Now I find out that the reason why I had such a bad reaction to 4 bag of chemo was cos my chemo was the "red devil". Like dang, my doctor had a lot of confidence in my immune system handling it.
Yes, I'm getting better but HOLYSHIT.
Doxorubicin is a powerful chemo that can total a person 😭. (I can barely even spell this fucking shit. I've had so many treatments tested on me that I get confused but at least now I know why I ended up so bad)
I should have known something was up with that red urine and the stains. I thought it was blood but it's called as The Red Devil cos liquid is red and yes can make you piss red ink. Literal red ink. It wasn't blood but INK.
Ahhhhhhh this shit is terrifying wtf. I need to drink more water, I thought I was getting an average run of the mill chemo. Not this one. I need to take better care of myself damn.
Didn't know he pulled out something that strong on me on the first round and plus it's super expensive.
No wonder my insurance is being a twat.
He's also prescribed Arimidex which ain't that big a deal... I've been taking it since last year since I found out my diagnosis.
I refused to take steroids even though in refuses my bones hurt more. (Yes the steroids are supposed to make us a little "sturdier" to handle these treatments but... they were causing awful mood swings, heart problems, sudden adrenaline rushes, etc... I had a very bad reaction to prolonged use. I called it DeCABRON instead of decadron (the steroid name).
Doctor thought the new name was funny.
8 notes
·
View notes
I'm in love with Aamira ❤️❤️🙏 can you give us more info about her? Some fun and maybe not so fun facts about her?
Hi Anon !
Thank you for your kind words and for your interest \o/
Aamira's side of the family is the one that Qalaa got her "Beast Curse" from. It's a bloodline hereditary curse that boosts the strength of those in good health (like Qalaari) and eats away at those that have a weak constitution... like Aamira.
"Weak" members of the family are usually cast aside or cast out. Aamira ; while still quite young, 16 or so ; ran away from all of this to try to live her life following only her will and enjoy as much of it as possible.
Even without the curse Aamira would have had a weak health, but think of it as her Beast basically making her immunodeficient and weaker and weaker as the years go by.
She managed to make a little life for herself in a small unremarkable place close to one of the older forest of the region. There she developed close ties with two siblings, Temhos & Olgha. Both of them members of a tribe that lives deep deep withing the old woods who come to visit the village semi frequently to trade goods and buy things to carry back where they live.
Both siblings tried to court Aamira (after months of good relationship), and, eventually, Aamira chose Temhos.
For two or three years things were pretty idyllic fro all of them. But then Aamira started talking about wanting a child... Temhos tried to reason with her that with her health it was really fucking dangerous for her to try and that her chances of not making it through were too high for his tastes... Aamira pretended to listen but actually didn't and things got really bad when Temhos found out she was pregnant.
They argued, Aamira's health took a downside, Temhos took care of her until she got better again (and Aamira, with her rose-tinted delusional glasses, thought it meant he'd stay).
When Aamira was around 7 month pregnant Temhos ran away (very very far away). It broke her heart but not her (by now frantic) determination to see her pregnancy though. She (somehow) found her away again to Temhos' village where she was taken in by Olgha (who was very confused, then very angry (at both Aamira & Temhos), then very panicked).
Qalaari was born in this village. Olgha became her surrogate parent to help Aamira raise her (she was still in love with Aamira, but knew that her heart, broken as it was, would still never be hers... I think Aamira knew Olgha's feelings too and could only just be very thankful she still helped her raise Qalaari, despite how painful it must have been for her.)
Aamira was very loving with her daughter, but her (now very bad) health and broken heart left her with long dissociative episodes, on top of moments where she wouldn't even managed to get out of bed. That's when Olgha would take care of Qalaari most (frustrated and heartbroken as she was over the whole situation, Olgha genuinely loves Qalaari like her own daughter.)
12 years after, the Beast finally eroded all of what Aamira was (she was still young... probably around 32 or 34 years old ??) and she passed away.
Also, how Aamira survived giving birth is nothing short of a miracle. Most likely due to her will of titanium to meet and raise her daughter... Eventually the Beast got the best of her, but she managed to hold on for 12 more years !!
2 notes
·
View notes
I don't have enough time or experienced with enough classes to write a detailed multiclassing guide, but for D&D players, especially new players, wondering if they should multiclass, the simple answer is "probably not". Multiclassing is, in general, bad. The game was not balanced with it in mind, and it's very easy to muck up your character if you don't know what you're doing. I'm not just talking from an optimization perspective, either; it's difficult to justify it narratively in a way that doesn't cheapen the significance of what class levels represent. You don't become a Bard by practicing the lute for a week. You can't become a Wizard without years of study. If you plan to multiclass, my advice would be to find some way of tying it narratively into your primary class somehow; an Eldritch Knight becoming a Wizard is sensible, because they already have an understanding of how to work arcane magic, they just need to spend some time focusing on that over improving their martial abilities to learn enough to start filling out a spellbook. Of course, that still takes a long time, but the Eldritch Knight's previous experiences mean they already know how to cast multiple spells already. If you want to multiclass for story reasons, ask yourself two questions: Is multiclassing really the best way to convey this change in my character, and, if so, do they have the adequate time, experiences, and resources to practice the skills necessary (physical training, study, spiritual attunement, etc.) to even START being that class?
The reason I put so much weight into class levels is because the Player's Handbook itself makes a point to clarify what sets a member of each class apart from others who seem similar on the surface; not every soldier in a given army is a Fighter, chances are most of them aren't. And Paladins are even rarer! To achieve even one class level is a strong indication of skill and effort, and I as your DM would expect you to consider how your character achieves levels in a second class. My campaign features a Fighter/Warlock multiclass, and her patron is both the supplier of her occult magic, and her instructor, personally training her in her dreams, so she can level up in either class and it'll make sense. My favorite combination, Paladin/Sorcerer, can be explained by latent powers emerging in response to their experiences and the holy power they channel within themselves, perhaps a gift from their deity or the result of them or their ancestor slaying a creature like a dragon or vampire whose blood imbued the Paladin's bloodline with arcane magic. Maybe a Monk/Cleric comes from a monastery that reveres a specific deity, and that Monk caught their deity's attention, choosing the Monk for a holy mission. If multiclassing is part of your character's backstory or projected future, having a plan for it is key to making them still feel like a cohesive, singular character.
10 notes
·
View notes
Okay I've been posting about Summon Night Swordcraft Story 2 a lot the past few days and I do recommend it a lot even if the game is highly questionable at times.
Its one of the best games in the GBA. That said, its one of those games where you might need a walkthrough if you want to 100% everything, since the main game takes the span of ten days.
That being said, I know it might not be for everyone, so I've compiled a list of its gameplay elements, the things I liked about it, as well as some stuff that might irk other people out from trying it.
Basic plot summary; you are a craftknight's apprentice, someone who makes weapons such as swords, axes, spears, knuckles, and drills. You're also specifically the last remaining descendant of the Coltheart clan, a clan of summoners, people who summon creatures from other worlds (machine world Loreilal, Yokai world Silturn, spirit world Sapureth, beast world Maetropa)- these creatures are called as summon creatures.
Plot spoiler happens, and you basically have to seal a certain evil away from rampaging and destroying your village. At the very start, you encounter a stray summon creature- what you answer during this part will result in a different guardian beast to partner with you.
Some gameplay stuff;
The partner you chose at the start of the game cannot be changed. They have different skillsets and priorities from each other; the fire oni Loki focuses on attack and using flames, while the wind beast Arno focuses on agility and utilizing the wind. They all have the ability to enchant your weapon with the others' elements, but they can't learn each other's special moves.
The partner at the start also has different interactions with the player and the world around them; machine guardian beast Ex-e-LD is factual and logical, angel-devil guardian beast Dinah is abrasive and sarcastic, oni guardian beast Loki is hotheaded and reckless, and half-beast Arno is airheaded and peculiar.
Despite the title (and the first game being more centered around swords), you can choose to opt for other weapons. You start with a sword, and only two story elements require a sword; otherwise, you can shift to using the other four weapons in the game.
Weapons are highly customizeable; besides their appearance, you can alter their attacks and passive skills utilizing different ingredients.
The game is an RPG, with its overworld being similar to the likes of Pokemon, but the battle system isn't time based- its real-time combat. Additionally, there are random encounters outside the town and forts.
The world is small; there's no other civilizations explored outside your own town. There's a large forest, the caves, and the four forts it holds, plus some four areas you can instantly transport to, and the final dungeon. The four areas and the dungeon get bonus floors post-game, but that's about it.
Besides weapons, you can create accessories (not reflected on the character, sorry) for stat boosts, medicines, and other items, like a diary that lets you save anywhere, and an amulet that helps you repel encounters.
A fishing minigame is there so you can buy additional shapestones for weapons, as well as buy ingredients you could normally only obtain through story-bosses.
Sidequests that span over the course of ten days; there's quite a few, but the main ones I recall are talking to the merchant and his friends daily for rare ingredients, finding a lady's lost cat, and finding a child's missing items. There's also an NPC that trades you rare ingredients for medals you can find in the overworld.
After the end of every day, you get to spend time with one NPC; your guardian beast, or any of the characters you've met so far. Who you spend time with the most determines the ending you get.
Things I liked;
Fun gameplay! I liked exploring the world, gathering ingredients, and crafting all sorts of weapons. When the gameplay gets shaken up a bit, its also a fun time.
A lot of dialogue is honestly very fun, particularly between the player and their guardian beast; though a lot of characters' interactions with them are also nice.
Unlike the first game, areas can be revisited, and ingredients and materials can be gathered at any time, instead of being permanently missable content if you happen to break your weapon or misuse an item.
Depending on the guardian beast you pick and the weapon you choose to specialize with, the game either becomes very easy or difficult, so each run is at least a little different.
The main characters aren't silent, so they get to interact a lot with the cast. Additionally, Aera and Edgar (canon names of the MCs) are vastly different in terms of personality and interactions with their respective beasts, their family, and their friends, so they don't feel like the same character.
A lot of the things in game are actually progressive and handled decently; Arno is nonbinary (not explicitly stated, and though Arno uses he/him pronouns, he's not a boy or a girl- something he says himself), and Aera and Edgar's interactions with certain characters don't change even if they can be perceived in a romantic context.
There's no direct romance in the game regarding your character, so you can just.. imagine if its romantic, platonic, familial, etc. Qpr rep in my head. <3
Things to look out for;
Even though I just praised it, the game's handling of Aera's interactions with women (particularly the childhood friend's sister, Lynn) are.. less than stellar. Its the whole "but we're both girls" thing in some cases, but in other cases, its completely fine??? I haven't played as Edgar yet, so I'm not entirely sure if its the same case with his scenes with men..
A lot of very sexualized characters, dialogues, and scenes. Dinah in particular (her opening scene is her in a compromising pose) if you pick her as a guardian beast. Nina too, but she doesn't really get sexualized; she's just naked due to being a ghost, but is surrounded by bubbles. Lots and lots of suggestive scenes/dialogues spoken by Lynn to the player are. Yeah.
Unskippable fish plot which includes the last part. Without spoilers, some fish summon creature wants to be seduced. You can thankfully choose to refuse (though your guardian beast, regardless of who it is, tries it out for your honor). Again, sexualization of Lynn in particular in this scene.
Strange dialogue?? Not sure if its because of the localization, but there are strange.. dialogue choices. Or things said by the npcs. Just things that are so out of pocket and strange.
Depending on how you take it; the endings. Though the endings are not explicitly romantic, they end like a dating sim visual novel where the character you spent most time with is given a bust-shot of them smiling at the player. This includes the player's siblings, Orin and Tatiana.
Not really a big deal, but the beginning part of the game (before you get your guardian beast) just has rushed exposition and pacing and it seems jarring at first, trying to fit in the player's relationship with Ryoga, the childhood friend, how they were taken in by their master Blaire after their father's death, what your job entails, etc.
5 notes
·
View notes