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#source: assorted video
secret-code · a month ago
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》 liz ⇌ idol human theater ♡
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fandom · a year ago
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2020 Masquerade Costume Competition Winners
This just in from Comic-Con@Home (@comicconathome​): The winners of the 2020 Masquerade Costume Competition, as chosen by the Comic-Con@Home judges! 
Feast your eyes on these cosplayers:
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Best in Show
Astra, Queen of the Frostborn
An Original Design crafted by Sarah Kruger (@queenofthefrostborn​) “The Frostborn are a people, beings made of that frost, that fog, that cold and mystery. Their queen is strong as ice, and just as beautiful. Astra. As her story came to me, playing out in my head, I knew that I had to make her real.”
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Judges’ Choice
Cinderella With a Twist
An Original Design by Mandy Pursey, with Ryan Pursey (@bethesparkcosplay​) “Growing up as an arm amputee, I dreamed of the day when fairy tales would include characters who looked like me too! I came up with the idea of Cinderella trading out her glass slippers for a glass arm, and set to work making this story come to life.”
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Best Re-Creation
Iron Mask 85, Avengers: Endgame
Made by Frank P. (@franklybuilt​) “My late father took me to see the first Iron man in 2008 when I was about 16 years old and ever since then I’ve been hooked on the MCU and specifically Iron Man. I always dreamed of having my own armor. I mean what kid wouldn’t? But it was always this impractical goal and I had no idea how to use EVA foam or Papercraft. Years went by and eventually, I felt it was time to try my hand at a Cosplay after watching Avengers Endgame and being blown away with the MK85 Armor! It was time to make my first Cosplay. Enter 3D Printing.”
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Best Original Design
ACK! The Kenku Monk
Designed and made by Breanne Cremean (@thegeekstresscos​) “Ack! is a part of an amnesia Dungeons and Dragons campaign and has no memory of her past. She chose her name because it’s the first sound she can remember anyone making in reference to her.”
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Best Workmanship (A tie!)
Mercy (Classic Skin), from the Overwatch game
Made by Birdy Cosplay (@birdy-cosplay​) “Costume is made by me, the only purchased parts are the yellow wing parts (I ordered them already in this shape) and the wig (I styled it myself,  but bought the base from Arda Wigs). It was my biggest project so far and it took around 9 months with some short breaks to complete it.”
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Best Workmanship (A tie!)
Arturia Pendragon, from the anime & game Fate/stay night
Crafted by Daniella Lo Presti (@ksfabricartist​) “I created this costume in order to bring to life this character in a realistic way. To replicate the skirt embroidery I deconstructed and pieced back together with different types of lace and I used several layers of cloth so that, when twirling, the gown would open up like a flower. Indeed, in Fate Zero, Arturia is described as being the flower of the battlefields.”
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These cosplay costumes were so good, a photo can’t capture them. You need to click through to see the original video in all its glory!
Best Presentation
“Ready to Fight!!”
Consisting of assorted recreations, from Noe Ernesto Cruz Vargas (@lobisonx9​) “In this video, I show most of the cosplay that I have done for several years, in the pure gamer style. It has been a lot of creative work, use of many materials and hours and hours of work. We have an altruistic group in Mexico, we visit children’s hospitals, orphanages, children with cancer, etc.”
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Most Humorous
Sally, from The Nightmare Before Christmas
Crafted by Liz Gatouco (@cosbrarian​) “I built the wig and dress from scratch, using second-hand materials to contribute to Sally’s “Ragdoll” persona. I used scraps from tablecloths, pajamas and clothes, upholstery samples, and even the yarn was sourced second hand.”
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These cosplay costumes were so good, a photo can’t capture them. You need to click through to see the original video in all its glory!
Best Group
Luke Skywalker, C3P0,  R2D2, from Star Wars
Made by Tim O'Sullivan and JT Stevens (@1flukeskywalker​)
Don’t sleep on these Honorable Mentions…
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Adrienne C.  (@waxsealedcostumes​) 1740’s Elizabeth Swan, from Pirates of the Caribbean “My 1740s Elizabeth Swann is almost entirely hand sewn with historical materials and historical construction methods from the outside in, starting from the shift, stays, panniers, under petticoat, matelassé outer petticoat, to the silk pleated-back English gown.”
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Jennifer Yi (@kaiweevil​) Keesha's Hungry, from Star Wars “Her eyes are made from dyed round plastic and her mouth, nose, and teeth from painted sculpy. Ears are cut sheets of foam and everything is covered with fur. Cowl is pigskin laced with leather and I used some bones, feathers, and teeth I had lying around for decoration. Hands and feet are modified Yoda hands.”
Congratulations to the winners of the 2020 Masquerade Costume Contest! Your sewing and sculpting and hemming and hawing paid off brilliantly. If you’re curious about their prizes, you can read all about ‘em over here.
To all the participants: Thank you for making @comicconathome​ such an exceptional experience for every Comic-Con fan out there. We see you and we appreciate you.
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pascalpanic · 8 months ago
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Cooking in the Crest (Din Djarin x gn!Reader)
Summary: You become sick of the endless prepackaged food you eat while living on the Razor Crest. From a holovid, you and Din try to learn how to cook.
W/C: 3.2k
Warnings: FOOD is a big warning here; this is all about food, cooking, and eating; some language, and mentions of violence and blood because Din is a hunter.
A/N: this was a request by lovely @binarydanvvers !! I hope you guys like it too :))
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The Razor Crest was not exactly built to be a home. The beat up old ship, a pre-Imperial piece of garbage, was mainly meant to be a freighter, to carry loads and supplies around. It had a bunk, yes, but that was mainly for the pilot to sleep. Some ships were elaborately built and crafted to house people, even families; this was not one of them.
You could tell that from the moment you walked aboard. This was not built to be a home, but the Mandalorian and his little green child had made it one. It was endearing, really. It was still cold and harsh, not exactly welcoming, but there were little touches. A sling for the baby to sleep in above the man’s bunk. A few scattered toys for the kid. Extra clothing tucked away, and what seemed to be a makeshift kitchen.
It can hardly be called a kitchen. It’s more of a food storage area. The Mandalorian man has stored packets of food, dried or wrapped, water, and other assorted food necessities in a small corner of the ship. There’s also a device for heating meals, like the just-add-water foods he carries so many of.
The baby doesn’t complain. Well, he really can’t, considering that he cannot speak yet, but he never pushes away the food. Of course, his favorites are frogs and occasional organic things he picks up on the surface of the latest planet, but he’s never refused a nutrient bar or an instant bread loaf. The kid is always hungry; he’ll take anything.
You’ve been traveling with Din for a while now. He entrusted you with his name not long after he entrusted you with the care of his foundling. He’s a kind man, surprising beneath the layer of impenetrable beskar, with a warm laugh even through the modulator.
In this time, you’ve become exhausted over the endless routine of microwavable carbohydrate packs with dried proteins. A nutrient bar is a nice switch, but it’s endless days and nights of bland food. “Do you even eat? Does your species photosynthesize or something?” You’d asked Din once, teasingly knocking on his beskar.
“I’m human,” he assured you, voice dry. He presents himself as tired of your endless teasing, but you both know he could never be. You’re the energy, the entertainment to him and his little green child.
“I doubt that,” you teased, nudging his hip with your own as you walked past, the baby on your other side, giggling at your words.
The kid is smart. He can’t yet speak, but he can recognize meaning in words and the emotions you convey with your tones. You’ve been steadily working on teaching him the right morphemes to form words, but he’s just not quite there yet. He made a little babbling noise at his father, then turned and looked up at you, grinning with tiny white teeth.
Din must eat, you’ve come to notice. He never takes the helmet off; you’ve never heard his voice without the modulator, you’ve never seen him eat. But the stock of food dwindles at a quicker pace than it would for one and a half people, so he must consume some of it. You’ve noticed that the dried proteins or instant spicy grains go quicker- those must be his favorite. You’ve made mental notes several times to pick up extra when shopping.
As the three of you take off from the last planet, a lively and populous city center, your stomach is happy with its contents: you and the baby had gone on a culinary tour, trying different local delicacies. You glance at the kitchenette in the corner and wince at the protein bars. Surely you’ll be reduced to eating the dry and chalky sustenance the next time you’re hungry.
The baby sits in your lap, bouncing excitedly as the ship lifts off. He coos and waves his hands excitedly as Din turns and navigates, though it’s nothing too bumpy for the little thing to handle. There’s a jolt when you leave the atmosphere, and the baby squeals as the stars rush past when Din maneuvers the Crest into hyperspace.
Once the course is set, Din turns to you. You wonder what he’s thinking; it’s a shame you can’t see his face. “We should be at our next location in about a day.”
Your curiosity gets the better of you, heightened over the prospect of eating more dried, flavorless food. “Do you know how to cook?”
“Do I know how to what?” Din asks, cocking his head.
“Cook. You know, make food in a way other than using the microwave.”
Din stares at you for a minute. “No, I really don’t. I’ve never had reason to.”
“You don’t consider eating this bland shit eternally a reason?” You ask, folding your arms. The little green baby on your lap mirrors your actions, looking at his father. “I don’t either, but I think we both need to learn. I’m sick of this endless dried food and nutrient bars and instant grains.”
His shoulders rise and fall as he takes a deep breath. “Fine. How?”
“How what?” You ask, taunting him back from his earlier sarcastic question.
“How are we going to learn how to cook?”
You shrug. “We could take a cooking class on some populous planet. They have them for couples.”
Din looks at you, sharply even though you can’t see his face. “Okay, well, two people,” you chuckle, though you can’t help but notice the rigidity of his body. You’re skilled at reading his body language by now; something changed in him when you said couple. “Why the hell not?”
“Because, cyar’ika, I am a Mandalorian. I’m not exactly going to fit in with the happy honeymooners at a cooking class, searing bantha for my beloved.”
You frown at him. “You’re such a pain in the ass, Din. Work with me here.”
Din is frowning beneath the helmet. You can just tell. “I don’t exactly take orders from you.”
“It’s not an order,” you roll your eyes. “It’s a request. Please.”
Din sighs. He’s quiet for a minute. Then: “Fine.”
“Yay!” You grin and brace his beskar helmet in one hand, pressing a kiss to the visor. “It’ll be fun, come on.”
“I don’t know how fun that can be,” he grumbles.
-
The holonet turns out to be a surprisingly vast resource for cooking and recipes. You’d never expected this much to be uploaded to it. There are traditional dishes from Tatooine, Naboo, anywhere really. The first struggle is deciding what to cook.
You stop at another populous planet next. Thank the Maker, you mumble as you put the baby in the wrap carrier that straps him to your chest. “We’re gonna make something good, huh kiddo?” You ask and smooch the baby’s little green head. He just coos in return.
Wandering through the planet, you find various little specialty shops, and you mark off the list you’ve created. Spices from the shop specializing in them, fresh vegetables at a stall, meat from a grocer. When the foods are all collected, you return to the ship, where Din has purchased a portable heat source to be used for cooking.
The business Din has on the planet goes quickly and he’s back before you know it. You’ve barely had time to clean the vegetables under the small refresher sink before you hear the clink of beskar and the baby’s excited laughter at his return.
You carry the bowl of vegetables and grin as you spot Din on a crate in the corner, wiping down his armor of blood. “Welcome home, bounty hunter,” you tease as you arrange some crates to form a table and chairs and set the holoprojector in the center. “How’d we do today?”
“Wonderful,” he grumbles as he wipes a smear of mud off his chest plate. He finishes then looks at your arms, holding the ingredients. You set them down and the hot plate as well. “We’re cooking now?”
“I’m hungry,” you shrug.
Din nods. “I suppose. Do you want me to get piloting us out of here and then we can start?”
You shrug again. “We paid for a full day and night. Might as well use it.”
He nods and begins removing his beskar, leaving him in just his flight suit and helmet. You cock an eyebrow at him and tilt your head in confusion. “Don’t wanna get any food on the beskar.”
This makes you genuinely laugh, throwing your head back. “Oh, blood and dirt and mud are okay but no food? You have some odd standards, Din.”
No one has called him by his name since he was a child. You’ve never even said it aloud save for once or twice. The sound of your voice saying it is like the sweetest music; he could listen to it eternally. He’s a little nervous inside, tingly and fluttery from the feeling. Thank the Maker his helmet doesn’t let it show.
“Go wash your hands and let’s get going,” you order him, stacking two extra crates and setting the child on top so he’s the same height as the two of you. He’s delighted by the view, looking around.
You put the vessel on the hot plate then turn it on, unsure of how quickly it heats. Din returns not long later, sitting on his crate across from you. “First step?”
To answer his question, you turn on the holovid. A cheerful Zabrak narrates for you and shows you the steps, starting with the first: to chop the ingredients. Din reaches for his leg and you shoot him a glare, pausing the video. “You were not about to use that knife to prepare our dinner.”
Din just looks at you. “Why not?”
“God, you’re impossible,” you laugh, though it’s lighthearted teasing. “No, use this, a clean one.” You hand it over along with a few vegetables. Din starts cutting with neat precision, the yellow tuber vegetable falling in perfectly round slices to the surface you’d laid down before.
The baby whines in protest; he wants in. Looking around, you scramble for something before giving him the softest vegetable and a plastic utensil. “How’s that?” You ask him.
He’s delighted, slicing his vegetable and mirroring his parents and the video. When the step is finished, you press play again and it informs you to add some of the oil and cook the vegetables first.
Din pours them in, causing a sizzle from the hot cooking vessel. “Ooh, it must be ready,” you grin and drizzle some oil over the top.
“I don’t think that’s the order we were supposed to do it,” he points out, rewinding the video.
“Oh well,” you shrug and stir the vegetables. The aromatic plants waft from the steam, making you sigh in happiness at how wonderful the recipe smells, even now. “Can you smell under there?”
Din shakes his head.
You frown. “I’ll close my eyes. Lift your helmet and take a smell, it’s delicious.” You squeeze them shut as if to prove you’ll do it.
He would never trust anyone else like this. He’s surprised he even trusts you enough, but he unlatches his helmet and lifts it just enough to catch a whiff of the delicious smell. He sighs happily too and puts the helmet back on. “You can look again.”
You open your eyes and smile at him. “Well, we’re not doing terribly! What’s next?”
The video plays a little longer, telling you the next steps: add the spices to the cooking vegetables, stirring them in, then the broth you’ve purchased.
Picking up the bag, you rummage through for the intended spices. “You wanna do this part?” You ask Din.
“I’ll probably mess up.”
“Give it a shot,” you say with a warm smile and hand him several small pouches of spices and a measuring stick.
His fingers are thick and worn without the gloves, and the sight of them pinching the bright orange powder and sprinkling some in the pot is truly humanizing, indicative that this man is Din, not The Mandalorian like you knew him as before. He does that with the required spices, choosing to go by heart rather than the measured values.
You go next, adding the broth to the pot and closing your eyes to listen to the beautiful hiss of the liquid against the hot metal. “Do you think you could cook on beskar?” You tease Din. The man just shakes his head.
The recipe then indicates for you to cut up the meat and add it before covering and letting it boil. Din uses the sharp knife you’ve provided to once again, neatly slice the meat and add it to the pan. “You’re quite precise with that thing,” you inform him with an impressed nod.
He snorts. “I know the ten quickest ways to kill someone with it.”
“Still, precise to do that,” you laugh. You cover the pot and sigh, setting a timer on the holopad to the amount of time needed before the meal will be ready; thanks to the specialized tech in the hot plate, it won’t take long at all.
The baby shows you his knife work with the mushed vegetable. It’s considerably less impressive than Din’s, but you ooh and ahh over it all the same, making the baby beam with pride. “Your knife work rivals your father’s, little man,” you tease the baby and poke his side.
“Yeah right,” he snorts again and leans back against the metal wall of the Razor Crest’s hull.
While the food carries on its quick cooking, you prepare three bowls and spoons to eat with, setting each in front of where the three of you sit. The bowl is much smaller for the child, but he seems just as pleased.
The timer dings and you clap your hands together in excitement. “Let’s see!”
Lifting the lid, the smell that wafts out makes your stomach growl. “Oh, this is going to be good,” you sigh, setting the lid aside on the heatproof surface and scooping some into each bowl. “Careful, it’s hot,” you warn your boys as you a hand them their respectful bowls.
“It sounds wonderful but… you know I can’t eat it,” Din reminds you.
That makes you frown. “Of course you can. We made it together.”
“No,” he sighs. “I can’t eat it because I’d have to remove my helmet.”
The idea crosses your mind as quickly as his words. “Well then.” You stand and push your crate aside, then pull him up and do the same. With your bowl of stew in hand, you plop down on the floor and turn your back to him. “Now you sit with your back to me.”
“Cyare, I-“
“Just humor me, Din. Please.”
He sighs and gets on the floor, groaning at the creak of his joints and popping of his back. Din presses his back to yours, sitting with his legs splayed carelessly to either side. “There. This what you wanted?”
“Yes,” you nod. “Now eat. I won’t look, and the kid is your foundling, he can see you.”
Din is hesitant at first. He sits there for a moment while the baby slurps his dinner, pondering what to do. Then he remembers how much he trusts yoh. How you’d do anything for him and he’d do anything for you.
He removes his helmet, setting it to the floor with a heavy clunk. “There we go,” you smile and reach behind you to pat his chest. “Eat up. I bet you’re hungry from that hunt.”
“Hungrier from making this,” he grumbles as he scoops a spoonful, ungracefully shoving it in his mouth and moaning in content. “Oh, that’s damn good.”
“Isn’t it?” You laugh, eating some yourself and smiling at the flavor. “Seasoned just right,” you affirm him, resting your head back against his own. You can feel that he has hair- well, now you know he isn’t bald.
“Cooked properly thanks to you,” he reminds you.
“Ha! I don’t know shit about cooking. Thank that holovid,” you chuckle, nestling your back against his. You can feel every little notch of his spine, the lumps in a perfect line cascading down his body, as his back presses against yours. He’s warm, and you can feel him breathe in and out slowly- he’s relaxed. Good.
There’s a comfortable silence between the two of you as you eat your meals. The kid has long finished his tiny bowl and has passed out in his seat, which makes you laugh. He’s missing the sight of his helmetless father thanks to a post-meal nap.
No words need to be exchanged. There’s meaning in the silence, in the fact that you can hear his breathing and his real voice, the hard gulp of his throat as he swallows yet another bite. Maker, he’s so wonderfully human. You absolutely adore it.
When you’re done with your stew, you set your bowl to the side. Din does the same, and his back relaxes against yours. Neither of you are quite ready for him to put the helmet back on, so you breathe the unfiltered air with him, listen and feel him breathing, try to take in every detail of what his body feels like pressed to yours, even if it’s back to back.
“Din?” You ask softly after a few moments.
“Yes, cyare?”
“I promise my eyes are closed,” you tell him.
“What do you mean-“
Din is cut off when you close your eyes but turn, kissing his cheek. You can feel stubble beneath your lips, and above it smooth skin. God, he feels so damn warm. With your eyes still closed, you hug his neck. “Thank you for putting up with me.”
Din breathes slowly, forcing his heart rate not to accelerate into hyperspeed. “It’s not putting up with you,” he admits. “It’s enjoying you. I really do.”
The words make you flushed and flustered, honored that this strong and silent type has used such eloquent words to compliment you. “Thank you. For all of this, Din. Thank you for letting me know you.”
He’s grinning ear to ear, and he turns his face to kiss your cheek back. “You can know me all you want to, mesh’la.” Din puts his hands over your arms and takes one last moment in your arms. “Well, we need to put the child to bed, and I’m legally supposed to be wearing my helmet right now.”
You turn and sit with your back to him, smiling and nearly giddy from the moment. “Who’s gonna yell at you if you don’t? Mando police?”
Din groans and puts his helmet back on, ignoring you. When you both stand, you hug him for real this time, chests pressed together. “Thank you for a wonderful meal,” he mumbles through the modulator and presses his forehead to yours in a keldabe kiss. “Let’s do this more often.”
“I agree,” you nod and kiss his helmet one last time.
-
taglist:
@remmysbounty @mishasminion360 @blo0dangel @binarydanvvers  @sleep-tight1 @apascalrascal @randomness501 @spideysimpossiblegirl @notabotiswear @pedro-pastel @sanchosammy @lv7867 @greeneyedblondie44 @hunnambabe @astoryisaloveaffair @emesispo @pedritobalmando @magikfanatic @a-court-of-feysand-and-elorcan @princess76179 @starless-eyes-remain @tacticalsparkles @queridopascal
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deaf-sakura · 7 months ago
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I can’t fucking stand how Westerners twist Hisashi Ouchi’s case to make (an already horrific incident) into 4chan torture porn. He was not experimented on. He was not kept alive against his will. At no point did he express wishes for the doctors and nurse to stop treating him, although he may have considered saying something while he still could. However, without his informed, explicit consent to stop care, and without his family’s consent once he could no longer advocate for himself, his doctors and nurses had the obligation to continue care. They were only allowed to cease care once the Ouchi family signed a DNR order on Mr. Ouchi’s behalf. Here are facts about the case:
Hisashi Ouchi worked at a small factory that created raw materials that nuclear plants would later turn into nuclear energy. He was not fully educated on the dangers of radiation, and his employers were banking on this when they made his team forgo multiple safety precautions so they could speed up production. Hisashi and his team were using a bucket and a funnel to handle some of the most radioactive substances on earth.
A nuclear reaction occurred, and a blast of radiation hit the team. HIsachi Ouchi got the biggest hit because he was reaching into the drum (with no gloves) where the reaction happened. He vomited, passed out, and was rushed to an ICU in Tokyo. He came to, but for the most part, seemed fine despite receiving twice the amount of radiation than what’s considered fatal. He appeared to have a really bad sunburn, and the arm that was reaching into the drum was badly swollen. But he was awake, alert, and seem to be otherwise okay.
After examination, doctors found two major things showing he was not okay: first, his white blood cell count was depleted, meaning that he had practically no immune system. He was rushed to a sterile room immediately. Second, and most critically, the chromosomes in every single cell in his body were obliterated. This means that cells no longer had the “blueprint” they needed to grow more cells successfully. Cells could no longer reproduce, meaning that once they were dead, that was it. There was no way to rebuild.
Doctors quickly began using transfusions from Hisashi’s sister to replenish his white blood cell count, and for a while, it worked. One piece of Hisashi’s treatment was successful, so it’s easy to understand why the family, medical team, and Hisashi himself wanted to continue fighting at this point.
However, symptoms from his chromosome damage quickly appeared in the form of his skin ripping off, breathing difficulties, and gastrointestinal distress. And once that skin, or blood, or mucous membranes were gone, it would not grow back. This is where Hisashi’s incredible pain began, and where doctors began experimental forms of treatment, including skin grafts, blood and fluid transfusions, and lots of gauze and wound care. IMPORTANT NOTE: THESE TREATMENTS WERE ALL EXPERIMENTAL NOT BECAUSE THEY WERE ABUSIVE, BUT BECAUSE DOCTORS HAD NEVER SEEN A CASE OF RADIATION POISONING SO SEVERE AND HAD TO TRY A LOT OF NEW THINGS. THEY HAD TO BRAINSTORM A LOT OF THEIR TREATMENT, BUT DID EVERYTHING IN GOOD FAITH TO TRY AND HEAL HISASHI. THEY WERE NEVER JUST POKING AND PRODDING HIM FOR THE SAKE OF IT.
Here is where Hisashi became clearly distressed. He was in constant pain, and occasionally yelled or shouted at nursing staff administering the painful treatments. He once shouted, “I’m not a guinea pig!!!” during an extremely difficult round of treatments. However, he never begged to die. This is just a false rumor made up on the internet to make Hisashi’s story feel more like torture porn, and to demonize his care team for continuing treatment. In fact, his nurses were very warm and and tried to keep his spirits up despite it all.
At one point he needed a tracheostomy tube inserted, which kept him from speaking (his last words were “I love you” to his wife). As he was also very weak, many of the decisions of his care had to be advocated for by his family from that point forward. The doctors tried to get the family to realize how bad Hisashi’s condition was, but couldn’t outright say, “This is useless and you should let him pass.” His family still hoped for a recovery, and did not ask for treatment to be stopped. Every day they sat together and folded paper cranes for Hisashi (a common thing to do in Japan when you have a loved one in the hospital), and still hoped for some sort of recovery. The medical team was beyond exhausted, but again, no one was willing to outright say “This is hopeless.” Treatment continued.
Hisashi’s deterioration continued. The white blood cells harvested from his sister also began to fail. Around day 60 of his treatment, he was put on enough drugs to render him unconscious, possibly in a medically induced coma. Hopefully this eased is suffering, although at this point, there was really no hope for his comeback.
On day 81, his heart stopped. Because there was no DNR order in place, the medical team was legally obliged to perform CPR for over an hour until his heart restarted. This is both the cruelest part of his ordeal, and the most non-negotiable due to legality. His family was still urging Hisashi to keep fighting, so there is no way they would have allowed the team to stop CPR.
After this, the medical team sat down with the family and strongly urged them to consider the DNR order (DNR= do not resuscitate, meaning that comfort care and medications would still be given, but if his heart stopped again, the medical team would allow Hisashi to pass away rather than undergo rigorous CPR). The family agreed to the DNR, and Hisashi Ouchi died on December 21, 1999, 83 days after the accident.
There’s a lot to unpack with Hiashi Ouchi’s case. There are many important conversations to be had, including:
The dangers of nuclear energy in general, considering how horrific the consequences of a single incident can be
Workers’ rights abuses; Hisashi’s employers are 100% to blame for this accident. They understood the dangers in full, did not provide resources to help their employees understand the risks of radioactive materials, and used this to make the team unknowingly put themselves in this danger all for the sake of production
Comfort care for a terminal patient vs. doing everything possible to avoid death, and how to communicate to families that continuing treatment is not always worth the pain and suffering that it can prolong
HOWEVER WESTERNERS, Hisashi Ouchi is not your torture porn. Stop coming up with false, gory details and fake photographs to try to turn his ordeal into a creepypasta. His care team can be criticized in many regards, but not demonized by white saviours who would NOT be putting this much energy into fabricating lies about human experimentation if this had happened in the west. You all just feel really comfortable depicting the Japanese as cold, detached, and inhumane, and I can’t imagine you doing all this had the incident occurred in America or England.
If you want to be educated on what really occurred, I suggest this documentary produced in Tokyo less than 2 years after Hisashi Ouchi’s death (Eng Sub).
youtube
I’d also suggest this video by Assorted Horrors on Youtube, as they are one of very few Western sources that sticks tot he facts and doesn’t try to sensationalize Hisashi’s story.
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steelhipdesign · 6 months ago
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SS Cicada
I don't know where I got the idea for a dirigible cicada miniature model but here we are. Falling asleep with my YouTube queue probably with videos on the recent 17 year cicada cycle followed by the use of airships during WW1 must have blended together in my subconscious. I enjoyed creating the last insect - the custom bee - I had to do another but this was too large for a piece of jewellery.
So I worked on each separate section, hoping it would all fit together in the end. That's always the scary part - will the wings fit on the body? Will the scale of everything maintain the illusion of an actual, albeit fantastical, airship once joined? Unlike very clever model scene makers I don't work with a scale ruler. As I don't fabricate or cast metal there is no real point - I'll still have to adjust a part in my collection to fit.
I started with the wings - they bring everything together and set the scale. Like the last piece - the body is a brass screw electrical terminal. The abdomen has two main parts - the high copper piece with a grill and a lower section made from a cut out earing drop I filled in with resin. The wings are also filled with resin and a very light dusting of green and gold mica.
I've been making miniature nebulas lately so that is where the glass "hot air balloon" came from. It is fitted with a vintage brass bead cap, chains, tiny brass drops and internal details. While I was searching for pieces I came across the hand blown green glass bead with a swirl pattern. I had to incorporate it but it was difficult to do so. Adding a piece to one side of a symmetrical design alters the way it hangs. The swirl on the bead is matched with the black swirled disk hanging under the balloon.
She has wrapped wire legs with metal crimps, two brass and steel "propellers" affixed to the front, one large rear flag and bunting on the secondary "balloon" tether. Everything attached is done so using screws and very rarely, glue. I have no idea how many separate components I used but it would be well over 100. I've been working on and off for a week - probably about 40 hours not including the time sourcing parts, taking photos and writing this. The rigging was a nightmare. The chain at the back, connected to a "U" shape piece is the ship's anchor.
A friend who is a genius wood worker turned some gorgeous wood bases for me. I think it's Jarrah. It has four brass legs on the bottom. The hanging mechanism consists of a filigree disk, a vintage brass corrugated bead and assortment of brass rods, copper and brass tubing and beads. The top section pulls out so it can be packed for shipping.
One final surprise. I left a hole in the body for a tiny green LED light. It is difficult to use - turning on by pushing the light into a battery. But it could be used on special occasions to show her off. The battery type is a bit exotic but available online.
I'm thinking about entering her in a local art competition before putting her up for sale. I hope you like her.
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mythologymatrix · 11 months ago
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So you want to read… Medieval Irish
Brave choice.
Where do I start?
First things first: CELT is your friend! A lot of Old Irish sources are a little harder to get hold of and often a little more expensive than a lot of more popular or widely attributed mythologies, and online sources are rife with information based on Victorian interpretations rather than original sources. The Corpus of Electronic Texts is a rich well of original sources translated into English. I would definitely recommend starting with the Táin, which is the best-known of the early sagas. If you want to start out with something original, but a little more modern or shorter, I’m a fan of The Life of Brigit.
If those are a little dense, or you just prefer audio, The Brehon Academy has a lot of excellent stories from early Irish literature uploaded on their Youtube channel. Ireland’s Myths and Legends is a great source for browsing. Discovering Ireland also has some excellent introductory stories up on their website.
Translations, Editions, and other Originals
If you can afford to buy for a more modern edition, the Táin remains a great start. Kinsella’s translation is excellent, as is Carson’s.
J. Gantz’s collection, Early Irish Myths and Sagas, is an excellent branching off point into wider early Irish literature, and would be well followed by Murphy’s Early Irish Lyrics. I would also recommend Ann Dooley’s Tales of the Elders of Ireland, although it can be a little dense to read.
There are also some terrific retellings by Finn Longman on Youtube, along with a lot of assorted background and discussion on Irish mythology and literature.
Theory and Analysis
For some general background, Bhreathnach’s Ireland in the Medieval World AD 400–1000 is an excellent resource; as is Ó Cróinín’s Early Medieval Ireland 400–1200. You can get some excellent archaeology background from Edwards’ The Archaeology of Early Medieval Ireland. For an analytical look at Irish mythology, I would recommend Ireland’s Immortals by Mark Williams.
If you do want to take a crack at learning the language, you can get a decent start using Quin’s Old Irish Workbook and Strachan and Bergin’s Old Irish Paradigms and Glosses. Scéla mucce Meic Dathó is a good beginners text.
Modern Interpretations
As mentioned above, there are several great Youtubers and bloggers in the Old Irish arena. In addition to those linked above, I would recommend @trans-cuchulainn and @donn-nimhe.
Irish-inspired fantasy is in something of a boom at the moment. My first introduction to the subject was Kate Thompson’s The New Policeman and its sequels, which I hugely recommend. Morgan Llewellyn’s Red Branch is an old-school but very fun fantasy with historic roots. The Folk Keeper by Franny Billingsley is a wonderfully atmospheric story which blends Irish and Scottish traditions of selkies. I would also recommend Kenneth C. Flint’s Sidhe series.
A more grounded, modern series with strong Irish mythology influences can be found in the form of Elly Griffiths Ruth Galloway Novels. Irish lore is pretty popular in detective fiction, since it’s also displayed in the Merry Gentry series by Laurell K. Hamilton.
Cartoon Saloon is well-known for its beautiful films rooted in Irish myth and art, starting with the historically-rich The Secret of Kells. Live-action fans should try out the likewise gentle and atmospheric The Secret of Roan Inish.
For some quirkier choices, High Moon is a fun series of modern werewolf comics with a lot of Irish mythology inspiration behind them. I haven’t tried either of these video games, but they have pretty good reviews from Irish mythology lovers and video game fans alike. This Welsh-language rock opera adapts Irish sagas into some pretty great music.
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roadtohell · 7 months ago
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Springsteen Live Masterpost
bruce springsteen's albums are great, but imo very few of his studio recordings hold a candle to their live versions. there is a LOT out there and it can be hard to know where to start even if you're already familiar with a couple albums, so this is a quick guide to the best of the free (and optionally free) stuff.
MY BASIC ADVICE
youtube is by far the easiest way to get both official and unofficial content. “springsteen [song] [year]” is good enough to find almost anything.
i’d recommend starting by looking at the tours accompanying your fave albums, unless your fave is greetings, wiess (the wild, the innocent...), nebraska or western stars, which either didn’t tour or don’t have much available. if in doubt, check out the born in the usa tour.
brucebase is the go-to info source. includes all known concert setlists.
tours with the e street band are the most popular but don’t dismiss bruce’s solo tours (tom joad, devils & dust) and tours with the “other band” (human touch/lucky town) and the sessions band (seeger sessions)- all are gems in their own right and often have really interesting spins on e street staples.
OFFICIAL WIDE RELEASES
available on all major music streaming sites. some have footage taken from multiple concerts. an asterisk * denotes most highly recommended.
hammersmith odeon ‘75 * - full concert, bruce’s first in europe. possibly the most famous show among fans.
live 1975-1985 - exactly what it says on the tin. assorted audio.
in concert/mtv plugged - special concert on the human touch/lucky town tour with the other band.
live in new york city * - final concert on the reunion tour.
live in dublin - concert from the seeger sessions tour.
springsteen on broadway * - full performance audio of bruce’s broadway show. more focused on storytelling. official video is on netflix.
the live series - several themed compilations taken from various archive releases (more on those later).
OFFICIAL VIDEO-ONLY RELEASES
too many to count. these are some of the most complete.
thrill hill vault 1973-1978 - assorted performances.
tempe 1980 * - concert from the river tour.
live in barcelona * - full concert from the rising tour.
new orleans jazz fest 2006 - first concert of the seeger sessions tour.
london calling: live in hyde park - full concert at the hard rock calling festival during the working on a dream tour.
born in the usa live: london 2013 - bitusa full album performance.
OFFICIAL LIVE ARCHIVE RELEASES
mastered audio of full concerts, with a new release roughly each month.
the 2014 high hopes and 2016/17 river tours are available in their entirety. the rest usually get one additional show a year.
cantfindtickets does helpful reviews of each show.
available for purchase on nugs and bruce’s official page. sometimes available elsewhere.
BOOTLEGS
unauthorised soundboards, audience recordings etc. vary wildly in quality.
don’t ever pay for digital bootlegs! trading, though appreciated, isn’t necessary either.
there are many on youtube.
moderated fan forums that allow requests: btx (backstreets ticket exchange), greasy lake, r/brucespringsteen discord.
i personally can’t attest to the safety or ease of use of the following but i know they exist: jungleland, dimeadozen, guitars101.
please shoot me a message if you have any questions or want further recommendations!
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1ddiscourseoftheday · a year ago
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🐧 Thurs 15 Oct ‘20 🏳️‍🌈
Discourse of the day (TM) was dominated by the news that Eleanor seems to have a new job! An announcement went out that she had been signed by River Talent Management (run by a woman who has formerly been both a Syco exec and a manager at Modest who handled 1D) as a model. The news was then picked up by TBHonest (a wordpress fan site with a quality of writing that basically confirms that they're posting fan sourced material, but interesting for their large quantity of both Eleanor focused and larrie-louie content, not a combo you see every day.) Eleanor seems to have been signed with River since about August. The fandom, as improbably but endearingly optimistic as ever, took this as confirmation that her current employment with Louis was ending and immediately started popping the champagne corks and trending video of the unforgettable occasion when 1D gleefully sang I Will Survive-- Gloria Gaynor's iconic breakup song/gay anthem of all gay anthems and mainstay of pride festivals and drag shows the world over-- onstage in response to the first Elounor breakup, which brings us to the disco-course of the day: Gloria Gaynor herself retweeted the vid! Of Harry singing her song! Tagging him! With sparkly emojis!! And followed up by going through and liking and answering hundreds of replies, most of them “omg queen” but also an assortment of teary larrie tweets and “she definitely went through the thing and was so confused but a queen we stan.”
Liam posted about anti-bullying campaign Spirit Day, an LGBTQ awareness day started in 2010 by a teen to draw awareness to the high suicide numbers among queer youth.“Use your voice & support LGBTQ youth,” says his post, perfectly describing what he himself is doing. Louis retweeted a petition to parliament for measures to end child food poverty in the UK (with concrete proposals about school meals and vouchers) from its author Marcus Rashford, a football player who has been making big waves since March with his work against child poverty in the UK. LTHQ continues to register new versions of old songs, but it seems it's just paperwork shuffling and nothing interesting. And Harry has won a fan voted Billboard Chart Achievement Award at the BBMAs and the masses are thirsty... to be thanked! Twitter harries will really get mad at anyone, not even Harry himself is exempt! HSHQ posted about the award, does that count? (Oh I'm getting a transmission...what's that? Ah they're saying NO that doesn't count and we're extra insulted by that acknowledgment that you know it's happening but haven't posted a video, go to hell Jeffrey! Well there you have it folks, they're circling like wolves, look out or they'll... complain some more about what they feel they’re owed!)
Loads more Niall interview stuff as he makes the rounds chatting about his concert. He says he “wrote some awful stuff, then wrote some better stuff”, and now is writing “some really good stuff” but he doesn't know when we'll hear it, and that this time gives him “a chance to think about what I wanna do next. What I wanna write about. How it’s gonna sound. Who I’m gonna work with.” He weighs in on online dynamics-- “by saying stuff on twitter, I’ll probably be fueling an argument or some sort of trolling towards that particular person... what I’m gonna say is that there are trolls on there and it just depends on how you take it... a lot of people are a lot more sensitive than I would be, and effectively get bullied on a day to day basis,” but that he was going to continue to “give it out to politicians.” Fans set out to prove him right about bullying by being so nasty in the replies to girlfriend Amelia's supportive hand clap emojis on his post announcing the concert that she deleted the comment, because apparently they don't like her on account of her... existing? Nice, guys, real classy. Anyway other tidbits, he tells us him and Shawn (Mendes) send each other stuff they're working on for honest feedback, that he sent Zayn a message about the zaby, and that if acting is anything like doing music videos he's not interested (“they're such a pain”) but he'd be into doing an animated voiceover and using his accents which he would in fact be PERFECT at! Hollywood take note your next comedic cartoon penguin is ready and waiting and his name is Niall Horan!
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af1899 · 2 months ago
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FEH — Calendar for Nov/2021 is out + own thoughts and plans
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(Twitter thread)
The calendar for the month is finally out, and we can plan ahead for who/what I want to pull on, as well as look out for other potentially interesting events.
I'll dump my own plans and thoughts as per usual below the cut, feel free to read on.
Banners
I didn't include links and mentions from the leaks' contents, in case you're avoiding those.
From the looks of it, the dates are still the same for my timezone, but I've read that'll change starting next calendar for some months, due to the Daylight Savings.
Anyway, as it turns out, Ryoma was indeed our next Resplendent Hero, he looks good, but I care very little about him, so I didn't make the usual thought post — but Ryoma being the next Resplendent upgrade candidate means that the leak for the whole month is turning out to be true, it's still soon to say it's trustworthy, but I'm assuming it is to motivate myself to keep saving, as there wouldn't be anything of interest coming for the remainder of November.
The only banner I'm worried about is [Heroes with Bonfire], there are 14 sources in the regular pool but only 3 will comprise the banner itself, and among them is Idoun (best girl 💜🙏🏻), if she's there (extremely unlikely doubtfully but who knows), I'll try to aim for at least one merge, otherwise I'm hard skipping this month; I even had to pass up on the other 3 tempting red stones from the monthly refines banner, Summer Tana doesn't need merges right away and I think pulling on her home banner would be best.
There's also yet another {Double Special Heroes} banner coming... what's with I.S. breaking patterns? That should come out every 2 months. 🤨
Anyway, last time we got a rerun for an assortment of seasonals released this year, from the Valentine's banner to the Young Heroes one, the next banner... well, here are my guesses, just what remains of some of the thematics that appeared in the previous one:
Red
→ Duo Young Eirika+Ephraim
→ Bridal Shanna
Blue
→ Bridal Juno
→ Young Lyon
Green
→ Spring Inigo
→ Summer Caspar
Colorless
→ Summer Duo Hilda+Marianne
→ Groom Saul
...
Hm... assuming I got it right, I'd pick colorless, but unlike last time, we'll need to wait two weeks for the banner reveal, maybe less if it's datamined and shared, but as I've expressed before, these banners are [Orb] scavengers, so I'll skip it in the end.
The New Heroes were also leaked, of which none are my interest (again, assuming the leaks are true).
So yeah, gonna save and see what's in store this month.
Events
Just the usual without much of interest.
[Heroes Journey] (three days) and [Pawns of Loki] (two days) will run once like past months, [Røkkr Sieges] is also coming back and starting today, it's a fun game mode with rather acceptable reward value, but I don't have much motivation to aim for the top in my world, I'll just waste whatever [Stamina] and score as well as I can like usual.
We'll get [Limited Hero Battles] soon, perhaps I'll feel inspired to record a video of my own solution of an abyssal map unless it covers Three Houses units, of which I have very little and stand no chance.
Palla and Catria also get their [Bound Hero Battle], since it's the first run, I'm guessing their banner will have Est as the last unit? Minerva would fit too, but not as well. Either way, it reminded me Palla — best Whitewing! — is +9 among my projects, I'm looking forward to finish merging her.
No free unit will get a rerun after Veld until maybe later next month, but we'll get a few new maps and free units, the next New Heroes are also coming early next month, we can expect the next [Feh Channel] by then, to announce the theme for [Book VI], among the usual celebratory stuff and whatever, I'm quite thrilled to find out what's in store.
So... overall?
I think it's an average month without much of interest (not even the themed banners hold much of interest barring the [Bonfire] one), if you've seen the leaks, chances are you won't be as thrilled for which Heroes you'll see later on, and I can see that, specially since now it's gaining credibility so I don't feel the same thrill but I like planning ahead when given the resources... maybe the fodder will be interesting at least? Who knows, but I plan to skip all along.
Anyway, that's it for me, take care and thanks for reading!
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p-redux · 9 months ago
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Hello. Does anybody have a clear image of where Sam is sitting at the moment Caitriona’s name is announced at the 2016 Baftas? The new story is Sam is sitting to Caitriona’s left and Tony is sitting to Sam’s left. Caitriona turns to her left to kiss Sam, then walks by Tony on the way to the stage. Sam then moves into Caitriona’s seat right beside Mackenize. Musical chairs. With video evidence. This is not how I remember it or what I see on the video. It would be nice to show the Spielberg sisters a clear shot of Sam’s position at the moment of the announcement. (You know, to the right of Caitriona.)
Hi Anon, I don't know why I'm even answering this or who the Spielberg sisters are hahaha. 1. It was so long ago. 2. What does it matter now? 3. Cait is MARRIED to Tony.
BUT since all it took was an easy search, I'm answering you, Anon.
Anyhooo, here is the video. Cait went with Tony and sat next to him the whole ceremony. Tony was on her left and Sam was on her right. And Sam went with his then girlfriend, Mackenzie Mauzy. The video shows Sam and Cait presenting an award and then later, Cait winning her award and where everyone is sitting. You can clearly see the empty seat between Sam and Tony and Mackenzie sitting to Sam's right.
youtube
Here is a pic of Cait sitting between Sam and Tony, Tony on her left, and Sam on her right. And you can see Mackenzie is sitting on Sam's right.
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Here is the screencap of the video. Cait's empty seat, while she accepts her award and Tony, Sam, Mackenzie, Ron smiling at her.
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And here are Cait and Tony looking lovingly at each other. Extreme Shippers of course said this pic was photoshopped 🙄
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I guess the few remaining doubters are digging back in time for ANY proof that they didn't spend the last 7 years believing the LIES spread by Extreme Shippers. The TRUTH is what I told the fandom in late 2014: Tony and Cait were dating and Sam and Cait had never been romantically involved. This was CONFIRMED to me by multiple inside sources. All the heart eyes and flirting between Sam and Cait were done simply to SELL Outlander--the story of an epic love. Doh. Why was it that the majority of the fandom understood this, especially when Cait was seen with Tony and Sam was seen with assorted not-Caits, and it was only Extreme Shippers that didn't get how TV promo works? But at this point, it should no longer even be a question. Cait is MARRIED to Tony. End of.
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secret-code · a month ago
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》 rei ⇌ idol human theater ♡
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sailor-arashi · 3 months ago
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How do you normally turn your anime videos into gifs? Do you get em from YouTube or original sources from other things?
MAGIC!
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Nah, it's Photoshop. I ran through the basics in this post.
The video files themselves I get via assorted acts of piracy, of course. SubsPlease is a good site that rips the streams from the mainstream anime sites (Crunchy, Funi, Netflix, etc) and puts them up as torrents. That's primarily how I watch anime these days, since my ADHD style of watching things makes streaming kind of obnoxious. I prefer to have actual video files.
Of course, those torrents are MKV, since the subtitles are bundled with them, and Photoshop can't read MKV files. I have to get MP4 files to make GIFs. If I just want to make a GIF of a single short sequence, I use VLC Media Player to play the MKV and use the 'record' button while that part plays to generate a small MP4 clip of that sequence.
You can use VLC to convert an entire episode/movie without having to watch it too, but it can take awhile and the results are sometimes a bit wonky with the video too fast or oddly pixelated or whatever. If I know I'm going to be making tons of GIFs from an episode or movie, I'll just go out and find the raw MP4 files. The best place for that is nyaa dot si. There's a category for Anime - Raw which will have the latest releases in a form Photoshop can read. (You can also get subtitled or dubbed anime there too and it's a good place to find compilations of old series). Nyaa is blocked on some providers (like Verizon) so use a VPN.
Caveat: I actually have paid accounts for Crunchyroll, Funimation, VRV, Netflix, Hulu, etc, so for me it's only pirating in a technical sense. I just hate having to use streaming players and like to be able to watch offline.
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junkbonds · 5 days ago
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tag index 🗃️ «work in progress» 🤷‍♀️
people [I'll probably never get back into 2d art, but if I ever did these posts would be good references for] → (all) • torso • back • butt • chest • neck • arms •  legs • hands • mouth • face • skin • ear • eyes-minor • eyes-major • vasculature • hair • side profiles • top-view/looking down at • self-portraits//selfies -with a small mirror • portraits • shadows, tenebrism, or golden hour lighting • the body intertwined in some way (e.g. hands, legs) • the body in an unique/odd pose ☆
spatiotemporal → inside|indoors⁄outside|outdoors • in a bathroom • in a bathtub/shower: 1 person; 2 people • on a bed • sunrise⁄sunset • morning/day -night ☆
Assorted moods → sexy water • I’m a real messy bitch... • head cheerleader, homecoming queen... • off the rails • mirrors & reflections • fashion • women • things for  sale and/or I’d like to purchase • humorous • LGBTQ–related • "gay jokes" • 👁👄👁✨ • ✨i hate this✨ • stuck in my head •  word acronym wordplay • it's a secret ☆
focus on a specific color → (all) • blue • red: crimson • green: emerald • yellow: gold • brown: ochre; beige ☆
initial publishing source → Tumblr • YouTube|Vimeo • Instagram • Flickr • Bēhance • Miscellaneous Website • TikTok • unknown: source (earliest); creator; either/or ☆
media type → text • image+gif • video • audio • Q&A ☆
creation time, month → January; February; March; April; May; June; July; August; September; October; November; December ☆ creation time, year → 2021; 2020; 2019; 2018; 2017; 2016; 2015; 2014; 2013; 2012; 2011; 2010; 2009; 2008; 2007; 2006; 2005; 2004; 2003; 2002; 2001; 2000 ☆
attribution problems → tumblr removed its notes feature • it's like impossible to find the source of any image that's circa ≤2013~14 • unclear, but only appears on tumblr ☆
posts that → I’ve made • I’ve made additions to • are of me ☆
• ◊ [WIP; additional tag/organizational categories TBA] ◊ ¯\_(ツ)_/¯  ☆
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tabletoptrinketsbyjj · a year ago
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Unique Minor Magic Weapons, 3: The first magic weapon a character receives in a video game, roleplaying game or a novel is rarely the strongest weapon they will come across. As the story progresses they may leave their original weapon behind as they move on to stronger enchantments and true artifacts of world ending power. Or they may find that their weapon’s strength is directly proportional to their own and that as they become the hero they were meant to be, their weapon becomes a conduit of that potential. Video games in particular have little issue handing out breadcrumbs of increasingly powerful magic weapons to allow the player to keep up with increasingly difficult enemies and satisfying their looting needs. In many RPG settings however there are few mechanical ways to make a weapon stronger than normal but weaker than a standard +1 enchantment. Oftentimes these settings will be plentiful in rich descriptions of end game artifact weapons with epic tier abilities, while having no lower level unique weapons whatsoever. As the majority of campaigns start and take place mostly in the lower levels it means that players read about and yearn for these interesting weapons they will likely never use. To combat this I’ve drawn on inspiration from hundreds of sources to develop a collection of Unique Minor Magic Weapons that are scaled down versions of their stronger counterparts. In game they can appear as cheap imitations, homages or legacy weapons gain in strength with their wielder. These are essentially artifact weapons for level 1 characters with all of the charm, mystery and flair of their epic level counterparts. They have drawbacks, limitations and can relay on the strength of their wielder but can provide the extra little bump to turn a TPK into a collective near death experience. These unique weapons allow a DM to easily provide a weak but flavorful addition to their world.
The Infinite Tentacle: A foul whip crafted from a tentacle of an unnatural creature of unknown origin that was severed at the tip and imbued with aberrant sorcery. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and assorted misshapen areas of perfectly smooth or heavily calloused skin and tipped with a cluster of barbed spines. Although only three feet in length at rest, the prehensile limb can stretch as far as it needs to in order to rake its barbs across bare flesh and coat itself in the blood of its wielder’s foes. Unfortunately, the farther it has to reach, the weaker and less precise the attack becomes. The wielder has a typical reach of ten feet with the whip but can choose to make an attack with the tentacle against any creature that he can see with a clear line of sight. If the wielder makes an attack at a target father than 10 feet away, the wielder suffers a cumulative -1 penalty on the attack roll's accuracy for each 5 foot increment the target is farther away than 10 feet. For example, if the creature 30 feet away, the wielder has a -4 on their attack roll to hit the target.
B-Flat: A well maintained steel warhammer emblazoned with the musical symbol for B-Flat on its wide flat head. The weapon makes no noise of any sort when it strikes a target and negates any sound the target would make as a result of being hit. Even if the wielder took the weapon into both hands and struck a gong as hard as they could, the result would only be silence. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. This does not prevent the victim from speaking or casting spell, it only affects the volume of their voice. While the warhammer is being wielded and for five minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions or shout for help. The forced whispering hinders the bearer’s ability to properly project their personality and they suffer disadvantage on all charisma based checks that rely on them speaking. ---Note: In game terms only creatures within five feet of the victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.
Aurum: A greatsword that is a masterwork of form and function. The hilt and cross-guard is crafted from bronze and polished ivory, forming the outstretched wings of an angel. Between the wings, set into the base of the blade on both sides, rubies the size of a mortal man’s eyes have been cut and shaped into crimson teardrops. The blade itself is forged of adamantite stained gold, with High Gothic runes hand-scribed along the weapon’s length detailing a long and illustrious lineage of fallen foes. The weapon's kiss is death, a ravaging energy field surrounds the blade, tearing apart solid matter with every strike. Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
Loxodon Warhammer: An enormous, silver maul inlaid with shining blue runes. The back of the hammer's head looks like the tusks and trunk of a ferocious bull elephant. The weapon feels slightly heavier than normal as if its weight was slightly unbalanced to favour its business end. This quirk of the design allows the wielder’s blow to potentially smash through multiple foes at a time on particularly lethal blows. Once per turn, on the wielder’s turn, when he scores a critical hit with the weapon or reduces a creature to 0 hit points with it, the wielder can immediately make an additional attack with the weapon against a creature within reach.  
Lucille: A long club of light wood, wrapped in spiked metal wire (Mace statistics) and covered in viscera that never cleans off. A creature in possession of the weapon feels a certain kind of romantic attraction to it and treats it as though it was a person as well as a weapon.  The wielder develops a deep hatred of undead and believes them to be a threat to the club and the weapon is treated as +1 against undead creatures.
—Most of these weapons have not been playtested whatsoever, so feel free to make any modifications that you feel like to use them in your campaigns. They are supposed to be game enhancing, not game breaking.
-Click here for the list of homebrew Minor Magic Weapon Enchantments that many of these weapons are based on.
—Or keep reading for 95 more Unique Minor Magic Weapons.
—Note: The previous 5 weapons are repeated for easier rolling on a d100.
The Infinite Tentacle: A foul whip crafted from a tentacle of an unnatural creature of unknown origin that was severed at the tip and imbued with aberrant sorcery. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and assorted misshapen areas of perfectly smooth or heavily calloused skin and tipped with a cluster of barbed spines. Although only three feet in length at rest, the prehensile limb can stretch as far as it needs to in order to rake its barbs across bare flesh and coat itself in the blood of its wielder’s foes. Unfortunately, the farther it has to reach, the weaker and less precise the attack becomes. The wielder has a typical reach of ten feet with the whip but can choose to make an attack with the tentacle against any creature that he can see with a clear line of sight. If the wielder makes an attack at a target father than 10 feet away, the wielder suffers a cumulative -1 penalty on the attack roll's accuracy for each 5 foot increment the target is farther away than 10 feet. For example, if the creature 30 feet away, the wielder has a -4 on their attack roll to hit the target.
B-Flat: A well maintained steel warhammer emblazoned with the musical symbol for B-Flat on its wide flat head. The weapon makes no noise of any sort when it strikes a target and negates any sound the target would make as a result of being hit. Even if the wielder took the weapon into both hands and struck a gong as hard as they could, the result would only be silence. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. This does not prevent the victim from speaking or casting spell, it only affects the volume of their voice. While the warhammer is being wielded and for five minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions or shout for help. The forced whispering hinders the bearer’s ability to properly project their personality and they suffer disadvantage on all charisma based checks that rely on them speaking. ---Note: In game terms only creatures within five feet of the victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.
Aurum: A greatsword that is a masterwork of form and function. The hilt and cross-guard is crafted from bronze and polished ivory, forming the outstretched wings of an angel. Between the wings, set into the base of the blade on both sides, rubies the size of a mortal man’s eyes have been cut and shaped into crimson teardrops. The blade itself is forged of adamantite stained gold, with High Gothic runes hand-scribed along the weapon’s length detailing a long and illustrious lineage of fallen foes. The weapon's kiss is death, a ravaging energy field surrounds the blade, tearing apart solid matter with every strike. Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
Loxodon Warhammer: An enormous, silver maul inlaid with shining blue runes. The back of the hammer's head looks like the tusks and trunk of a ferocious bull elephant. The weapon feels slightly heavier than normal as if its weight was slightly unbalanced to favour its business end. This quirk of the design allows the wielder’s blow to potentially smash through multiple foes at a time on particularly lethal blows. Once per turn, on the wielder’s turn, when he scores a critical hit with the weapon or reduces a creature to 0 hit points with it, the wielder can immediately make an additional attack with the weapon against a creature within reach.  
Lucille: A long club of light wood, wrapped in spiked metal wire (Mace statistics) and covered in viscera that never cleans off. A creature in possession of the weapon feels a certain kind of romantic attraction to it and treats it as though it was a person as well as a weapon.  The wielder develops a deep hatred of undead and believes them to be a threat to the club and the weapon is treated as +1 against undead creatures.
Axe of the Gardener: A greataxe that’s nearly as long as the wielder is tall. The axe's head itself is similarly large, shaped like that of a huge wood-axe, but ornately engraved with leaves and scrolls and inlaid with gold. The wielder feels a deep and strong connection to the natural world and develops an emotional attachment to the supernatural creatures who guard the earth from those who would abuse and corrupt it. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life.
Devil’s Claw: A black greataxe consisting entirely of obsidian, its shape cruel and savage as if ripped from poisoned stone by obscene claws. Knowledgeable PC’s will be able to identify the material as rock taken from Dread Mountain, a profoundly unhallowed place whose active reaches so deep into the earth that is draws tainted magma up from the very edges of the highest circle of hell. The corrupted rock releases a miasma of polluted air that slowly corrodes nearby metal, petrifies wood and stings the skin. Particularly impressive blows create hairline fractures in the stone, releasing pockets of trapped volcanic air that spew outward dissolving the target’s flesh, leaving caustic, chemically burned wounds that reek of acerbic solvents. Whenever the wielder scores a critical hit, the greataxe releases a caustic burst dealing additional acid damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.
Azerian: A rapier carved from a smooth, matte white marble like material, with a thin blade that sings like a flame in the wind when swung. The handle is warm to the touch and the blade searing to the flesh. When the wielder speaks the command word (The name of the weapon; Azerian), the blade bursts into flames, shedding light equivalent to a torch and dealing one additional point of fire damage on each successful attack. Speaking the command word a second time snuff the flames.
Battle Aspergillum: A heavy mace whose grip is emblazoned with the holy symbol of the God of Random Domain. The weapon sports eight steel flanges allowing for the greater penetration of plate armor and the utter devastation of those clad in less than that. The weapon’s true power though does not come from its physical qualities but by its ability to act as a vessel and conduit of divine power. Within the interior of the mace’s head rests a reservoir capable of storing holy or unholy water. The bearer can pour the contents of one vial of holy or unholy water into the aspergillum’s head (As an action equivalent to making an attack) which fills the reservoir. Whenever the wielder successfully attacks a creature, he can press a button on the shaft, causing tiny holes to open on the mace’s head, dousing the struck creature with the reservoir of holy or unholy water. While reservoir is filled with sacred or profane water, the wielder can utter a brief prayer to the God the mace is decorated with, who takes the liquid as an offering and blesses the weapon with divine power. The wielder can pray as an action equivalent to drawing a weapon, which consumes the water within the reservoir and for the next minute whenever the wielder successfully strikes a target, he inflicts radiant or necrotic damage (For holy and unholy water respectively) equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit. The weapon is designed to hold water and is not designed to hold flammable oil, acid, poison or other alchemical materials and will not function if filled with them.
Blaster's Bearing: A reinforced leather pouch containing 5d6 sling bullets. To the untrained eye the small, rough steel balls appears to fairly mundane, but careful observation reveals tiny holes dotting its surface that lead to a conductive crystal core that holds explosive arcane power. Upon contact with their target’s the bullets explode in a concussive blast of evocation magic. Whenever the wielder successfully attacks a target, he inflicts force damage equivalent to a dagger (1d4) to the target and all creatures within five feet of the target. This force damage is in addition to the attack's damage and is not multiplied on a critical hit.
Blind Reflection: A slender, feytouched longspear, its rowanwood shaft ornamented with brass and black iron. The blade of the weapon is long and shaped like a wickedly sharp prism while its tang is sunk into a black iron socket. The weapon's head gleams with an impossibly reflective surface, like a crystal formed of a mirror's glass. The fey’s blessing on the spear causes particular devastation to the unnatural undead and vile shapechangers and the weapon is treated as a +1 against such creatures. The spear has the vaguest hint of clairvoyant sentience and refuses to be wielded by those who its been sworn to destroy. Shapechangers and creatures who have been voluntarily shape changed in the last year (Typically through polymorphing or wildshaping magic) as well as undead and creatures who have ever summoned, created or raised undead are never considered proficient with Blind Reflection.
Bloodflower: A greatsword with a blade of oddly milky steel, its grip wrapped in black snakeskin and its guard worked into the shape of briars and mandrake plants. The pommel-nut is a slightly-pointed dome of buttery-yellow amber, like a mandrake fruit. In combat the wielder feels the primal energy of unmitigated rage flood through their mind and can choose to throw aside all concern for defense to attack with fierce desperation. When the wielder makes their first attack on his turn he may choose to attack recklessly which gives him advantage on all attacks made with the weapon during this turn but all attack rolls made against him have advantage until the start of the his next turn. When this ability is activated Bloodflower's blade turns crimson and seems to drip blood. The sight of humanoids causes a primal frenzy to stir in the back of the bearer’s mind. Whenever the wielder attacks a humanoid he must always choose to use the weapon to attack recklessly regardless of the risk to himself.
Bloodlust: A brutal looking fullblade that dates from the age of endless war and suffering. It is no less than six feet in length, featuring two edges; one sharp, the other serrated. The metal is deeply marbled with black streaks. The crossbar features a fanged skull and the pommel is a rather serviceable spike. The bearer is imparted with cold, cruel ideas of the nature of battle and how no combat advantage can be ignored or unused, no matter how unfair or dishonourable it may seem. Seeing an impaired target fills the wielder with the purpose to execute them without hesitation or remorse. The weapon is treated as a +1 whenever the target is suffering a negative condition, including but not limited to; grappled, restrained, frightened, paralyzed, poisoned, blinded, prone, incapacitated, stunned or fatigued. The weapon can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
Bonegrinder: A mace made from a massive femur, with steel flanges set into the striking surface. Its blows cause the victim to feel as if the bludgeon was grinding their bones to powder. The mace is uncommonly good at hitting legs right around the kneecap and the wielder is imparted with the knowledge and ability to injure the enemy in such a way that escape is no longer a viable option. These debilitating strikes allow the wielder’s allies to surround and subdue the enemy. Once per round when the wielder successfully attacks an enemy, he can choose to reduce the target’s maximum movement speed by ten feet until the start of the wielder’s next turn.
Brain Hacker: A massive greataxe, jagged and irregular, with a single jutting spike that resembles the business end of an icepick. The back end of the axe blade is covered in convoluted lumps of metal arranged so as to resemble a human cerebrum. The weapon is specifically designed to slay arcane spellcasters, especially those that rely on their intellect to use magic. All creatures within five feet of the wielder suffer disadvantage on checks to maintain concentration on their spells. The weapon is treated as a +1 whenever the wielder is attacking a creature with a higher intelligence score than the wielder. The enchantment creates harsh synaptic feedback upon striking mentally inferior opponents and whenever the wielder successfully attacks a creature with a lower intelligence score than himself the wielder suffers psychic damage equivalent to a dagger (1d4). A creature who is able to cast arcane spells is never considered proficient with Brain Hacker.
The Ashen Blade: A steel greatsword with a burnt and blackened blade and a hilt fashioned to look like the skull of a ram. While drawn, flakes of ash fall from the blade intermittently, drifting up and away as if riding the heat of a bonfire. When gripped with both hands, the wielder can smell smoke, taste ash, and feel searing heat envelop them for the briefest of moments before passing completely. On some lucky blows the sword flares with immense heat, immolating his target in a raging inferno of barely controlled flames. When used in combat, the wielder’s hands become coated in a fine layer of ashes and half of the damage dealt by the weapon is considered fire damage while the rest is normal for its type. Whenever the wielder scores a critical hit with the greatsword, the player may select a weapon damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of instead of the current result. This must be done after damage is rolled but before it is dealt to the target. —Note: This only affects the weapon’s damage itself, not other sources of additional damage such as sneak attack, divine smite or spell effects.
Bramble: A primal weapon (Pike statistics) made of living blackberry vines woven together into a pike that bristles with thorns and blossoming flowers. When held the vines quickly shift to allow the bearer to grip the gaps between the spikes, usually leaving the wielder unharmed. Whenever the wielder rolls a natural 1 on their attack roll, the thorns are unable to turn in time and deal damage equivalent to a dagger (1d4) to the wielder. The weapon is alive and bears a connection to its bearer wishing to protect and provide for him. During combat if the wielder has not moved yet on his turn, he can plant his feet firmly on the ground and take up a defensive position which causes his speed to drop to 0 until the end of his turn. While in this stance, the wielder brandishes an impenetrable ticket of razor sharp thorns and is able to make an attack of opportunity with the pike against an enemy that enters his reach and if that attack is successful, the creature's speed drop to 0 until the end of the turn. The defensive position ends if the wielder moves, attacks or at the start of the wielder’s next turn. Once per day, if Bramble is planted in the ground in full sunlight for one hour and at least a liter of water is poured at its base, the pike's many flowers self-pollinate, turning into dozens of large, luscious blackberries that can be picked and eaten, providing one meal’s worth of nourishment for one creature. If not picked or eaten within eight hours, the berries rot and fall from the vines, replaced by new flowers.
Cannon: A solid iron contraption of magic and a coiled spring (See Note) that belches fire and smoke with every bullet that it fires. The hefty weapon is made up mostly of one solid piece of iron and cast into the side of the cannon are the words “The Last Argument of Kings” in a deep confident letters. The magewrought implement is weighty in the hand but blows away the wielder's enemies, firing hot lead with enough force to the penetrate plate mail and sheer off limbs, leaving charred, smoking corpses in the wielder’s wake. Half of the damage dealt by Cannon is considered fire damage while the rest is normal for its type and whenever the player roll a 1 or a 2 on a die to calculate the weapon’s damage, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The destructive weapon is so filled with evocation magic that it is prone to overheating and slight warping. Whenever the player rolls a natural 1 on an attack roll with Cannon it no longer fires properly and suffers disadvantage on attack rolls until a creature proficient with blacksmithing or heavy crossbows is able to spent 1d100 minutes making minor repairs to it. ---Note: Cannon uses heavy crossbow statistics but uses sling bullets as ammunition and weighs five pounds more than normal.
Capturebow: A heavily engineered apparatus (Heavy crossbow statistics except as noted) designed to fire nets with iron-weighted corners. It is a bulky contraption of oak and steel, with a hefty spidersilk string that requires the use of a foot-stirrup to cock, but can hurl a weighted net incredible distances due to the evocation magic that multiplies the crossbow’s kinetic potential. A wielder proficient with heavy crossbows can use the weapon to launch a weighted net up to 50 feet accurately. The net is launched with such tremendous force that if it hits a target that is human sized or smaller, the target is knocked prone in addition to being restrained by the net. The Capturebow cannot fire standard bolts.
Cerastes Staff: A bronzewood quarterstaff carved with a sheath of tiny scales and bound with copper rings. When held up to the sun, the staff shines transparent like brazen glass, and reveals intricate internal clockworks of gold, adamant and garnet. A bearer that puts his ear to the grip can hear faint ticking and whirring noises coming from within. Knowledgeable PC will realize that the staff is powered by horomancy, an arcane discipline that uses clockwork to manipulate magic. Twice per day while attacking, the wielder can choose to forgo rolling the d20 to get an 11 on the die.
Chromaglass Blade: A Random Sword whose blade looks like jagged glass, the facets of which are colored in deep jewel tones of emerald, sapphire, flame, blood, and amethyst. The glass has been magically enchanted to be stronger than steel and the the sword is brutally, supernaturally effective. The sword is always considered a +1 weapon but unfortunately for the bearer, the enchantments that provide the blade its lethal potential function by sapping the wielder of his vitality and resilience. While the weapon is being wielded and for one hour afterwards, anytime the bearer takes at least 1 hit point worth of damage from any source, the amount of damage the bearer receives is increased by 1 hit point, due to the weapon’s drain on his constitution. —Note: A combat example: The wielder is stabbed with a dagger and would normally only take 4 points of damage but because he is wielding the Chromaglass Blade (Or has actively wielded it in the past hour) he takes 5 points of damage instead.
Chrysaor, the Sunlit Edge: A finely balanced longsword sharpened along both edges of the blade, Chrysaor is forged, blade and hilt both, of milky white steel. The weapon’s grip is wrapped with plaited rough linen and amber-scaled hide; its quillons are simple and recurved, its pommel an unadorned sphere. Most strikingly, both flats of the pale blade are inlaid with flames and vines of delicate golden wire. When wielded, Chrysaor is engulfed in light like warm sunlight. When swung, Chrysaor’s wirework burns bright gold and whenever the wielder successfully strikes a target, he inflicts radiant damage equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit.
Cloudstrike: A rather large mithral cloud-white lance. The guard for the wielder's hand is shaped like a cloud. The wielder feels lighter than normal and the wielder is filled with a lofty sense of power and scorn for the pitiful creatures that are forced to walk along the filthy ground like ants in the dirt. As long as the wielder and his mount are flying, hovering or floating, their movement speeds are increased by five feet and the lance is treated as a +1.
Deathtouch: A greatsword marked by its distinctive pommel in the shape of a human skull. The grip is etched with drawings of snaking skeletal fingers reaching up toward towards the hilt. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The bearer instinctively understands that although the weapon is lethal in its own right, its true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate Deathtouch’s magic, causing the grip’s skeletal fingers to animate, wrap themselves around one of the wielder’s fists and claw into the skin of his hand, creating an unnatural union of sword and flesh. This process takes an action equivalent to making an attack. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. While joined with the wielder, the blade's perverse energies deal unnatural injuries that foul the flesh and stain the soul. When bonded the greatsword is treated as a +1 and all of the damage dealt by the weapon is considered necrotic damage rather than slashing. While attached, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding Deathtouch at all times. To sever the bond, the wielder can spend one minute cutting and prying away the fused areas, suffering two hit points of damage per character level (Or 20% of his maximum health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: Though Deathtouch only physically bonds with one hand, the wielder must still use both hands to make attacks with it as normal.
Demonbone Arc: A composite bow crafted by the Church of Heavenly Light, a sect of fanatic demon hunting crusaders who believed that the ends justify the means and that demons deserved whatever violent fate they got. The weapon was made from bones and sinew extracted from a dozen living demons flayed while suspended from blessed chains as the Church did its grisly work. The bow was specifically to kill demons, and it does the job remarkably well. Those who use the bow become sadistic, carelessly ending life in the name of their cause, and soon seek only the most brutal, violent and agonizing means of achieving their goals. Whether this is due to the corrupting influence of the material from which the bow is made, or from the religious zealotry that went into its construction is an unanswered question. The weapon is treated as a +1 against demons, devils and fiends and such creatures are never considered proficient with the weapon.
Drach'nyen: A two-handed greatsword whose guard is golden in colour with the leering face of a demon just above the handle. The ricasso of the weapon has spikes protruding from the sides as well as outward from the blade, and the blade itself is blue with red, tormented faces writhing across its surface. The weapon serves as a physical cage for an ancient daemon of pure, unadulterated malice bound to the sword which fuels the blade's power. Knowledgeable PC's are aware that demon known as Drach'nyen was born at the moment of the first murder, the first time a human killed another human outside of the need to survive. The name Drach'nyen (Which can be translated as the End of Empires), is an approximation of the scream of the first murderer and that of the brother he killed. The bearer feels a constant but manageable urge to slay the living and take peace from the earth. The demon rewards those who prove their domination over their own race and if the weapon is used to land the killing blow on a living creature of the wielder's own species, the weapon glows slightly and functions as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the weapon’s demonic requirements. The sword can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
Dùnaidh: A longsword that is truly a sight to behold. A golden dwarven rune inscribed at the base of the blade shines brightly as a candle and roughly translates to "barrier" or "prevention." Etched deeply into the metal is the golden image of a boar. The hilt of Dùnaidh catches the light from the rune and seems to capture it within itself, glowing golden warmth. A single, perfect emerald is set into the pommel, gently releasing a golden-green aura of light. Two open-mouthed boars' heads decorate each side of the crossguard. The blade itself seems to be simultaneously gold and silver while only being one or the other at one time, oddly reflecting golden light while appearing silver and vice-versa. The wielder's every swing leaves behind pale golden streaks for a few seconds. The fuller dives deep and contains sharp ridges resembling a boar's tusks and teeth every few inches. At the tip of the blade is another dwarven rune, this one roughly translating to "finality." Dwarven mystics bound the sheer animal force of the charging boar within the blade allowing the wielder to shove aside the weak. Whenever the wielder successfully attacks a target with a lower strength score than himself, he may choose to push that creature five feet away from himself.
Edge of Dawn: A heavy greatsword with sinuous, curving lines and an almost organic design, its grip contoured to fit the fingers, the bulbous curves of its quillons flowing into its deep-bellied blade. The Edge of Dawn seems alien, unrelated to anything in the known world. Nor does its material dispel this thought, as the huge battle-blade is formed entirely of a pale golden glassy substance tinted with the merest touch, at blade-edge and raised whorls, of pink and colourless fire. Rippled and textured, particularly in the hilt, sword appears to have been poured ... or grown. Though the sword has never revealed itself to be sapient, Knowledgeable PC’s have heard that some wielders of the blade have recorded the sensation of an ancient presence watching their spirits and weighing their actions while they have borne the Edge of Dawn. The sword's alien form, substance and unique properties suggests to many scholars that it is assuredly an artefact (Or even direct conduit) to the forces that shaped the world. Despite its apparent benignity, the Edge of Dawn may bring more than expected to an unwitting or displeasing bearer. When wielded in combat the greatsword is treated as a +1 but leaves the wielder with the disquieting sensation that an eldritch presence is passing some sort of esoteric judgement over his actions and the next time the wielder attempts to get a full night’s rest there is a 10% chance that the he is tormented by a Random Nightmare and gains no benefit from the rest whatsoever as the wielder’s psyche is punished over an unknown infraction.
Embergild: A beautiful longsword, gilded in gold with a blue-black blade and wing-like engravings around the hilt. One third of the way up the blade, the sword has a disc-like pommel engraved with dwarven runes that read “Gold Burns Through Them”. A bearer may lay ten gold coins (See Note) along the length of the blade and meditate on the meaning of the dwarven inscription for ten minutes. At the end of this time, the coins are absorbed into sword and the gold gilding begins to glow red hot. For the next eight hours, half of the damage dealt by Embergild is considered fire damage while the rest is normal for its type and when the wielder lands a critical hit, instead of producing blood, ichor, tree sap, sloughs of undead flesh or other similar substance, the target sheds pure gold droplets. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground.. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount.
Fandalurian, the Heartwood Rootblade: A Greatsword with a blade made of a teal-tinted metal with multiple runes etched into the flat towards the hilt end. The hilt and crossguard itself have been shaped into the likeness of a great oak tree, with small emeralds embedded into the branches as if to portray leaves, and a large, spherical aquamarine grasped within its roots. When the tip of the blade is held near to the ground, this aquamarine begins to glow, growing brighter the nearer to the ground the blade tips. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life. Whenever a living creature is killed with Fandalurian, the aquamarine in its pommel gleams brightly, and a small tree sprouts from the slain creature, taking root in its final resting place.
Fenthras: A longbow whose handle is wrapped in tight, dark brown-black leather. At the cusp where nocked arrows rest against the handle, there is a golden-bronze metallic inlay.  The rest of the bow is a curved, verdant green, jungle vine texture as if building on itself in a series of natural leaf scales. Whenever an arrow is nocked it takes no strength to pull back the string as if the bow itself is doing all the work. Arrows fly off at an incredible speed when shot and the bow flexes forward with such intensity that it makes a roaring whooshing sound. Twice per day before making an attack, the wielder can choose to activate the bow’s natural druidic magic, potentially entangling the target. If the attack hits, dozens of brambles burst from the arrow’s wooden shaft, wrapping around the target who becomes restrained by the hard, thorny vines. In addition to the arrow’s wound, the target suffers piercing damage equivalent to a dagger (1D4) and is restrained as if caught in a standard weighted net.
Firefly Dagger: A finely crafted dagger whose hilt is wrapped in a tightly woven red rope that is warm to the touch. The end of the dagger has a large bronze bulb and the end. The blade itself is engraved with the image of a flame, which seems to dance as light reflects of its surface. The bearer can mentally command the bronze bulb to glow with a fire coloured light equivalent to a candle or to extinguish itself at will. Only the wielder is able to perceive the light, all other creatures see no additional illumination. Twice per day as an action equivalent to making an attack, the wielder can launch a firebolt from the dagger as a target it can see within 60 feet. To hit the wielder must make an attack roll as if attacking with the dagger vs the target’s armor class and it deals fire damage equal to a greatsword (2d6).
Flickering Mirage: A razor-keen, gleaming rapier bearing a hilt wrapped in gold wire. In the pommel is set a many-faceted topaz, and a sunburst picked out in amber ornaments the blade on either flat. The sword is warm to the touch like a stone heated by the light of a summer’s day and the blade is perpetually engulfed in a hazy heat mirage. Twice per day as an action equivalent to drawing a weapon, the wielder may grasp the bare blade, or press their thumb against a tiny barb tucked into the hilt dealing damage to himself equal to a dagger (1d4). When blood is drawn, the wielder shifts in a shimmering heat wave, teleporting up to fifteen feet away to an empty space that he can see and leaving behind a perfect illusory duplicate of the wielder in the space he left. The duplicate copies the wielder’s movements and moves as though it was the real thing. The illusion lasts until it takes any damage or until the start of the wielder’s next turn at which point it fades away.
Flux: A multihued longsword that twists and writhes, almost like a snake, and very seemingly with a mind of its own. A small piece of roguestone has been embedded into its hilt, and fractured glyphs adorn the dark leather hiltwrap. With each successful strike in combat, the glyphs pulse and flicker with barely contained power threatening to explode with power and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed artifice surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll.
Frozen Moment: A mace that’s faintly cold to the touch with a hilt wrapped in silver wire. In the pommel rests a domed snowy white opal, and snowflakes picked out in frost agate ornaments the flanges of the head. Knowledgeable PC’s will have heard stories of a peaceful knight who received Frozen Moment as a gift, that he might seize those scant moments in battle to parley and show his adversaries another path. At the first moment of combat the bearer can decide to take a moment and attempt to deescalate the situation, hopefully resolving the fight without overt bloodshed while simultaneously preparing for that grim eventuality. When initiative is rolled, the bearer can forgo his roll and instead choose to go last in the initiative order out of all creatures involved, causing the mace to frost over. When the bearer activates this power his breath becomes cold and icy as he gains the ability to chill his hot-blooded enemies. At the start of each of his turns during that combat the bearer can attempt (As a free action) to persuade, intimidate or bluff other creatures in combat to surrender, escape or follow an otherwise peaceful course of action and gains advantage on that roll. Those that refuse a peaceful option have accepted the consequences and when the wielder has chosen to go last in combat and has offered his foes a non lethal solution, the mace is treated as a +1 until the end of the fight.  
Gilded Gyre: An ornate sling made of carefully stitched leather interwoven with gold thread. Stamped on the outside of the cup in gold leaf is the face of a smiling, pudgy halfling. Knowledge PC's will have heard the story of Farel Harod, a halfling of some renown who was forced to use ammunition made from beaten gold coins when he ran out of proper bullets during a long dungeon crawl. Surviving the delving, he took the idea to an artificer and they partnered together to create this line of magical weapons, thus ensuring the Farel Harod could retire in peace. The weapon can load and fire silver or gold coins as easily as with as much effect as a typical sling bullet. Should a silver coin be fired, the bullet counts as a silvered weapon for the purposes of overcoming damage resistance and immunities. Should a gold coin be fired, the bullet is treated as a +1. The coins disintegrate upon impact and cannot be recovered. The sling can fire mundane bullets without issue.
Goresong: A battleaxe forged to resemble two wings, much like those found on a valkyrie’s helmet. As it sweeps through the air, the weapon emanates a distinctive harmonic wail which changes in pitch and tone as it carves through foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. Whenever the wielder successfully attacks a target, the wielder inflicts thunder damage equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit.
Gryphbane: A well-balanced warhammer, Gryphbane has a spiralling haft of magically-hardened bronze and a grip of blackened iron wrapped in wolfskin. Its head is composed of two stylized predator's heads of bronze, picked out with gold and silver wirework and the eyes inlaid with amber; out of the gaping, fanged mouths of the beasts protrude the two massive heads of the hammer, cast from iron as strong and polished as fine steel. Knowledgeable PC’s will have heard of the legendary Gryphbane; an ancient weapon belonging to Therex of the Nightwolf House, famous in song and legend as wielded by that chieftain in his battles against the arcane Neu and their artificial servants. Many of the inhuman spell-wielders had the life crushed from them by the hammer's pitiless blows. The warhammer is treated as a +1 against creatures capable of casting magical spells, as well as animated constructs and all beings summoned or animated by magic. None of the creatures that Gryphbane would be considered a +1 against can wield the hammer properly and are never considered proficient with it.—Note: A DM may rule that innate or racially gained spells and magical abilities do not count towards being a spellcaster for the weapon’s purpose.
Helshezag: An evil bastard sword with a blade unlike any that has been seen before. It is wholly black, a black so dense that it appears entirely separate from the hilt, like a tear through which the wielder can glimpse the nightmarish depths of space. Use of this evil sword magnifies the warrior’s combat prowess but also drains the wielder’s life force. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
Holy Moonlight Sword: An arcane claymore (Greatsword statistics) that attracts the faint light of the nighttime. When blue moonlight dances around the sword, it channels the abyssal cosmos and its great blade swings with a shadowy lightwave. The weapon is treated as a +1 in direct moonlight or starlight and the wielder can see twice as far as normal in moonlight or starlight.
Horn of the Storm Dragon: A spiralling horn originating from a storm dragon and long enough to be held in both hands and wielded as a pike. The horn flickers with jolts of power and discharges small static shocks on a regular basis and when held, the wielder’s hair stands on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. Half of the damage dealt by the pike is considered lighting damage while the rest is normal for its type. Whenever the wielder brings a creature to 0 hit points or kills a creature with a blow from the spiked chain, any damage in excess of that needed to kill or down the creature surges in the corpse and can be redirected. The wielder can immediately choose another creature he can see within 30 feet of the dead creature and launch a bolt of electricity at them which automatically hits, dealing lighting damage equal to the amount of damage left over after bringing the original target to 0 hit points. If this lighting bolt kills the second target, the wielder may repeat the process on a third target (Then forth, fifth, etc) until there is no more excess damage. —Note: A combat example: The wielder hits a near death creature who has 5 hit points, and deals 20 damage. The creature dies at 0 hp and the wilder directs a lighting bolt dealing 15 damage at another wounded creature who has 10 hp remaining. The second creature also dies and the wielder directs another lighting bolt at a third creature which deals 5 damage, leaving the third target injured but alive.
Ironfoe: A battleaxe crafted from a single, massive block of dark iron, sculpted into a perfectly symmetrical shape. Dwarven runes are carved in relief on its surface, suggesting that this is a weapon of great power. The weapon feels perfectly comfortable in its wielder’s hand, despite its obvious heft and weight. The wielder is able to repeatedly guide the weapon to strike the exact same location, causing increasing amounts of damage. Whenever the wielder attacks, each hit against a singular target deals additional damage equal to the number of successful hits made against the target during this turn. The first hit against the target deals 1 extra damage, the second 2 points, the third 3 hit points, etc. This is added to the attack’s damage and is considered the same damage type.
Ironheart: A mace made of cold iron, set with heavy, wicked flanges but no core in its striking head, only a small hook. Certain talismans made of fine jewels are designed to attach to such a hook. The simple movement of a single pure gem within the cage of the flanges creates a heavy tolling, like the bells of doom. If a certain type of gem with a value of at least 100 gold pieces is set within Ironheart, half of the damage dealt by the mace is considered the corresponding damage type (See Note) while the rest is normal for its type. The mace’s magic draws upon the different classes of precious stones in unique ways, allowing the wielder to switch between talismans for different effects. Changing out one of the gems within Ironheart for another requires a free hand and an action equivalent to making an attack or casting a spell. When the mace is set with a precious enough stone and is used to land a killing blow on a living creature, the weapon emits a deep loud reverberation and heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the end of that creature’s next turn. ---Note: The gemstones and corresponding damage types are as follows: Ruby = Fire, Sapphire = Cold, Diamond = Force, Emerald = Acid, Amber = Poison, Topaz = Lighting, Amethyst = Psychic.
Midnight's Claw: A greatsword whose blade and hilt forged of one solid length of pitch-black steel, Midnight's Claw is a massive and yet surprisingly maneuverable weapon. Simply ornamented, the sword's hilt is wrapped in white wolfskin, the pommel a heavy ring and down the blade runs a series of etchings that resemble a lacework of frost. The wielder experiences a strange unnatural calm while holding the blackened talon, as if all of their empathy, hatred, compassion, rage and all their strongest emotions were locked away behind a frozen wall of objective reason. The wielder acts with brutal rationalism and callous logical reasoning which makes them a nightmarish opponent on the battlefield but an unfeeling sociopath in casual conversation. The wielder is able to use the abominable looking weapon in ways a person with even a drop of compassion never would, manipulating the blade to great effect, landing cruel, maiming strikes. Twice per day when the wielder successfully attacks, the player may select any single rolled damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of die instead of the current result. This must be done after damage is rolled but before it is dealt to the target. Handling Midnight’s Claw leaves the wielder emotionally crippled and while the greatsword is being wielded and for one hour afterwards, the bearer suffers disadvantage on all skill checks involving animal handling, insight, sense motive and all charisma based skill checks. —Note: This affects the weapon’s damage itself AND other sources of additional damage such as sneak attack, divine smite or spell effects.
Dreadforge Retaliator: A fearsome greataxe with a huge serrated blade, with cruel-looking spikes jutting out from the top and back of the blade. The weapon appears to be orcish made and blessed by shamans attuned to the natural rhythms of the world. The weapon is infused with the spirit of a wild boar that lends its primal rage against any foe that dares harm its bearer. Whenever the wielder is struck by a critical hit in melee, the spirit pours its natural aggression into the wielder who is able to immediately attack any creature within his reach as an attack of opportunity.  
One Foot In The Grave: A heavy pickaxe once owned by the gravedigger of a large cemetery. Its dull grey cast and half rotted leather grip make it look like a poor choice of weapon, despite its serviceable construction. When in possession of the weapon, the bearer's nose only pick up the scent of freshly turned earth and mildew. At exactly midnight each night, creatures within earshot of the pickaxe will hear the sound of the blade being dragged across a whetstone emanating from this weapon as it sharpens itself to a well-honed point. The digging tool does this without the need for an actual oil stone or lubricant and afterwards an observer will notice that the weapon penetrates tough rocky soil or plate mail armor as easily as a stabbing a hot knife through butter. The supernatural maintenance wears down quickly and it only takes a couple of successful hits before the pickaxe reverts to a respectably sharpened head. After the weapon prepares itself at midnight, the next two successful attacks made with it are treated as if the weapon damage dice rolled the maximum amount possible. Afterwards the damage is rolled normally until the pickaxe can sharpen itself again. If the blow is a critical hit, that damage is also maximized, however other sources of extra damage such as a paladin’s divine smite, a rogue’s sneak attack or spell effects are not affected.
Orcsplitter: A battered battleaxe that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two. When in the presence of orcs the bearer will feel uncomfortable and suspicious of their words, actions and goals. If the bearer himself has orcish heritage, he feels a great sense of animosity and unreasonable anger directed towards him from the implement. The weapon is treated as a +1 against orcs and such wielders are never considered proficient with the weapon.
Oth’noarithvim: A longsword made from iron rendered from the blood of a great red dragon, tempered in magical flames from the charcoaled bones of said dragon and cooled in the fluids drawn from its massive eyes, forging a blade of devout and selfish purpose. The crossguard is set with black horn, the hilt in ivory and the pommel tipped with a smooth conical tooth. Wrapped around the hilt is an oddly pebbled hide cured from the wyrm’s tongue. The scabbard appears to have been shaped, split, hollowed and re-bound from a single great horn. Knowledgeable PC's will know that the namesake of this longsword is one who seeks treasure hordes that will and must be found. In Draconic runes Oth’noarithvim is etched down the blade and on the other side the phrases “Dragon Born” and “Dragon Bane”. In the language of wyrms there is a difference between seeking something that may be found and seeking something that will or must be found. The longsword is vengeful towards its own kind and is treated as a +1 weapon against dragons and draconic creatures. The covetous nature of dragons still rests within the blade and once per day, the bearer may meditate over the weapon for one hour in order to gain the senses of a hoarding dragon for a moment. At the end of the hour, the bearer is imparted with the direction of the largest collection of precious metals or gemstones that is more than 50 feet away but within a 500 foot radius of himself. The draconic blade imparts the bearer with the direction to the hoard of wealth but not the specific path to take and the heightened senses lasts for only a moment before returning to normal.  
Pale Soul: A scepter (Mace statistics) the size of (And eerily bearing a faint stylized resemblance to) a human femur, carved of a solid length of translucent, white jade. The scepter's shaft is delicately carved in low relief with curls and arabesques that make up an artistic rendering of a soul. One end is tipped with a sculpted demisphere, the other with a vaguely scroll-shaped finial. In total darkness the weapon glows faintly with a soft pearly light. Pale Soul grants an individual the ability to contend with restless spirits. The wielder can attack incorporeal undead (And similar disembodied spirits) as if they were material creatures capable of being harmed with nonmagical weapons. Pale Soul's bearer may also use the scepter to perceive incorporeal undead and intangible entities within a 100 foot radius who aren’t behind total cover. This ability takes an action equivalent to drawing a weapon and such creatures glow a faint pearly white to the eyes of the scepter's bearer.
Plague Splinter: A longbow made of gnarled and rotten wood covered in irregular patches of sickly moss and beads of dried dark green sap. Any arrow fired from the bow takes on a similar mossy rotten appearance and burns with sickly green glowing light for the round it’s fired. Upon impact the arrowhead shatters into a number of diseased fragments that taint the wound and strain the target’s body. Whenever a living creature damaged by the weapon would be healed (By any source, power or ability whatsoever), roll the amount healed twice and use the lower result. Should the creature instead be healed for a non-rolled amount of hit points, reduce the amount healed by one to a minimum of zero. The target's body is able to overcome the necrotic splinters fairly quickly and the effect only last until the start of the wielder's next turn.
Prismatic Greataxe: A greataxe with a haft of bronze and copper metal, on which five multicolored runes are inscribed in an ancient language. Cogs and gears turn and spin, clicking and whirring noises rise from its center. At the top of the haft is a large gear with five colourful gems. A spectral blade appears whenever the weapon is drawn, in a colour that matches the wielder’s eyes. The glowing, translucent blade takes on a specific elemental or metaphysical quality in to the bearer, instantly changing to match each new wielder. Whenever the wielder successfully strikes a target, the wielder inflicts X damage equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit. The weapon displays no special function for creatures without a natural eye colour or who lack eyes entirely and creatures with multiple eyes colours can will the weapon to glow and deal damage in either of their natural eye colours. —Note: The X for damage is based on the wielder’s eye colour and associated damage types are as follows: Amber / yellow = Lighting. Black = Necrotic. Blue = Cold. Brown = Acid. Green = Force. Gray = Thunder. Hazel = Poison. Purple = Psychic. Red = Fire. White = Radiant.
Quiver of Dark Wings: A quiver made of stiffened leather, bound with iron and decorated with fine silver trim. Inlaid into the leather are several runic symbols that appear to show a raven in flight. Inside the quiver are 5d6 crossbow bolts, each of which has a tiny sigil engraved on the head. A bearer can concentrate for a minute while speaking a message of up to 25 words and fire one of the bolts into the air. This process transforms the projectile into a magical raven which is capable of travelling up 50 miles in any direction over the next 24 hours. While concentrating the bearer must specify a location, which he must have visited and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. When the raven arrives, it delivers the message to the creature that the bearer described, replicating the sound of the bearer’s voice. The bird speaks only to a creature matching the description the bearer gave. After delivering the message, running out of time or dying en route, the raven crumbles to dust.
Razor, the Warrior's Weapon: A glass-like blade formed of magical force, appearing as a near-transparent sheet of impossibly thin material. When lifted, the wielder can feel a slight mental presence from the sword, urging them to fight, to kill and to win. Shaped like a machete (Shortsword statistics) the enchanted blade is sharpened to the molecular level and it slices through the wielder’s enemies as if they were warm butter under a hot knife. All of the damage dealt by the weapon is considered force damage rather than piercing or slashing damage. Attempting to block or parry the paper thin blade is a hopeless effort and whenever the wielder attacks he ignores any and all defensive benefits that an opponent’s shield would normally provide. Razor has a tendency to open arteries, and sever spines in its victims and it can  never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
Reaper: A slim harvester’s scythe (Warscythe or bastard sword statistics) with a severely angled blade like that of a serpent's fang. The curving cutting edge is honed to a point fine enough to draw blood with the slightest touch and wisps of dark smoke drift from the pitch black blade. When the wielder scores a critical hit while wielding the scythe with two hands, he can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Furthermore, on a two handed critical hit, whenever the player roll a 1 on a die to calculate the scythe's damage, they can reroll the die until they receive a result that is not a 1. —Note: This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
Salt of the Sea: A trident made of a green tinted steel that has green algae growing from the prongs, the tips of which have large, reinforcing shark teeth attached. The weapon is constantly damp, drips saltwater intermittently and when grasped, the wielder's ears pop as if subjected to a drastic change in pressure. If the weapon is completely submerged in saltwater it is treated as +1 for the next hour. When the wielder successfully lands an attack against a kraken or other giant sea creature at least one size category larger than himself, the player can roll the trident’s damage dice twice and choose either result to use. ---Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. If your system doesn’t use size categories, the enchantment can function as long as the aquatic creature is at least twice as large as the wielder.
Serum Katar: A brass punch-dagger (Dagger statistics) with a web-patterned engraved into the metal. The deep grooves connect to a hidden chamber in the handle, where the arcanely preserved venom glands of a number of different mundane and magical creatures await to produce various toxins to suit the wielder’s specific needs. Apart from the standard weakening, numbing or sickening venoms, the dagger contains more exotic natural toxins can render a victim mentally unbalanced, with confused thoughts, paranoid delusions or even leave the poor soul in severe dissociative state. With a successful strike, the wielder can mentally direct one of the glands to release some of its venom which travels along the blade’s grooves and into the unwitting foe. Twice per day when the wielder successfully attacks a creature, he may choose to impose disadvantage on saving throws of one of the target’s ability scores (Such as Strength, Dexterity, Intelligence or Charisma) until the start of the wielder’s next turn. These venoms spoil quickly once outside of their preserving enchantment and does not last long enough to apply to a secondary weapon or to store in a vial.
Shining Blade of Keljaia: A finger ring of translucent crystal that when closely inspected appears to hold a tiny rippling ribbon of golden flames within its core. When so willed by the band’s bearer (An action equivalent to drawing a weapon), the ring produces a thin blade-like ray of golden fire a foot or so in length. The wielder may attack with this blade as if it was a rapier that deals entirely magical fire damage. On a successful hit, the wielder can choose to do nothing more than superficial damage (Dealing zero hit points), such as to leave no more than a fine slice down the target's cheek as a warning. The wielder can smother the flame with a thought and the fire gutters out if the ring is removed.
Snowfall: A two-handed greatsword that feels uncomfortably cold to the touch. The blade and hilt are a single piece of poorly crafted iron, almost as though the forge in which it was born failed to reach a proper temperature. The grip is made of sheets of copper metal while the pommel and cross guard are made from a smooth, polished white marble. The rain-guard is made from a magical pale blue gemstone. The air around the sword is always unusually fresh and crisp though it has no distinct smell. The blade is freezing cold, quite dull and is all but impossible to sharpen. The weapon’s icy magic inflicts rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) and half of the damage dealt by the weapon is considered cold damage while the rest is bludgeoning damage, as the greatsword cannot be honed properly.
Soloth’s Bane: A masterfully wrought longsword, the hilt and quillons are a dark, almost black, gray in colour, with the quillons forged to resemble flames capped by curls of smoke. The blade itself is a faint shade lighter, and radiates heat when unsheathed and scalds if touched for more than the briefest of moments. When turned in sunlight, thin ribbons of silver, metallic red, yellow, and orange seem to snake up and down its length, never in the same place, shape or colour twice. Whenever the wielder successfully strikes a target, the wielder inflicts fire damage equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit.
Sommerswerd: A beautifully crafted broadsword (Longsword statistics) forged from an unknown metal alloy with a golden sheen and enchanted to focus the power of the sun. The blade seems to take it and redirect sunlight similar to the way a glass prism splits light. The bearer can feel the power and heat of the sun tingle over their entire body like a warm embrace. The weapon is treated as a +1 in direct sunlight and half of the damage dealt by the weapon is always considered radiant damage while the rest is normal for its type. To retain its power, the weapon must spent at least seven non-consecutive hours per week in direct natural sunlight, absorbing the solar energy and storing it within itself. If this requirement is not met, the sword's magic begins to fade and it enters a state of hibernation during which time it does not provide its combat bonuses. To be brought out of hibernation, the weapon must spent a total of eight consecutive hours in direct natural sunlight at which point it returns to normal functioning —Note: Direct sunlight can include shady areas such as under a forest canopy but not areas primarily lit by non-sunlight such as most indoor settings.
Spear of St George: A knightly lance with a shaft made of polished boreal birch inlaid with silver and tipped with mithral. Its entire length is decorated with ice crystals made of pure blue tourmaline. The weapon is treated as a +1 against dragons and should the wielder be riding a horse or other similar mount, said animal is rendered immune from all magical or supernatural effects originating from dragons such as dragonfear or breath weapons, but not mundane physical attacks such as claws and teeth.
Squirrel Fangs: A rustic quiver containing 5d6 masterfully made arrows of wood-elf craftsmanship. The arrows are specially fledged with long, narrows grey feathers, their shafts fluted for increased stiffness and weight reduction. The design causes them to be quieter than a whisper and loosing one of the arrows does not break the wielder's stealth or concealment and the wielder is just as well hidden as they were before attacking. The projectiles each have three razor sharp edges, positioned at an angle. When it enters the body, the arrow rotates, boring in like a screw, mutilating the tissue, cutting through blood vessels and shattering bone. When rolling damage for the arrows, instead of a single damage die when the wielder successfully hits a target, the player instead rolls two dice that equal the value of the original damage die and add the results together. —Note: For example, a normal shortbow that dealt 1d6 now deals 1d4 + 1d2, or a longbow previously dealing 1d8 now deals 2d4. The wielder still only makes a single attack roll for both dice and both damage die are of the same damage type as the original die. For simplicity’s sake, the DM should make a permanent decision on which two dice are rolled.
Storm Shepherd's Crook: A long wooden shepherd's crook (Quarterstaff statistics) carved with runes and sigils that glow with a faint blue light. The staff seems like a druid's or hedge wizard's creation meant to serve as a shield as much as a weapon. When held, the bearer's hair crackles with static electricity, sparks jump between the wood and his fingers and the bearer can never be struck by natural lighting. The bearer is protected from unnatural electricity as well, siphoning away some of the arcane power into a ball of lighting within the curved crook of the staff until it can be released. Whenever the wielder would take lighting damage he can spend an action equivalent to an attack of opportunity to reduce the lighting damage by the equivalent of a dagger (1d4) to a minimum of 0. After reducing the damage in this way, the first time the wielder lands a successful attack with Stormbinder's Crook before the end of his next turn, he deals a dagger’s worth of lighting damage (1d4) in addition to the attack’s regular damage.
Sunfire Shuriken: A bag containing a 5d6 shuriken, each made of flat bronze blades with a large copper ball set in the center. They are slightly heavy than normal and the copper balls are always warm and tingly to the touch as if they held arcane evocation potential. Whenever the wielder successfully attacks a target, the weapon releases an explosive burst dealing additional fire damage equivalent to a dagger (1d4) to the creature and all enemies within five feet of the target. This fire damage is not multiplied on a critical hit. The objects are not recoverable after being thrown.
Tal’Kierthan Songblade: A smooth, curved scimitar crafted centuries ago by the secretive night elves, who employed special songs in its construction. As a result, the blade constantly chants in a barely audible elven voice that rises in timbre as the weapon engages in combat. The songblade is an elegant weapon and a joy to wield, bathing the bearer in a buoying elven song when brandished in combat. A musician with a trained ear hears a little more from the blade than a layman and is able to swing the sword to perfectly match the rise and fall of the songblade's pitch, allowing it to reach its full potential. The scimitar is treated as a +1 weapon if the wielder is proficient in the perform skill or is proficient with any type of musical instrument.
Tallo: A beautifully wrought, blue bladed dagger with a tapered point. Its handle has a shallow pair of snakes twining their way from the blade towards an emerald pommel. The snakes’ mouths clasp the stone at either end. The emerald is capable of absorbing and redirecting magical energies and the wielder can take an action equivalent to making an attack to channel a finite magical resource (Such as a level 1 spell slot, mana points or an encounter power) into the weapon. This causes Tallo to violently hum with power the dagger is treated as a +1 for the next hour regardless of who holds it.
Taran Icebreaker: A heavy flail consisting of three balls of blazing blue fire on the ends of black iron chains all linked to a central whalebone haft. The constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Despite its scorching offensive power, the weapon is not hot to the touch, even the azure spheres only slightly warmer than room temperature. Knowledgeable PC’s will have heard that a score of these weapons were originally employed in the far northern reaches of the world for use against the cold-based creatures that live there. All of the damage dealt by the flail is considered fire damage and whenever the wielder scores a critically hit, the weapon releases a fiery burst dealing additional fire damage equivalent to a dagger (1d4) to the target and all enemies within five feet of to the target.
Tears of Ivory: A slim, slightly-curved dagger forged with blade and hilt all of one piece of steel, the grip wrapped in plaited silver wire. Inlaid along both sides of its blade are thin, delicately-carved slices of unicorn horn in the shape of a rearing unicorn. The entirely of the object is coated with a thin layer of solidified rubbery magic that spreads the weapon’s strike throughout the target, making it debatably more effective but technically less lethal. The distribution of the force of the blow over the target’s body increases its accuracy, causing even glancing blows to strike true. On the other hand the division of the impact over the target’s being means that there is no singular lethal blow. The weapon is treated as a +1 but all of the damage dealt by it is considered nonlethal / stun. The weapon leaves no visible marks of injury nor will it ever kill any of the targets struck by it. If a target would take damage that would result in death or a near dying state, they are instead rendered unconscious, but stable. Once per day the wielder may take an action equivalent to an attack to press the unicorn horn inlay against a creature with reach activating the horn’s faint remaining power and healing the creature as much as a dagger’s damage (1d4). —Note: Some systems do not use nonlethal / stun damage mechanics and this weapon may be more powerful because of that. In those cases a DM may use their discretion on ruling that certain types of creatures such as undead, constructs, elementals or gelatinous cubes may be resistant or immune to the nonlethal damage caused by this weapon.
Terror's Fury: A scimitar that possesses all the length of a typical two-handed sword. Terror's Fury is single-edged and slightly curved, with a curving sharpened spur at the root of the blade. The blade's blued surface is ragged with streaks of cinnabar like streaks of lightning; the quillons and pommel-nut are simple bronze, the grip wrapped in the hide of a tiger. When the weapon is used to land a killing blow on a living creature, the sword emits a deep loud reverberation just like a large gong or heavy bell. The heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the start of the wielder’s next turn.
The All Seer: A seemingly ordinary longbow at first glance, albeit one that is long aged and wrapped in rotten linens. As soon as the wielder gazes at it for more than a few seconds, he notices that the wrappings are actually quite pristine, and the wood is a fresh, light brown. After holding it for a full minute, the wielder can see thin metal bands along the outer length of the arms that end in tiny purple stones, while the string takes on a pearlescent sheen. The wielder’s sense of focus and awareness are heightened while holding the bow and he gains an instinctual feel for placing accurate shots on small targets. The wielder is able to see in dim light as easily as bright light and when attacking, the All Seer ignores the any benefits the target may have for half cover and three-quarters cover. Knowledgeable PC’s know that the All Seer has popped up from time to time throughout history, seldom within the same century, and never in the same hands. It is reputed to have been used to achieve several impossible shots and deeds of note. No-one knows how, why or when it was made.
The Axe of Emperors: A two-handed, double-bladed, starmetal greataxe with a handle made from darksteel. It is obviously magical, even to an eye untrained in such things. Its haft is wrapped in metal strips, with the base of the axe carved to resemble a dragon at rest. In its teeth, the dragon holds a glistening emerald. The other end of the axe appears like nothing so much as a phoenix taking flight, its wings the blades and its feathers the serrated edges of the Axe. In its talons the firebird grasps a zendalure gem of indeterminate value. Finally, there is a large king's tear gem set at the very tip of the axe, grasped by a tiny hand. Knowledgeable PC’s are aware that this is a historic weapon passed down a long line or martial Emperors who could always be found fighting at the frontlines of their armies. A creature holding the weapon experiences the feeling that they are being watched and judged by the spirits of those who wielded the weapon before him. A bearer may spend ten minutes paying homage to the spirits by humbling himself and making a token sacrifice of his pride by completely shaving his head and face, honouring the previous wielders and asking for their guidance. Once the ceremony is finished the spirits grant their blessing and the greataxe is treated as a +1 for the next eight hours for that bearer only. The bearer must wait at least ten days until they have long enough hair to re-enact the ritual to the spirits satisfaction.
The Burning Road: A massive two-handed fullblade, almost too heavy to lift, The Burning Road bears an unnaturally broad blade and a chisel tip. Forged not from any metal but from black basalt, the sword's blade is shot through with glowing veins of red-hot magma; despite this the sword's edge is honed as fine as an obsidian razor. Burning Road's grip is wrapped with rough red leather braiding, and its pommel is decorated with tassels of fire opals and red silk. When used in combat, the wielder’s hands become coated in a fine layer of ashes and half of the damage dealt by the weapon is considered fire damage while the rest is normal for its type. Once per day the wielder can use an action equivalent to an attack to unleash a burning line of fire that scorches the ground creating a hazardous path of embers. All creatures in a five foot wide, 30 foot line originating from the wielder who are touching the ground in that path suffer fire damage equivalent to a dagger (1d4). The ground remains dangerously hot for the next 30 seconds and any creature who steps foot on the path or end their turn on it suffers fire damage equivalent to a dagger (1d4). Creatures can only be damaged by the fire once per turn.
The Dead Sword: A longsword made from a large, sharpened bone of an unknown animal, driven through the open mouth of a human skull. The length of the sword has a waved design to it and the single long bone ends in a straight, spiked pommel. The grip is wrapped in human sinew and small bone spikes jut from the skull's empty eye sockets which serve no practical purpose other than to add to its intimidating look. When the weapon is used to kill, it leaves a seed of necromantic energy in the resulting corpse. This spark of unholy flame can be fanned by conventional necromantic spells if they are cast before the black fire burns itself out. A living creature dealt a killing blow by this weapon, only needs half of the costly material components (Such as onyx gems, rare incense or diamonds) that the spell requires need in order to raise it as an undead creature. This benefit lasts for one hour after the creature is killed, after which it requires the normal amount of materials. Any undead creature animated during this one hour timeframe is considered proficient with The Dead Sword and treats it as a +1 longsword. —Note: For example, if Animate Dead is cast on a corpse and it would normally need an onyx gem worth 50 gp, The Dead Sword’s enchantment reduces that cost to a gem worth only 25 gp for one hour after the creature is killed by the weapon.
The Flesh Grinder: A horrific weapon created from nightmare, a Flesh Grinder is alive with malevolence, filled with an unspeakable thirst for blood and flesh. The weapon was born in the bowels of the Abyss, fashioned by demonic hands and infused with all the hate, bile, and violence bubbling up from that dire realm. It has the general size and shape of a greataxe, but in place of a smooth cutting edge, it has a toothy row of jagged barbs. Old blood mixed with dark grease oozes from the barbs, and when the weapon is swung in battle, the serrated edge rocks back and forth to chew through flesh and bone, spewing noxious smoke into the air. The wielder can never use the weapon to inflict non-lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, he must choose to kill the enemy. Twice per day when Fleshgrinder bites into a creature, the wielder can activate its demonic power causing it to release a billowing cloud of smoke that fills a five foot square with dense black mist. The creature’s space becomes engulfed in the opaque vapour and he is effectively blinded but also gains full cover from outside attacks. The dark fog is harmless, causing no injury and dissipating completely at the start of the wielder’s next turn. Whenever the player rolls the maximum result on Fleshgrinder’s damage die (See Note), they can roll that die an additional time and add both results to the total damage dealt. This ability can trigger multiple times per turn but only once per attack. —Note: Like a 12 on a twelve-sided die. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
The Pale Spear: A strange and esoteric weapon consisting of a dozens of different pieces of material that seamlessly fit together like a deadly jigsaw puzzle. The double-bladed longspear flickers out of phase with the material universe, emitting an eerie and otherworldly howl, when wielded. It is capable of piercing and ripping apart any physical defense it encounters and when used against living matter, The Pale Spear inflicts hideously bloodless gaping wounds on its targets, as the flesh where it struck dissolved into oily smoke. The spear is considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses and half of the damage dealt by the weapon is considered psychic damage while the rest is normal for its type. Due the weapon's terrible unearthly outcry, the wielder automatically fails any stealth or move silently checks made while in combat.  
The Pharaoh's Sentinel: A khopesh (Scimitar statistics) with a beautifully made gold scarab built above the snake shaped handle with glistening red rubies set into the serpent's eyes. Each swing of the opulent weapon releases a spray of sand in the blade's wake and whenever the khopesh slices open flesh, the victim leaks sand instead of blood. This weapon was forged for the personal bodyguard of the mighty pharaoh and created so that the Godking would never have only a single guard. Once per day the wielder when the wielder successfully attacks a living creature, the he can choose to summon a gritty defender of the Pharaoh's will, blessing the air and sand with life as the weapon's mystical energies gives birth to a miniature sandstorm. The wild elemental follows the wielder's mental commands (See Note) and feeds on the sand-turned-blood the khopesh draws forth from its enemies. Whenever the wielder successfully attacks a living creature and the sandstorm is with five feet of the target, the elemental regains hit points equivalent to a dagger's damage (1d4). The sandstorm's form is unstable and it disperses into pile of inanimate sand one minute after it is summoned or last regained hit points. —Note: The sandstorm acts on the turn immediately after the wielder and the DM can use wolf statistics for the elemental’s equivalent statistics for hit points, attacks, size, etc if no better option is available. At higher levels of play, the statistics of a dire wolf can be used to keep this weapon relevant.
The Scarlet Rose: A slim and single-edged rapier of exotic and presumably foreign design. The metal of its blade reflects light like moonlight off water, and on either side, close to the blade's root, is etched a single blood-red petal. The hand-guard is small, oval and golden, while the hilt is wrapped in braids of white silk that bear small marks like tiny bloodstains, and the smooth simple finial that tips its pommel is golden. The rapier is pristine and any blood that touches the weapon is immediately absorbed into itself, leaving no trace. If the sword is plunged into a freshly deceased creature (See Note) and remains there for at least one uninterrupted hour, it is treated as a +1 for eight hours after being withdrawn from the body. During this time the weapon draws all the blood and general moisture from the corpse leaving it a desiccated husk when it is withdrawn. —Note: The creature should be no more than 12 hours dead, be the size of a wolf or larger and have possessed a blood based circulatory system while alive. The DM’s has discretion on what corpses qualify to feed the weapon’s hunger as some that have died due to fire or bleeding damage or who have been caught in explosions of power, may be too charred, mangled or lack enough blood for the weapon’s liking.
The Tongue of Storms: A morningstar with a haft made of charred bone bound with gold plated steel. The head is a lead-filled skull of a shocker lizard with heads of ancient spears and daggers implanted so as to serve as wicked looking spikes. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin.  When held, bolts of electricity spark and arc between the weapon's points and half of the damage dealt by the weapon is considered lighting damage while the rest is normal for its type.
Thirst: A primitive looking sword that appears to be nothing more than a simple machete. Upon closer inspection, a careful observer will notice a thick vein of black metal running down the back of the blade’s length, ending at the base of the pommel. To the touch, the vein feels colder than the regular metal surrounding it and slightly sunken below the surface. Upon tasting blood, the vein engorges and the weapon grows in power. The weapon is treated as a +1 whenever the wielder or the target has less than half of their total hit points remaining.
Thunder Cracker: A whip made of tanned, blue dragonhide braided together with silver thread in an intricate pattern. It crackles with electricity when lashed about, producing a tremendous concussive boom when it is cracked. The weapon’s auditory shock waves are loud enough to splinter bone, rupture eardrums and explode hearts. Whenever the wielder successfully attacks a target, the wielder inflicts thunder damage equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit.
Trilobiter: A naturally formed, stone greataxe, older than humanity, carved by countless volcanoes and sharped by eons of ocean waves. Within is a plethora of deep see fossils, the petrified remnants of strange creatures that died long before  the first animal learned to breath air and walk on land. This weapon is unbreakable by any means and the bearer feels old and venerable, as if the burdens of all the responsibilities, regrets and consequences in his life weighs heavy on his mind. The weapon is treated as a +1 if the wielder is the oldest intelligent creature within 100 feet.
Umbra Bow: A longbow made from solid sunlight strung with tangible shadow. When drawn, the longbow can create its own magical ammunition by using a fraction of the wielder's energy to transmute righteous or malevolent emotions into physical form. Should the wielder create ammunition from their own force of will, he must sacrifice up to one hit point per character level (Or 10% of maximum health or other equivalent amount) in order to deal additional damage to the target, equal to twice the amount sacrificed. If it hits, all of the attack’s damage is considered either radiant or necrotic (Wielder's choice). The sacrificed hit points cannot be reduced in any way but the health can be regained as normal. The bow can shoot regular arrows without difficulty and created ammunition evaporates a few seconds after impact. The wielder must choose to sacrifice the health before the attack roll is made.
Viper Blade: An ornate Random Sword with a hilt inlaid with emeralds and a snakeskin grip. The silvered blade is always covered in a faint green sheen that knowledgeable PC's can identify as potent serpent venom. The lethal neurotoxin snakes its way into the target's veins, coagulating the blood, disabling the nervous system, paralyzing the muscles and necrotizing the once healthy tissue. The wielder feels an unpleasant warm tingling sensation in their weapon hand, as if a fraction of the venomous power has somehow penetrated their skin. The weapon deals an additional +1 poison damage on all damage rolls made with it. The sword's silver blade though unnaturally processed and alchemically treated, is pure enough to be effective at dealing with undead, lycanthropes and fey creatures.
Warsong: A masterfully crafted Random Musical Instrument that is a combination of deadly weapon and melodious object. The apparatus is constructed from extremely resilient materials and the instrument is never damaged as a result of casual use in combat. The instrument acts a focus of the player’s anger, determination and skill, allowing him to channel his musical talent into a shockwave of sound. Whenever the wielder could attack he can instead use the instrument and make an standard perform check and the result is treated as an attack roll against the armor class of a target within 40 feet. If successful the instrument deals thunder damage equivalent to a shortsword (1d6) if the instrument is played one handed and a longsword (1d8) if two handed, plus the relevant ability modifier (Usually charisma). —Note: A combat example: The wielder of a warsong lute has a +5 to his perform check (+3 Intelligence and +2 lute Proficiency) and attempts to play it. He makes a perform check of 1d20+5 and gets a 15, which beats a Goblin’s AC of 13. The wielder than deals 1d8+3 thunder damage which is longsword damage plus his charisma modifier.
Wayedge: A longsword with a single sharpened edge (Though not curved, as a sabre would be) Wayedge is forged of steel as reflective as water, its lone edge a thin line of burning cinnabar. The sword's hilt is of twisted cords of copper and black iron, wrapped in white silk; the pommel-nut is a single teardrop of silver. The weapon was fashioned by a master swordsmith and given to a young warrior so that the fledgling adventurer could remain safe and always returns home. A protective magical force surrounds the blade and extends outward sheltering the hands, wrists and allowing the wielder to better make use of the sword to block and parry with. The weapon grants +1 to the wielder’s armor class, defense value, dodge rating or other system mechanic that decreases the chances of being hit with an attack. When the sword is set on the ground and released, Wayedge will stand upright upon its point, swivelling to aim the edge of its blade in the direction of the physical location the bearer most considers “home”.
Winterfang: A broad-bladed longspear with a shaft of frosted steel with grips of white dragonhide, and long tassels of soft white fur dangle from the socket of its sapphire-inlaid crystal head. The soft ice-blue light emitted by Winterfang signals its lethal potential towards enemies, who may suffer coldly burning wounds from the weapon's head and the bitter frost it represents. Knowledgeable PC’s will have heard of an enchanted spear was crafted as tribute to the Winter Court by a cabal of human magic-users, but was never recorded as received by the emissaries of the Fey Court. The weapon is as cold and fickle as the Fey it was meant as a tribute for and although it brims with arctic power, its icy barrage is capricious and unreliable. Whenever the wielder scores a critical hit, the weapon releases a dealing additional cold damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.
Withering Bite: A single-edged, curved and deep-bellied longsword, mottled with a patchy pattern of corroded copper along both sides of the blade. Though the sickly green causes the sword to look almost diseased, it has no effect on the weapon's integrity. The smooth brassy quillons curve forward like paired fangs and the pommel tapers to a simple cinnabar bulb, while the grip is wrapped tightly in an unidentifiable reptilian hide. The weapon is forged of an edge of frozen darkness, the weapon’s corroded blade leaving slivers of flesh-eating vitriol in the wound, dissolving flesh blood and bone. Whenever the wielder successfully strikes a target, he inflicts acid damage equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit.
Zephyr Blade: An incredibly lightweight rapier that seems to almost float in the palm of its wielder’s hand. Gracefully curving lines cover the surface of the silver blade, giving it a feather-like motif and a light breeze constantly surrounds it. The entire weapon is a masterpiece of flowing graceful design, delicately ornate scrollwork and is a tribute to those who made it. Running along its length is a poem written in iambic pentameter, penned in Auran, the language of the creatures of the air. Those who are able to read it, discover it is not much more than a limerick disparaging the filthy land bound creatures and extolling the virtues of those that can fly. The verses have particularly harsh words to say about the incompetence and clumsiness of “groundhogs” and how that in contrast, those that can take to the air are naturally adept in all ways. Any creature who does not have a natural fly speed who wields the weapon finds that they are slightly less proficient than usual at completing their normal everyday task, as if the poem was a warning rather than boast. The rapier is treated as a +1, but while the weapon is being wielded and for one hour afterwards, a bearer without a natural fly speed suffers a penalty of -1 on all of his skill checks.
Ashaya Tunir: A delicate quiver of ebony wrapped in translucent silk that hums with a latent energy. Every sunrise, 2d4 arrows with slim golden shafts, delicate fletching and razor sharp, barbed heads materialize within it. The quiver holds thirty arrows at capacity and when full, will not create more. The bright arrows evaporate into wisps of sunlight and fire if they remain outside the quiver for more than ten minutes or after they are shot from a bow. The quiver holds a spark of divine essence which fuels the arrows daily creation. The arrows themselves retain just enough magical power to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses. The keen heads of arrows curl backwards into cruel barbed points that can tear into the victim’s flesh. The barbs are not guaranteed to hook in and it’s more chance than skill to land such a debilitating shot. On a successful attack with an ebony arrow, when the player rolls the damage die he must roll a second confirming die of the same sort. If the second die is the same result as the first, the player adds both dice to the total damage rolled. —Note: Combat example: The wielder attacked with a longbow, hits and rolls 1d8 damage. The first damage die (1d8) is an 8 and the confirming die (Also 1d8) is also an 8. Since the rolls match, the wielder deals 16 damage instead of 8. If the confirming die had a result of 1-7, the wielder would deal the original 8 damage. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. I recommend that the player or DM assign a color system so avoid confusion, for example the first die is always blue and the confirming die is always red. This way both dice can be rolled at the same time to speed the process along.
Thunderfury: A vicious bastard sword, crafted from elementium and containing a crackling electrical core that might be all that remains of an elder lighting elemental. The hilt is unusually long, wrapped in black dragon hide and studded with small spikes of black dragon bone. The weapon flickers with jolts of power (Never harmful or distracting to the bearer) and discharges small static shocks on a regular basis and when held this property extends to the bearer as well, causing their hair to stand on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the sword audible crackles and violently sparks. Whenever the wielder scores a critically hit, the weapon releases a shocking burst dealing additional lighting damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.
Sword of Justification: A shining longsword with a silver plated blade emblazoned with a prayer of cleansing to the God of Purity. The ornate crossguard spreads wide combining the blade and the hilt into a large holy symbol of the God of Purity. No matter its circumstances, the weapon remains absolutely pristine, free of nicks, dents, stains, blood, gore and dirt, remaining perfect and pure. When held, the bearer’s mind is filled with thoughts of purification, righteous vindication and cleansing fire. The wielder is imparted with a strong sense of good and evil, the desire to see justice done at any cost and for the corruption of the world purge by the sword.  The longsword impervious to mundane damage and never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques. If the weapon is used to slay humanoid creature, the Sword of Justification will cause the corpse to undergo a gruesome metamorphosis. It will contort itself into monstrous shapes, growing horns, fur, spikes tentacles or fangs, oozing black blood, and reeking of sulfur and brimstone. The specific shape varies randomly, but no one looking at the result will imagine it was anything but an evil creature and the original victim will be all but unrecognizable. This is a permanent physical change that can be undone with abilities that dispel magic or break curses. Knowledgeable PC’s will have heard that these swords are sometimes carried by fervent members of holy inquisitions who use them to justify the evil hiding inside the innocent civilians that got in their way and ended up dead.  
Tears of Blood: A dark and forbidding weapon, Tears of Blood is a spear forged of blackened steel and completely enameled over in translucent, glassy crimson. Its broad, chisel-like head is of the same steel and carved with intricate channels; the razored edges seem perpetually wet with blood which sprays from the weapon in gleaming teardrops when used in combat. The weapon saps its wielder’s vitality but pays back the price in combat with each successful strike. After successfully attacking the target but before rolling damage, the wielder must choose to sacrifice a number of hit points up to one hit point per character level (Minimum 1, or up to 10% of maximum health or other equivalent amount,) in order to deal additional damage to the target, equal to twice the amount sacrificed. This damage is considered the same type as the weapon’s attack and is added together with the rolled damage. The sacrificed hit points cannot be reduced in any way but the health can be regained as normal. Tears of Blood draws out a portion of the victim's life and feeds it to its wielder when enough blood is spilled. Whenever the wielder kills or scores a critical hit on a living enemy he regains hit points equivalent to a dagger (1d4).
Ruby Rod of Asmodeus: A large solid ruby that has been cut into the form of a durable rod (Heavy mace statistics). The ostentatious implement is four feet long and sports an opaline tip that resembles a clawed fist clutching a skull and a jagged bottom that looked like the rod was actually part of something larger and was snapped off. The weapon is covered with the names of good deities, angels and celestials, all spelled in reverse and sullied with black blood. When held, the rod gives off a soft red light and the cursed gemstone forcibly draws energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
Snowember: A battle-axe of massive construction with broad, flaring blades, Snowember is unmistakably enchanted. Its haft is of polished steel engraved with running spirals, its grip wrapped in golden scales with tassels of beaded white horsehair dangling from the suspension-loop in its butt. Wickedly sharp, the flared wedges of Snowember's head are fashioned of a frosted, snowy crystalline substance; either eternal ice or impossibly translucent blue-white embers. A corona of roiling white flames dances endlessly across the blades, warming and cooling all at once, though Snowember deals no damage from its fires unless so desired by its owner. Whenever the wielder successfully strikes a target, the wielder can choose to inflict cold or fire damage (Wielder’s choice) equivalent to a dagger (1d4) in addition to the attack's damage. The elemental damage is not multiplied on a critical hit.
Manyblade: An old longsword, pockmarked with signs of hasty repair.  If brought up to the ear a bearer can hear the sounds of past battles emanating from these spots like ocean waves from a seashell. An experienced warrior or blacksmith can tell that this weapon was repaired with metals sourced from other swords and its blade is not dissimilar to a patchwork quilted cloak with countless signs where it has been broken, sheered or shattered and reforged rather than tossed aside. When swung, Manyblade leaves faint afterimages of other longswords as if the blade’s metal carries the memories of all of the past weapons that form its length. Twice per day when the wielder missed with an attack roll, he can focus on the afterimages forcing them to coalesce into physical form for an instant, guaranteeing one of the blades to catch the unsuspecting target off-guard which deals force damage equivalent to a dagger (1d4). The attack is still considered a miss otherwise however.
Star of the Sun: A magically-reinforced mace with a star-shaped head of crystal bearing eight spikes caps. The polished steel haft, and the grip is wrapped with golden wire and set with ivory scales. The weapon was forged to be as much of an impressive piece of regalia as a formidable weapon. The bearer can feel the power and heat of the sun tingle over their entire body like a warm embrace. The mace is treated as a +1 in direct sunlight and the wielder can see look directly into the brightness of the sun without suffering any sort of discomfort or damage whatsoever. —Note: Direct sunlight can include shady areas such as under a forest canopy but not areas primarily lit but non sunlight such as most indoor settings.
Fulcrum: A thick, heavy, steel crowbar nearly six feet in length, that feels strangely weightless while in the bearer’s possession. The solid chunk of metal can be swung in combat with ease (Quarterstaff statistics) as well as serving as a mundane pry bar. A creature struck by the weapon feels the full force and weight of the heavy steel and the wielder is able to use the crowbar’s natural levering points to unbalance and reposition even the sturdiest of his foes. On the wielder’s turn, whenever he successfully attacks a target with a lower strength or dexterity score than himself, he may choose to push that creature five feet away from himself by spending five feet of unused movement speed for the turn.
Amputator: A rapier with a long, thin blade, crisscrossed with dozens of nicks and scrapes. The hand guard is simple in its design, a smooth metal dome protects the wielder’s hands from incoming strikes. The weapon is imbued with a fragment of skill source from an unusually petite half-elf duellist named Sasha Orellum. Knowledgeable PC’s will have heard stories that her short arms always placed her at a disadvantage against her long-limbed opponents and as she couldn’t reach her opponent’s chest before getting hit, she’d aim for the next best thing: their hands. Sasha honed her skills, inventing a fighting style that focused entirely on disarming her foes and became a grand-master fencer in her own right. Using an action equivalent to making an attack or casting a spell, the wielder can attempt to disarm an opponent. The wielder gains advantage on the disarming roll or the target suffers disadvantage to resist the attempt, whichever is better for the wielder. Whenever the wielder lands a critical hit, he can immediately attempt to disarm the target as a free action. Whenever the wielder disarm’s a creature, he is able to slash along the target’s wrists or hands dealing damage equivalent to a dagger (1d4). —Note: If your system doesn’t have rules for disarm attempts use this: The wielder declares the disarm attempt and chooses to make either a Strength or Dexterity check which is contested against the target’s Strength or Dexterity check (Target chooses which ability it uses). If the wielder has the higher result, the target is disarmed of one object they’re holding. If the target wins the contest, there is no effect and the action is consumed without effect.
Shard Mace: An oversized mace formed from thousands of carefully assembled the tiny pieces of a silvery metal that hover around an iron rod. The pieces float just barely apart from each other in the formation of a wicked flanged head. Through the cracks a bright glowing blue hue can be seen. The mace’s arcane binding absorbs kinetic force with each swing and it begins to hum with power after a few successful impacts in the heat of combat. Devastatingly strong hits, overcharge the mace causing it to explode outward in an explosion of shrapnel and arcane energy before the shards are quickly pulled back in reforming the mace’s head. Whenever the wielder scores a critical hit, the weapon releases a concussive blast dealing additional force damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.
Shard of Obliteration: A deep, perfectly black longsword with a blade so dark that on observation it seems more like a hole in the air, as if one was staring into the sky on a moonless, starless night. The weapon has its own weak, but constant gravitational pull, drawing objects, creatures and even light towards the void that serves as a blade. The bearer and all creatures within five feet of him have their movement speed reduced by five feet as the gravitational field hampers their mobility. Whenever a creature is slain by the weapon, the corpse is stretched and compressed into long thin strips of spaghetti-like substance that is drawn in and absorbed into the sword, utterly disappearing leaving nothing (Including equipment) behind. The Shard is a double edged sword and should the bearer be killed while wielding the weapon, his body and possessions (Other than the sword itself) are likewise thinned and squeezed into ribbons of dense matter before being consumed by the blade's power. The wielder can never use the sword to inflict non-lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, he must choose to kill the enemy.
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thirtytwoelvismovies · a year ago
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Hey there! This blog is a dumping ground for all the pop culture stuff I’m into... and it’s also a late-nite anxiety clearing-house. I also collect a lot of VHS tapes (mostly horror, cult, animation, etc.) and earlier this spring I started digitizing the tapes and producing compilations. Everything is sourced directly from a cassette in my collection, with a little help from fellow tape heads and YouTube.
The Midnite Film Society
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Horror and cult-focused compilation series, with a little bit of sleaze thrown in for good measure. Every volume has at least one feature and some other goodies — trailers, commercials, video game excerpts. Check ´em out!
Classic Wrestling Compilations
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My buddy and I get together every other week to simul-watch a classic wrestling tape I’ve digitized. They include a Royal Rumble, Summerslam, a couple Survivor Series and some random compilations Coliseum Video put out in the late ‘80s & early ‘90s. Besides the feature attraction, they all include some broadcast promos, toy & video game commercials, even a cartoon. Check ‘em out.
En fin de nuit
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An ode to the late nite, soft-core programming I’d sneakily watch during my misspent youth. Sybil Danning, Shannon Tweed, it’s all there. Check ‘em out.
Saturday Morning Cartoon Fun-Times
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Spanning the ‘60s to the early ‘90s, a collection of Saturday morning and after-school cartoons. My
An assortment of Saturday Morning Cartoons ranging from the late ‘60s to the early ‘90s. Toy and cereal commercials galore. Some stuff that never made it past VHS. Check ´em out!
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theparanormalperiodical · 10 months ago
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7 Horror Films That Inspired Horrific Real-life Crimes
If you try hard enough, you can blame just about anything on video games.
Violence, murder, sexism, racism; every ill in society can be traced back to the pixelated gangsters, medieval knights, and fantasy creatures roaming your laptop screen. Most school shootings have been traced back to the joy stick, or at least the world one enters into when they press ‘play’.
Horror films have experienced a similar treatment.
Whilst they might not put you behind the trigger of an imaginary gun, you can see the effects of it being pulled.
Fervent gun supporters in the US have always slumped the blame of mass shootings and other horrific tragedies on the video games and the movies that play out these scenarios. But most of us can agree that having access to the weapons to carry out these events is actually the underlying cause.
(Well, I mean, it’s not underlying. Like it’s right f*cking there.)
Regardless of this, horror films and video games in the wrong hands can traumatise unstable people and lead to tragic events. And they already have. Horror films are often inspired by true stories. 
But sometimes, they serve as the basis for reality, too.
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Why do we watch horror films?
Is it the sense of escape from our mediocre world to one full of dramatic lighting, mythical monsters, and cheesy dialogue? Is it that feeling of adrenaline, of excitement from watching dear virginal Becky sweep the leg of the psycho-killer and finish the seance that sucks him back to hell?
Well, it’s a mixture of these things.
Horror films are unique in the sense that they trigger a physiological reaction in us viewers: we register the threats we see as real despite it being on the big screen or our ‘lil laptop.
These feelings have been known to trigger PTSD, anxiety, and insomnia. But for those more vulnerable to the often violent scenes - namely impressionable children or those with certain severe mental health problems - this can obviously result in dire effects.
That being said, this doesn’t mean films should be blamed for every punch thrown and every bullet fired.
“Real life causes this, fake life does not cause it…
The reason for a lot of these movies is the culture that we live in, the events that have gone on in our world.”
- John Carpenter
Saw (2004)
If there ever was a film to traumatise you, it would be the opening act of one of horror’s bloodiest - and most controversial - film series. In the 9 film saga we see a serial killer teach various people the true meaning of life by subjecting them to various puzzles and traps that nearly kill them.
Makes sense.
But unfortunately, the twisted plot line that drives select victims through tortuous traps has been played out several times in real life. Of course, not all hostage situations that result in torture can be traced back to the creepy puppet Jigsaw.
One of the most notable cases of a Saw-inspired crime was planned in Utah. A 14 and 15 year old boy were charged in 2009 of conspiracy to commit kidnapping. They were overheard by a parent of their desire to kidnap, torture, and even film the events in order to become famous.
They later cited the Saw films as an inspiration during a confession to the police. The list of people they wanted to kidnap, torture, and kill were seemingly random. But they later claimed they selected these people as they had harmed others.
American Psycho (2000)
It’s a horror classic: a sharp-suited investment banker is secretly a serial killer exhibiting seriously unstable habits. This psycho thriller terrified audiences whether they encountered similar executives on a daily basis or not. But 4 years after its release, Michael Hernandez stabbed his middle-school classmate to death.
Another 14 year old (this time from Florida) claimed he was aiming to become a serial killer, basing his behaviour off of the main characters of American Psycho and The Silence of the Lambs. He believed that God agreed with his actions, and that when he’s finally put behind bars, God will give him powers to escape.
“He’s a boy whose fantasies blurred with reality”
- Defense expert on the case
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Nightmare On Elm Street (1984)
In the same year that Hernandez stabbed his classmate, Daniel Gonzalez went on his murder spree. The 24 year old paranoid schizophrenic consumed a large volume of assorted drugs before killing four. He used knives in these attacks, pretending to be the infamous horror villain Freddy Krueger.
Later known as the Freddy Krueger Killer or the Mummy’s Boy Killer, Gonzalez’s chilling attacks in London and Sussex are only made more tragic by the fact his own mother wrote to her MP shortly before the murder spree, asking "...does my son have to commit murder to get help?"
Gonzalez targeted the elderly and the vulnerable, even writing letters to himself about how much he enjoyed the murders.
Scream (1996)
This cult classic resurrected the slasher genre. But it also awoke something much darker. The movie itself is cited as a “very good source” on how to kill someone, with a number of copycat murders being inspired by the adventures of ‘Ghostface’. But Thierry Jaradin is by far the most infamous.
Jaradin’s brutal act echoes a real fear women share, a fear recently brought back to the surface by the tragic death of Sarah Everard.
Jaradin (24) befriended a 15 year old girl and invited her to his house. He asked if she would like to have sex with him and she refused. He then proceeded to don the Ghostface costume, pull out two large carving knives, and stabbed his victim 30 times.
He confessed the murder immediately after and told the police his crime was motivated by America’s bloodiest movie.
Taxi Driver (1976)
This movie follows an unstable Vietnam War veteran who plots to assassinate a politician. Considered Martin Scorsese’s bloodiest film, it plays upon several dark themes including child prostitution and gun violence. John Hinckley Jr would find inspiration in the events of Taxi Driver and would use it as motivation to shoot the then-President, Ronald Reagan.
He claimed he was seeking fame from the attempted assassination to impress Jodie Foster, the actress playing the child prostitute in the film.
He moved to Connecticut to stalk her whilst she studied at Yale University, frequently leaving poems and messages under her door or on her answer machine. He then turned to a more horrific plan in an attempt to get her attention, considering either an aircraft hijacking or public suicide in front of her.
Shortly before attempting to kill Reagan, he wrote to her:
“Over the past seven months I've left you dozens of poems, letters and love messages in the faint hope that you could develop an interest in me. Although we talked on the phone a couple of times I never had the nerve to simply approach you and introduce myself. ... The reason I'm going ahead with this attempt now is because I cannot wait any longer to impress you.”
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Halloween (1978)
In horror’s most successful franchise we see a mysterious figure hell bent on murder. There’s barely any motive behind his crimes. But Richard Boyer claimed his murders of Aileen and Francis Harbitz did have a cause.
In 1984, Boyer decided to rob the Harbitz’s, an elderly couple. He was on a number of drugs including PCP and cocaine, and suffered a hallucination as a result of them - a flashback to a scene from the second instalment in the franchise from which Michael Myers kills an elderly couple. He stabbed them a total of 43 times.
His trial was the first time in legal history a commercial motion picture was submitted as evidence at a murder trial. In 1992, he was sentenced to death for his crimes.
Boyer is currently on death row.
Friday The 13th (1980)
Jason Voorhees (and his mother) is one of the most famous serial killers to make a cinematic debut. But his ruthless stalking of innocent people and brutal crimes would go on to inspire 19 year old Mark Branch.
Branch was in the middle of a psychological study conducted by Sharon Gregory when he decided to dress as Voorhees - complete with iconic mask and similar attire - and stabbed her to death.
This was a week before Halloween 1988 and gripped the town of Greenfield, Massachusetts. There was widespread fear he was plotting an attack on the 31st October. It was only in late November that he was discovered to have hung himself from a tree shortly after her death.
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I don’t know what I was expecting, but Jesus, that was really depressing.
Think I’m gonna go lie down and cry now...
If you, uhh, liked this post please like and reblog it. And if you want to hear more cheerful and less tragic articles about the paranormal, hit follow. I promise, next week won't be nearly as traumatic!
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ophcliaswrites · 11 months ago
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by clicking on the source link bellow you’ll find #75 gif icons of sofia black-d'elia in assorted videos i found on youtube and tatbilb 3. all of these gifs were created by me from scratch so please do not repost or claim as your own. you are more than welcome to use them in edits and whatever else as long as you credit me ( @ophcliaswrites​​​​ ). if you use these gifs, please like or reblog this post. as an added bonus you will also find on the page #33 gifs of sofia in tatbilb 3.
there is a tw for blood for two gifs on the gif page
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closertotheheartofthesunrise · 10 months ago
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happy alyx day!!!!
i seem to perpetually have a lot going on so no special art for today unfortunately. :(  but here’s some renders I did in Maya the other day after I ripped her model - plus some smaller versions screencapped straight from the render viewport bc plain old “export render” didn’t export her hair materials as dark as they appeared. idk what’s up with that exactly...needs some more work.
Anyway.....LOTS of thoughts about bideo game under the cut
HI THANKS FOR CLICKING THROUGH??? TLDR I LIKE HALF LIFE A LOT AND I ALWAYS HAVE FOR SOME REASON. AND NOW IT’S BACK AND I STILL LIKE IT
It’s now one year to the day that I, watching a Discord channel full of Valve Index owners struggling to decompress their preloaded games, finally acknowledged that I was not going to be playing Half-Life Alyx on launch day. I was sitting at my little workstation at my family’s dining room table, steadfastly blocking out the homework I had to do, thinking unhappily of my Vive in its box on the floor in my school apartment. I had no computer with which to run a game as demanding as HLA, and no comfort but Kelly Bailey’s CSGO music pack, and a friend who was going to stream the game later. I deserved this, I thought. I deserved this more than any of you.
I have no way of knowing if I did or not. I was feeling pretty helpless at the time. My family’s kitchen table was not where I was supposed to be. It haunts me as I recall it – alone with my headphones and my laptop, sealed off, surrounded by a family struggling just as hard to adapt to a new kind of world. We were all packed in together, the specter of The Plague newly looming. I wanted so badly to escape – even a vacation to City 17 would have been a sweet relief. The Quarantine Zone – ha! Alyx didn’t know the half of it.
I joke that the reason I like Half-Life so much is because I played it too young and imprinted on it, like a baby bird. There’s truth at the bottom of that joke – I was deep enough in the Orange Box fanclub that I spent an entire year anxious for the release of Portal 2 after its announcement. In 2011 I was 12, so if memory serves, I had played Half Life 2 and its episodes before I was 11 years old. Too young? Maybe. I seem to have come out ok, but I wish I could play every game in the Orange Box for the first time with the experience and life context of who I am today. There are things you are less likely to understand or identify with when you’re a kid, and I’ll never get to experience Portal or Half Life 2 for the first time with that understanding.
That being said, I loved the games anyway. I directed the kind of fanaticism towards the games that only a child with unsupervised internet access, no responsibilities, and what likely should be an ADHD diagnosis can muster. I printed out a picture of GLaDOS and carried it around in my pocket, a budding artist’s reference photo. I vibrated in place every time I saw a crowbar. I drew lambdas on things. I had an ipod shuffle that I listened to in the car on the way to school – I loaded it with every Half-Life song, and Portal 2 music stems I ripped from the game with GCFscape. I had the general order of the playlist memorized, so that I knew if I skipped around and heard Vortal Combat, I was at the first song in the playlist, and I could click out of shuffle mode to go backwards to my newly added songs. The ipod had a button that spoke the names of songs out loud to you in a funny text-to-speech voice, because it didn’t have a screen. I can still hear it doing its best to handle those stems - “sp_a2_part2_coretransfer”, right?
But we’re here to talk about Half Life. For a period that may have lasted up to three years, it consumed me. I searched “half life 2 episode 3” and every possible variation up on google news a few times a week. I made my parents listen to the soundtrack. I have faint memories of trawling FF.N for fanfiction to occupy my little self, as well as a few forays onto Ao3. I spent most of my time on deviantart, although I couldn’t tell you what I was actually DOING on there, haha. I was digging through middle school notebooks a few days ago, and found a handful that were packed with Valve ephemera…unfinished and unfocused fanfiction, musings on how to mash Portal and Half Life canon together, fiction featuring actual Valve employees, unsteady drawings of hunters and Team Fortress 2 characters and how I thought Episode 3 was going to play out.
And then…I got tired. I graduated from 8th grade and discovered Sherlock and Homestuck and Doctor Who and gleefully immersed myself in their work and fandoms. (You had to be there.) It was nice to lurk in a live community, and as I worked through high school, Steven Universe, Gravity Falls, and assorted animated things took over as tentpole media. I moved across the country. I graduated from high school and enrolled in an animation program at a local university. And I grew up.
One fateful day in November 2019, I was sitting in an art history class. I had my sketchbook open next to my notes, and I had a red pen I’d picked up at work that was a joy to doodle with. I was thinking about a set of character designs a classmate had shown a few hours ago, ones that had sparked thoughts I hadn’t had in at least seven years. As my professor showed slides of Northern Renaissance still lives, I drew a place I’d never been, yet seemed to remember as well as my old neighborhood.
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(I’d like to note, just to flex, that I know you can’t see the Citadel from that angle. I was making a conscious choice to try to hit every landmark in one picture, and that’s the angle I started from.)
A few hours later, Valve announced Half-Life Alyx – the first Half-Life game in thirteen years. I watched the trailer on my phone on a bench at school. Then I watched it at work, a few minutes before my shift. Then I watched it again.
I didn’t know what to think. I’d read Epistle Three - I’d closed the book. I’d already mourned. It was like a dead friend returning from the grave.
Then it grew. I had to play this game.
I’d attended a VR demo through my school’s video game development club a year ago. It had been magical – I and my friend were the last ones to leave. I thought as I left that VR was truly something different and unique, impressed beyond belief by Space Pirate Trainer and Tilt Brush. This is what I try to impress on everyone I talk about VR with – there’s no substitute for being inside a headset. A stream is a pale facsimile of the experience. Now, here was a new Half Life game, and I finally had an excuse to purchase a VR system.
What I didn’t realize was that I needed a proper computer to run the used Vive I ended up buying in February, and as I was preparing to build my proper VR computer, everything went to shit. As the year passed I scrapped together a tower on the back of a broken system I got from a friend, and finally – finally – in February 2021, I had a computer that could run Half-Life Alyx. (I have learned a lot about computers in the last year! So much fun.)
And when I had everything set up, I was playing a new Half-Life game!! a NEW one! Even through a new medium, it felt like home in a way I really didn’t expect. I still don’t know how to express it. It’s nice to play a Half-Life game where I didn’t know what was coming next, where the maps and story weren’t burnt into my brain. Part of me imagined it felt good to be in the Source engine again. Maybe it just felt good to return to City 17. And it was soooo much fun, every minute of it.
The other thing was that…I got to experience the game as an adult, one with about 8/9ths of an animation degree. I know about the production pipeline now, and writing a good story, and directing the viewer’s eye, and setup and payoff cinematography and vistas and visual storytelling. Playing through HLA is playing through a work of art. I almost wished I didn’t know anything about Valve’s game design philosophy, because then I wouldn’t have noticed how the devs were playing me like a fiddle – but how much fun it was to be that fiddle.
I finished Half Life Alyx a few weeks ago, on March 12th – just one day after the anniversary of the last day of school. I thought my gaming habits had dropped off since 2013 because I had moved on to other interests, but I wonder now if it’s simply because I ran out of linear, single-player FPSes to play. (Or maybe none appealed to me.) I like to know that I’m always going in the right direction, and that my story is intentional and will come to a climax in a satisfying way. Do I owe my preference in game styles to my 2010-13 obsessions? Maybe. I don’t think it matters by now. What I DO know is that my childhood ambition of working at Valve now looms again...
And of course, 11-year-old me is completely blissed out. I can’t wait to see what they do next. It’s been so much fun to return to this world in the past year, to use the powers I’ve gained in the last decade to fulfil my childhood ambitions of expressing my love for the universe and characters. Thanks for coming back for us, Valve.
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p-redux · 11 months ago
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New to the fandom, and stumbled across your site. I see the Twitter comments on his posts of him being married or gay or whatever. Is there any point of making a simple comment that it isn't true, or does that just feed into it?
Hi, Anon, welcome! Sam HAS ALREADY addressed the he's secretly with Cait rumors and the gay rumors. On the positive side--it put the TRUTH in writing for posterity. On the negative side--it did nothing to stop Extreme Shippers or assorted Haters and Trolls from continuing to spite ship, hate, or troll. A case of dammed if you do, dammed if you don't.
Extreme Shippers, (who refused to believe when I told them my sources confirmed Sam and Cait were not a real life couple, when Diana Gabaldon told them, when EVERYONE associated with Sam and Cait told them), said that they would ONLY believe Sam and Cait weren't together in real life IF Sam and Cait said so THEMSELVES on VIDEO. Weeelllll, that's exactly what Sam and Cait did YEARS ago.
https://www.eonline.com/news/729472/are-sam-heughan-and-caitriona-balfe-dating-the-outlander-stars-set-the-record-straight
Aaaand, of course Extreme Shippers cried and wailed, and gnashed their teeth BUT, as they always do, they managed to discredit the video, reset the SamCait ship's course, and off they sailed to ship another day and month, and year, and YEARS.
Even after the infamous video, it STILL wasn't enough when Sam FINALLY posted a PUBLIC pic of him with his then serious girlfriend, Mackenzie Mauzy (2016-2018) right on his own Instagram account. Or that Cait herself and everyone who knows Sam "liked" the relationship-confirming, "Instagram official" pic...
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NOPE, those who didn't want to believe it, didn't.
And even after Cait literally MARRIED her long time beau, Tony McGill (who I FIRST told the fandom about in 2014), the last of the Extreme Shippers still held on and hold on like barnacles stuck at the bottom of the long ago sunken SamCait ship.
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As for the gay rumors, tons has been written about this and I've already DEBUNKED that many times (including posting source info of people who know Sam personally) BUT Sam himself has also ALREADY set the record straight (pun very much intended) ;-).
PS. There's nothing wrong with being gay, Sam simply isn't, so it's wrong to spread lies about him. That's all.
Here is an interview he did where he addressed it directly. Click link for full interview, but here's an excerpt
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http://www.newnownext.com/spy-who-dumped-me-star-sam-heughan-is-honored-that-you-think-hes-gay/07/2018/?utm=share_twitter
And most recently, when Sam put out a statement about the harassment he has been receiving for so long and false allegations about him, including the gay rumors.
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So there you have it. Sam has addressed BOTH himself, directly and publicly. There's nothing more he can do. Sane, rational people said "Thanks for clearing that up, Sam, we believe you." And went on with their lives. People who are out of touch with reality and/or don't want the truth and/or are trolls and/or are fandom assholes, said Sam must be lying, it's a conspiracy by the powers that be, and all sorts of convoluted mumbo jumbo that only tinhatters, haters, and trolls still spread. Simple as that.
ALL of the info is out there at this point, including on my blog. Irrefutable evidence that Sam is not married to Cait, has never been romantically involved with Cait, and that Sam is not gay.
So, anyone in the Outlander fandom in 2021 has a choice to either be in the sane part of the fandom or the um, opposite of sane part of the fandom. Choose wisely, Anon.
None so blind as those who will not see...
"I see," said the blind man, but he never did.
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secret-code · a month ago
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》 welcome to the kep1er flower garden! current occupants: 2 ♡
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