. I wonder if the other one is lurking around somewhere... ;)
I hope you'll like this one, I even managed to get the entire team into one page. Yaaaay xP
The next page is now available on Patreon
The charity of July 2022 is Howard Brown Health Center
They provide all types of health services for people of the LGBTQ+ community from psychiatry to clinic services. They have a 4-star rating on Charity Navigator so you know they are spending their funds responsibly and transparently. Please check them out!
I will personally match any donations to HBHC to Southern Poverty Law Center
They are doing important work protecting LGBTQ+ rights, children's rights, voting rights, economic justice, immigrant justice and pushing for criminal justice reform. They also have a very handy stock of hate/extremism files and even a map of hate groups in the US. Thank you so very much for reblogging, you wonderful people! Your support means the world to me!
First part / Previous part The characters don't belong to me, the artwork does.
All dem other parts:
Part1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9
Part 10
Part 11
Part 12
Part 13
Part 14
Part 15
Part 16
Part 17
Part 18
Part 19
Part 20
Part 21
Part 21,5
Part 22
Part 23
Part 24
Part 25
Part 26
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Part 33
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Part 36
Part 37
Part 38
Part 39
Part 40
Part 41
Part 42
Part 43
Part 44
Part 45
Part 46
Part 47
Part 48
Part 49
Part 50
Part 51
Part 52
Part 53
Part 54
Part 55
Part 56
Part 57
Part 58
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Part 60
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Part 62
Part 63
Part 64
Part 65
Part 66
Part 67
Part 68
Part 69
Part 70
Part 71
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Part 73
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Part 76
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jennamoran · 1 year
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“The Work of Time” (pg. 364, Glitch), and Tiramisu
Someone asked about the major goals for this quest, which are:
it’s been eight chapters since you started this quest;
it’s been fifteen chapters since you started this quest;
it’s been twenty chapters since you started this quest;
it’s been twenty-five chapters since you started this quest; and
you eat tiramisu.
and to what degree the choice of tiramisu was random!
So, I don't have the records of ... like ... the detailed quest-by-quest stories for that one, like I do for some quest sets I've written. But I can talk a little bit about it anyway!
Because the thing is, "The Work of Time” is a very long quest.
It's a 55-XP quest.
And it's a 55-XP quest with 5 quest flavor, which means you can fulfill exactly four of them.
So there are two ways to approach that, as a player. One is, sure, you go eat tiramisu. You rush to do it, because, hey, 5 XP.
And maybe you find meaning for it, in which case, cool. Or you don't. We'll circle back to that in a moment.
The other way to approach it is to assume you'll probably get to it eventually. It's a long quest. And in the meantime, looking at the quest flavor ...
You feel damaged.
You listen to the world.
You try to face and accept imperfection.
You eat a meal, but it's ... tasteless. It doesn't do anything for you.
You try to be glad that something that would have broken you once, doesn't break you now.
 And eight chapters pass.
 ... fifteen?
Twenty?
And at some point maybe you look at the quest and you realize: you can let the timer elapse, let a few more chapters go by, and it'll just ... complete on its own.
Maybe at twenty-five chapters.
Maybe twenty.
Maybe fifteen.
But if you just, you know, don't do anything, just, let time go by while other people do their things, you'll get that quest bonus, you'll get the Bindings 1, Bindings 5, Emptiness 5, or Shepherd 5 bonus, you'll probably wind up better.
... or you could go somewhere you like, and eat a soft, gentle dessert, and often---I recognize this isn't necessarily true if you're playing someone with food issues, or if the player's food issues are too strong to vibe with food enjoyment---have it not be tasteless to you, and look out the window, and finish processing there.
Circling back to the player who rushes to eat it immediately because it's 5 XP and doesn't find meaning in that and also gets nothing out of those 5 XP for a long time because like 55 XP quest ... that's not as resonant for me but it also works strongly with the themes of the quest and the tasteless food and everything else, so that's fine too.
... I guess there are also weird side cases like "OK, I eat tiramisu and then take 100 damage and that's the Work of Time complete," but whatever, that just means the tiramisu was accidentally made with backwards coffee that slows you down and ages you horribly while eating it.
(To be clear, it was specifically tiramisu presumably because I sketched out a book series for Chancery Lexiarchos Caducine in my head, even if I was moving too quickly to write it up at great length, and that was what she ate, so like the detailed reasoning was principally subconscious. That said, it was probably specifically food as a specific contrast with "you eat a tasteless meal" and ... hrm.
I feel like tiramisu is an interesting dish to view through the lens of those days when everything tastes like nothing because it's a very texture-heavy dish and the flavor itself can be subtle.
Like, vanilla ice cream through the lens of tastelessness is "I don't care about sweet or normal foods any more" and tasteless fried shrimp is like "why am I eating a ceiling" and tasteless crab foam is "modernism has gone too far" but tiramisu in particular modulates in part to how much attention to it you're paying.)
(Shinji, eating tasteless fried shrimp: “another unfamiliar ceiling”)
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usafphantom2 · 7 months
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Curtiss XP-55. 1 of 3 made. This one (1st one) crashed in Nov 1943. One remains today in Kalamazoo, MI. (Ray Wagner Coll)
@kadonkey via X
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pathfinderunlocked · 6 months
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Frost Atronach - CR8 Elemental
A type of elemental based on Elder Scrolls.
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Artwork is concept art from Skyrim, by Adam Adamowicz, copyright Bethesda.
I like designing elementals with more variety, especially ones that do more than just melee attacks. I don't think the types of elementals on every elemental plane need to be symmetrical, but I did make a few different elements of atronachs, based on the common ones that appear in the Elder Scrolls series - the flame atronach and the storm atronach are the other two.
Atronachs are elementals that are more likely than others to willingly lend their services to creatures from other planes. This includes not only mortal summoners, but also other outsiders who might recruit them to their cause, which the atronachs align themselves with according to opportunity, fancy and circumstance. Although they originate from the elemental planes, they have the ability to travel the planes freely, and many seem driven to seek out a purpose in their existence.
Frost Atronach - CR 8
This 8 foot tall, roughly humanoid-shaped creature of solid crystallized ice walks on two hulking legs, and has long arms that resemble uprooted glaciers. It lacks any kind of obvious head, its torso instead simply coming to a frozen peak.
XP 4,800 N Large outsider (air, cold, elemental, extraplanar, water) Init +0 Senses darkvision 60 ft., snow vision; Perception +16 Aura chilling aura (10 ft., DC 19)
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size) hp 115 (11d10+55) Fort +11, Ref +7, Will +5 DR 5/— Immune cold, elemental traits Weaknesses vulnerable to fire
OFFENSE
Speed 40 ft., swim 10 ft. Melee 2 slams +16 (1d8+6 plus 1d6 cold plus push) Space 10 ft.; Reach 10 ft. Special Attacks push (slam, 5 ft.)
Spell-like Abilities (CL 8th; concentration +10)    3/day—empowered frost fall (DC 16)    1/year—plane shift (self only)
STATISTICS
Str 22, Dex 10, Con 19, Int 5, Wis 15, Cha 14 Base Atk +11; CMB +18; CMD 28 Feats Cleave, Elemental Focus (cold), Empower Spell-like Ability, Greater Elemental Focus (cold), Power Attack, Toughness Skills Climb +20, Knowledge (planes) +7, Linguistics +2, Perception +16, Survival +6, Swim +18 Language Aquan, Common, 1 other SQ ice glide, icewalking
SPECIAL ABILITIES
Chilling Aura (Su) A frost atronach is surrounded by a 10 ft. aura of cold. At the start of the frost atronach's turn, this aura deals 2d8 cold damage to creatures within the area and slows them for 1 round, as the slow spell. A DC 19 Fortitude save halves the damage and negates the slowing effect. This is a cold effect. The save DC is Constitution-based.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Snow Vision (Ex) A frost atronach can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.
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waffleweirdo · 7 months
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I’m remembering the Xenoblade X challenge run that I routed, but never did because oh my god.
The idea came from thinking about Elma’s line, “There’s a fine line between self-defense, and provoking a fight… we need to walk that line”
So how few enemies could you defeat and how hard would it be?
I tallied it up and I think there’s 134 required kills (I could’ve overlooked some).
The question is can you avoid anymore than that?
You’d want to pick curators as getting to a higher BLADE level fast will unlock more missions and field skills for treasures. You’ll also want to get a bunch of collectibles for missions and to sell. But eventually FrontierNav will be able to get you unlimited money.
You could grind xp from basic gathering missions/missions without combat, but I don’t know if there would be enough to get you to the required levels for missions, or for strong enough gear to win fights without any class levels.
The highest level requirement needed is I think 41, but I have no idea if that would be enough for the chapter 12 no skell sections. Any fight you can use a skell should be fine as that can all be bought and credits are unlimited just a grind.
My guess is you’d probably need to get to 50 or maybe 55 to get the best shop equipment / a level 50 skell just to be safe.
Actually you could theoretically grind infinite reward tickets from squad tasks to get materials to make augments. Even if Elma only gets a a few ranks up in class she might be able to pull off and infinite overdrive by the end game? And stream edge is pretty good damage so level 41 miiiiiiight work? Survivability could be an issue, but if she gets thirsty edge there’s a chance?
For level 50 though you’d need ~260,000 exp
Are the basic missions / landmarks / treasures enough for that? I have no idea and don’t want to grind to find out.
I really like the idea of this challenge run, but I think it would be miserable to play so I’ll probably never do it!
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Two Magic Dorks
I have two statblocks for you: A simplified magic missile-themed mage and a simplified ice-themed cleric.
These were both inspired by me wanting to be lazy while restructuring the Rime of the Frostmaiden to end it early (pre-Caves of Hunger), so I wanted some memorable creatures other than the "20 Cult Fanatics" that the tiefling Avarice has as minions. I wasn't about to keep track of 20 spiritual weapons and who has who's Shield of Faith across a massive matrix of spell slots. Instead, I made these guys that basically do the same thing without needing to strategize.
Like the Cult Fanatic, the Stygian Cultist has a bonus action attack (spiritual weapon), they have 3/day inflict wounds, and 1/day "hold person" reflavored as an ice cube. Sure, they are missing out on upcasting Command, but I can live without it. These are minions, after all, not commanders. Then I added a fun gamified mechanic that rewards players for moving or pushing enemies: they gain a huge AC boost near ice blocks, and thankfully, they both entomb players in ice and turn into ice themselves when they die! Be careful not to seal yourself in a hallway by killing too many cultists!
Meanwhile the Brotherhood Mage is a similar situation. I took a spellcaster, chose a spell as their main action to focus on, then gave them a 1/day "ultimate" ability that combines some effects of their best spells (lightning bolt and dispel magic), made sure they had a useful reaction or bonus action, and then added the twist of marking their target for double damage!
Check out these really cool mechanics!
Stygian Cultist
Medium humanoid (any)
Armor Class 13 (leather) Hit Points 33 (6d8+6) Speed 30 ft.
| STR 11 (+0) | DEX 14 (+2) | CON 12 (+1) |
| INT 10 (+0) |  WIS 14 (+2) | CHA 14 (+2) |
Skills Deception +4, Persuasion +4, Religion +2 Damage Resistances cold Senses passive Perception 11 Languages Common, Infernal Challenge 2 (450 XP)
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Icy Doom. The cultist turns into a block of ice for 9 days when they die.
Stygian Shield. As long as the cultist is adjacent to a creature petrified or restrained by ice, the cultist gains +5 to their AC.
Actions
Chill Touch. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 9 (2d8) necrotic damage. The target can't regain hit points until the start of the cultist's next turn.
Inflict Wounds (3/day). Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (3d10) necrotic damage.
Ice Tomb (1/day). One creature within 60 feet of the cultist that it can see must make a DC 12 Charisma saving throw or become petrified in a block of ice for 1 minute. The creature is freed early if they take 10 or more fire damage. On a successful save, the creature instead takes 2d8 cold damage instead.
Bonus Actions
Frost Spike. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 6 (1d8+2) cold damage.
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Brotherhood Mage
Medium humanoid (any)
Armor Class 12 Hit Points 55 (10d8+10) Speed 30 ft.
| STR 11 (+0) | DEX 15 (+2) | CON 12 (+1) |
| INT 16 (+3) |  WIS 12 (+1) | CHA 11 (+0) |
Skills Arcana +5, Deception +2, History +5 Senses passive Perception 11 Languages Common, Draconic Challenge 3 (700 XP)
Charges (7). The mage has 7 Charges that fuel their abilities. These replenish whenever they complete a long rest.
Actions
Mage Spark. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 5 (2d6) lightning damage. On a hit, the target becomes vulnerable to force damage until the end of the mage's next turn.
Magic Missiles (1 Charge). The mage chooses 3 target creatures within 120 feet that they can see. They can choose the same target multiple times. Each target takes 3 (1d4 + 1) force damage. They can spend 1 additional charge to choose one bonus target.
Arcane Disjunction (1/Day). One creature within 60 feet of the mage must make a DC 13 Constitution saving throw or take 28 (8d6) lightning damage and end all beneficial spells of 3rd-level or lower affecting them. On a success, they take half this damage and suffer no other effects.
Reactions
Abjuring Shield (1 Charge). When targeted by an attack or a Magic Missile spell, the mage can use its reaction to gain +5 to its AC and negate all Magic Missiles targeting them until the start of its next turn. The mage then gains 10 temporary hit points.
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elfamosodemon · 1 year
Video
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XP: Obscure VGM 55
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thecreaturecodex · 11 months
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Dalya
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“Rider” © Cindy Avellno, accessed at her ArtStation here
[And Monster Girl Summer is officially a Go! Part of my goal with Monster Girl Summer is to reflect on the games I’ve run in the past. And to sort of mentally catalog how many of the PCs started out monstrous, or became monstrous over the course of play. Like Dalya here. Dalya was originally a human, but ended up reincarnated as a gnoll. And was in the half of the party that survived their fight with Karzoug, as opposed to being wiped out in round 1. Time stop + reverse gravity + prismatic sphere, don’tcha know.
I ran Rise of the Runelords in 3.5. Dalya was originally built using the battle dancer class from Dragon Compendium. So making her a brawler was a easy choice for the conversion.]
Dalya CR 18 CG Humanoid (gnoll) This tall, lean hyena headed woman has her hair done up in a dyed fringe, and tattoos are visible beneath her fur. She wears leather armor and carries a buckler and spear.
Born to an exiled Shoanti father and a Varisian merchant mother, Dalya was used to living on the road. But she didn’t expect it to turn out the way it did. Visiting the Swallowtail Festival in Sandpoint, she was caught up in a goblin raid, which rapidly turned into investigating the growing power of the Sihedron cult and, eventually, opposing the forces of Karzoug. Underneath Thistletop, Dalya was slain by the barghest Malfeshnekor, but her allies were able to fight the beast back long enough to recover her body. Possibly as a side effect of being slain by one of Lamashtu’s chosen, Dalya was returned to life as a gnoll when brought back through a reincarnate spell. And Dalya couldn’t have been happier with her new body.
Dalya’s adventures continued from there, and she proudly brags that she’s never lost a fist fight with a giant. She was instrumental to killing Karzoug and preventing Varisia from being overrun by an army of lamiae and other monsters. But Dalya is not one to rest on her laurels, and she is in no way retired. Her current mission is to help a few packs of non-evil gnolls to settle in the Storval Plateau without causing too much conflict with the Shoanti quahs living there already. Her allies in this mission include a quartet of advanced crocuttals and Krojun Eats-What-He-Kills, a powerful warrior of the Sun Clan, himself reincarnated into a monstrous form (a bugbear) following a fatality in combat.
Dalya    CR 18 XP 153,600 CG Medium humanoid (gnoll, human) Reincarnated gnoll brawler (battle dancer) 18 Init +6; Senses darkvision 60 ft., Perception +18 Defense AC 33, touch 20, flat-footed 26 (+6 Dex, +1 dodge, +1 natural, +6 armor, +6 shield, +3 deflection) hp 200 (18d10+90 plus 7) Fort +20, Ref +21, Will +13; +2 vs. fear, despair Resist fire 30 Defensive Abilities dancing dodge (9/day), hopeful Offense Speed 35 ft. Melee +4 evil outsider bane unarmed strike +34/+29/+24/+19 (2d8+16), +4 evil outsider bane bite +32 (1d6+5) or +4 evil outsider bane unarmed strike +32/+32/+27/+27/+22/+22/+17 (2d8+16), +4 evil outsider bane bite +32 (1d6+5)  or +2 returning distance spear +30/+25/+20/+15 (1d8+17/x3), +4 evil outsider bane bite +32 (1d6+5) Ranged +2 distance returning spear +26 (1d8+17/x3) Special Attacks awesome blow, brawler’s flurry, brawler’s strike (magic, cold iron, silver, chaotic, good, adamantine), martial flexibility (12/day, 3 feats as swift action or 1 as immediate), rolling flurry, sparring partners (3/day) Statistics Str 30, Dex 22, Con 21, Int 9, Wis 13, Cha 16 Base Atk +18; CMB +28 (+36 trip, +35 grapple, +30 bull rush, +29 disarm); CMD 48 (56 vs. trip, 55 vs. grapple, 50 vs. bull rush, 49 vs. disarm) Feats Acrobatic Steps (B), Combat Expertise (B), Combat Reflexes, Deflect Arrows, Dodge, Fleet (B), Improved Grapple (B), Improved Trip, Improved Unarmed Strike (B), Iron Will, Mobility, Monkey Moves, Monkey Style, Nimble Moves (B), Power Attack, Snapping Bite, Vicious Stomp (B) Skills Acrobatics +27, Climb +16, Intimidate +17, Linguistics +0, Perception +18, Perform (dance) +11, Ride +12, Sense Motive +12, Swim +16 Languages Common, Gnoll, Shoanti SQ close weapon mastery, dancer’s cunning, legendary, maneuver training (trip +4, grapple +3, bull rush +2, disarm +1), martial training, reincarnated Gear manual of gainful exercise +4 (expended), tome of leadership and influence +2 (expended), amulet of mighty fists +5 (+4 evil outsider bane), belt of physical perfection +4, +4 brawling leather armor, +5 buckler, +2 returning distance spear, winged boots, pliant gloves, cloak of resistance +4, ring of major fire resistance, ring of protection +3, potion of cure serious wounds (x3), potion of haste (x3), 500 gp worth of mundane jewelry, 36 pp. Special Abilities Dancer’s Cunning (Ex) A battle dancer can treat her Charisma score as her Intelligence score for the purpose of meeting the prerequisites of combat feats. In addition, she can attempt a Perform (dance) check instead of a Bluff check to feint in combat, and her unarmed strikes are considered to have the performance weapon special quality. Dancing Dodge (Ex) When an opponent attempts a melee attack against Dalya, she can expend one use of an attack of opportunity as an immediate action to move 5 feet, granting the battle dancer a +3 dodge bonus to AC against the triggering attack. The attack is still resolved normally, even if the battle dancer’s movement takes her out of the triggering attack’s reach. This movement is not a 5-foot step and provokes attacks of opportunity from creatures other than the one that triggered this ability, though the battle dancer can attempt an Acrobatics check to avoid provoking the attacks. Dalya can use this ability nine times per day. She can use this ability only while wearing light armor or no armor, and while carrying no heavier than a light load. Hopeful (Ex) Packmaster gnolls gain a +2 racial bonus on saving throws against fear effects and emotion effects such as despair, grief or boredom. They do not gain this bonus against rage effects, or other types of emotion effects, such as an unnatural lust or overwhelming presence spell (GM’s discretion). Legendary Dalya’s statistics are built using 25 point buy, and she has the gear of an 18th level PC. This increases her CR by +1. Reincarnated (Ex) Dalya was born human, but transformed into a gnoll due to a reincarnate spell. She has the bonus feat of a human, and bonus skill ranks for levels 1-4. She does not have the racial Hit Dice, or mental ability bonuses, of a gnoll. Rolling Flurry (Ex) When a battle dancer uses her brawler’s flurry, she must move 5 feet before each melee attack or combat maneuver. If she is unable to move 5 feet, she can’t attempt any further attacks or combat maneuvers. She can’t exceed her maximum speed. This movement does not provoke attacks of opportunity if the brawler would be able to take a 5-foot step normally; if she would be unable to (for instance, if she were in difficult terrain), the movement provokes attacks of opportunity as normal unless she succeeds at the appropriate Acrobatics checks. While using this ability, she can still take her normal 5-foot step before or after making her attacks. Sparring Partners (Ex) When Dalya gains a flanking bonus on an attack while using her rolling flurry ability, the ally providing the flank gains a flanking bonus on its next attack against that opponent, even if the battle dancer moves out of a flanking position. If either the opponent or the ally moves more than 5 feet before the ally’s attack, the flanking bonus is lost. This ability works only if the ally is on the opposite side of an opponent during the battle dancer’s attack, not if a flanking bonus is gained in some other way, such as through Gang Up. Dalya can use this ability three times per day.
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crusherthedoctor · 5 months
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2, 5, 12, 21 for Eggman :)
2. Favourite canon thing about this character?
How am I supposed to choose? D: There's how funny he is, how evil he is, how clever he is, how creative he is, how persistent he is...
I do especially love how hands-on he is with his schemes. It's one aspect of many that sets him apart from other villains, and when you think about it, his eager dedication to his work ties-in to how his (evil) willpower in general is comparable to Sonic's own. I think it's one of those things that, while not as immediately apparent as some of his other traits, is nonetheless equally important to maintain.
5. What's the first song that comes to mind when you think about them?
Boss themes and level themes are an impossible one for me to pin down thanks to the sheer number of bangers associated with him over the years, and how they're great and iconic for different reasons depending on which one we're talking about.
Leitmotifs, on the other hand...
youtube
Make no mistake, E.G.G.M.A.N. and the '06 theme are both great, but this one really makes you feel like he's about to bust your windows and break your back like Bane broke Batman. It's so goddamn loud and intrusive, which means it's perfect for him. Not to mention there still remains a sinister undertone, since it usually signified that he was about to make things worse for our heroes.
12. What's a headcanon you have for this character?
1. The dart one. Where he has a dartboard with Sonic's face on it in every single base. Including each ship that makes up the Egg Fleet. Just in case he's there and needs to unwind.
2. He doesn't remember much about his parents... and largely doesn't care.
3. He used some of Gerald's inheritance money just to quickly get himself off the ground when he began scheming, but this wasn't for long. Once he had some solid footing, he began earning all his money and resources through his own means, be it mining operations, entertainment facilities...
4. He has a list of all the times he tricked Knuckles. He also has a list of all the evildoers who attempted to usurp him that are coincidentally no longer with us.
5. While Eggman was disappointed in Metal Sonic for betraying and impersonating him in Heroes, he was even more disappointed that he wasn't even that good at it. If you're going to impersonate the world's most brilliant genius, you better not make an arse of it.
6. By the time Infinite made his "decades" remark, Eggman was already planning on getting rid of him, because the moment someone shows him disrespect, they're on his shitlist. One blunder too many from Infinite was simply a convenient excuse that the doctor wasted no time in taking advantage of. That's why it happened so quickly and casually: he already made up his mind on Infinite's fate ages ago.
7. To this day, Eggman feels a sense of possessiveness over Shadow, and would still prefer to have Gerald's magnum opus under his thumb. He knows that's not likely at this point though, so he remains unbothered about killing him if need be.
8. The first robot he ever made was a prototype Motobug.
9. And on the subject of Badniks, one reason why so many of them are based on animals and foliage is because it's his way of trying to one-up Mother Nature. What's better than dinosaurs? Dinosaurs with machine guns.
10. He scrapped SA-55 for grating on him too much with his snarky backtalk, and replaced him with Orbot, whose comments he can tolerate more because they tend to be said with a tone of fear.
11. While his taste for theme parks is genuine, he also makes them as a way to mock Sonic, by creating something full of cheer and laughter as Sonic is consistently seconds away from death.
12. Eggman likes to accuse Sonic of being a horsefucker.
There's actually even more I have, but I'd be here all day. What do you expect, he's my favourite character of all time. XP
21. If you're a fic writer and have written for this character, what's your favourite thing to do when you're writing for this character? What's something you don't like?
I could take the easy way out and say all of it is my favourite part and none of it is my least favourite, because he's just that fun and diabolical. But if I have to single out something that doesn't get brought up that often, I like to emphasize - sometimes blatantly, sometimes subtly - how uncanny he can be.
You see, it's known at this point that I don't exactly love it when Sonic and Co are given ridiculous meme faces and other over-exaggerated qualities (not counting unintentional examples like SA1's animation, which remain endearing in part because they're unintentional). Yes, they are cartoon characters, and yes, they can show a cartoony side, but they're not deranged off-the-wall loonies doped up on heroin, and it's more than possible to let them react to things in a dignified way that remains in-character.
But then there's Eggman. He's the exception. He can get away with all the goofy faces and abstract gestures he wants, because that's already who Eggman is. I just think the idea of the guy without powers being the one who has all this insane energy and ability to borderline distort his face really goes a long way to establishing how eerily off he is compared to everyone else, and serves as a low-key reminder that his human status and lack of traditional superpowers is not a limitation for him.
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