A dying wart

People Fucking Dying

2015.12.30 18:37 PUSClFER People Fucking Dying

Videos and GIFs of people (figuratively) fucking dying.
[link]


2012.10.03 22:15 Maith1 Warts

All the great pictures and videos you would want to about the dreaded wart.
[link]


2018.01.18 21:20 Elise_xy Watch the soul slip from kitties.

A sub dedicated to images or gifs of cats dying inside.
[link]


2024.05.16 08:02 PropRatActual The Albino Ep 10

Well, Hi all! again! 4Th Wall here, I figured since I just got power back, I might as well play some catch up on both series. Hope you enjoy this episode!!
Yup, I fucked that up. This is a repost with the correct Episode number, LOL! It's been a while since I've done that.
First, Previous, Next (Patreon)
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Benjamin smiled, watching the girls skip ahead of him. Today was a testing day of sorts for him. Unwilling to release firearms into this world haphazardly, yet unwilling to go without them as a backup; he had pulled from one of his sister’s favorite video games. He had “melted down” his bowie knife, repurposing the metal to be used in his latest creation. The final product rode on his hip like a short sword, but Ben was satisfied in the design when the vast majority of the people he passed ignored it as just another adventurer’s blade. Benjamin hoped, that with the existence of Majik, that he would be able to pass off any… peculiarities... as the realm of the supernatural.

The three of them arrived at the tailor’s establishment, and the girls were met with a customary indifference that seemed to present itself when a slave’s “master” was present. The moment Benjamin entered, the seamstress ceased to pay attention to the girls, and instead addressed him directly, “Ah, The Forgemaster’s Protégé. What can I do for you this day.” She said cooly, bowing slightly in welcome. “I’m here commission some clothing for these two, a reward for good service.” Benjamin began. It was technically true; the success of the forge had afforded him much more coin than a mere apprentice could have made. Qort had taken him on as a true partner, and Benjamin earned enough to comfortably afford to cloth his “slaves” in whatever he chose.

Some stigma’s remained however, and the seamstress seemed to glare sideways at the girls as they perused the fabrics adorning the walls. “Is that wise? A slave could lose her place with such gifts.” she asked, her polite tone barely hiding her disapproval. Benjamin sighed internally, ‘oh for fucks sake’ he groaned in his own mind before putting on facad, “I find that proper reward, afforded on the right servant can result in” he paused, projecting a smug expression and blatantly looking the girls up and down. “a profound dedication to their duties” he finished with a satisfied smile as the seamstress covered her mouth with a hand to hide a smile of her own. The gambit worked, and the Seamstress was obviously satisfied that the “Aereesen slave whores” were being properly “used”. “Ah, I understand. What did you have in mind for them.” She practically moaned back at Benjamin. ‘This hag needs a good pounding….’ Benjamin’s inner monologue threatened to crack his facade, “That’s the fun part, my good lady. It’s their choice. The surprise is half the excitement.” He chuckled.

The seamstress openly smiled at him this time before nodding and stepping over to the two girls. Benjamin breathed a sigh of relief as she seemed to treat them at least marginally more warmly. The old racist bag didn’t need to know that Benjamin was secretly building a small nest egg for his girls, or that his sending them out to do errands for him was how he was teaching them about money, value, and the application of Mathematics. She also didn’t need to know that the full Cutlery set that she had purchased last week had been made by Vi’s own hand as her first full solo commission set. Benjamin had stamped his “mark” on them, because slaves were not allowed to own anything, including their own work; but Vi had begun with raw steel and finished with one of the finest cooking knife sets he had seen in this world or his.

Benjamin settled onto a bench outside, using the excuse of wanting to enjoy the morning air to afford his girls some privacy. Now that Viola and Valtrya were eating a healthy diet, and the right calorie amount; they had blossomed into absolute bombshells. Their hair had recovered, and both sported long flowing locks that boasted a silky satin black color and texture that betrayed hints of deep royal purple. The color reminded Benjamin of one of those expensive custom car paints that changed color depending on the lighting.

Their skin recovered almost as quickly as their hair. The sickly, scabbed look was quickly replaced with the same satin quality as their hair to the touch, but with a light grey coloring that almost seemed to tease the edge of hinting at a greyish purple. A dense pattern of Small freckles of the same dark, almost royal, purple as the highlights in their hair frolicked on both girl’s cheeks, and down the sides of their necks. Because of their early lack of understanding on modestly, Ben knew that those freckles traveled much further. The sad truth was that Benjamin understood fully why Aereesen’s were the prize of slavers and brothels, and he silently prayed that he could give them enough self-worth and skill to have a better life than that, once he got them out of the Principality.

A door’s soft creaking broke Benjamin from his thoughts as the two sisters stepped out smiling, “Get everything you need?” he asked standing as the three of them departed the establishment. Val nodded vigorously, and Vi smiled as she spoke, “I think so, but I had to practically beg the woman to stop showing us lingerie… what did you tell her?” Benjamin felt his cheeks heat as he responded, “What I had to. The old hag doesn’t get enough at home. It’s not my fault that your ‘enthusiasm’ is in the forge and your studies, not between the sheets. I didn’t lie to her, I just let her draw her own conclusions, sorry.”

Vi’s eyes twinkled for a second, “Oh,” She smirked, “Thaaat’s why she broke out the silk. Some of her options were..” She blatantly bit her lip at Benjamin. “You didn’t…” He asked in shock, and Vi lifted up on her tippy toes to brush her lips against his ear, “Not telling” she purred, setting Bens senses on fire. She backed up a step, openly smirking at his beet red face. “But your expression is adorable… My Lord” She stated the last two words with a deep sultry tone, knowing that Ben couldn’t scold her in public before taking his hand, “May we visit the bazar next? Val saw some jewelry she wanted to look at.” Benjamin gave her a pointed look, that turned into a smile as she beamed at him, “Ok, sounds good. I need to pick up some food for the week.”

It was later that afternoon when the three of them left the bazar. They found Jukha waiting on the bench in front of their home. “Jukha! How are you!” Benjamin called, clasping the Orc’s hand firmly as the girls rushed inside to put up their purchases. Jukha reciprocated, if somewhat stiffly, to the strange to him gesture. “Benjamin, it is good to see you well.” His tone stopped Ben in his tracks, “What is it. Is your wife, ok?”
Jukha shook his head, “Vilora is well, but I have been tasked with finding you.” He said carefully, “The slaver, the one you dueled for those two,” he nodded to Vi and Val as they stepped back out of the building, “The Heir of The Romoregin house is here. He has lodged an official demand for satisfaction, and he brought a champion.”

Benjamin stiffened, “Another duel? You said an ‘official demand’… what happens if I refuse.” Jukha winced at Ben’s tone, “It is an archaic practice of my people, rarely remembered, and even more rarely demanded. You cannot deny a satisfaction claim, but should you prevail, no further claims can be made upon your person. I am sorry Benjamin, but if you flee or refuse, your life is forfeit; and your property goes to the claimant.” Jukha looked pointedly at Viola and Valtrya. “The young puke has put me in danger as well, if I do not deliver you and them to the duel, I can be detained. If they torture me….” Benjamin’s eyes widened before hardening in understanding. “Jukha…” He turned to find Viola standing next to him, with his musket in one arm and his ammunition bag in the other, and sighed, “Fuck”. He loaded his musket with a single roundball cartridge this time, unwilling to fire buck and ball in the town streets. He pealed the ball out of the paper wading after pouring the poweder, reaching into his haversack to retrieve a small round patch made of pillow ticking. Jukha looked on in mild fascination as Benjamin spit on the cloth patch before wrapping the ball in it and ramming the whole thing down the barrel. It wasn’t much, but it reduce windage, ensuring at least reasonable enough accuracy from the smoothbore to keep from hitting innocent bystanders. It would also virtually eliminate blow-by, upping the chamber pressure and giving him a little more velocity. “I’m ready.”

The four of them entered the small city square to be met with Qort and three Org guards. These soldiers wore different insignia that Benjamin had been taught were the mark of the capital. “Beenjaymen Shayfe” one of them butchered his name, “I am.” Ben nodded firmly, the other guard nodded, “And your two slaves, good. Has Jukha informed you of the proceedings.” Benjamin scowled, “A legalized way to attempt a revenge killing? Yea, I’ve been told.” Ben didn’t bother to hide his vitriol, “So I have to kill a motherfucker for defending myself from his father?”

“Not quite. The Heir has brought a champion. The rules are simple, all forms of combat are allowed” The first guard began as the second one began chaining the wrists of Viola and Valtrya. Benjamin began to move before thinking, only to be held back by Jukha, “Peace albino. They must do this. Fighting them will cause a forfeit.” Benjamin looked at the terrified faces of the two girls. He forced himself to calm down outwardly, but Benjamin could feel the rage building. He had worked so hard to save those two, to get them out.. now some snot nosed brat was going to try to kill him because his father didn’t know when to fuck off. Benjamin stepped out from around the guards. The “heir” was a young Durr. Ben had no frame of reference for age, but the Heir was substantially shorter, and his facial tentacles were almost mere buds. Beside him stood a crimson colossus, the same species as the Hunter he had shot saving Jukha. He was taller than that female, and was wearing plate armor, gilded in silver. He hefted a great sword of some kind and smiled openly at Benjamin. It was not a pleasant expression. “Ah, so You’re the puke I’ll be cleaning from my blade. I am Krastorin. Come here, pale one, I’ll make it quick.”

Benjamin looked him over, subtly shifting into a shooting stance but keeping his musket looking like he was resting the butt of a spear on the ground. “You look accomplished, what makes you do the bidding of the boy.” He asked, blatant scorn on his tone. The Young Durr flinched, his small tentacle buds writhing violently. “H’Dare Yee!” he bellowed, voice cracking with the strain of fury, “Aye’ll ‘ave Yee Head on Me’Wall!!”
Benjamin ignored him, focusing on the Hellirine. The man looked back at the boy with a raised eyebrow, “The young puke promised me one of those.” He pointed at Vi and Val, who had reverted to their former trembling submissive postures that Ben had met them in. “It appears that they are as well kept as claimed. I look forward to sampling them.” He leered. Benjamin looked over at the Young Durr and found his face a mixture of relief and anger. ‘Ah, lied about daddy’s slaves.’ He turned to the soldier standing next to him, “Is the duel on?” he growled.

“Combatants! Begin!” was the Soldiers response, and the crimson mercenary lifted his sword from his shoulders advancing forward with a long confident stride, “at last, let’s get this over wi..” a clap of thunder echo’d through the Feral wood, and most of the crowd cried out in surprise as Benjamin disappeared, seemingly behind a bubble of fire, and brimstone. The single round ball ignored the mercenary’s plate armor. Punching straight through as the soft lead mushroomed out into a ragged disk that measured almost an inch and a half. The mangled projectile, still travelling at almost half the speed of sound, eviscerated the chest cavity of the Mercenary before blowing a one foot wide hole out of the crimson man’s back. The exit wound missed Krastorin’s spine by an inch, but it didn’t matter. The projectile embedded itself into a post, thankfully missing any bystanders by mere inches in some cases. The Young Durr, who was standing just behind and to the side of his champion, was screaming as he pawed at the bits of pale yellow blood, bones, and fragments of internal organs now covering him from head to toe.

Benjamin handed the smoking musket to Jukha, drawing his short sword and walking over to a sputtering, choking, and coughing Krastorin. The Hellirine lay face down on the ground, having fallen that way from the momentum of his initial advance. The back of Benjamins mind was sickly amused as he remembered the old Hollywood trope of bullets throwing people backward, and a pinch of regret sparked in his soul as his opponent death rattled. He stepped up to the Heir, resting the blade against his neck, “Are we done here. Be a better man than your father and learn when to save your own life.” The Young Durr froze, staring up at him in abject terror for several moments as a puddle formed at his feet. Benjamin opened his mouth to speak again when the boy simply passed out, falling into the puddle of his own mess as his mind refused to stay conscious.

Benjamin turned to walk back towards Jukha and the girls. “Unchain them.” Benjamin’s tone could have frozen a raging forge’s inferno. To his surprise, two of the soldiers drew their weapons on him, “You need to come with us. All Touched must be registered with...” Benjamin pointed his short sword at the one talking… and pulled the trigger. The percussion revolver built into the hilt of the short sword was zero’d using a notch Benjamin cut into the crossguard, and the tip of the curved blade as a crude set of open sights. The barrel of the revolver lay along one side of the blade, and was rifled. The speaking soldier orc’s took the smaller pistol round through the forehead, exploding the back of his skull in a cone of dark green and grey mist. The exit wound showered his companion in bits of bone and brains. Benjamin’s thumb found the hammer, and four satisfying clicks echo’d in the stunned silence, “HEAR ME!” He growled, “I, am touched by the Gods. I posses the power to end any life I choose using the power of Hell itself!” ‘if I have to show them a gun, might as well throw them off the trail’ “The violence of the raging volcano obeys my very fingertips.” His revolvesword bucked a second time as another soldier orc made a move to rush him. The smaller pistol round still punched through the orcs armor and out the back, but only left him screaming on the ground. Benjamin re-cocked, and leveled his weapon at the orc holding the chains to Val and Vi. “Now, release them.” This last remaining Orc did as asked, before gathering up his screaming companion as the girls rushed to Benjamin, he pulled them close, whispering, “I’m sorry we wont be able to pick up your dresses.”

The three of them packed up that night. Qort had understood, knowing all too well what the Principality would do to acquire a Touched of Benjamins ability. “Stay safe my friend. I pray our paths cross again.” Jukha snuck them out of the village that night, using his wagon to get them to his home. They stayed a week, laying low while they planned their next move. The girls spent their time learning recipes from Jukha’s wife, and ben took the time to unwind a bit. Jukha and He went on a hunt, and Benjamin was given a run down on the flora and fauna of the Feral wood. The two of them brought back a pair of Stags, and the three women cooked them a feast.

“Dinner’s ready!!” called Viola, setting the last of the sides on the table as the dutch oven roasted meat was brought off of the stove top. It was a simple yet elegant meal. Stag, potatoes, some kind of Kale style vegetable that Benjamin had never seen before. Soon enough, everyone at the table was leaning back, as full as they could make themselves. “So, pinkskin,” Jukha asked, “Where do you plan on going. I wouldn’t mind you staying with me. I could use another hunter, but I suspect that they would notice the extra product I brought to the village.”

Benjamin Hummed, “The Maridian Combine. Qort told me that they banned slavery over a century ago, the girls have learned so much already. It would be easy to find jobs for them.” Vi and Val drooped slightly but hid it well. Jukha noticed it but said nothing. “A good choice, their boarders are well guarded, you would need to free them before you cross, or end up in a dungeon yourself.”

“Good point, I can write up a simple writ of freedom. Something I can sign and give to them.” Benjamin nodded, “I can get started on that to…” he paused as a hand fell on his. He looked to see Viola staring at him, fighting back tears, “Hey, what’s wrong. You will be free…” Jukha nodded slowly and stood. “love,” he said to Vilora, “I need some help with the livestock” The Farie met his eyes in unspoken understanding, fluttering out the front door with Jukha.

“Vi, what’s wrong.” Benjamin asked gently.

“No… go… Val… stay…” Both of them turned to Valtrya in shock. She was trembling, “I wont..leave.”

“You speak?” Benjamin looked in shock, but Viola spoke next, “Benjamin, we don’t want to leave. We want to stay, with you. I…” She paused. Ben sighed, “I want you to stay too.” He said, finally admitting it to himself, “But I can’t own you. It’s killing me that you are my property.” He reached up and wiped a tear from Vi’s eyes, “You are so much more than property. I feel evil, every day that I wake up knowing that I could do anything I wanted to you, or worse, die and have someone else hurt you for the fun of it.” Benjamin bowed his head. Viola reached out, lifting his chin to look into his eyes, “Then come with us.” She whispered as Val stood up and stepped around the table, “yes.. You, come.” She wrapped herself around Ben from the side leaning in until she was resting her head against his shoulder, “I’m… staying.. with you.” she said softly. Viola nodded, “Benjamin, how old do you think we are.”

Ben looked at her in confusion, “I have no idea, I’ve always assumed you were teenagers. 13-14 years old for Val, maybe 16 for you, but that was when you were skin and bones.” He admitted.

Viola’s eyes widened in understanding. “You did not want to bed us because you thought us children.” Benjamin nodded slowly, answering. “And forcing sex on a child is the worst kind of crime on my world”. Viola and Valtrya looked at each other, before Vi spoke. “Ben, my sister will turn one hundred and three in a fortnight. I just had my one hundred and fifteenth birthday last week.” She leaned in, pressing her lips to Bens as she kissed him passionately for a moment. “We are no children,” Viola paused as Valtrya leaned in, kissing Ben lightly on the neck, “You are not forcing us to do anything, but leave.” Viola whispered as she began to close in to a surprised Benjamin for another kiss.

The door to the cabin flew open violently, and the girls pulled back to a more modest distance. Jukha walked in, carrying a panting Vilora. “What happened.” Ben asked hurriedly, hoping he wasn’t blushing as hard as the heat on his cheeks suggested. Vilora waved a hand as Jukha set her down in her chair, “The Vin… My sisters… they reached out… They wish to meet…” The Farie gathered herself, “They also sent a warning. We must leave, tonight… hunters.”
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If you made it this far, I very much appreciate it. I hope you enjoyed the episode! If you believe I have earned it, I have a Patreon that is two episodes ahead of the free releases for this series. I hope you feel taking a look is worth it. Either way, come hang out in the comments. Everyone's welcome! I've discovered Im a bit of a "warts and all" poster, so even critical comments are welcome. Hell, You might even teach me something (it happens more than I'd like to admit).
I have heard people off and on reference Royal road, So I am going to give it another shot. I'll be adding the Royal Road link from now on. If you like reading over there, It is on the same schedule as here. I would greatly appreciate a like/review/comment if you feel so inclined. Thank you again for stopping by.
First, Previous, Next (Patreon) Royal Road
submitted by PropRatActual to HFY [link] [comments]


2024.05.16 07:36 VonBagel Killer Concept: The Avarice

This one is actually fairly simple, I promise. In fact, this killer was born because I saw a comment in the main DBD sub that said only three of the 36 available killers were listed as "easy," so I decided to challenge myself to make one that could also be rated as "easy," with a simple power.
I've been struggling with figuring out how to do an idea I've wanted to make for a while, a killer whose touch was the most dangerous thing about them; I have in my mind the image of a killer who only has to put a single finger against a prop to break it, owing to some cursed touch they have. I went the route of decay and rot for a while, thinking up stuff a la Phage the Untouchable from MtG, then I pondered tapping into a really niche hit with Quachil Uttaus, the Treader in the Dust, a minor eldritch entity from the Cthulhu Mythos, but that one will likely be saved for a more complex take on the same idea. Don't yell at me when I basically post the same killer twice, but one with more bells and whistles.
I eventually settled on a gender-reversed take on King Midas, as I also have a sore lack of female killers in my fanmade roster (I have more genderless nightmare monsters than women). I believe in unhinged lady's rights, and so from that comes the Avarice. I only have a rough grasp on her overall appearance, but I know her left arm has been dramatically altered; her skin is solid gold, but not in a beautiful, elegant way; it's more like she dipped her arm in a molten vat and pulled it back out before it could fully incinerate her. Body horror as Entity thorns and spines jut from below the flesh, the thorns also transmuted into gold. Her body is run through by veins that pulse precious metal throughout her form. Gemstones grow like tumors and warts on her corrupt arm and rarely across her body, including one on the back of her left hand which looks more like an eye than anything else. Her left eye has been completely replaced by a bloody gemstone.
Despite what appears to be a grievous and horrid transformation, she has an air of playfulness in what she does. Her wall-breaking animation is her spinning her hand around before giving the wall a single, gentle poke with a single finger. She gently flicks generators to damage them. Her pallet break animation is grabbing the thing and sinking her fingers into it, letting her power shatter it. About the only thing that isn't playful is her stun animation, in which she's absolutely furious, where she growls and hisses, the sound joined by a chorus from the living jewelry she wears. Whenever she interacts destructively with a prop, veins of corrupt gold and silver boil across the surface she's touching until it breaks.
110% speed. 32 meter terror radius. Medium height (Pig height)
--Power: Gilded Transmutation. Pressing the ability button causes the Avarice to hold her cursed hand forward and begin to laugh. She laughs continuously for the 8 seconds she remains in her 'transmutation stance,' signaling all nearby survivors that the power is in play. While Transmutation is active, the Avarice moves 5% faster, and she can end the ability early to perform a special lunging attack which follows the logic of a normal M1 lunge. If she strikes a dropped pallet or breakable wall with the lunge, the impediment is destroyed after 0.80 seconds by her curse.
Upon striking a survivor, that survivor gains their sprint burst as if they had been damaged, and is afflicted with Golden Death. After 60 seconds pass, if the survivor is reduced to the dying state through any means, or if the survivor is struck with Gilded Transmutation a second time, the survivor is wracked with pain and screams as golden tendrils slither across their bodies and engulf them until they're a Gilt Statue. 7 seconds after becoming a statue, sacrifice progress begins as if the survivor had been hooked. If the survivor was on top of a prop, inside a locker, mid-vault, in midair, or otherwise not in contact with the ground when their timer ran out, the survivor staggers towards the nearest empty patch of ground that is at least 2 meters from any interactible props before transforming.
Anti-camp measures affect survivors transmuted gilt statues; they can break free of the transmutation at any stage if the Avarice spends too long within 16 meters of them. A survivor that dies from the transmutation is claimed by the Entity and pulled into the ground. Another survivor can free a transmuted survivor by taking 3 seconds to pull at the gruesome metal enough to free the trapped victim's limbs, after which they free themselves.
After hitting a survivor with Gilded Transmutation, the Avarice is slowed by 30% and cannot attack for 2.5 seconds as she giggles to herself. If she hits a pallet or wall, she is slowed by 15% and cannot attack for 1.5 seconds as she brushes wood scraps off her hand. If she impacts terrain or obstacles with her lunge, or misses completely, she is slowed by 20% and cannot attack for 2 seconds as she rages impotently. Gilded Transmutation has a cooldown of 35 seconds.
--Passive: Golden Rings. Four special rings mold themselves from the Fog at the beginning of the trial. Survivors can see the auras of these rings if they're within 24 meters of one, or from any distance if they're affected with Golden Death.
A survivor can stand over a ring and pick it up as if it were an item, wearing it on their right hand. A special icon pops up on their portrait (visible to other survivors, but not the killer) to show they have a ring. A survivor with a ring on has a band on their right hand which visibly glimmers every now and again when the survivor is in chase.
A survivor wearing a ring that is struck by Gilded Transmutation loses a health state, and their ring is destroyed, but they are not affected by Golden Death. A survivor affected by Golden Death who picks up a ring is locked in place for 2.5 seconds as the ring counteracts and ends the curse, then crumbles away. A survivor who is wearing a ring can slip it onto the finger of a transmuted survivor, which frees them in 0.75 seconds and destroys the ring. A ring on a survivor's finger is destroyed if they're reduced to the dying state or otherwise grabbed.
Rings take 45 seconds to respawn, and will attempt to respawn at least 32 meters from any survivor.
See? Simple! Sort of. ... Okay, this is logically probably a medium-difficulty killer, but in my head it's no more hard to grasp than Legion; you do a special lunge attack that either damages survivors (if they have a ring) or curses them (if they don't) and clears obstacles super quickly. The auto-hook mechanic returns again, as well, but this time it requires a special prop to end it early!
The primary tactics here are to either hit someone with the curse and then force them to scamper off and find a ring, which means they aren't doing gens; hit someone with the curse and then chase them for 30 seconds until the cooldown is done, then hit them again to instantly transmute them; OR hit them with the curse, then down them with two basic attacks to transmute them, using the transmutation to swiftly break obstacles in your path.
ADD-ONS
COMMON
  1. Tarnished Silver: Golden rings respawn 5 seconds faster, and Golden Death takes 5 seconds longer to trigger. Double the bloodpoint reward for score events with Gilded Transmutation.
  2. Golden File: The Avarice remains in her transmutation stance for 1 additional second.
  3. Shattered Earrings: The Avarice moves 2% faster while in her transmutation stance.
  4. Cracked Sapphire: The cooldown for hitting terrain or missing Gilded Transmutation is reduced by 0.5 seconds.
UNCOMMON
  1. Gilt Hooks: The lunge distance of Gilded Transmutation is increased by 40%.
  2. Polishing Rag: Gilded Transmutation's cooldown is reduced by 4 seconds.
  3. Transmuted Lead: Golden Death triggers 5 seconds sooner, and the grace period is 1 second shorter.
  4. Twisted Necklace: The Avarice moves 4% faster while in her transmutation stance.
  5. Slag Pile: Golden rings take 5 more seconds to respawn and will attempt to spawn 4 meters further from survivors.
RARE
  1. Greed's Toll: A survivor that performs a conspicuous action within 10 seconds of being unhooked becomes affected by Golden Death.
  2. Gilt Scraps: The Avarice remains in her transmutation stance for 3 additional seconds.
  3. Gnarled Rings: The Avarice moves 6% faster while in her transmutation stance.
  4. Old Jewelry Box: Damaging a healthy survivor with a basic attack while they're wearing a golden ring destroys the ring.
  5. Perfectly-Cut Ruby: Gilded Transmutation's cooldown is reduced by 8 seconds.
VERY RARE
  1. Twisted Jewelry Box: The cooldown animations for Gilded Transmutation are all 0.5 seconds shorter. Reduces the speed penalty the Avarice suffers while in her cooldown animation by 5%.
  2. Thorn Ring: The Avarice moves 5% faster while in her transmutation stance, and her transmutation stance lasts 3 additional seconds.
  3. Weight of Gilt: Whenever a survivor becomes affected by Golden Death or is fully transmuted, all other survivors within 32 meters of that survivor become incapacitated for 5 seconds.
  4. Appraisal Lens: Survivors outside the Avarice's terror radius cannot move their cameras completely off the aura of the nearest transmuted survivor.
IRIDESCENT
  1. Iridescent Diamond: Breaking a pallet or wall does not end Gilded Transmutation, though it still forces the Avarice into her cooldown animation.
  2. Malignant Gem Tumor: If you are further than 32 meters from a transmuted survivor, other survivors which free that transmuted survivor without using a ring are affected by Golden Death.
PERKS
Ravenous Want: It doesn't matter what it is or what it does; if someone wants it, you want it more. This perk activates while you're within 8 meters of an item on the ground or a chest and remains active for 4 seconds after leaving this radius. While this perk is active, the cooldown for your successful basic attacks is reduced by 24%.
Terrifying Rage: The sound you unleash when you're pained is so shockingly inhuman that anyone nearby is filled with supernatural fear. Whenever you are stunned through any means, all survivors within 18 meters of you become incapacitated for 5 seconds. Then, Terrifying Rage goes on cooldown for 20 seconds.
ALTERNATE: Affects all survivors in your terror radius, but the cooldown is 45 seconds.
Hex: Webs of Gold: An insidious sloth twines itself over those who find themselves seduced by greed, making it hard to concentrate on what truly matters. Whenever a survivor opens a chest, sabotages a gook, picks up a non-killer item, or cleanses any totem while this Hex stands, they become cursed for 20 seconds. While cursed by this Hex, they suffer a 14% penalty to repair and healing speeds. When this Hex totem is cleansed, the survivor who cleansed it is cursed for 35 seconds.
submitted by VonBagel to PerkByDaylight [link] [comments]


2024.05.15 16:15 StableInside6662 Aktien per DRS statement erhalten

Ich werde demnächst Stammaktien von meinem Arbeitgeber erhalten, welche per "DRS statement" übertragen werden sollen.
Zitat: "by issuing a DRS statement which you can send to your broker(bank) to retrieve the shares" 
Ich habe ein Depot bei TR und Comdirect. Ist sowas bei Comdirect möglich? (auf die Support Antwort warte ich immer noch) Die Aktien sind bei NASDAQ und NASDAQ Iceland gelistet.
submitted by StableInside6662 to Aktien [link] [comments]


2024.05.14 19:26 VapeForChrist Castor Oil + Baking Soda is working!

Castor Oil + Baking Soda is working!
I figured I’d share for those who are curious. I’ve only been using it for two weeks on a 15 year old wart. I’m not at the finish line yet, but last night the upper layebump fell off completely. I’ve been doing equal parts castor oil and baking soda. Sometimes I add a little more baking soda. That seems to speed up the process but it can sting when I’m raw. Nothing too painful though and the stinging doesn’t last long. I was making a batch at night to apply and would use the same mixture in the morning. I recently decided to make a new batch every time. I want to note that it hasn’t harmed my skin around the wart at all. The wart itself turned white and then red when a layer comes off. I’m told it will turn black when it’s officially dying. I haven’t had to debride at all so far. I’m also taking Tagamet, Vitamin A, Vitamin C, and Zinc. I’ve been taking those for about 2-3 weeks now. I’m going on a month long vacay to the beach where I also hike & kayak. I didn’t want to have a big gaping acid hole in my leg/finger, so I was experimenting with more mild treatments. I noticed changes within days of the castor oil mixture. I haven’t been able to keep my knee bandaged due the bandaid glue causing rawness and scabbing. It’s working even without duct tape or a bandaid. Anyway, I thought I’d add to the positive posts for this treatment. It’s been extremely mild so far and I know other treatments can be extremely painful.
Pics 1 & 2: Before treatment Pics 3 & 4: Three days of treatment Pics 5 & 6: Twelve days of treatment
I should’ve taken a photo mid-way when the first layer fell off but I was busy with life stuff. Also, there were 2-3 daytime applications I had to skip, so the progress could’ve likely happened earlier.
submitted by VapeForChrist to Warts [link] [comments]


2024.05.13 21:54 LazyLenni Help with Event Loop

Help with Event Loop
I am trying to make it so that the "Blow1" sounds repeat every time the player presses the "Up Arrow". However, it doesn't repeatedly check if the button is pressed. It just checks once and if I press up again, the sound doesn't repeat. How do I fix this?
submitted by LazyLenni to RPGMaker [link] [comments]


2024.05.13 20:05 Junior-Elephant-9395 Does it look like its dying? Nearly a week of compound W plantar bandaids , is it bad if its burning/ killing the good skin around the wart too?

Does it look like its dying? Nearly a week of compound W plantar bandaids , is it bad if its burning/ killing the good skin around the wart too?
Compound W is it bad if its also burning skin around the wart? I know where the irregularities in the skin for the wart are, should i also trim off the white (but normal) skin? Or its enough to debride just where i see the black dots? Plus, does this seem like its making progress? It seems quite deep, ive been trying to get a public hospital appointment but the wait is quite long/hard to make an appointment as its always full
submitted by Junior-Elephant-9395 to Warts [link] [comments]


2024.05.13 09:07 PipeAdventurous7008 Am I an Alien?!??

Am I an Alien?!??
Progress pic from 3 days since last. Does it look like it’s dying or do I need to stop being a little baby and cut into this thing and get something stronger than the 40% sacylic acid that’s in my WartSTICK??!? Any answers are appreciated and I am going to start using duct tape tomorrow. When should I go to urgent care?
submitted by PipeAdventurous7008 to Warts [link] [comments]


2024.05.13 00:25 -PepeArown- The 5 Dimensional Elemental Plan

So, this idea is a bit of a broad one, but I think it would be a great idea for Mojang to consider when laying out the game's next major updates. I already think Mojang have set up a great foundation with adding a wind variant of the blaze: the breeze, for the Overworld, and how they could build on that for all 5 dimensions. That is, create an elemental mob for all 5 dimensions
And yes, I said 5 dimensions. I know the game only has 3 right now, but this idea will revolve around 2 new ones being added: the Dump and the Abyss, which I'll get more into.
Dimension 1: The Overworld
This'd remain unchanged in the context of this suggestion. We'll have trial chambers and breezes by June, probably, so they'd just need to be integrated into other features.
Now, the trial chambers come with trial spawners and vaults, which I think shouldn't be limited to one structure. Instead, each dimension should have one delegated "trial structure", including a unique pool of trial spawner mobs, and unique vault loot.
Dimension 2: The Nether
Of course, the blaze would be the signature elemental mob here. As for the dimension's "trial structure", why not rework the Nether fortresses, which are in desperate need of an upgrade? It makes sense, considering blazes already spawn here, and it'd make them more consistent with breezes.
Your reward for going to the fortresses would still be blaze rods, Nether wart, and Wither skeleton skulls, but perhaps more unique loot could be added, like a second fortress trim, or a fire banner pattern to match the blaze.
I also think renaming these fortresses "trial fortresses" would make sense. It'd strengthen the implied lore that these fortresses and the chambers were built to test the skills of experienced builders (the ones who built the game's generated structures before the player entered into the world), and sounds a little less generic than just "Nether fortress".
Dimension 3: The End
I have tons of ideas for an End update, but, for the elemental plan, I wanted to share my idea for the bulk: an Earth elemental mob.
Bulks would be rocky in appearance, perhaps made out of obsidian to fit the End's bleak atmosphere. They'd have twice the health of blazes and breezes, and would attack by sending a harmful shockwave your way every time they teleport (since teleportation's already a big thing with End mobs). Perhaps using a pickaxe against them would be more effective than a sword.
These strong elementals would be summoned in during trials in what I'll just dub "trial chateaus", a trial structure in the End I imagine being made primarily out of obisidan blocks (including new ones like bricks, chiseled, polished, etc.) that you'd find at the summit of cliffs in a new biome.
While I'm not sure I can outline every use for these elemental mobs, a major use of bulks would be using the powder from their rods, combined with an echo shard and an Ender pearl (which you'd need to polish into being purple with the help of a trell, a new shulker-like mob that can be found in another new End biome I'll elaborate a bit on in a minute to create an orb of the abyss.
Dimension 4: The Abyss
To get to this dimension, you'd need orbs of the Abyss, and a heavy core to activate the reinfroced deepslate frame of the large warden statue in anicent cities to make a portal.
The Abyss would act as the game's deep sea dimension, because I feel like the Overworld, even with its height increase, couldn't do a proper Minecraft deep sea justice. This dimension would be quite a bit tougher from the main 3, as it'd be entirely submerged in a new liquid: deep water. It acts a bit differently from regular water: such as that:
-It kills mobs that normally survive in regular water, such as fish or sea turtles. Guardians, drowns, and axolotls, however, are intentionally unaffected.
-It's quite a bit darker, and will obscure your vision and FOV quite a bit.
-You'll drown in it even faster without water breathing or conduit power.
-You can swim in it a quaryer faster than regular water to balance out the fact that it covers the whole of the Abyss.
-Sculk sensors will make a sound when submerged in it, but will not detect vibrations from you swimming: only you touching ground nearby. (Or, causing vibrations from things like throwing a trident.)
A unique gimmick with the Abyss is that half the biomes are normal, and half of them are infested with sculk. So, all "normal" biomes have a sculk variant where mobs won't spawn, but you still have to be careful not to set off shriekers, or the scolm, an echolating salamander mob, will appear from the ground, and use its skills to kill you if you make too many missteps. Esentially, a warden, but it can swim, and, well, it looks like an elongated axolotl.
As for how elementals play into this, the trial structure for this dimension would be home to the brine: a water elemental that attacks you by shooting bubbles. If you get hit by these bubbles, you'll become trapped in them, and will be unable to move until they pop. Yes, you'd also be able to create bubble charges so that you can trap mobs in bubbles.
Brines can put out fires, but they'd dehydrate and die after being out of deep water for 2 minutes or so. They'll die immediately if you somehow bring them to the Nether.
Dimension 5: The Dump
Esentially, a realm between the End and Overworld. And, as its name implies, all it's used for is a dumping ground for Endermen to place down all the blocks they collect.
You'd get here from a portal in The End: perhap the same shape and size as the stronghold portal. I'd imagine you'd need some eye of Ender equivalent that uses wind charges and flowers, to simulate that you're going into what would be considered a rather unkempt and unruly dimension which you're "fighting" off with good smells and breezes.
Not much would be going on in this dimension besides an unruly mess of blocks. Endermen would spawn here patrolling the dimension under its weird sky box that would look like TV static, but it'd also be infested with Endermites who love nesting off the Endermen's disorganization.
This is meant to be a "between dimension", so not as adventurous or fleshed out as the other 4. However, there is one unigue generated structure that'll spawn here: compactors, whch will come with at least one spawner that will spawn the buzz: the 5th and last elemental.
Buzzes would act like redstone/electricity elementals. Red in color, buzzes would be weaker than blazes and breezes in health, but have a strong electrical beam attack that takes a moment to charge. Kind of like the warden's sonic boom, but weaker and more fair.
And, no, no trial structures would generate here, as this is meant to be a more incomplete, dilapidated "between realm" ravaged by the Endermen's carelessness on purpose.
Applications for Brewing
Blazes are used to craft brewing stands, and their powder is needed to fuel them. Breeze rods can be used to brew wind charge potions already, but I think all 5 elementals could be incorporated into brewing.
I don't have the whole brewing system rework envisioned, but one thing I'd love to see is to have different powders or charges brew different types of potions.
Blaze powder is already used to brew water potions.
With the End update, I think a new liquid called hydrender (could maybe use a better name): a purple liquid that resembles water, but is perhaps more acidic, should be added. You could use this for new potions, but you'd need to fuel a brewing stand with wind charges instead of blaze powder. Hydrender would spawn in only one End biome, which is also where the trells that polish Ender pearls I mentioned earlier would be found.
Deep water could be used to brew new potions, too, but you'd need bulk powder instead. I feel like the bulk's shockwave ability fits in pretty well with the Abyss' sculk motif, so I think this pairing makes sense.
TLDR
The Overworld: Breezes (Wind Elementals)
The Nether: Blazes (Fire Elementals)
The End: Bulks (Earth/Rock Elementals)
The Abyss (Deep Sea and Sculk Dimension): Brines (Water Elementals)
The Dump (Enderman Block Dropoff dimension between the Overworld and End): Buzzes (Redstone Elementals)
I have more ideas for my elemental plan, including a new boss, but I think that's best reserved for other posts.
submitted by -PepeArown- to minecraftsuggestions [link] [comments]


2024.05.12 18:57 ProfBumblefingers d100 Donkey Details

Gus the donkey.
Adventurers often obtain donkeys to carry extra gear or loot. Strong and sturdy, these beasts of burden are also remarkably efficient, able to forage almost anywhere, and needing only straw or hay and a little grass now and then when on the farm or in town. These un-sung heroes need a little love. Here's a d100 list of Donkey Details (I suppose you could use most of these for mules, too):
  1. Laughing Donkey. This donkey's hee-haw sounds remarkably similar to human laughter. Makes this particular sound only when PC's do something stupid or risky.
  2. Scared of open fire -- torches, campfire, etc; runs away. Can tolerate lanterns (but kinda iffy).
  3. Practical Joker Donkey. Takes one step to the side when anyone tries to load anything onto it and the loader is not looking.
  4. Union Donkey. If ever loaded over 3/4 normal carrying capacity, goes on strike, will only walk in circles until it gets a long rest.
  5. Back-Peddling Donkey. When spooked, always tries to back up 60 feet, no matter what's back there.
  6. Depressed. Need to talk to it and pet it for 10 minutes after each long rest (and on cloudy days) to get it moving.
  7. Battle Donkey. This one loves battle and always charges straight toward any battle noises it hears. No holding it back. Ooh-rah!
  8. Passenger Donkey. Happy to carry riders (bareback, without a saddle), but doesn't want anything tied / cinched around it (will try to scrape items off against a tree, wall, the ground, etc.).
  9. Allergies. Donkey has allergies in spring and fall. Sneezing fit 2-in-6 chance each hour. Drops stuff.
  10. Lie-Detector Donkey. This donkey can sense when a humanoid is lying. Likely via some sort of pheromone cue (?). Farts if a lie is told within 10 feet of it.
  11. Marathon Donkey. This donkey has incredible endurance and can travel twice as far between long rests.
  12. Will carry sacks, corpses, or other floppy things, but not wooden boxes or other things with sharp edges.
  13. Scared of crowds. Simply WILL NOT enter a village / town / city.
  14. Has tapeworms, must feed twice the normal rations until diagnosed and healed. Poop can give tapeworms to any humanoid. Heads up.
  15. Streetwise Donkey. Grew up in a city, pulling a delivery cart. Knows all the streets of the city, how to get anywhere. You tell it where you want to go, it will slowly, at a plodding pace, lead you there. It can't talk or understand any commands other than place names in that one city.
  16. Vagabond Donkey. This donkey will occasionally wander away from the group and stay gone a few days, but then it always returns. Where does it go? Why? No one knows.
  17. Mother-bucker. Will attempt to buck any female humanoid who attempts to ride.
  18. Nauseated, 2-in-6 chance of throwing up in a big way every 10 minutes for a day
  19. Scared of its own shadow. On sunny days, freaks out every now and then.
  20. Large Donkey. This donkey is a freak of nature and is twice the normal size. It can carry four times the normal load and requires four times the normal feed/rations. It won't fit in most stable stalls, through most doorways, etc. Commoner strangers are usually freaked out by it; they are often intimidated by it (2-in-6 chance), or try to kill it (1-in-6 chance) because they think it is a bad omen, enchanted, cursed, undead, etc.
  21. Stealthy Donkey. This donkey walks in a way that is completely silent, even on cobblestones, and shifts its weight as needed to eliminate the sounds of any clanking gear it carries. Instinctively hides itself behind/inside/undearound any available cover, at all. You turn around, there it suddenly is, looking at you in the eye. Can freak a dude out.
  22. Loves butterflies. Chases every one it sees.
  23. Counting Donkey. Point at a group of objects and say "Count." Donkey will tap its front right hoof a number of times equal to the number of objects in the group. Counts about one item per second. Can't spell worth a damn, though.
  24. Aqua-donkey. This donkey loves playing in streams/rivers/ponds/rivers. Runs to them. Likes to splash everyone else. Thinks it's funny.
  25. Catches a parasite disease and will die in 3 days unless healed
  26. Chip-On-Shoulder Donkey. If there are other donkeys / horses around, hates them, always picking a fight.
  27. Blessed Donkey. This donkey enters the scene carrying a religious messiah, or so they say.
  28. Talking Donkey. Amazing! But, a bit finicky, only talks 1-in-4 times you ask it to, and at other random times as DM deems appropriate. Also, only knows a few words/phrases: yep, nope, hungry, tired, idiot, run away.
  29. Hates the heat. Half movement and half carrying capacity on hot days > 80F. Needs double water rations.
  30. Ate some weird mushrooms along the way. Temporarily blind for 1d4 days
  31. Hates elves, they're too self-absorbed and snooty, always making you walk through trackless forests, getting you stuck in the underbrush.
  32. Prudent Donkey. Has 1-in-6 chance of perceiving a trap within 30 feet. Will look at the trigger mechanism, hee-haw loudly, and not take a step toward it. No matter what.
  33. Mystical Donkey. Has some kind of weird ancestral donkey mind-meld with a caster in the group, constantly complaining (mentally) that "this s**t is too heavy, dude," "can't you give a donkey a break?," "how about carrying some of this s**t yourself, tough guy," etc. You can't concentrate.
  34. Lucky Donkey. When within 10 feet of this donkey, you can re-roll one roll per day.
  35. Somehow, loves smelly green ogres who sing. Tries to run off with any such ogres encountered.
  36. Hates humans, they make you work too hard, usually in larger towns or cities where the cobblestones hurt your feet.
  37. Needs a bath, smells very bad. Indescribable, really. No surprising any foe while this donkey is around until it gets a bath.
  38. Shy Donkey. Always tries to move behind you when you encounter anyone new.
  39. Keen smell. Can smell most enemies within 100 feet and will hee-haw loudly to warn you. False alarm 1-in-4.
  40. Sprint Donkey. This donkey can run at twice the normal movement rate, but only for one minute between long rests.
  41. Drunk Donkey. Will only work when slightly inebriated. Must feed it a wee flask of ale, wine or whisky to get any work out of it.
  42. Has one very short leg. Walks unevenly. Kinda funny, but only 1/2 normal movement rate.
  43. Beautiful Donkey. This donkey is a very fine specimen of a donkey. Highly desired by donkey ranchers to breed other donkeys. Sells for double the normal price. Bit of a prima donna. Must be fed one apple or pear per day, or refuses to work. Resents you.
  44. Hates the cold. Half movement and half carrying capacity on hot days < 50F. Needs double saddle blankets.
  45. Sneaky. When you're not looking, has 1-in-2 chance each day of pick-pocketing something off the back of a random PC. Might drop it, might eat it, might fling it to the side of the road, might just hold it in it's mouth. Hard to say with donkeys.
  46. Scared of snakes. Snake within 30' causes total donkey freak out.
  47. Always tries to eat/gnaw whatever it is carrying (especially food) whenever you're not looking, ruins stuff.
  48. Freaked out by undead. If it sees undead, or smells them (can smell 60' away), RUNS in the opposite direction.
  49. Narcoleptic Donkey. Falls asleep, often.
  50. Critic Donkey. When others aren't looking, looks at you and rolls its eyes. You swear.
  51. Foraging Donkey. Grew up in the wild. If there is any vegetation around, at all, it can find it, find enough edible material for a meal, and feed itself, no rations required.
  52. Shoe-Throwing Donkey. One-in-four chance of losing a horse shoe each day, won't walk until found or replaced.
  53. Small Donkey. Can only carry half normal carrying capacity. But has a scrappy attitude and is NOT SCARED OF ANYTHING (immune to fear and intimidation).
  54. Repressed anger. Tries to bite (for real) anyone within 5' who is not its owner (considers only one person its owner).
  55. Back-Row Donkey. If there are multiple four-legged animals in the group, this one must be the last, in the back, or it won't go/work at all.
  56. Vertigo Donkey. Always dizzy, walks in circles unless carefully guided constantly by hand.
  57. Hates carts, wagons, etc. Will not pull a cart or other wheeled vehicle.
  58. Wallowing Donkey. Enjoys a good roll in a mudhole/puddle. Every mudhole/puddle.
  59. Deaf. You bought/raised a deaf donkey. Should have checked. Anyway, can't hear any commands. Won't respond to visual commands. Must touch the donkey to give it a command.
  60. Musical Donkey. Gets indigestion often, becomes VERY flatulent.
  61. Flying Donkey. This donkey has been magically enchanted to fly, only once in its life, for one minute. The wranglemaster must speak the command word: "Esel-burro"
  62. Addle-Headed Donkey. Once per day, has a 1-in-4 chance of running in a random direction for 1 minute.
  63. Hates the rain. Won't work in the rain. *OR* Hates the wind. Won't work in the wind.
  64. Say-My-Name Donkey. You must call it by name to get it to do anything. It answers with a loud bray each time.
  65. Hates dwarves, always making you work underground in the mines, and their beards are (somehow) scary.
  66. Often gets a leg cramp, limping for 10 minutes, 1/4 movement rate.
  67. Smoking habit. Will work only if you let it smoke lit cigarette or pipe while on duty.
  68. Smart and independent. Anticipates and does exactly what you want 5-in-6 of the time, but disagrees and argues 1-in-6 of the time.
  69. Lover Donkey. Wants to make baby donkeys, runs after opposite gender donkey (or horse) every time it gets the chance.
  70. Has a drinking problem. Will always rush toward any water source to take a drink.
  71. Is a hot head, always immediately charges and attacks any foe encountered. No holding him back.
  72. Pregnant Donkey. This donkey is about to have a baby. 2-in-6 chance each day until baby is born.
  73. Loves flowers. To eat. Will only do any work if given one bouquet to eat per day.
  74. Pious. Has 1-in-6 chance each hour of stopping for 10 minutes, kneeling on front two legs, and praying to the donkey god "No Cargo Bob"
  75. Death Wish Donkey. Is reckless, doesn't look where it's going, always running into things, chance of falling off cliffs, etc.
  76. Dead pan smile. At the most dangerous / awkward moments, turns to a party member and gives the most ridiculous, hilarious donkey smile you have every seen. PC must make DC 10 Const saving throw or bust out laughing for 30 seconds.
  77. Nervous Tick Donkey. This donkey kicks its left leg backwards randomly, every now and then. If anything/anyone is standing behind this donkey, there is a 1-in-6 chance that it kicks.
  78. Cargo Donkey. Happy to carry items/supplies tied or cinched around it, but won't carry humanoid riders (bucks them off).
  79. Homesick, always tries to run away and go back home (or to the place where you bought / found / raised him) every chance he gets
  80. Perceptive Donkey. Has 1-in-6 chance of perceiving a secret door within 30 feet. Will walk up to it and put its nose on it.
  81. Scared of water, won't cross a creek/rivepond/lake, etc. Definitely not getting on a boat.
  82. Front-Row Donkey. If there are multiple four-legged animals in the group, this one must be the leader, in front, or it won't go/work at all.
  83. Pacifist Donkey. Refuses to carry any weapons or ammo.
  84. Glowing Donkey. This donkey glows faintly in the dark. Very dim light. No one knows why.
  85. War Veteran Donkey. Missing one leg at the knee (maybe has peg leg). Opposite ear slashed off. Wears an eyepatch. Lots of scars. Can only carry half normal weight, but its kick does +2 damage.
  86. Vagabond Donkey. This donkey will occasionally wander away from the group and stay gone a few days, but then it always returns. Where does it go? Why? No one knows.
  87. Alert Donkey. This donkey has a 1-in-6 chance, on its own, independent of PC checks, of noticing an impending ambush. It will hee-haw loudly if an ambush is about to occur.
  88. Ate some bad food / weeds, now has diarrhea, big diarrhea, 1-in-4 chance every hour for a day.
  89. Expressive Donkey. Often has ideas and wants to share, "hee-haws" very loudly for 30 seconds. Sometimes indicates something important, sometimes not.
  90. Large Donkey. This donkey is a freak of nature and is twice the normal size. It can carry four times the normal load and requires four times the normal feed/rations. It won't fit in most stable stalls, through most doorways, etc. Commoner strangers are usually freaked out by it; they are often intimidated by it (2-in-6 chance), or try to kill it (1-in-6 chance) because they think it is a bad omen, enchanted, cursed, undead, etc.
  91. Hates halflings, their barn doors are too low and their generally cheery attitude is annoying.
  92. Super-donkey. Can carry three times normal carrying capacity, but for only one-third the normal time between long rests.
  93. Easily distracted by various things along the road ("Squirrel!"), constantly stopping to sniff / check out something.
  94. Really thirsty today, requires twice the normal water ration for one day. Pees a lot. (I mean a lot.)
  95. Wrong-way Donkey. Will only walk backwards. Half movement rate.
  96. Ugly Donkey. This donkey is bow-legged, has a saggy back, missing teeth, ugly hair, warts, boils, is missing large patches of hair due to mange, somehow is always dirty, has flies, ticks, lice, etc. Nose usually runny. Eyes too. BUT, this donkey can Misty Step.
  97. Shell-shocked Donkey. Scared of battle noises. Runs away from battle noises. Like, a quarter-mile away.
  98. Hates strangers. When within 15 feet of an unknown/new humanoid, hee-haws loudly for 5 minutes. So embarrassing.
  99. Picky eater, only eats store-bought straw/hay/whatever. Won't forage along the road/trail.
  100. Loyal Donkey. Will not leave its humanoid wranglemaster unprotected. Will defend wranglemaster to the end. Will take an arrow or battle ax blow to defend wranglemaster. There to the end, no matter what.
https://professorbumblefingers.blogspot.com/
[edit: corrected a redundancy]
submitted by ProfBumblefingers to osr [link] [comments]


2024.05.12 08:50 MrConquer Vault-7-7-A

Overseer's terminal

Welcome to ROBCO Industries (TM) Termlink VAULT-TEC SERVER 7-7-A TERMINAL
 
Welcome, Overseer.
Welcome to ROBCO Industries (TM) Termlink
 
[OVERSEER]
[VAULT-TEC INSTRUCTIONS]
[Letter from Dr. Kepler] A Letter to the Overseer from Dr. Frank Kepler:   If you are reading this, then you have been chosen to participate into the Vault-Tec Overseer training program. Congratulations! You are one of the few lucky individuals chosen to train inside of a replica vault for the duration of one month. Your contribution during this training period will help with the research into Vault-Tec’s vault program. You are now a vital part of the most ambitious program ever undertaken by Vault-Tec.   If you have not yet read your instructions, please do so now. They will outline the experimental protocols assigned to each control group. Please remember that deviation from these protocols in any way will jeopardize the success of the program, and may be considered grounds for termination by Vault-Tec Corporation (as outlined in your Employment Agreement).   Once the training program is finished, you will receive further instructions.   Doctor Frank Kepler Director, Evolutionary Research Program Vault-Tec Corporation
  [Instructions]
**Overseer Eyes Only**   As an overseer-in-training, you will be tasked with helping the Evolutionary Research Program (ERP) with observing and documenting the effects of long-term radiation on non homo sapiens species. Using a modified version of FEV, you will be administrating various doses of radiation to a selected group of mammal species. In your desk you will have a list of subjects that you are responsible for during the duration of your training -- Remember that successful completion of the training will help determine whether you have the skills to be qualified to oversee one of the many Vault-Tec vault's. So deviating from protocol or causing damage to any of the equipment may be considered grounds for termination by Vault-Tec Corporation (as outlined in your Employment Agreement).
 
[USER HISTORY]
-Vault 7-7-A Management System-   =====================
VaulTecOS v.82 (C)2076 Vault-Tec ====================== User Log: >>Administrator (Vault-Tec ID 1211-F) >>New_Admin: EGOMEZ Welcome new user, EGOMEZ

======================

 

Lab terminal

Welcome to ROBCO Industries (TM) Termlink

-Property of Vault-Tec-

Which TEST SUBJECT do you want to track?   [All Subjects]
There are currently 25 subjects being monitored.   The following species are: 5 cats [Leo, Lady, Milo, Peaches, Tiger] 5 dogs [Astro, Curly, Rex, Sunny, Timber] 5 rats [Acorn, Bean, Frodo, Ralf, Peanuts] 5 birds [Arizona, Edgar, Sam, Tweety, Zazu] 5 rabbits [Bubbles, Cookie, Easter, Fudge, Socks]
  [Cameras]
[Show Rex]
--CAMERA OFFLINE-- [Show Sam] --CAMERA OFFLINE-- [Show Lady] --CAMERA OFFLINE-- [Show Acorn] --CAMERA OFFLINE-- [Show Bubbles] --CAMERA OFFLINE-- [Shutdown the cameras]
  [Research Notes]
[Group 1]
Avian test subjects show minor impact from long-term radiation exposure.   Noticeable physical features include -- minor balding and blistering throughout the body. Subjects are still able to fly with little issues and function as normal.
  [Group 2]
Long-term radiation exposure has effected the rodent species in various ways.   Test subjects have grown much larger than normal rat species. Test subjects also appear to more aggressive in nature and will start screeching and attacking their containment box by biting or scratching nearby surfaces if approached.   Noticeable physical features include -- test subjects have larger bodies, larger teeth, and pearl-like eyes. Additionally, higher doses of radiation exposure causes fur to fall off at an accelerated rate, and the skin to become more winkled and leather-like.
  [Group 3]
The lagomorpha subjects show no behavioral changes to long-term exposure.   Noticeable physical signs include -- slightly larger than regular rabbits. loss of fur in the chest, neck, front legs, and back of the legs. (These areas appear to show scarring and the appearance of boils or warts). Interestingly, small horn-like growths can be seen in each test subjects head.
  [Group 4]
Feline species show no changes to long-term exposure to radiation.   Noticeable physical features include -- None   **Might need further investigation**
  [Group 5]
Minimal exposure to radiation seems to not affect the canine species at all. Over time medium exposure to radiation causes test subjects to grow much larger in size and show more wolf-like features. Long-term exposure to radiation turns dogs into feral-like creatures that strongly resemble the characteristics found in wild wolves.   Noticeable physical features include -- Tougher and bigger bodies, sharper claws and teeth.
  [Messages]
Message from Dr. Kepler
Hello [INSERT CANDIDATE NAME], please feel free to use this terminal to document any of the test subjects changes during your training period. Please try to keep minimal contact with the subjects, remember that you are an outside observer and should remain as such during your stay in the vault.   P.S. I hope that you won't mind me storing some of my own subjects in the vault. The work I am currently doing requires greater attention and a suitable environment with enough space. Please refrain from touching any of the cages or containers that have my name in them. Treat them as if they were my very expensive pets.  
 

Personal terminal

Welcome to ROBCO Industries (TM) Termlink
 
Welcome user, EGOMEZ.
Welcome to ROBCO Industries (TM) Termlink
  ***WARNING*** Data corruption detected. Out of [37] files in this directory, [14] were recovered successfully. All audio files have been converted to text.  

PERSONAL LOGS

Please select a file to view:   10/1
Today marks my official transition from a humble junior Vault-Tec employee to potential candidate to the role of Overseer. I am forever grateful to Vault-Tec for giving me this opportunity to demonstrate my leadership skills!   With that said, the job itself seems pretty easy. I don't have to actually manage any people in the vault (thank goodness for that), and it seems like most of the work has already been done for me. I just have to monitor the animal test subjects and document any visible changes. While normally any personal pets or wild animals are restricted from entering the vaults, testing the long-term effects of radiation on non-human species still makes for good science.
  10/2
Okay so after getting a day to adjust to my new environment, I think I know where everything that I need to do is located. The vault is not actually that big compared to the ones I've seen on TV. The overseer's office does feel cramp though, but that might be due to the giant monitors used to observe the laboratories. And Dr. Kepler's "pets"...   It's a good thing that I'm only staying here for one month.
  10/5
So the experiment being conducted in the vault is pretty interesting. It has five laboratories that are all self-regulating. The test subjects are provided with all the food and water they need, and all I have to do is to remember to restock the food every three days. It's all stored in this big storage room that is divided between the test subjects supplies and my supplies. And speaking of my supplies, they provided me with some pretty delicious foods and snacks! Not much for entertainment though, there are a lot of technical books and guides about various handy skills in case of nuclear fallout. Kinda stiff reading, but also understandable as this is meant to be a work assignment.   At least I'll have something to read to pass the time.
  10/8
It's been a week so far and I can confidently say that I'm pretty much ready to be an overseer. The test subjects are doing good. Well.. some of them at least. There are some test subjects that seem to notice my presence and become aggressive, even if they don't physically see me. But the others are peaceful and don't make much noises.
  10/12
This morning I woke up feeling pretty awful. I'm not sure if it was something I ate last night but just to be sure I'll probably stay away from anything that could further upset my stomach. I took some medicine that was in the emergency kit so I should be fine for now. Also, thanks to my predecessors work, I was able to finish writing my notes on test subjects 1-R167 and 3-B496. So congrats me! Now I just have to start on the others.
  10/19
I wish Vault-Tec included more of those fancy lads among the list of available foods to eat during the training. I don't usually have much of sweet tooth, but those cakes are addictive. Specially when paired with some fresh coffee!   Side note, I started to name some of the creatures in the labs. I felt bad just calling them by their designated lab-numbers. I feel it makes it easier to remember and keep track of who is who. Plus, it got me occupied with doing something to do for a while after work.
  10/22
Another day of feeling under the weather, just a little over a week to go before I'm done with the training. This time my voice has given out, becoming more raspy and hard to speak. I found a Stimpak in the Overseer's office, so hopefully that cures me of any illness I might have gotten. To be honest I think it's a fever or stomach flu. I noticed too late after eating them that some of the YumYum deviled eggs I had were in a damaged package. So I should probably be mindful of food safety from now on.   I'm just going to go read and sleep for the rest of day, and hopefully by tomorrow I'll be back to full health.
  10/23
-- Audio File-- Fuck, Fuck, Fuck, I royally fucked up. I was having a late breakfast when the vault suddenly lost power and when the lights went off I accidentally broke one of Dr. Kepler's pet containers. I think it was one of his bug ones. FUCK. I don't even get why Vault-Tec allowed him to store his stuff here. WHO THE FUCK COLLECTS AND KEEPS COCKAROACHES!!!   By the time the lights came back on, there was glass scattered everywhere and some of the computers showed error messages. I swear I better not be blamed for this. GODDAMMIT I was almost done with all of this... What even happened upstairs? There was loud bang sound and then everything went to shit.
  10/24
I have been working all day to try and get the terminals back online. That power out messed with a lot of the devices in the vault. Most of the lab equipment seems fine, but the cameras are no longer showing any video feed. For the time being I've decided to shutdown all test subject cameras to try and conserve some energy.   I was able to find a user manual in one of the boxes in the storage room that was all about terminals, but despite my best efforts I am unable to get things back to working order. Every time I try to send a message out to anyone at Vault-Tec hq, the terminals only show the message CONNECTION LOST.
  10/27
After three non-stop days of dealing with all of the mess from that power out, my body is starting to show signs of stress. The lack of sunlight has definitely made me more dry and wrinkly. I recommend some skin lotion be placed for the next participant. At this point I don't really care if I'm no longer selected to be an overseer. This shit is too stressful to deal with.   Just four more days and then someone will come down to check up on me. I can't wait to go back to normal desk job after all of this is done.
  11/1
-- Audio File-- Did I get the date wrong? No I'm sure I was supposed to be done by now. How come nobody has come to get me...   They better not forgotten about me or be pulling some type of prank. I'm going to file a complain with corporate after all of this is over. What is the point of building a vault if it breaks down after a few issues!
  11/2
Okay something is definitely wrong, I'm sure I should have received some message by now or something. That would probably explain the lack of contact these last two days.   When the power went out it must've damaged some areas of the vault much more than I originally thought. I am going to try and see if I can find something in here that can teach me about electrical engineering. If I can somehow re-route power to that section of the vault, then maybe I can open the door and leave. At this point I will probably start to run out of food without a resupply. So before it gets to that point, lets test out my new skills.
  11/5
-- Audio File-- I was able to scrounge up some spare parts from the broken terminals in the vault and started diverting some power to the area where the vault door is located. I think I might be able to divert enough power from some the labs, but this might cause some issues with the equipment there. I feel bad temporally messing with the test subjects environments, but at this point I feel like I don't have much of choice.   Let's hope this works...   Yes! I got it working! Let's see if the door will open now...   Wait, why are the lights flickering...   [Explosive sounds in background]   oh shit
  11/17
I can't sleep. Can't stop thinking about them, pounding at my door.   I tried to go out when they were sleeping but had no luck. I accidentally slipped on what I assume was blood from some other poor creature. I need to stop making too much noises, otherwise I will be quickly surrounded and then it's over for me.   Why am I being punished? I did everything Vault-Tec instructed of me, I took care of those ungrateful bastards outside. I was just an office worker. I just wanted to prove that I was able to contribute more to this company, and for what? So that they just abandon me in this hellhole?   Well screw it, if I'm going to die anyway, either from starvation or being eaten alive, then I might as well go out fighting.   Fuck you Vault-Tec.   Sincerely, Eddie Gomez
submitted by MrConquer to TheVaultEntries [link] [comments]


2024.05.11 20:20 No_Cattle7960 Typen die mich nicht kennen/an die ich (M) mich nicht erinnere grüßen mich. Wie geht man damit um?

Ich hatte gerade eine für mich maximal verwirrende Situation bräuchte Rat.
Kontext: Meine Schulzeit ist seit ca. 3 Jahren vorbei. Ich ca.24 (männlich) wohne wieder in meinem Heimatort, wo ich zur Schule gegangen bin, war ne Weile lang weg und habe kaum Kontakt zu ehemaligen Mitschülern. Ich folge deren Social Media nicht und wüsste eh nicht wie die jetzt aussehen (mal davon abgesehen, dass ich aus meiner Schulzeit vielleicht 60 möglich Optionen gehabt hätte).
Die Situation: Ich jogge mit Beutel und Rucksack am lokalen Döner vorbei, auf der Terrasse sitzen 2 junge Typen, beide ungefähr meine Altersgruppe, einer davon sagt "Gruß", ich kenne/erinnere mich an keinen der beiden.
Handlungsoptionen: 1. Fragen wer bist du? 2. Ignorieren 3. Grüßen
Meine Wahl:
Genutzt 3, geplant 2+3: Ich frage, "Hi, wie geht's" will fragen ob wir uns kennen, soweit kommt es nicht der Typ sagt nochmals "Gruß" und dreht sich um und wendet sich seinem Döner zu, er scheint mit mir nichts zu tun haben zu wollen. Ich gehe entmutigt.
Es gibt 3 Möglichkeiten:
  1. Ich kenne den Typen aus meiner Schulzeit/sonst woher und entweder schlägt mir meine grottenschlechte Namen/Gesichtserinnerung ein Schnippchen oder er hat sich so verändert, dass er anders aussieht. Somit wollte er nur höflich sein und kein Gespräch mit mir führen.
  2. Er hat sich vertan/erinnert sich nur vage an mich, es ist ihm peinlich, er wills nicht sagen.
  3. Die Typen wollten mich verarschen, äußerlich ich sehe nicht gut aus eher wie das gefundene Opfer, a la ey lass den ranrufen und dann abblitzen (hahaha wie witzig), andererseits bin ich jetzt auch nicht wirklich die gefundene Altersgruppe zum verarschen.
Schlussbemerkungen:
Es war, rückblickend halt einfach komisch, die Typen haben auch zu mir rüber gestarrt, aber auf eine Art und Weise die für mich schwer interpretierbar ist und halt alles, von "Ey kennst du den" bis "hey warte bis er nah genug dran ist" umfasst haben könnte und haben aber weder gelacht noch gekichert, als ich verwirrt weg bin.
Wie würdet ihr an meiner Stelle mit sowas umgehen, würdet ihr drauf beharren, zu fragen wer die Typen sind, auch wenn ihr euch eventuell zum Affen macht?
Hättet ihr anders gehandelt und wärt einfach weitergegangen oder hättet ihr eine andere Option gewählt, vielleicht auch eine an die ich nicht gedacht habe?
submitted by No_Cattle7960 to Ratschlag [link] [comments]


2024.05.11 14:46 ProfBumblefingers d100 Donkey Details

d100 Donkey Details
Gus the donkey.
Adventurers often obtain donkeys to carry extra gear or loot. Strong and sturdy, these beasts of burden are also remarkably efficient, able to forage almost anywhere, and needing only straw or hay and a little grass now and then when on the farm or in town. These un-sung heroes need a little love. Here's a d100 list of Donkey Details (I suppose you could use most of these for mules, too):
  1. Laughing Donkey. This donkey's hee-haw sounds remarkably similar to human laughter. Makes this particular sound only when PC's do something stupid or risky.
  2. Scared of open fire -- torches, campfire, etc; runs away. Can tolerate lanterns (but kinda iffy).
  3. Practical Joker Donkey. Takes one step to the side when anyone tries to load anything onto it and the loader is not looking.
  4. Union Donkey. If ever loaded over 3/4 normal carrying capacity, goes on strike, will only walk in circles until it gets a long rest.
  5. Back-Peddling Donkey. When spooked, always tries to back up 60 feet, no matter what's back there.
  6. Depressed. Need to talk to it and pet it for 10 minutes after each long rest (and on cloudy days) to get it moving.
  7. Battle Donkey. This one loves battle and always charges straight toward any battle noises it hears. No holding it back. Ooh-rah!
  8. Passenger Donkey. Happy to carry riders (bareback, without a saddle), but doesn't want anything tied / cinched around it (will try to scrape items off against a tree, wall, the ground, etc.).
  9. Allergies. Donkey has allergies in spring and fall. Sneezing fit 2-in-6 chance each hour. Drops stuff.
  10. Lie-Detector Donkey. This donkey can sense when a humanoid is lying. Likely via some sort of pheromone cue (?). Farts if a lie is told within 10 feet of it.
  11. Marathon Donkey. This donkey has incredible endurance and can travel twice as far between long rests.
  12. Will carry sacks, corpses, or other floppy things, but not wooden boxes or other things with sharp edges.
  13. Scared of crowds. Simply WILL NOT enter a village / town / city.
  14. Has tapeworms, must feed twice the normal rations until diagnosed and healed. Poop can give tapeworms to any humanoid. Heads up.
  15. Streetwise Donkey. Grew up in a city, pulling a delivery cart. Knows all the streets of the city, how to get anywhere. You tell it where you want to go, it will slowly, at a plodding pace, lead you there. It can't talk or understand any commands other than place names in that one city.
  16. Vagabond Donkey. This donkey will occasionally wander away from the group and stay gone a few days, but then it always returns. Where does it go? Why? No one knows.
  17. Mother-bucker. Will attempt to buck any female humanoid who attempts to ride.
  18. Nauseated, 2-in-6 chance of throwing up in a big way every 10 minutes for a day
  19. Scared of its own shadow. On sunny days, freaks out every now and then.
  20. Large Donkey. This donkey is a freak of nature and is twice the normal size. It can carry four times the normal load and requires four times the normal feed/rations. It won't fit in most stable stalls, through most doorways, etc. Commoner strangers are usually freaked out by it; they are often intimidated by it (2-in-6 chance), or try to kill it (1-in-6 chance) because they think it is a bad omen, enchanted, cursed, undead, etc.
  21. Stealthy Donkey. This donkey walks in a way that is completely silent, even on cobblestones, and shifts its weight as needed to eliminate the sounds of any clanking gear it carries. Instinctively hides itself behind/inside/undearound any available cover, at all. You turn around, there it suddenly is, looking at you in the eye. Can freak a dude out.
  22. Loves butterflies. Chases every one it sees.
  23. Counting Donkey. Point at a group of objects and say "Count." Donkey will tap its front right hoof a number of times equal to the number of objects in the group. Counts about one item per second. Can't spell worth a damn, though.
  24. Aqua-donkey. This donkey loves playing in streams/rivers/ponds/rivers. Runs to them. Likes to splash everyone else. Thinks it's funny.
  25. Catches a parasite disease and will die in 3 days unless healed
  26. Chip-On-Shoulder Donkey. If there are other donkeys / horses around, hates them, always picking a fight.
  27. Blessed Donkey. This donkey enters the scene carrying a religious messiah, or so they say.
  28. Talking Donkey. Amazing! But, a bit finicky, only talks 1-in-4 times you ask it to, and at other random times as DM deems appropriate. Also, only knows a few words/phrases: yep, nope, hungry, tired, idiot, run away.
  29. Hates the heat. Half movement and half carrying capacity on hot days > 80F. Needs double water rations.
  30. Ate some weird mushrooms along the way. Temporarily blind for 1d4 days
  31. Hates elves, they're too self-absorbed and snooty, always making you walk through trackless forests, getting you stuck in the underbrush.
  32. Prudent Donkey. Has 1-in-6 chance of perceiving a trap within 30 feet. Will look at the trigger mechanism, hee-haw loudly, and not take a step toward it. No matter what.
  33. Mystical Donkey. Has some kind of weird ancestral donkey mind-meld with a caster in the group, constantly complaining (mentally) that "this s**t is too heavy, dude," "can't you give a donkey a break?," "how about carrying some of this s**t yourself, tough guy," etc. You can't concentrate.
  34. Lucky Donkey. When within 10 feet of this donkey, you can re-roll one roll per day.
  35. Somehow, loves smelly green ogres who sing. Tries to run off with any such ogres encountered.
  36. Hates humans, they make you work too hard, usually in larger towns or cities where the cobblestones hurt your feet.
  37. Needs a bath, smells very bad. Indescribable, really. No surprising any foe while this donkey is around until it gets a bath.
  38. Shy Donkey. Always tries to move behind you when you encounter anyone new.
  39. Keen smell. Can smell most enemies within 100 feet and will hee-haw loudly to warn you. False alarm 1-in-4.
  40. Sprint Donkey. This donkey can run at twice the normal movement rate, but only for one minute between long rests.
  41. Drunk Donkey. Will only work when slightly inebriated. Must feed it a wee flask of ale, wine or whisky to get any work out of it.
  42. Has one very short leg. Walks unevenly. Kinda funny, but only 1/2 normal movement rate.
  43. Beautiful Donkey. This donkey is a very fine specimen of a donkey. Highly desired by donkey ranchers to breed other donkeys. Sells for double the normal price. Bit of a prima donna. Must be fed one apple or pear per day, or refuses to work. Resents you.
  44. Hates the cold. Half movement and half carrying capacity on cold days < 50F. Needs double saddle blankets.
  45. Sneaky. When you're not looking, has 1-in-2 chance each day of pick-pocketing something off the back of a random PC. Might drop it, might eat it, might fling it to the side of the road, might just hold it in it's mouth. Hard to say with donkeys.
  46. Scared of snakes. Snake within 30' causes total donkey freak out.
  47. Always tries to eat/gnaw whatever it is carrying (especially food) whenever you're not looking, ruins stuff.
  48. Freaked out by undead. If it sees undead, or smells them (can smell 60' away), RUNS in the opposite direction.
  49. Narcoleptic Donkey. Falls asleep, often.
  50. Critic Donkey. When others aren't looking, looks at you and rolls its eyes. You swear.
  51. Foraging Donkey. Grew up in the wild. If there is any vegetation around, at all, it can find it, find enough edible material for a meal, and feed itself, no rations required.
  52. Shoe-Throwing Donkey. One-in-four chance of losing a horse shoe each day, won't walk until found or replaced.
  53. Small Donkey. Can only carry half normal carrying capacity. But has a scrappy attitude and is NOT SCARED OF ANYTHING (immune to fear and intimidation).
  54. Repressed anger. Tries to bite (for real) anyone within 5' who is not its owner (considers only one person its owner).
  55. Back-Row Donkey. If there are multiple four-legged animals in the group, this one must be the last, in the back, or it won't go/work at all.
  56. Vertigo Donkey. Always dizzy, walks in circles unless carefully guided constantly by hand.
  57. Hates carts, wagons, etc. Will not pull a cart or other wheeled vehicle.
  58. Wallowing Donkey. Enjoys a good roll in a mudhole/puddle. Every mudhole/puddle.
  59. Deaf. You bought/raised a deaf donkey. Should have checked. Anyway, can't hear any commands. Won't respond to visual commands. Must touch the donkey to give it a command.
  60. Musical Donkey. Gets indigestion often, becomes VERY flatulent.
  61. Flying Donkey. This donkey has been magically enchanted to fly, only once in its life, for one minute. The wranglemaster must speak the command word: "Esel-burro"
  62. Addle-Headed Donkey. Once per day, has a 1-in-4 chance of running in a random direction for 1 minute.
  63. Hates the rain. Won't work in the rain. *OR* Hates the wind. Won't work in the wind.
  64. Say-My-Name Donkey. You must call it by name to get it to do anything. It answers with a loud bray each time.
  65. Hates dwarves, always making you work underground in the mines, and their beards are (somehow) scary.
  66. Often gets a leg cramp, limping for 10 minutes, 1/4 movement rate.
  67. Smoking habit. Will work only if you let it smoke lit cigarette or pipe while on duty.
  68. Smart and independent. Anticipates and does exactly what you want 5-in-6 of the time, but disagrees and argues 1-in-6 of the time.
  69. Lover Donkey. Wants to make baby donkeys, runs after opposite gender donkey (or horse) every time it gets the chance.
  70. Has a drinking problem. Will always rush toward any water source to take a drink.
  71. Is a hot head, always immediately charges and attacks any foe encountered. No holding him back.
  72. Pregnant Donkey. This donkey is about to have a baby. 2-in-6 chance each day until baby is born.
  73. Loves flowers. To eat. Will only do any work if given one bouquet to eat per day.
  74. Pious. Has 1-in-6 chance each hour of stopping for 10 minutes, kneeling on front two legs, and praying to the donkey god "No Cargo Bob"
  75. Death Wish Donkey. Is reckless, doesn't look where it's going, always running into things, chance of falling off cliffs, etc.
  76. Dead pan smile. At the most dangerous / awkward moments, turns to a party member and gives the most ridiculous, hilarious donkey smile you have every seen. PC must make DC 10 Const saving throw or bust out laughing for 30 seconds.
  77. Nervous Tick Donkey. This donkey kicks its left leg backwards randomly, every now and then. If anything/anyone is standing behind this donkey, there is a 1-in-6 chance that it kicks.
  78. Cargo Donkey. Happy to carry items/supplies tied or cinched around it, but won't carry humanoid riders (bucks them off).
  79. Homesick, always tries to run away and go back home (or to the place where you bought / found / raised him) every chance he gets
  80. Perceptive Donkey. Has 1-in-6 chance of perceiving a secret door within 30 feet. Will walk up to it and put its nose on it.
  81. Scared of water, won't cross a creek/rivepond/lake, etc. Definitely not getting on a boat.
  82. Front-Row Donkey. If there are multiple four-legged animals in the group, this one must be the leader, in front, or it won't go/work at all.
  83. Pacifist Donkey. Refuses to carry any weapons or ammo.
  84. Glowing Donkey. This donkey glows faintly in the dark. Very dim light. No one knows why.
  85. War Veteran Donkey. Missing one leg at the knee (maybe has peg leg). Opposite ear slashed off. Wears an eyepatch. Lots of scars. Can only carry half normal weight, but its kick does +2 damage.
  86. Vagabond Donkey. This donkey will occasionally wander away from the group and stay gone a few days, but then it always returns. Where does it go? Why? No one knows.
  87. Alert Donkey. This donkey has a 1-in-6 chance, on its own, independent of PC checks, of noticing an impending ambush. It will hee-haw loudly if an ambush is about to occur.
  88. Ate some bad food / weeds, now has diarrhea, big diarrhea, 1-in-4 chance every hour for a day.
  89. Expressive Donkey. Often has ideas and wants to share, "hee-haws" very loudly for 30 seconds. Sometimes indicates something important, sometimes not.
  90. Large Donkey. This donkey is a freak of nature and is twice the normal size. It can carry four times the normal load and requires four times the normal feed/rations. It won't fit in most stable stalls, through most doorways, etc. Commoner strangers are usually freaked out by it; they are often intimidated by it (2-in-6 chance), or try to kill it (1-in-6 chance) because they think it is a bad omen, enchanted, cursed, undead, etc.
  91. Hates halflings, their barn doors are too low and their generally cheery attitude is annoying.
  92. Super-donkey. Can carry three times normal carrying capacity, but for only one-third the normal time between long rests.
  93. Easily distracted by various things along the road ("Squirrel!"), constantly stopping to sniff / check out something.
  94. Really thirsty today, requires twice the normal water ration for one day. Pees a lot. (I mean a lot.)
  95. Wrong-way Donkey. Will only walk backwards. Half movement rate.
  96. Ugly Donkey. This donkey is bow-legged, has a saggy back, missing teeth, ugly hair, warts, boils, is missing large patches of hair due to mange, somehow is always dirty, has flies, ticks, lice, etc. Nose usually runny. Eyes too. BUT, this donkey can Misty Step.
  97. Shell-shocked Donkey. Scared of battle noises. Runs away from battle noises. Like, a quarter-mile away.
  98. Hates strangers. When within 15 feet of an unknown/new humanoid, hee-haws loudly for 5 minutes. So embarrassing.
  99. Picky eater, only eats store-bought straw/hay/whatever. Won't forage along the road/trail.
  100. Loyal Donkey. Will not leave its humanoid wranglemaster unprotected. Will defend wranglemaster to the end. Will take an arrow or battle ax blow to defend wranglemaster. There to the end, no matter what.
https://professorbumblefingers.blogspot.com/
[Edit: corrected a redundancy]
submitted by ProfBumblefingers to d100 [link] [comments]


2024.05.11 13:04 sib_ap Quest still unsolved after 20 ingame days...

I played the plague quest minimum 20 ingame days before but now it's still there. It was passible to continue the main quest. Is it normal that the village needs so long to recover or ist it a bug? I want to buy plötze the horse but the traider isn't there :(
submitted by sib_ap to kingdomcome [link] [comments]


2024.05.11 09:59 Gloomy-Risk5907 A bit concerned about black wart

I have a plantar wart and I am applying wart treatment to it daily. A couple days ago I cut all the dead white skin which left me with a bright pink open wound. I know I probably should’ve waited for it to heal but I applied the treatment on that open wound. It hurt so much. I then started seeing little black dots (ik what they are) which I haven’t seen before. The next day I removed all the black dots and I was left again with a bright pink open wound. Don’t judge but I applied the treatment again 😭 this time it hurt even more, and blood (I think) started coming out but stayed within the wart area and turned black immediately. I have left it like that overnight and I now have a black stain on my wart. Is this concerning? Either way, I am not gonna put more treatment because it genuinely hurt so much I was crying. I’m going to let it heal for a few days but I just want it gone ASAP so I’m curious if anyone else has experienced something similar and can tell me if it’s a sign I killed it? Or at least if it’s dying? Thanks!
submitted by Gloomy-Risk5907 to Warts [link] [comments]


2024.05.11 03:39 Skullcat324 Help With entity detection?

Help With entity detection?
I am creating a set of command blocks that make it so that an infection slowly destroys the world, but I have run into an issue with entities spawning in the same place and I have no idea how to fix it.
First all block display entities that are in an air block die. Next, all block displays with the "spread" tag, check around all six sides of themselves. when checking, if it is an air block, it does nothing, but otherwise it spawns a new block display without the spread tag at the position of the check.
After all the checks, it adds the "spread" tag to all block displays, then all block displays inside of a nether wart block turn it to air instead. (note how all the newly spawned block displays are not inside of a nether wart block) Then, kill all block displays that are in the air once again.
Lastly, we make all block displays spawn a nether wart block in their position.
Recap:
  • kill airborne
  • spread all spready points to blocks
  • add spreadiness to new points
  • decay warts.
  • kill airborne
  • wartify points
Here is the code:
execute as @e[type=minecraft:block_display] run execute at @s run execute if block ~ ~ ~ air run kill @s ### the next six commands do practically the same thing, just in different cardinal directions. execute as @e[type=minecraft:block_display,tag=spread] run execute at @s run execute unless block ~1 ~ ~ air run summon minecraft:block_display ~1 ~ ~ execute as @e[type=minecraft:block_display,tag=spread] run execute at @s run execute unless block ~-1 ~ ~ air run summon minecraft:block_display ~-1 ~ ~ execute as @e[type=minecraft:block_display,tag=spread] run execute at @s run execute unless block ~ ~ ~1 air run summon minecraft:block_display ~ ~ ~1 execute as @e[type=minecraft:block_display,tag=spread] run execute at @s run execute unless block ~ ~ ~-1 air run summon minecraft:block_display ~ ~ ~-1 execute as @e[type=minecraft:block_display,tag=spread] run execute at @s run execute unless block ~ ~1 ~ air run summon minecraft:block_display ~ ~1 ~ execute as @e[type=minecraft:block_display,tag=spread] run execute at @s run execute unless block ~ ~-1 ~ air run summon minecraft:block_display ~ ~-1 ~ tag @e[type=minecraft:block_display] add spread execute as @e[type=minecraft:block_display] run execute at @s run execute if block ~ ~ ~ minecraft:nether_wart_block run setblock ~ ~ ~ air execute as @e[type=minecraft:block_display] run execute at @s run execute if block ~ ~ ~ air run kill @s execute as @e[type=minecraft:block_display] run execute at @s run execute unless block ~ ~ ~ air run setblock ~ ~ ~ minecraft:nether_wart_block 
I have provided a video.
there should only be 14 entities for 14 wart blocks, after 2 button presses, but instead there are 26.
The reason why there are more entities than there should be, is because two different blocks are trying to spread to the same place, even though they don't need to. These two images show how it spreads.
White is air, black is ground, red blocks are wart, blue dots are already existing block displays, and red dots are where it spawns new block displays.
You can see in this first image how it works out perfectly fine, as there are no other blocks interfering with it.
This example is different. as you can see the blocks that have more than one point adjacent to it, get more than one point spread on to it. this causes a pile up in entities.
What I need is a way for the system to detect that there is a point within less than one block of where it checks. If so, it does not spawn a new point there, as there is already one there. is there any easy way to do this?
submitted by Skullcat324 to MinecraftCommands [link] [comments]


2024.05.10 07:23 Critical_Tea_1117 Wie ich einmal fast eine Bäckerei in Südafrika gekauft hätte...

Wie ich einmal fast eine Bäckerei in Südafrika gekauft hätte...
Die Suche
Auf meiner Suche nach Bumsbuden in jedem Land der Erde verwendete ich natürlich extrem professionelle und fortgeschrittene Methoden. Ich öffnete HandelsAnsicht, filterte in dem Fall nach Johannesburg Stöcker Wechsel und sortierte nach Marktkapitalisierung.
Der erste Treffer war die "Premier Group Limited" (ISIN: ZAE000320321) ein Unternehmen das 13 Bäckereien und 10 Mühlen (davon 7 für Weizen und 3 für Mais) betreibt. Bäckerei klingt erstmal stink-langweilig aber eine Zahl lies mich aufhorchen: Marktkapitalisierung von 2,388 Millionen ZAR (Südafrikanischen Rand). Der Wechselkurs ist 20:1 also entspräche das ~120.000€.
Könnte ich also quasi aus Portokasse meine eigene Bäckerei-Kette in Südafrika kaufen?
Die Ernüchterung kam leider schnell. Die Zahl bei HandelsAnsicht ist falsch und die Marktkapitalisierung liegt bei 8 Milliarden Rand, also 400 Mio Euro. Doch nicht Portokasse...
...aber ich war schonmal angefixt und klickte gelangweilt auf deren Webseite herum.
Die Firma
Was nach einer kleinen Bäckereikette klang stellte sich als größere Unternehmensgruppe heraus. Die "Bäckereien" sehen auf Fotos weniger nach Familienbetrieb und mehr nach Fabrikhallen aus.
Die Firma hat ~8.000 Angestellte und einen Umsatz von 200 Millionen Euro. Ein KGV von 9,53, ein KBV von ~2,4 und eine EBITDA-Margarine von ~10% sehen alle solide aus und befinden sich auf Wachstumskurs.
Die Produktpalette umfasst "sugar confectionery products, feminine hygiene products, biscuits, animal feeds, pasta and mageu"
Mageu scheint eine Art fermentierte Mais"-milch". Sogesehen alles Getreideprodukte - bis auf die Hygieneprodukte für Frauen. Das sind leider keine exotischen afrikanischen Binden, sondern normale aus Baumwolle. Warum eine Bäckerei Tampons produziert konnte ich nicht rausfinden.
Die Webseite und Investorpräsentation wirkt sehr modern und professionell gemacht. Für mich überraschend wie viel Wert auf ESG gelegt wird Verwantwortung für die Menschen, Diversität, Inklusivität, Klimawandel. All das wird bei uns gerne als Luxusprobleme dargestellt, aber findet sich dort oft wieder.
Die Firma scheint es auch wirklich zu geben. Zum Börsengang vor 1 Jahr wurde der CEO interviewt. Vermutlich um die Kluft zwischen Schwarz und Weiß zu überbrücken hat man sich bei der Hautfarbe für "rot" entschieden.
Der Immobilenentwickler hat ein Video von Bauarbeiten online gestellt von dem sich manch eine deutsche Firma eine Scheibe abschneiden könnte.
Hautfarbe ist vor allem eine Frage der Beleuchtung und Kameraeinstellung
Über das Land Süd-Afrika
Eine der Ideen dabei für jedes Land der Erde eine Bumsbude zu suchen war auch etwas über das jeweilge Land zu lernen. Ich wollte zuerst in Eskom investieren, weil ich gehört habe, dass die alle korrupt sind. Leider musste ich in dieser Dokumentation der Finanziellen Zeit lernen, dass es ein Staatsbetrieb ist.
Die ANC hat große Verdienste im Kampf gegen den Apartheid geleistet. Ihr bekanntester Politiker ist nicht umsonst Nelson Mandela. Leider sind sie mittlerweile eher für Korruption bekannt was viele Lösung von Problemen verhindert. Eine gewisse Nähe zum Kommunismus verhindert ausserdem Lösungen durch die Privatwirtschaft.
Was ich faszinierend fand war das "Nebeneinander" von komplett dysfunktionaler Infrastruktur (regelmäßige stundenlange Stromausfälle) und gleichzeitig Modernität (Restaurant-Betreiberin macht Fotos für Instagram).
Auch hat es mich wieder daran erinnert wie schwer es ist Verbesserung herbei zu führen, wenn fundamentale Dinge im Argen liegen (Korruption, Infrastruktur).
Um trotz der schwierigen Situation im Land mit einer humorvollen Note zu enden, hier eine Comedy-Einlage aus dem Parlament: Please withdraw the word Anarchy.
Wie kann ich investieren?
Die Firma hat die ISIN ZAE000320321 und ist erst 1 Jahr an der Börse und m.W. nur in Südafrika gelistet. Der Helfer in der Not ist die Stiftung Brechertest von Ganbaro. Saxo ist ein dänischer Broker über den man dort handeln kann. Ich habe bereits erfolgreich einen Account erstellt und einen Testkauf getätigt. Diese konkrete Aktie habe ich noch nicht gekauft, weil ich noch warte bis mein Geld dort ankommt.
P.S.: Nicht irritieren lassen - die Preise an der JSE sind in ZAC, also Cents (100 Cent = 1 Rand) angegeben. Fragt mich nicht warum...
Disclaimer
Das ist keine Anlageberatung. Diese fällige Sorgfalt dient rein den Unterhaltungszwecken.
submitted by Critical_Tea_1117 to mauerstrassenwetten [link] [comments]


2024.05.09 03:55 Ryotamal Edgar finally meets the Hog Rider...

Edgar finally meets the Hog Rider... submitted by Ryotamal to Brawlstars [link] [comments]


2024.05.08 17:05 whywouldisaymyname afd 0% cheat code

afd 0% cheat code submitted by whywouldisaymyname to gekte [link] [comments]


2024.05.08 02:33 Prof-Dr-Overdrive Mutter will klagen, weil ich ausgezogen bin und meine Sachen mitgenommen habe

Hallo an alle, ich habe vor einiger Zeit nach Rat gefragt, weil meine Mutter meinte, das Auto, was offiziell in meinem Namen steht, ihr gehören würde. Man hat sich gewundert, wie sie denn bitteschön klagen soll, nur weil die eigene Tochter aus dem Haus ausgezogen ist.
Nun hat sie sich ein Anwalt gefunden und will klagen. Sie wirft alles mögliche vor -- dass mein Freund bei uns eingebrochen ist und Sachen mitgenommen hat, was mir nicht gehört; dass ich dazu verpflichtet bin, sie zu pflegen; dass ich sie angelogen habe; dass ich ihr jetzt zu Unterhalt verpflichtet bin, weil ihr Ex-Mann nicht mehr zahlt; und dass ich mich von ihrer Adresse spätestens bis letzten Sonntag hätte abmelden sollen (da ich in einer Großstadt eingezogen bin, warte ich etwas länger auf einem Termin für die Ummeldung).
Meine Mutter hat mich seit meiner Kindheit missbraucht und manipuliert. Sie hat seit sehr langem Betrug ausgeübt u.a. gegen ihrem Ex-Mann. Beispielsweise fälscht sie Kontoauszüge, um finanzielle Hilfe vom Staat und einen höheren nachehelichen Unterhalt zu bekommen. Sie hat auch ihr Jobbewerbungen zu 90% verfälscht. Ich nehme an, das will sie auch in meinem Fall machen.
Ich habe für ein Großteil, was ich mitgenommen habe, Rechnungen, dass ich die Sachen mit eigenem Geld gekauft habe. Sehr viel habe ich zurückgelassen, ich würde sagen Gegenstände von einem gesamten Wert von mehr als 1k Euro. Ich habe lediglich meine Matratze, ein paar Möbelstücke, ein paar Bücher, CDs und Fotos, und ein Teil meiner Kleidung und Kosmetik mitgenommen. Die Matratze und mein alter PC aus 2015 hatte sie vor langer Zeit für mich gekauft. Es gibt eine alte, externe Festplatte, was ich temporär mitgenommen habe, um meine Dateien von der Festplatte auf meinem PC zu transferieren, weil es vor der Umzug keine Zeit gab, einen gescheiten Backup zu machen. Ich habe aber in einem Schreiben an meiner Mutter schon gesagt, dass ich ihr die Festplatte zurückgeben werde. Sie hat auch die Festplatte bis jetzt nicht erwähnt, und die Dateien, die sie auf der Festplatte hatte, habe ich vor dem Umzug auf ihrem Laptop getan.
Ich konnte leider nicht offensichtlich ausziehen. Meine Mutter hatte seit mehr als 10 Jahren gesagt, dass wenn ich ausziehen würde, dann würde sie mitkommen, und mich nie in Ruhe in lassen. Ich dürfte, laut ihr, selbst wenn ich verheiratet wäre, nicht ohne ihr leben dürfen. Eigentlich will sie, dass ich ihr Haus kostenlos renoviere, ihr Geld bringe durch Arbeit, und ihr außereheliche Kinder gebäre, weil sie Bock auf "neue" Kinder hat. Sie hat auch immer wieder mich angedroht, dass sie Sachen, die mir am Herzen liegen, zerstören würde, wenn ich etwas machen würde, was ihr nicht gefällt, oder ihre Befehle nicht gehorche. Letztes Jahr hatte ich viel Geld gespart um 2024 auszuziehen, aber ich musste alles bis auf ca. 100 Euro letztendlich abgeben, um für Sachen für meine Mutter aufzukommen, wie z.B. ihre Anwalts- und Gerichtskosten (sie befindet sich zu jeden beliebigen Zeitpunkt in mindestens zwei gerichtlichen Verfahren).
Was ein heimlicher Umzug erschwert hat war, dass meine Mutter mich überall folgt. Auch wenn ich zur Uni gehen würde, würde sie mich zur Unigebäude begleiten. Ich konnte also nur ausziehen und ein paar meiner Sachen mitnehmen, wenn ich mit ihr irgendwo hingehe, und dann eine Ausrede erfinde, um zurück nach Hause zu fahren und schnell ein Transporter zu beladen. Und das habe ich vor zwei Wochen gemacht.
Seitdem gibt es alle zwei Tage von ihr Drohungen und Versuche, mich zu stalken. Sie sagt, sie will mich und meinem Freund anzeigen, weil er mich geholfen hat. Sie hat Sachen, die ich zurückgelassen habe, zerstört, weggeschmissen oder zum Verkauf gestellt. Sie hat sogar versucht, durch die Eltern meines Freundes meine neue Adresse zu bekommen.
Ich werde natürlich professionelle Hilfe irgendwie holen (wohl zur Beratungshilfestelle laufen oder ein Anwalt von der Uni nochmals um Hilfe bitten), aber ich frage mich, ob es irgendeinen Anhaltspunkt gibt bei ihrer Vorwürfe. Sie hat ja schließlich einen Anwalt mit guter Bewertung gefunden, der die Sache angenommen hat (er ist eigentlich ein Fachanwalt für Urheberrecht aber hat das auch angenommen). Was könnte mir jetzt erwarten?
Ich muss zugeben, ich habe massiv Angst vor ihr. Ich verwende oft ein Nebeneingang bei der neuen Wohnung, aus Angst dass sie vor meiner Wohnungstür stehen könnte; ich kann ihre Mails nicht vollständig durchlesen und frage andere, sie für mich zusammenzufassen, weil sie mich zu sehr verletzen; und ich habe Angst, dass sie ein Weg findet, mich für den Rest ihres Lebens zu stalken und zu verklagen genauso wie sie mit meinem Dad gemacht hat. Ich werde natürlich meinen Dad kontaktieren und ihm sagen, ich würde gerne mit ihm und seinen Anwalt arbeiten und bezeugen, dass meine Mutter ihn und dem Staat betrogen hatte. Das hatte ich nach der Umzug eh vor, auch wenn mir viele gesagt haben "sie ist doch deine Mutter, es wird doch besser werden, es wird friedlich ausgehen....".
(Sorry für die Länge des Posts und für etwaige grammatikalische Fehler, deutsch ist leider nicht meine Muttersprache. Meine Mutter ist auch nicht deutsch und hat einen Aufenthaltstitel. kA ob das überhaupt eine Rolle spielt. Sie will gerne nach den USA umziehen hat sie immer wieder gemeint, und daraufhin hat sie auch gefälschte Unterlagen an the US government geschickt, um einen Green Card zu bekommen)
submitted by Prof-Dr-Overdrive to LegaladviceGerman [link] [comments]


2024.05.08 02:30 Ok-Significance-1752 I've developed some lore for the human nations I've made so far. In my last post we saw a bit of the human's military now here is the lore to each human nation I've made so far. This part 1 of Human nation lore.

The Unified States of the Americas: One of the younger nations in this world of empires the nation was founded in 1678 when it revolted from the commonwealth of Brittania with the help of the ancient kingdom of Saint Maria and the republic of the Franks. The war of independence lasted until 1681 were the commonwealth of Brittania was forced to yield to the combined might of the American alliance. One of the first acts that the new nation did was the outlawing of slavery in 1697 and establishing what some would call an Airforce in 1718. The nations early air forces were made up of scouting ballons these Ballons played a huge role in spotting enemy movements in the 1st and 2nd Saint Maria war. Like most nations the legends of the great human monster wars were downplayed as simple myths and when the territory around Mt Ebot was annexed in 1783 the Unified states had little to no idea about the existence of the underground. The nation's first president Benhamin Franklin would spend most of his time organizing a proper government.
The Unified states of the Americas government is much like our own with the exception of the fact that A president can serve 4 terms instead of 2. The Police force Of the Unified states isn't called the police like in our universe it is instead called "The Pacification force." The Unified states is composed of 34 states instead of the 50 in our universe.
When it came to relations with other nations the Unified states policy was aggressive expansion with them defeating their former allies the kingdom of Saint Maria in 2 wars only to suffer a setback in the 3rd and final Saint Marian war which saw many of their gain reversed. One of the few nations in the continent of North America was the Alaskan empire which provided them with much needed food during the famine of 1854. The Unified states also remained in a cold war from 1789-1984 with their southern neighbor, the North Latin empire. Both ironically came together and fought side by side and died side by side in the second human monster war. Relationships with European nations were little better. While they retained a strong relation with the republic of the franks and its successor state the French empire the states also aggressively attempted to establish control and power in Europe.
In the late 1800s and throughout the 1900s relations with their European counterparts would improve and they would be a key member in the elimination of monster coalition that sprung up in the second monster war. In typical American fashion when Asgors Palace was stormed during the second human monster war Stars and stripes could be seen flying from the top of the palace the next day.
The kingdom of Saint Maria: Arguably the one oldest nation's in existence, the kingdom was founded in 1230 and was originally composed of the knights of Saint George the Knight that had slain the monster king Thenul the 2nd in a duel. The kingdom of Saint Maria took its name from the Saint Maria who was blessed by the god Sage according to legends and she was gifted great healing properties which allowed her to heal almost any illness or wound. Saint Marias birth is unknown, but it is states she was slain by king Asgor during the 200-year war between monster and humans aka the first monster human war. At its greatest extent which was from 1500-1689 the kingdom encompassed large swaths of what you could say is the modern-day Canada of our universe.
The kingdom began to see decline in 1689 just 8 years after helping the Unified states gain their independence. The Kingdom was weakened by the rule of Alexios the 3rd who preferred to spend time with his concubines than sort out government issues. Another Issues was the fact that feudalism was dying, and the kingdom struggled to adapt to the ever-changing world. Only in 1720 did the kingdom decided to arm its army with proper firearms after a massive wakeup call in the aftermath of the humiliating 1st Saint Marian war with lasted only 3 weeks and saw the kingdoms capital be taken away along with much of their southern territories. In 1728 the Natives of their far northern Territories Revolted and formed the Unite northwest Territories. The resulting wart which lasted from 1728-35 was another humiliation as the Natives used tactics similar of those to the Vietcong in the dense and freezing forests of the north. After losing the war the Unified states invaded once again and annihilated their army in just 8 months the 2nd Saint Marian war of 1736. The kingdom finally saw some success after Grand Chaplin Argor staged a coup in 1813 and declared himself the holy emperor. Argor would go on to defeat the Commonwealth of Brittania in the war of 1815 and then defeated the Unified states and retook the kingdoms old capital and much of their lost territories in 1818.
While the nation saw a brief golden age from 1819-38 which saw another 2 successful rulers the nation was hard hit during the great depression of 1839. The nation's government systems still remained the same. By the 1900s it was the last nation still following the principles of feudalism and still had military orders such as the knights of Saint George. The one upside was the fact the nation didn't downplay the human monster war and the idea of the monster as a race as a legend. They had been at the front of the fighting after all. The nation sadly would meet its brutal end on January 1st, 1991, during the second human monster war. The nation had joined in the war in 1986 as the monsters rapidly advance across the Unified states of Americas and when the nukes began to fall. In 1991 during the first day of the year Chujin the Royal scientist opened a portal to the nation's capital and the monster came charging slaughtering everyone and everything in their wake. The Knights of Saint George, the order of the blue Falcon, and the nation's military fought to the last man in the 14-hour defense of their capital. By the middle of 1991 the kingdom would be wiped of the face of the earth just due to the massive population drain caused by the war. The kingdoms population of 14 million was decreased to just 500,000 must of these people had been the lucky ones that had escaped across the border into the Unified states or The United Northwest territories. At the end of the war the kingdom would be official disbanded after the human victory and its territories and people carved up by the unified states, The Commonwealth of Brittania and the United Northwest Territories much like the fate of Switzerland in the after math of the war but Switzerland was arguably hit harder but thats a story for another time.
This is the end of part 1 I should post part 2 tomorrow.

submitted by Ok-Significance-1752 to Undertale [link] [comments]


2024.05.07 20:56 EuphoricRaspberry184 How long does it take aldara to work?

25M I have been using aldara for a month and nothing’s changed. I have no skin reaction + 2 extra warts. This is my 3rd reoccurrence and I have been treated 3x2 times of cryo. It’s been over 5 years and I guess I will die with warts…
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2024.05.07 18:40 DurchgepeitschterBot Gendern erkannt in /r/FragReddit !

Hier wurde gegendert -> https://reddit.com/FragReddit/comments/1cmdl96/mein_opa_hat_immer_gesagt_hsk_die_können_nicht/l302pt6/ :
also ich als alter euskirchener bin a) froh, dass euler nie auf der liste stehen b) ich autofahrer*innen beurteile ohne auf ihr kennzeichen zu achten und c) SULER IHR FÜHRERSCHEIN BEI MCDONALDS MONOPOLY GEWONNEN ICH MEINE WIRKLICH WISST IHR ÜBERHAUPT WAS ABSTAND IST ODER WART IHR IN DER CORONAZEIT NICHT DA WEIL EUER AUTO SCHON WIEDER IN DER WERKSTATT IST WEIL IHR ABSOLUTE HONKS SEID
submitted by DurchgepeitschterBot to Genderscanner [link] [comments]


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