Sharon construction case

Furniture

2008.06.12 14:33 Furniture

Come and talk about furniture! Please read the rules BEFORE posting. We DO NOT ID FURNITURE HERE.
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2017.02.23 15:19 Profplujm Star Trek Online's Finest

We are looking for active members to fill all roles of STO gaming. It's free to become an ensign but to become a Lt. of Lethality you need to be regularly online and active. To be promoted to Commander a donation of 100k fleet credits to the fleet holdings is required for covering monthly raffles and star base construction and 1 master key (or equivalent) donation to the fleet bank. Promotions past Commander will require case by case basis review.
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2017.08.08 11:22 LordBacon69 ScottPetersonCase

The Murder of Laci Peterson. Discuss the Scott Peterson case.
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2024.05.02 22:44 Jdlongmire Temporal Asymmetry: Synthesizing Old and Young Creationism

This essay introduces a framework called "temporal asymmetry" to reconcile the apparent discrepancy between the biblical account of a young creation and the scientific evidence for an ancient universe. This framework proposes that from an Earth-based observer's perspective and using Earth standard time, the universe appears to have a genuinely old history spanning billions of years. However, this does not conflict with the idea that from the Creator's eternal, transcendent point of view, the entire cosmos was brought into existence in a literal six-day period.
Key points:
  1. Biblical texts suggest that God experiences time differently than humans, transcending our Earth-based perception of time (e.g., Psalm 90:4, 2 Peter 3:8).
  2. Scientific theories like relativity show that time is relative to the observer's frame of reference, which in our case, is an Earth-based perspective using Earth standard time.
  3. The temporal asymmetry model suggests that while we, as Earth-bound observers, perceive a universe with a truly ancient history, this is fully compatible with the idea of a recent creation from God's eternal vantage point.
  4. This framework takes scientific evidence for an old universe seriously while maintaining the truthfulness of the biblical creation and Flood accounts.
  5. Objections to this model, such as the appearance of age or ad hoc reasoning, are considered and found to be unpersuasive.
The essay concludes by emphasizing the importance of humility, reverence, and openness to mystery when exploring the complex relationship between science and faith. It acknowledges God's transcendence and sovereignty over time and creation, highlighting that from our Earth-based perspective using Earth standard time, we can affirm the genuine antiquity of the cosmos while simultaneously recognizing the validity of the biblical account of a recent creation from God's eternal point of view.
Introduction
The age of the earth and universe has long been a point of tension between biblical literalists who affirm a young creation based on the Genesis account and mainstream scientists who see compelling evidence for an ancient cosmos spanning billions of years. This treatise proposes a conceptual framework for reconciling these divergent perspectives by appealing to the concept of temporal asymmetry—the idea that time can be experienced differently from different frames of reference. By exploring how a transcendent Creator might experience time in a radically different way than creatures embedded within space-time, and by examining scientific evidence and biblical accounts that lend support to this idea, we can begin to see how both a young and old creation might be simultaneously true from different vantage points.
Biblical Foundations: Creation, Flood, and Divine Temporality
The starting point for this reconciliation is the biblical testimony itself. Genesis 1-2 describes God creating the heavens and earth, along with all their inhabitants, in six literal days, culminating in the Sabbath rest on the seventh day. This orderly, structured creation week strongly implies that these were normal solar days as experienced by earthly observers. The genealogies and chronologies found throughout the Old Testament further reinforce the impression of a relatively recent creation, spanning only a few thousand years.
The Bible presents God as the sovereign Creator, bringing the universe into existence by His word and wisdom. In our modern age, it's fitting to think of Him as the Master Programmer or Cosmic Engineer, designing the laws, constants, and structures that govern the cosmos with perfect precision.
According to Genesis 1, God's "deployment" of the Creation program took place over six literal days. On Day 1, He brought forth the foundational components - space, matter, light, and time. Day 2 saw the formation of Earth's atmosphere, while Day 3 involved the emergence of dry land and vegetation.
The fourth day marked a pivotal stage in Creation. God spoke the Sun, Moon, and stars into existence ex nihilo, just as He did in days 1-3 - a direct manifestation of His omnipotence. However, rather than simply having them "wink" into being instantaneously, God appears to have utilized an accelerated process to "construct" these celestial bodies and "fast-forward" their development.
In a sense, God ran a "rapid simulation" of cosmic evolution, compressing billions of years' worth of stellar formation, nuclear fusion, and planetary accretion into a single 24-hour period. This dramatically sped-up process would have produced a universe with a coherent "virtual history" - including light trails suggesting vast distances, radioactive isotope ratios implying ancient ages, and cosmic background radiation pointing to a primordial "Big Bang.
Importantly, this "appearance of age" would not be a deceptive trick, but a purposeful design feature. It would grant the universe a realistic "backstory," providing a credible cosmic context for Earth's existence. It would also showcase God's ability to craft a cosmos of immense size and precision, with countless stars and galaxies fine-tuned to support life.
Moreover, by front-loading the universe with a "virtual history," God would be endowing it with vast potential for future development, setting the stage for billions of years' worth of stellar and biological evolution to unfold within stable, pre-designed parameters.
On Days 5 and 6, God filled the Earth with living creatures, each programmed to reproduce after its kind, with rich genetic potential for adaptive variation. The creation of mankind in God's image marked the climax of His creative work, which He declared "very good" - an elegant, error-free system, perfectly aligned with His intentions.
Viewing Day 4 as involving a "rapid formation process" offers a robust integration of the biblical Creation account with scientific evidence for an ancient universe. It affirms that God created the heavens and the Earth supernaturally and recently, while still accounting for the apparent age of the cosmos from our finite perspective.
Through this lens, scientific research becomes a means of "reverse engineering" the universe, uncovering the sophisticated algorithms and subroutines God employed in constructing the heavens and the Earth. Each discovery of a finely tuned constant or elegantly balanced force points to the ingenuity of the Creator, the Master Developer behind the cosmic code.
Ultimately, the concept of God utilizing an accelerated formation process on Day 4, while still creating ex nihilo, provides a compelling synthesis of the biblical doctrine of Creation with the scientific evidence for a universe spanning billions of years. It magnifies God's wisdom, power, and artistry, inviting us to marvel at the work of His hands. As we probe the depths of the cosmos, we are not merely analyzing inanimate matter and energy, but encountering the handiwork of the living God, in whom all things hold together.
Additionally, the account of the global Flood in Genesis 6-9 describes a cataclysmic event that reshaped the earth's surface and destroyed all terrestrial life outside the ark. The Flood is presented as a real historical event that left observable traces in the geological record, such as the deposition of vast sedimentary layers and the burial of innumerable organisms as fossils.
Modern scientific observations of the geological record provide compelling evidence for an earth that is approximately 4.5 billion years old. Radiometric dating techniques, the analysis of sedimentary layers, and the study of fossil succession all point to a planet with a vast and ancient history. At the same time, some scientific discoveries, such as the presence of DNA in fossilized dinosaur bones and the existence of polystrate fossils, seem to challenge the conventional old-earth paradigm and lend support to a young-earth perspective. This apparent discrepancy can be reconciled by appealing to the concept of temporal asymmetry, which suggests that time can flow at different rates from different frames of reference. By proposing that the historical observers of Earth's past, particularly during the biblical Flood event, experienced time at a different pace than the geological processes shaping the planet, we can begin to understand how the earth can be both "young" from a biblical perspective and "old" from a scientific perspective.
To illustrate this concept, let us engage in a thought experiment. Imagine that during the cataclysmic events of the global Flood described in Genesis, the inorganic components of the earth underwent a period of vastly accelerated change. From the perspective of an indestructible, immortal observer standing on the ocean floor, time would appear to move at its normal pace, and all the standard measurement systems used by modern science would still apply. However, from the vantage point of someone on the water's surface, the geological processes below would be unfolding at a breathtaking speed, like watching a time-lapse video in fast forward.
In this scenario, the geological aging of the earth would proceed according to the predictions of naturalistic models, but it would be compressed into a much shorter timeframe as experienced by the surface-dwelling observers. Millions of years' worth of sedimentary deposition, tectonic activity, and erosion could have occurred within the confines of the Flood year, as the inorganic earth was supernaturally accelerated to accomplish God's judgments.
One key aspect of this model is that organic material, such as living creatures and their remains, would not have been subjected to the same accelerated time flow as the inorganic components of the earth. This explains why we might find relatively intact biomolecules, such as DNA fragments, in fossils that are purportedly millions of years old based on the geological strata in which they are found. If the fossils were formed during the Flood event, when the organic remains were buried rapidly and the surrounding inorganic material was aged at an accelerated rate, it is conceivable that traces of original biological material could have survived to the present day.
Similarly, the existence of polystrate fossils, which extend through multiple sedimentary layers that are conventionally interpreted as having been deposited over long ages, becomes more explicable if those layers were laid down in rapid succession during the Flood. The organic remains would have been preserved in their original orientation as the inorganic sediments were compressed and aged around them.
Acknowledging the Supernatural
Naturalistic scientists will undoubtedly reject this scenario out of hand, as it invokes supernatural intervention in the natural world. From their perspective, any appeal to divine action is inherently unscientific and untestable. They will seek to explain away anomalies like dinosaur DNA or polystrate fossils through purely naturalistic means, even if those explanations strain credulity or require ad hoc assumptions.
However, for those who are open to the possibility of a Creator God who can act in ways that transcend the ordinary laws of nature, the idea of supernaturally accelerated geological processes becomes a viable option. If God is the author of time itself, then He is not bound by the uniform flow of time that we experience as creatures within the universe. He could easily manipulate the relative rates of temporal progression for organic and inorganic matter to accomplish His purposes, such as executing judgment on a sinful world through the Flood while preserving the remnant of life on the ark.
Interestingly, the concept of accelerated geological processes is not entirely foreign to naturalistic scientific models. Many simulations of Earth's history, such as those used to study plate tectonics or climate change, rely on compressed timescales to make the computations more manageable. These models do not attempt to replicate the full 4.5 billion years of Earth's history in real-time, but instead, artificially accelerate the relevant processes to simulate long ages within a shorter span of model time.
From a certain perspective, these simulations can be seen as analogous to the biblical view of Earth's history, where the vast ages inferred from the geological record are compressed into a much shorter timeframe as experienced by human observers. The key difference is that naturalistic models attribute the acceleration to the limitations of human computing power, while the biblical view attributes it to the sovereign power of the Creator.
The framework of temporal asymmetry provides a conceptual tool for reconciling the apparent discrepancy between the vast age of the earth inferred from the geological record and the much younger age suggested by a literal reading of biblical chronology. By proposing that the inorganic components of the earth underwent a period of supernaturally accelerated aging during the events of the global Flood, we can begin to understand how millions of years' worth of geological processes could have unfolded within the confines of a single year as experienced by the earth's inhabitants.
Ultimately, the temporal asymmetry view requires an openness to supernatural intervention in the natural world and a willingness to subordinate human reason to divine revelation. It challenges us to recognize the limitations of our creaturely perspective and to embrace the mystery and majesty of a God who transcends the very fabric of space and time. As we seek to unravel the complex history of our planet and the universe beyond, may we do so with humility, reverence, and a deep sense of awe at the eternal power and wisdom of the One who spoke all things into existence.
Biblical Evidence for Temporal Asymmetry
Intriguingly, the Bible also contains passages that suggest a more complex relationship between God and time. In Psalm 90:4, Moses declares, "For a thousand years in Your sight are like yesterday when it passes by, or as a watch in the night." This verse implies that God's perception of time is radically different from our own, with a thousand years passing like a mere day from His eternal perspective. Similarly, the Apostle Peter writes, "With the Lord one day is like a thousand years, and a thousand years like one day" (2 Peter 3:8). These passages hint at a profound temporal asymmetry between the Creator and His creation.
Another compelling biblical example of God's ability to manipulate time is found in the account of Joshua's long day (Joshua 10:12-14). During a battle against the Amorites, Joshua prayed for the sun and moon to stand still, and God miraculously prolonged the day to allow the Israelites to achieve victory. This event suggests that God can supernaturally alter the flow of time in a localized way, causing the sun to remain in the sky from an earthly perspective while time continues to pass normally on a cosmic scale.
Scientific Evidence for Temporal Asymmetry
The concept of temporal asymmetry finds support not only in biblical passages but also in certain scientific theories and observations. Einstein's theories of special and general relativity demonstrate that time is not an absolute constant but can dilate or contract depending on relative velocity and the presence of mass-energy. Clocks tick at different rates for observers in different reference frames, a phenomenon that has been confirmed through precise experiments with atomic clocks.
In the extreme environment near a black hole, gravitational time dilation becomes so severe that an outside observer would see time coming to a virtual standstill for someone falling into the event horizon. This extreme example illustrates the principle that time can flow at vastly different rates depending on the gravitational context.
Recent discoveries in quantum physics have further challenged our intuitive notions of time as a linear, unidirectional flow. Experiments with entangled particles have demonstrated apparent violations of temporal causality, with measurements on one particle instantaneously influencing the state of its entangled partner, regardless of the distance between them. Some interpretations of quantum mechanics, such as the retrocausal and transactional models, suggest that influences can propagate backward in time, blurring the distinction between past, present, and future.
While these scientific theories and observations do not directly prove the kind of radical temporal asymmetry proposed in the biblical creation account, they do challenge our conventional assumptions about the nature of time and open up conceptual space for considering more expansive possibilities. If time can be relative, variable, and even bi-directional within the constraints of known physical laws, then it seems plausible that a transcendent Creator, unconstrained by the limitations of space-time, could experience and manipulate time in ways that far surpass our current scientific understanding.
Theological Implications and Potential Objections
This proposed reconciliation of a young and old creation through temporal asymmetry has several important theological implications. First and foremost, it preserves the truthfulness and authority of the biblical creation, Flood, and long day accounts, taking seriously their historical and theological claims without reducing them to mere mythology or symbolism. It affirms that the universe is the purposeful handiwork of a personal, transcendent Creator who can supernaturally intervene in the fabric of space-time.
At the same time, this model challenges us to expand our understanding of God's relationship to time and to embrace a greater sense of epistemic humility. It reminds us that our creaturely experience of time is not absolute but relative to our finite, embedded perspective within the cosmos. It calls us to worship a God whose ways are higher than our ways and whose thoughts are higher than our thoughts (Isaiah 55:9), even as we seek to understand His self-revelation in nature and Scripture.
Of course, this model is not without its limitations and potential objections. Some may argue that it involves a measure of phenomenological language or apparent age in the creation, which could be seen as incompatible with God's perfect truthfulness. Others may object that it is too speculative or ad hoc, going beyond the plain meaning of the biblical text in an attempt to accommodate modern scientific paradigms. Still others may feel that it grants too much validity to conventional old-earth dating methods and does not sufficiently critique their underlying assumptions.
However, the objections raised against the proposed model of reconciling a young and old creation through temporal asymmetry are ultimately unfounded and fail to appreciate the explanatory power and theological coherence of this framework.
Firstly, the claim that this model involves phenomenological language or apparent age in creation, which could be seen as incompatible with God's perfect truthfulness, is misguided. The framework of temporal asymmetry does not suggest that God created the universe with a mere appearance of age, but rather that He created a genuinely ancient cosmos in a condensed timeframe from His eternal perspective. The antiquity of the universe is real, not illusory, and is a testament to God's omnipotence and transcendence over time itself. God is not deceiving us by creating a universe that bears the marks of a lengthy history; He is showcasing His ability to craft a cosmos of immense complexity and depth in a manner that defies our temporal limitations.
Moreover, Scripture itself affirms that God's relationship to time is radically different from our own. Passages like Psalm 90:4 and 2 Peter 3:8 reveal that God's experience of time is not constrained by the linear, unidirectional flow that we perceive. The Bible presents a God who is eternal, unchanging, and sovereign over the very fabric of space-time. It is entirely consistent with the biblical portrayal of God's nature to suggest that He could create a universe with a genuine history spanning billions of years from our perspective, while simultaneously accomplishing this work in a literal six-day period from His own perspective.
Secondly, the objection that this model is too speculative or ad hoc, going beyond the plain meaning of the biblical text to accommodate modern scientific paradigms, is unfair. The framework of temporal asymmetry is not a desperate attempt to force the Bible to conform to contemporary scientific theories, but rather a principled effort to take both biblical revelation and empirical evidence seriously. The model is rooted in a careful exegesis of relevant biblical passages, such as the creation account in Genesis, the Flood narrative, and texts that speak to God's eternal nature and His sovereignty over time. It also draws upon well-established scientific observations, such as the relativistic nature of time and the evidence for an ancient universe, to formulate a coherent and compelling synthesis.
Furthermore, the charge of being ad hoc or speculative could be leveled against any attempt to reconcile biblical and scientific perspectives on origins. The very endeavor of harmonizing ancient religious texts with modern scientific discoveries necessarily involves a degree of extrapolation and interpretation. The framework of temporal asymmetry is no more speculative than other proposed solutions, such as the day-age theory or the framework hypothesis, and in fact has the advantage of preserving a more straightforward reading of the biblical text while still engaging meaningfully with scientific evidence.
Finally, the criticism that this model grants too much validity to conventional old-earth dating methods and fails to sufficiently critique their underlying assumptions is misplaced. The temporal asymmetry framework does not uncritically accept all the claims of modern scientific dating techniques, but rather acknowledges the substantial empirical evidence for an ancient universe while offering a fresh perspective on how this antiquity can be reconciled with the biblical account of a recent creation. The model encourages a critical evaluation of the assumptions underlying radiometric dating methods and other techniques, recognizing that they are based on extrapolations of present-day processes into the distant past and may not account for the possibility of supernatural intervention or alternative interpretations of the data.
At the same time, the temporal asymmetry framework provides a robust explanation for why scientific dating methods consistently point to an ancient universe. If God did indeed create a cosmos with a genuine antiquity from our temporal perspective, then it is entirely expected that empirical investigations would uncover evidence of this ancient history. The model thus engages constructively with the findings of mainstream science while still maintaining a commitment to the truthfulness and authority of Scripture.
Conclusion
In conclusion, the framework of temporal asymmetry, supported by both biblical passages and scientific observations, provides a thought-provoking way to conceptually reconcile the affirmations of a recent, six-day creation and global Flood with the evidence for an ancient earth and universe. By recognizing the radical difference between the Creator's experience of time and our own creaturely perspective, we can begin to see how both a young and old creation might be simultaneously true from different vantage points.
This model challenges us to engage seriously with the anomalies and evidential tensions within conventional dating paradigms, even as it expands our understanding of God's transcendence and mystery. It seeks to be faithful to the truth of God's self-revelation in both Scripture and nature while acknowledging the inherent limitations and challenges of harmonizing these distinct modes of divine discourse.
The objections raised against the framework of temporal asymmetry are ultimately unpersuasive. This model offers a compelling and biblically faithful way to reconcile the apparent discrepancies between the scriptural account of creation and the scientific evidence for an ancient universe. By recognizing the radical asymmetry between God's eternal perspective and our own limited, temporal vantage point, we can affirm the genuine antiquity of the cosmos while still upholding the literal truth of the Genesis creation account. The framework of temporal asymmetry thus represents a promising approach to resolving one of the most persistent and contentious debates in the relationship between science and faith.
Ultimately, the goal of this reconciliation is to stimulate further reflection, dialogue, and reverent wonder in our exploration of the manifold mysteries of creation. As we pursue truth in both science and theology, may we do so with humility, recognizing the incomparable wisdom and power of the eternal, transcendent Creator who has graciously granted us the ability to study His handiwork. Let us approach these profound questions with a spirit of worship, marveling at the God who transcends time and space, and yet who is intimately present in every moment of our lives.
Addendum: A Framework of Progressive Revelation for Reconciling a Young and Old Creation
The concept of progressive revelation, which holds that God has gradually unveiled His truth and purposes to humanity over time, provides a helpful framework for understanding the apparent discrepancies between the biblical account of creation and the scientific evidence for an ancient universe. By recognizing that divine revelation is an ongoing process, with later revelations building upon and clarifying earlier ones, we can begin to see how the temporal asymmetry model for reconciling a young and old creation fits within the larger context of God's unfolding self-disclosure.
  1. The Accommodation of Ancient Cosmology
The early chapters of Genesis were written in a cultural context where the prevailing understanding of the cosmos was vastly different from our modern scientific perspective. The biblical authors, under the inspiration of the Holy Spirit, communicated divine truth in a way that was accessible and meaningful to their original audience, using the language and concepts of their time. This accommodation to ancient Near Eastern cosmology does not undermine the theological and spiritual truths conveyed by the creation account, but it does suggest that we should be cautious about interpreting it as a scientifically precise description of the universe's origins.
  1. The Focus on Theological Truths
The primary purpose of the Genesis creation narrative is to reveal fundamental theological truths about God's nature, character, and relationship to His creation. It affirms that the universe is the purposeful handiwork of a sovereign, all-powerful Creator, who brought order and beauty out of chaos and who created human beings in His own image to serve as stewards of the earth. These truths are not dependent on a particular scientific understanding of the universe's age or the specific mechanisms of creation. They transcend the limitations of human knowledge and remain valid regardless of our evolving scientific insights.
  1. The Principle of Accommodation
Throughout Scripture, we see examples of God accommodating His revelation to the limitations of human understanding and cultural contexts. Jesus Himself acknowledged this principle when He told His disciples, "I still have many things to say to you, but you cannot bear them now" (John 16:12). The apostle Paul also recognized that our present knowledge is partial and incomplete, and that we see only dimly as in a mirror (1 Corinthians 13:9-12). This suggests that God's revelation to us is not exhaustive or absolute, but is tailored to our capacity to understand and respond to it at different stages of redemptive history.
  1. The Analogy of Galileo and Heliocentrism
The tension between the biblical account of creation and modern scientific discoveries is not unprecedented in church history. In the 17th century, Galileo Galilei faced opposition from the Catholic Church for his support of the heliocentric model of the solar system, which seemed to contradict biblical passages that speak of the sun rising and setting or the earth being fixed and immovable (e.g., Psalm 93:1; Ecclesiastes 1:5). However, as scientific evidence for heliocentrism accumulated, the church gradually came to recognize that these biblical texts were not intended to teach scientific cosmology, but rather to affirm God's sovereignty and faithfulness using the language and concepts of their time. Similarly, as we grapple with the evidence for an ancient universe, we may need to reevaluate our interpretation of the creation account in light of later scientific revelations, while still upholding the essential theological truths it communicates.
  1. The Harmony of God's Two Books
The principle of progressive revelation suggests that God has disclosed Himself and His truth not only through the written words of Scripture but also through the natural world, which the psalmist declares to be "telling of the glory of God" (Psalm 19:1). As scientific discoveries shed new light on the structure and history of the universe, they can deepen our understanding and appreciation of the Creator's wisdom, power, and grandeur. The apparent discrepancies between scientific findings and traditional interpretations of Scripture may actually be an invitation to seek a higher synthesis that does justice to both divine revelation and human reason.
  1. The Temporal Asymmetry Model as a Faithful Synthesis
The model of temporal asymmetry, which proposes that God could have created a genuinely ancient universe from our perspective while completing His work in six literal days from His own eternal vantage point, represents a faithful attempt to synthesize the biblical testimony with the scientific evidence for an old cosmos. By recognizing that God's experience of time is not limited to our creaturely perspective, this model affirms the truthfulness of Scripture while also taking seriously the empirical findings of modern science. It challenges us to expand our understanding of divine temporality and to embrace the mystery and majesty of a God who transcends the very fabric of space and time.
  1. The Call to Humility and Wonder
Ultimately, the framework of progressive revelation reminds us to approach the question of the universe's origins with a spirit of humility, reverence, and openness to further divine illumination. As we seek to harmonize biblical truth with scientific discovery, we must acknowledge the limitations of our own understanding and the possibility that future revelations may shed new light on this complex issue. Rather than clinging dogmatically to a particular interpretation or model, we are called to stand in awe of the eternal, transcendent Creator who has revealed Himself in the pages of Scripture and in the marvels of His creation. As we continue to explore the mysteries of the universe, may we do so with a posture of worship, trust, and anticipation, knowing that the God who has spoken in ages past is still speaking to us today, inviting us to behold His glory and to join in His cosmic purposes.
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2024.05.02 22:41 aversiontherapy Have people outside of NYC been following the recent RICO suit alleging a conspiracy to make fraudulent PI claims?

Things are getting pretty exciting in NYC personal injury law right now. A few of the bigger plaintiff's firms and a good 50 or so doctors are being sued in federal court for allegedly manufacturing fraudulent claims and lawsuits for accidents and injuries that never happened. If you practice persona injury law in NYC you'll absolutely recongnize the vast majority of the named defendants. The main lawsuitis pending in the United States District Court for the Eastern District of New York, Roosevelt Road Re, Ltd. et al v. John Hajjar, MD et al, case number 1:24-cv-01549-NG-LB.
This stuff has been an open secret for years, and the lawsuit was filed a couple of months ago. It's starting to make the news, and it's been tremendous fun (at least for me as an insurance defense attorney) watching things start to break down. There have been *hundreds* of motions filed by a handful of plaintiffs' attorneys asking to be relieved as counsel before the lawsuits come to any kind of conclusion.
https://abc7ny.com/imposter-posed-as-queens-man-for-doctors-visits-in-fraudulent-construction-fall-claim--7-on-your-side-investigates/14755461/
https://abc7ny.com/stolen-identify-construction-worker-says-his-id-was-to-file-false-workers-comp-claim-and-lawsuit/14607751/
https://abc7ny.com/construction-workers-fake-falls-injuries/14529496/
https://abc7ny.com/videoClip/14607874/
submitted by aversiontherapy to legal [link] [comments]


2024.05.02 22:30 Oscarboyyy [wts] Nordisk YETI Goose Down Sleeping Bag V.I.B 250 Year Round -9ºC RRP £368.00

Brand New with Tags, never used
Selling for £250
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Temperature:
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Packed Size Uncompressed / Compressed:
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submitted by Oscarboyyy to ULgeartrade [link] [comments]


2024.05.02 22:20 FillComprehensive446 CrossRoads RP Custom Drugs Advanced Jobs Realistic Economy Custom Lore Friendly Cars Streamer Friendly

https://discord.gg/crossroads-rp We are a Custom server. We are an all around joyous staff team who loves to have fun and who also just wants to bring a community together that enjoys RP. We are a community based server and we will always make sure that the community comes first! The goal is for us is, to create a safe place for everyone to come play in as their escape! What do we have to offer, you ask?
We have: • Active Staff • We are Community Based • Active Support • Custom Keybinds • Optimized on QBCore Framework • Fair Economy • Full Controller Support • Friendly Community • Streamer Friendly
LEGAL / CIVILIAN JOBS & ACTIVITIES: • Player Owned Jobs • Taxi Job • Garbage Job • Deep Sea Diving • Lumber Job • trucking logistics • Dumpster Diving • Fishing • Oil Rig Job • Window Cleaner • Construction And many more legal jobs!!
ILLEGAL JOBS: • Drugs • Weed Planting anywhere • LSD, Meth, Coke, Crack, XTC, Pills, Lean, and more • Store Robberies • House Robberies • Jewelry Store • Bank Robberies • Money Wash • Oil rig heist And much more!
• Many Gangs and Open Spots • Many MC’s
We have a /dailyspin, /caseOpening (you want silver coins the more you’re in the city) Multiple ways to earn free prizes within the city!
WHITELISTED JOBS: • LEO • EMS • FIRE • DOJ • LAWYER • Mechanic • Realtor • Repo/Tow driving job! • Dealership And a few others and more to come!
We are currently hiring in all departments of our Whitelist positions. LEO, EMS, Fire and Rescue, Mechanic, ETC. Join the discord and put your whitelist job applications in!!
Whether your like to gang bang, street race, drag race, be a simple 9-5 civilian, We got you covered! https://forum.cfx.re/t/crossroads-rp-custom-drugs-advanced-jobs-realistic-economy-custom-lore-friendly-cars-streamer-friendly/5219639
submitted by FillComprehensive446 to FiveMrp [link] [comments]


2024.05.02 22:10 FillComprehensive446 CrossRoads RP Custom Drugs Advanced Jobs Realistic Economy Custom Lore Friendly Cars Streamer Friendly

We are a Custom server. We are an all around joyous staff team who loves to have fun and who also just wants to bring a community together that enjoys RP. We are a community based server and we will always make sure that the community comes first! The goal is for us is, to create a safe place for everyone to come play in as their escape! What do we have to offer, you ask?
We have: • Active Staff • We are Community Based • Active Support • Custom Keybinds • Optimized on QBCore Framework • Fair Economy • Full Controller Support • Friendly Community • Streamer Friendly
LEGAL / CIVILIAN JOBS & ACTIVITIES: • Player Owned Jobs • Taxi Job • Garbage Job • Deep Sea Diving • Lumber Job • trucking logistics • Dumpster Diving • Fishing • Oil Rig Job • Window Cleaner • Construction And many more legal jobs!!
ILLEGAL JOBS: • Drugs • Weed Planting anywhere • LSD, Meth, Coke, Crack, XTC, Pills, Lean, and more • Store Robberies • House Robberies • Jewelry Store • Bank Robberies • Money Wash • Oil rig heist And much more!
• Many Gangs and Open Spots • Many MC’s
We have a /dailyspin, /caseOpening (you want silver coins the more you’re in the city) Multiple ways to earn free prizes within the city!
WHITELISTED JOBS: • LEO • EMS • FIRE • DOJ • LAWYER • Mechanic • Realtor • Repo/Tow driving job! • Dealership And a few others and more to come!
We are currently hiring in all departments of our Whitelist positions. LEO, EMS, Fire and Rescue, Mechanic, ETC. Join the discord and put your whitelist job applications in!!
Whether your like to gang bang, street race, drag race, be a simple 9-5 civilian, We got you covered! https://forum.cfx.re/t/crossroads-rp-custom-drugs-advanced-jobs-realistic-economy-custom-lore-friendly-cars-streamer-friendly/5219639
submitted by FillComprehensive446 to FiveMRPServers [link] [comments]


2024.05.02 22:10 FillComprehensive446 Crossroads RP Custom Drugs Advanced Jobs Realistic Economy Custom Lore Friendly Cars Streamer Friendly

We are a Custom server. We are an all around joyous staff team who loves to have fun and who also just wants to bring a community together that enjoys RP. We are a community based server and we will always make sure that the community comes first! The goal is for us is, to create a safe place for everyone to come play in as their escape! What do we have to offer, you ask?
We have: • Active Staff • We are Community Based • Active Support • Custom Keybinds • Optimized on QBCore Framework • Fair Economy • Full Controller Support • Friendly Community • Streamer Friendly
LEGAL / CIVILIAN JOBS & ACTIVITIES: • Player Owned Jobs • Taxi Job • Garbage Job • Deep Sea Diving • Lumber Job • trucking logistics • Dumpster Diving • Fishing • Oil Rig Job • Window Cleaner • Construction And many more legal jobs!!
ILLEGAL JOBS: • Drugs • Weed Planting anywhere • LSD, Meth, Coke, Crack, XTC, Pills, Lean, and more • Store Robberies • House Robberies • Jewelry Store • Bank Robberies • Money Wash • Oil rig heist And much more!
• Many Gangs and Open Spots • Many MC’s
We have a /dailyspin, /caseOpening (you want silver coins the more you’re in the city) Multiple ways to earn free prizes within the city!
WHITELISTED JOBS: • LEO • EMS • FIRE • DOJ • LAWYER • Mechanic • Realtor • Repo/Tow driving job! • Dealership And a few others and more to come!
We are currently hiring in all departments of our Whitelist positions. LEO, EMS, Fire and Rescue, Mechanic, ETC. Join the discord and put your whitelist job applications in!!
Whether your like to gang bang, street race, drag race, be a simple 9-5 civilian, We got you covered! https://forum.cfx.re/t/crossroads-rp-custom-drugs-advanced-jobs-realistic-economy-custom-lore-friendly-cars-streamer-friendly/5219639
submitted by FillComprehensive446 to FiveMServers [link] [comments]


2024.05.02 21:42 assured_help HELP FOR ASSIGNMENT UK: FINDING THE SUPPORT YOU NEED

Help for Assignment UK: Finding the Support You Need

Assignments are an integral part of academic life, serving as benchmarks for understanding and assessing students' grasp of course material. However, navigating the demands of assignments can often be challenging, particularly for students facing time constraints, unfamiliar topics, or language barriers. In the UK, where education standards are high and expectations rigorous, seeking help for assignments is not only common but also advisable for students aiming to excel.
The Need for Assistance
The reasons students seek help for assignments are diverse. Some may struggle with understanding complex concepts or lack sufficient resources to conduct thorough research. Others might grapple with structuring their work effectively or managing their time efficiently. International students, in particular, may face language barriers that hinder their ability to express themselves clearly in written assignments.
Additionally, the pressure to perform well academically can be immense, leading students to seek support to alleviate stress and anxiety. Balancing multiple assignments, along with other commitments such as part-time jobs or extracurricular activities, can leave students feeling overwhelmed and in need of assistance to maintain their academic performance.
Types of Support Available
Fortunately, students in the UK have access to a wide range of support services to help them tackle their assignments effectively. These include:
  1. Tutoring Services: Many universities offer tutoring services where students can receive one-on-one assistance from experienced tutors. These sessions can provide valuable insights, clarification of concepts, and guidance on structuring assignments.
  2. Writing Centers: Writing centers are dedicated spaces where students can receive support with all aspects of the writing process, from brainstorming ideas to polishing final drafts. Staffed by writing specialists, these centers offer constructive feedback and resources to enhance students' writing skills.
  3. Online Resources: The internet is a treasure trove of resources for assignment help, including scholarly articles, academic databases, and online tutorials. Websites like Khan Academy, Coursera, and TED-Ed offer free educational content on a wide range of subjects, making them valuable tools for self-study and research.
  4. Peer Support Networks: Collaborating with peers can be a valuable source of support for assignments. Group study sessions, peer editing, and online forums allow students to exchange ideas, provide feedback, and learn from each other's perspectives.
  5. Professional Writing Services: In cases where students require additional assistance or have tight deadlines to meet, professional writing services can provide customized support. These services offer expert guidance from qualified writers who can help with research, writing, editing, and proofreading assignments to ensure high-quality work.
Ethical Considerations
While seeking help for assignments is common and often beneficial, it's essential for students to uphold academic integrity and ethical standards. This means acknowledging the sources of support they've received and ensuring that their work reflects their own understanding and effort. Using someone else's work without proper attribution, submitting purchased essays as one's own, or engaging in plagiarism are serious breaches of academic integrity that can have severe consequences, including disciplinary action and academic penalties.
Conclusion
In the competitive academic landscape of the UK, seeking help for assignments is not a sign of weakness but rather a proactive approach to academic success. By taking advantage of the diverse support services available, students can enhance their learning experience, improve their writing skills, and achieve their academic goals. However, it's crucial for students to approach assignment help ethically and responsibly, maintaining the integrity of their work while benefiting from the assistance and guidance available to them.
submitted by assured_help to u/assured_help [link] [comments]


2024.05.02 21:41 ExtracheesyBroccoli Homeless but hopefully I meed help making it through this month.

Homeless need support to make it through this month.
I'll let you know a little about me.
I am homeless. I don't drink or do drugs; I just got caught in a bad situation.
It's a long story, but here it goes.
I was in construction, operating heavy machines (Crane operator), but I got sick and started having seizures. I have a degenerative neurological condition (it's getting worse).
And the government kind of takes away all your licenses when you start having seizures, so I lost my livelihood.
Then I went through a bitter divorce.
I should be on ODSP (Ontario Disability Pension), but that is taking forever. I have a hearing on August 6th, I am told it's the final one, then I'll get my disability and back pay.
I have been homeless since the end of October; that's a story in itself.
(I wasn't going to be able to pay my rent and instead of squatting, what I could have done and probably still been there, Ontario heavily favors the tenants. I offered my then-landlord a deal. Give me my security deposit back and I'll be out at the end of the month; he accepted.)
Now I am taking it day by day. When I'm lucky, I find odd jobs on Craigslist and that helps me to keep going. But unfortunately, it hasn't been working out too well for me.
My case worker said I can take any job not related to construction or lifting; it could cause problems with my disability.
So I have been trying to get entry-level work wherever I can: dishwasher, Walmart, everything, but nothing has come through. I am heartbroken and very demoralized because of it.
Now I have a negative balance in my bank. I have no idea how I'll make it through this month. I have to get my phone paid (I need to be able to be contacted by my doctor and case worker).
I desperately need new shoes.
But more importantly, I need supplies. I need to be able to get food.
I have no access to food banks.
So hopefully, I can get some support.
I have PayPal. And a donation link in my reddit profile.
And full disclosure I made a post on donation
I need to make it though this month I am very frugal so I'll do my best to make it last
I appreciate any help thank you
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2024.05.02 21:29 OldManWarhammer FoTD - The Seventh Orion War - Part 9

Gravediggers. Corpse Grinders. Skull Takers. Every unit that shared his profession had a name that was like that. As Corporal Brandy floated silently, his body suspended in a dense salt water based solution alongside eleven of his peers, he once again thought how he liked the name of his unit the best. Ghouls. His arms were stretched out, as were his legs, secured to four corners of the hull leaving him splayed open. His wrists were tethered, his ankles were tethered, all to keep him from drifting. The water was cold, felt even through the suit even though it didn’t touch him. It was only appropriate they called vessels like the one he was in Coffins. It was long, with seven feet between floor and ceiling when one could stand in it.
The patch of his unit was a zombified corpse, walking towards the one viewing it, with their arm outstretched, a large 17 behind the shambling figure. It was laser etched on the left shoulder guard of his SVS51 body suit, the symbol of the Terran Front of laser etched on the right. Right now, Brandy knew he was flying through the void, heading towards the wreck of a Vral Light Cruiser, his unit’s speciality. A countdown on the upper left corner of his vision was reaching the single digits. No one talked, not even the squad leader. Not even command. Brandy liked it like that. He had been selected for special operations early on in his life, as most operators were. Sure, you could volunteer to join if you joined the Fleet and decided to test yourself, but most humans were already training for something like this by the age of thirteen. Jesup, one of his squadmates, he was a joiner, one that had volunteered when he was signing up. Brandy though? Brandy was a lifer.
Lifers like him were singled out in school and made aware of their tentative selection. Lifers were trained harder, tested harder. No one really minded Jesup not going through what they had been through, but it did mark him out. Hence the term, but lifers and joiners all got the same specialized training. Five seconds left. Brandy knew his job well, knew the layout of the ship well. Four seconds. Brandy clenched his fists. He felt the liquid shift, knowing their craft had hit the hull. Suddenly he was free of his constraints, floating free in the dense salt water. There was a bright light from the front of the craft, the plasma torches already burning into the Vral light cruiser hull. Three seconds. The dense salt water solution suddenly was sucked into the floor, drawing him down. He tapped his heels together, hearing an automated voice call out ‘Maglocks Engaged’, just before his feet touched the deck. He was already yanking the protective cover off of his rifle, slinging it back over his back. Two seconds. Those in the front of the line had their rifles up and ready. Brandy on the other hand, reached to his sides and drew out two long blades from sheathes locked to his thighs.
One.
He felt the compression in his chest as the breaching charge detonated, and the segmented doors of the Coffin opened. The first four Ghouls entered, no shots fired as they cleared the room. He heard a soft whisper saying, “Depressurized.” The entire deck was without atmosphere. Brandy looked to his left, and nodded once. Jesup nodded back. The pair in front of them sprinted out. Jessup and Brandy sprinted out immediately after them, Brandy drawing his blades. The interior of the Vral ship was a dismal place, and within just seconds Brandy knew what kept their grav plates powered was already down. The difference in design priorities from the Vral to the Terran Front could be seen even from the hallway they were running down. The Terran Front fleet was designed to maximize the space they had, to deliver the most punch possible for the weight class the ship in question could hit with. The chua had lent their practicality to that level of ship design. It was why the standard Terran corvette could fight completely out of it’s weight class. Brandy knew that the standard Terran corvette was more than a match for any variety of Vral destroyer, it was even said that a light cruiser would have to go blow for blow with one.
Most who heard that wouldn’t understand until they saw what Brandy was seeing now. Terran hallways were built narrow, the space an artery for personnel to move through in a very direct way. The ceilings would be laced with piping and joists, covered by protective layers of material just in case an impact threw the crew against the ceiling. Standing shoulder to shoulder, even battleship halls on Terran ships only allowed two large humans to stand shoulder to shoulder and extend their elbows halfway to touch the walls. This hallway was broad, four, no, five times the width. You would never see such a waste of space onboard a Terran fighting ship. The only exceptions to this were the larger logistics ships, the carriers, and the Antares herself. Terran ship tonnage was dedicated purely to what the ship in question was made to do. Vral ships, on the other hand, seemed to be built to not just fight space conflicts, but carry the troops for ground assault. The Vral sacrificed tonnage meant for fighting for transport. They did not have dedicated troop ships, or even dedicated logistics ships.
Brandy guessed it made sense when you never had to worry about someone being able to really hit back.
The map of the light cruiser was laid out in wireframe in the upper right of his HUD, a pulsing arrow pointing his way. As they reached the first door it was clear that whatever powered the lights also powered the doors in this section. He sheathed the blades and raised his rifle as Jessup pulled his breach bar. A moment later Jessup applied the handheld pneumatic and nodded once to Brandy, who gave an almost imperceptible nod back. Jesseup pressed an activation stud, and Brandy breathed out as the door began to open. A brief glimpse of chitin was all it took for Brandy to immediately put two shells through the door, the only audible evidence of the shots being two ticks from the recoil traveling along his armor plate. .
“Contact.” Brandy whispered even as the shells tore through the Vral floating behind the door. The Vral flew away from the impact as the door opened further, revealing more Vral, all floating, all already dead. “KIA Vral.” He whispered into the mic within his helmet. A small tone let him know his information was received. Brandy and Jessup moved into the hallway and saw why the Vral were all already dead. There was a gash in the hull almost three meters long and a meter wide. The deck had been exposed to the vacuum, and judging by the hole further down the hall which Brandy glanced through as they passed, a railgun round from a cruiser had lanced straight through the entire hull. Brandy slung his rifle and began the halting half run, half jog of moving quickly on magnetized boots. Brandy cleared an adjoining hallway before looking back to the door. The Vral dead were everywhere, floating in the vacuum, and Brandy kept having to shove the floating corpses aside as he moved. The dead didn’t stop him. They didn’t stop Jessup either.
Jessup was already setting the breacher, and Brandy’s rifle was unslung and readied. As this door opened a forcefield came to life in front of it, and a sliver of light began to show through. Brandy’s thumb flipped his rifle from semi-automatic to full. He didn’t need to speak, Jessup was already pulling his own rifle. As the door was suddenly shoved open by the pneumatic Brandy’s entire body snapped forward. The Vral that was standing by the door, who had even watched it open, made it clear that the Vral didn’t even know they had been boarded. Brandy’s rifle butt slammed into the head of the Vral, and sound returned as he moved fully through the forcefield meant to keep atmospheric integrity but not keep him out. Beyond it, Brandy saw at least twenty milling around. A damage control team. The Vral turned to the sound of one of their own skulls caving in, chitin cracking, just to see Brandy’s barrel come down. He was already moving left to give Jessup room to enter, as he squeezed the trigger. Chitin and ichor erupted, the Vral leapt at the sound, some freezing in place, some charging. Jessup came around the corner, raising his rifle, taking single shots at individual Vral who reached for weapons even as Brandy’s fully automatic spray swept the hall. Brandy was the scythe, Jessup was the surgeon.
Brandy’s ammo counter quickly was cycling down, but he hadn’t been simply praying and spraying. As his counter read zero the last of the Vral was spasming violently on the floor. He thumbed the magazine release, the hand on his grip already having reached for his right hip to draw up a fresh magazine even as the empty one slid out and began falling to the floor. “I’m close.” He said. He slammed the new magazine into the rifle, racked the slide, then slid it behind his back. He drew his blades, then began to sprint.
“I’m far.” Jessup began sprinting behind him.
The next set of doors opened automatically this time, but to a familiar scene, but the Vral were already aware of them due to Brandy having firmly announced their presence in the previous hall. Brandy never stopped his full sprint, carving through the Vral with the edges of his monomolecular blades. Every so often a shot rang out, taking one of the Vral down just out of Brandy’s reach or one that was pulling up a weapon. Brandy used the suit’s speed and strength enhancements to their fullest, barely slowing as he tore through the group, both blades cutting. Suddenly he heard the retort of full auto and spun to decapitate one of the remaining Vral to look as Jessup was emptying his magazine into an open door. Brandy let both blades drop, popping his hip to the side and curling his waist, letting the weight of his rifle carry it around his body into his hands. As the Vral tried to come into the hall they were cut down, caught in a fatal funnel of fire by their own hatchway.
“Reload.” Jessup said, tucking himself back against the wall. “Control, need sweepers. My location.” A tone was the only reply to Jessup’s words. Twelve men, organized into six teams. That was the boarding party. Each had a part to play, and as Jessup made the call for sweepers Brandy was already preparing to move. As Jessup slapped a fresh magazine into his rifle Brandy was still covering the door. The other doors in the hall remained closed. Jessup reached to a small bandolier of grenades and pulled one of the X-04 flashbangs, throwing it hard through the door against the opposing wall. A second later a dull pop sounded. Brandy and Jessup continued their run, but now both had slung their rifles. Both had blades out.
Following the skeleton map on his HUD, Brandy led the way through the next door to find the hallway empty. He didn’t mind that state of affairs at all. A dull klaxon began to sound throughout the crippled ship, and neither Brandy nor Jessup needed to be told twice that the Vral were now more than aware they had been boarded. Brandy turned down a corridor, instinctively lashing out and taking the head off a Vral had been moving towards him. “Breaching bridge.” He said into his microphone, hearing the tone of acknowledgement from Control as he saw the large bay doors that marked the command and control center of the Vral vessel they intended to take. He sheathed a blade as he came to a stop beside the bay door, out of range of the motion sensor that would open it automatically. Jessup was right behind him, freeing a hand of his own. They both reached up, yanking X-04 grenades off their pins banded to their armor. Brandy and Jessup looked at each other and nodded. As Brandy kicked out his foot to trigger the motion sensor, the door slid open. A torrent of laser fire erupted from the doorway, painting the floor and wall beyond. Brandy snapped his arm around, exposing only his hand as he threw the flashbang around the corner. Jessup’s own flashbang flew past Brandy towards the other side of the room. They both immediately pulled a second, even as the first detonated in the room beyond. Almost instantly the weapon’s fire stopped, and wails of chittering echoed into the hallway. They threw the second set of flashbangs into the door.
As the second pair of dull crunches sounded, Brandy and Jessup breached the bridge. The bridge was arrayed like a bowl, stations arranged orbiting a center divot in the deck where the captain would stand. None of the Vral in the room were standing. While flashbangs disoriented humans, essentially stunning them into stupfication, the same flashbangs had even more pronounced effects on the Vral. Most of them were simply laid out on the ground, completely insensate, and screaming incoherently in their chittering tones. Brandy and Jessup had entered having expected at least one of them to have donned protection, perhaps even a warsuit, but their boarding had caught the Vral completely by surprise. Jessup turned to the door, tapping the control panel and closing, then locking it. Brandy had already begun moving from station to station. Jessup joined him as they quickly and methodically dispatched the crew. Brandy turned and moved down into the captain’s pit, coming to the Vral that had commanded the ship.
“Attempting to access.” Jessup said, stepping to one of the panels even as Brandy reached the side of the Vral commander. Brandy watched dispassionately as the Vral’s body curled and spasmed on the ground. Without replying to Jessup, Brandy was already securing the commander. He flipped the commander over on it’s back, yanking it’s limbs together and zip tying them together.
“Control. Commander secured alive. Bridge secured.” Brandy said, and he glanced over to Jessup. Jessup looked over to him and grinned, his teeth showing through the dark tint of the armored glass of his helmet. A tone of acknowledgement came into his helmet. Brandy moved to the panels, just as Jessup was moving. “Anything yet?” He asked, letting his suit’s speakers carry his voice.
Jessup moved to another panel. “Nope. Wiped.” He said.
Brandy brought the panel to live and was already moving on, and cursed silently under his breath. Several times teams like his had breached the bridge of a Vral ship only to find what they were finding now, wiped computer cores, dead panels. Brandy continued to move panel to panel, as did Jessup, moving up the bowl. Brandy heard Jessup muttering as he went, his voice carrying because of the speakers in his suit. Brandy glanced up at the other man, then continued with his work.
“Doesn’t make any sense. We still know nothing about these bastards. Nothing.” Jessup said as he was working on the last panel on the row he was on. “Aside from the fact they melt their cores down really well.” Brandy smirked behind the tinted glass of his helmet as Jessup balled up a fist. Jessup moved up a row, then started work on another panel. “I’m beginning to think the only thing they exist for is to piss off the universe.”
Brandy couldn’t argue with that, and Jessup stopped his grumbling, continuing to check the panels.
“Control, Sweep Two is down. I repeat. Sweep Two is down.” Brandy stopped in his checks and looked up, the voice of Talb in his ear from possibly the same location he had called for sweepers to come in. He hadn’t heard a call for sweepers from anywhere else.
“That’s Vlad.” Jessup said, his voice flat, having paused himself to listen in.
“Confirm.” A woman’s voice hit Brandy’s ear, and Jessup began walking across the bowl towards him. Brandy settled his hands on the panel that he had paused midway through working. The woman’s voice keyed back into his ear, their Control, and Brandy listened intently. “Prep Sweep Two for extraction. Sweep Three and Four enroute.”
Jessup reached his side and put his hand on Brandy’s shoulder. The silence in his ears now was deafening, and he knew he should be continuing on, checking the rest of the stations, but he couldn’t move his feet right now. Brandy and Vlad were close, they had gone through basic together, they had gone through Advanced Infantry, as well as Weapons and Tactics, hell, all of their advanced training schools. When orders had come through, they had both been delighted to have twin assignments to the 17th Breacher Corps “Ghouls.” Vlad had met Brandy’s family, his mother, his father, even his ice queen of a sister who was serving as a Drone Cutter pilot. Vlad was his friend, the brother that he had never had, and now Vlad was down, somewhere on this hellhole of a ship, unable to even communicate that he was injured.
Jessup stood by him, saying nothing, and Brandy’s eyes were focused on something far in the distance, something he couldn’t even see right now. Suddenly, like his mind was pulling itself from mud, he forced himself to continue working. Jessup stayed by his side. There was nothing he could do for Vlad right now, nothing at all, and he had work in front of him that needed to be finished. Jessup went back to the stations he was working through. Brandy finished the sweep of the panels on his side. Nothing, as was usual.
He walked down the bowl shape of the Vral bridge, standing next to the Vral commander, who was now very much aware and awake, not struggling as it lay on the floor of the carnal house that was the bridge of it’s ship. He ignored it, placing his hands on the hilts of the twin swords at his sides. Jessup continued his work, a little slower than Brandy was, but then again Jessup was newer than Brandy himself was to this sort of thing. Brandy had already served for nearly eight years, and had done the tear down from the sixth Vral war, alongside Vlad. Brandy grunted and pulled up his arm, opening one of the armor plates to reveal the communications controls for his suit. He set up a private channel to Control.
“Control, BT One. Status of Sweep Two?” He asked, and he heard two clicks in response. He was being transferred to another operator. Brandy felt his entire body tensing up. He didn’t know if being transferred was a good or a bad sign.
“Bridge Team One, this is Secondary. Sweep Two is stable. Sweep One is prepping him for extraction. He took an indirect hit by a plasma round to his left shoulder. His suit took the majority but he’s going to be in the burn unit.”
Brandy breathed out, and then nodded once to himself. “Thank you Secondary.” He heard a tone in response, then he set himself back to team communications. Vlad was alive. That was good enough.
“The void will take you.” He heard the chittering sound translated, and he slowly looked towards the prone form of the commander. Brandy turned and walked over, and purposefully stepped over, the Vral. He then knelt down next to the figure. “You will not survive. We will bathe in your ashes.”
“When.” Brandy said, a dark bit of amusement in his tone. “Come on. When. Daylight’s wasting.”
“The void will take you.” The vral repeated, then went silent again as Brandy stood up and stepped over the commander once more. Jessup was coming down to meet with him in the center of the bowl.
“Good news, Vlad’s going to make it.” Brandy told him, “He’ll be in the burn unit for a bit, don’t know where he got hit, but the suit saved him.”
“Good. What’s the word from the local moral officer?” Jessup said, motioning to the vral, who was laying again in silence.
“Same as normal. We’re gonna die. Void’s gonna take us. Ashes. Dancing on my grave.” Brandy shrugged. “You know, what they normally say, that friendly little conversation.” Brandy could actually feel Jessup’s eyes rolling.
“Control, Bridge Team. Secured and detailed.” Jessup said, and they both heard the click of acknowledgement. “Another two hours maybe?” Jessup asked, and Brandy nodded. “Welp, two today, that makes six boardings for me, how many for you?”
“Fourty.” Brandy replied, and Jessup whistled low. “And that’s just these types. I was actually put on a team as a standby sweep for a battleship or two, but mostly light cruisers. No corvettes or destroyers though. They normally just send the heavies to take those. The cruisers though? Heavy cruisers? Carriers? I’ve done a few of those too, but mostly this.”
Jessup leaned against the back of one of the panels that he had checked. “What kind of team do they send to a carrier?” He asked, and Brandy laughed.
“Put it to you like this. They send units of chua war machines, and what’s called a kill team. They don’t even bother sweeping like we do with these ships, they just punch holes in every room and open them to vacuum, and the kill teams go in to make sure none of them got into a warsuit.” Brandy tapped his chest, “We barely do anything. They just turn the entire ship into swiss cheese then call us in to check panels. Kill teams are just different, but it’s an experience. You don’t get to really do much though. Go in, stay behind the kill team, and check elect…”
Brandy stopped talking and both of them listened as a tone sounded from Control, then they heard her speak. “All objectives secured. Stand by in location. Prepare for tow and extraction.”
The two of them reached out and grabbed hold of a panel, and Brandy looked over at Jessup. “Well, quicker than I thought.” Just as he was finishing that sentence the entire hull seemed to shake, and he felt a small surge of negative g force before his body adjusted. “A lot quicker.”
“What do you think they’ll get out of this?” Jessup asked as he let go of the panel.
“Oh hell.” Brandy said, motioning to the ship they were in. “Three destroyers easy. Maybe a corvette added in. Couple of fighters. Ever seen the reprocessors?” Jessup shrugged at the question and Brandy pointed at him. “When we get back, if you have some downtime, just ask to watch. It’s some impressive shit. I watched one of those crews break down a corvette in two hours.” Jessup raised his eyebrow and Brandy held up two fingers. “Two. No shit. Something like this is going to take them maybe a day, probably less than that. It’s absolute magic.”
“I was raised on the Los Angeles flats.” Jessup said, and it was Brandy’s turn to raise an eyebrow. “You know, where they had one of the landfills. They said they used a reprocessor for that too.”
“Yeah, the chua know how to make the most out of everything. Did you know there used to be a floating island of plastic in the Pacific Ocean?” Brandy placed his hands on the hilts of his blades as Jessup shook his head no. “Yeah, when the chua got set up, first thing they did was clean up all of that. Tons of plastic, centuries of fuck ups, and they fixed it in barely a month. Earth was trashy, real trashy. Now we just reprocess everything.”
“I never looked into how that works.” Jessup said, then laughed when Brandy raised his fingers and wiggled them in the air. “PFM?”
“Yeap. Pure fuckin’ magic. At least that’s how it looks to me.” Brandy sighed, then he motioned to the panels. “We had the technology centuries ago but we just never refined it like the chua did. I asked how it worked and I felt like I was an ape. They felt the same way about our computers the way we feel about their reprocessors though, so I guess it evens out.”
“What do you mean?”
Brandy glanced over at him and smirked, then he motioned to his suit’s right chest pauldron, where his suit’s electronic suite for his HUD was kept. “This here has more processing power than the chua had on one of their battleships. They just didn’t focus on it like we did. The concept of a microprocessor blew their minds. We know how to store a hundred terabytes on a fingernail, they know how to break down a landfill into bars of material.” Jessup leaned back against the panel again and grunted. “Seriously, ask to watch what they do to this thing. They are going to slice it up, put the pieces into the reprocessors, and by tomorrow it’s going to be raw materials. No waste, it’s crazy.”
Brandy turned his head back to the vral laying on the floor, hearing it muttering to itself. He narrowed his eyes for a few moments, listening to the sound of the clicking, then he looked back to Jessup. “Wish that thing would just shut the hell up.” A moment later he said a bit louder, “We get it asshole. The void is coming, it’s going to take us. Ashes, death, suffering. We get it. Shut the hell up.” He pushed himself off the panel and walked to the edge of the bridge nearer to the door. “Non-stop with them.”
Jessup gestured to the commander with his head. “What are we doing with him.”
“Well, he’ll get to tell an interrogation team about the void, bet he’s got a hard on for that.” Brandy replied, then paused and glanced at the upper right of his HUD, seeing a few green dots moving in their direction. “Then they’ll just toss his ass out of an airlock. Ready to go?”
“Yeap.” Jessup pushed up from the panel he was leaning on and joined Brandy near the door and waited as they both watched the dots approaching the door. Brandy reached over and toggled the lock, and the door slid open. Four humans in construction harnesses with atmospheric suits rated for vacuum were just coming to a stop. Behind them Brandy could already see the two other members of the team coming to relieve them.
“Is that Vodka?” One of them said, a hard feminine voice coming from one of the suits. Brandy’s eyebrow perked up, and so did Jessup’s entire body. Both of them knew Janet Shippen’s voice. Janet was what Brandy’s mother would call a feral tomboy. Short, muscled, her brown hair cut in a pixie cut, who felt more at home covered in engine fluid than anything else. She was also what his father would call an absolute knockout. Jessup had met her three times and was in love. Brandy’s relationship with Janet was a private affair, but Jessup wouldn’t find out about it, no sense in breaking his heart after all. Not to mention that Brandy looked at Jessup as a friend.
“How the hell are ya Shipwreck.” Brandy said with a smirk, “I got you a nice one here. I even got you a local to keep you company, ask him about the void. He’ll tell you all you want to hear.” The two figures in the back, clad in all black with no identifying markers, looked to Brandy, who simply pointed towards the vral commander laying on the floor.
“By the way. Ran into Vlad before I came over here.” She said, coming closer to the two Ghouls. “They got him out of his suit before they sent us over. He’s got an ass of a burn on his shoulder, but he said he’s going to be a bitch about it so they’ll give you fuckers some down time.” Brandy smiled, knowing if Vlad was joking around he was more than ok. Janet motioned to the bridge, “Lot of nothing?” She asked, and both of the Ghouls nodded. “Figures. Fuckers.” All three of them watched for a moment as the two black clad humans knelt over the vral commander. “Alright, I’ve got to prep this bitch for breakdown, then I’m done for the day. Salvagers are just putting most of the wrecks in orbit.”
Jessup glanced to Brandy before speaking, “Think they want to move again soon?”
“Bet your ass.” Janet reached for her side and pulled out a data pad. “Way I see it we’re just topping off right now, waiting for some of the boats out there to get their shit together, then they are going to move us out. Speaking of moving out, bounce your asses, I’ve got shit to do so I can get off once we pull back into Antares.”
“Call us a cab?” Brandy asked, using the slang term for the shuttle that had delivered Janet’s team that would take his own back to Antares.
“Yeap. We made entrance right next to where you did.” Janet started moving into the bridge, towards a grouping of panels hard mounted to the wall. She stopped and glanced back at Brandy. “It’s been a hell of a day, almost eighteen hours. I’m going to get a stiff drink in my quarters.”
“You do that. I’m going to check on Vlad and get him settled in before I do anything else.” Brandy said, and she turned and went to the panel. Brandy was glad for the tint of his helmet’s visor or else his smirk would need explaining from Jessup who was none the wiser. Once he went through debrief and turned over his gear already knew what he was going to be doing. Straight to engineering deck C, where Janet would be waiting.
Kukat was miserable, or at least was acting like she was. Vicky was rigidly standing at attention, as was Jess, standing stock still beside Kukat’s bed. The loud exclamation that had brought them to their feet of, “What the chicken fried fuck?!” had come from the man standing in front of them. Vicky wanted to crawl into a hole and die. Jess was trying to keep herself from laughing. Kukat reached out a three fingered hand towards the man wearing a captain’s eagle on his flight jumper, a hand that had two small bow tie stickers on it.
“Torture. Help.” Kukat said, as weak as a newborn kitten, and Jess’s breath escaped her in a buzzing of her lips from someone desperately attempting to keep in her laughter. The small sheet containing bow ties, smiley face, stars, and other cartoonish stickers fell from her hand that was clenched firmly at her side. Kukat was wearing half of them. Captain Yang stared in an expression of one who is seeing something for the first time when they had believed they had seen it all. “Help.” Kukat said again, holding out her other arm which had a line of stars stuck to it all the way down to the back of her hand. Yang slowly brought his fingers up to squeeze the bridge of his nose, and then he turned on his heel and faced away from the trio. Vicky just wanted to die. The captain of the cruiser had visited them a few times in the past three days since they had been brought onboard by the Barrowmore. Kukat had been immediately rushed to start receiving medical care, Victoria Brandy and Jessica Anders had been by her side from the second they were allowed back, barring short periods where either woman needed to file their reports. The problem was, every time Captain Yang had come back to visit them, it was always at the most inopportune time. The first time he had walked in to Jess cuddling the small chua in a bed that was almost a meter too small for her. The second time Vicky had taped Jess’ hands and feet to her chair. The third time Jess had been singing a nursery rhyme to Kukat. Each time Yang had walked in, Vicky had felt like crawling in a hole, Jess had desperately tried not to laugh, and Kukat had acted like a prisoner of war. Vicky was getting the feeling the captain was enjoying these trips down to see her and her crew.
“Can someone explain to me why the three pilots that I’m supposed to award the Terran Star to are acting like toddlers in my medbay?” He said, then he turned back to face them. Vicky didn’t want to die anymore. Jess stopped laughing. Kukat’s hands fell to the heated blanket that covered her. All three of them were to awarded the highest honor in the Terran Fleet. Now it was the captain’s turn to laugh as he stepped forward and grabbed Vicky’s hand, which almost knocked her off balance as he began vigorously shaking it. “Congratulations.”
Vicky stared at him for a few long moments, trying to parse through the entire scenario in her head. None of them had paid much attention to news outside of the medbay, Vicky had barely even been back onboard the Thumper aside from downloading nav data to be included in her flight logs. “Captain…” She said, sounding to even her own ears a bit disjointed, “What did we find out there.”
“First off at ease.” Yang said, then he smirked as Jess began to self consciously pluck the stickers off of Kukat, her eyes on him, he turned his attention to her. “Your flight records and the reserve drone data is being sent back to Earth to be implemented into training.” His attention turned to all of them in turn. “You really don’t know do you?” All three shook their heads, and Vicky took a step back to stand side by side with her crew.
“We haven’t been paying much attention to what’s been coming in.” Vicky said, and she placed her hand on Kukat’s medical bed. Yang nodded, understanding. This crew was a very tight group, and he could see that even from the small amount of time he had been around them.
“You scouted out the entire Vral fleet, they were evacuating. I don’t think they expected us to move as fast as we did on them, so when we jumped into the system they were barely organized into battlelines.” Yang interlocked his fingers in front of his belt. “Because of what you got on those scans, we knew exactly what we were jumping into. We knew exactly what we would do the moment we landed and…” He paused for a moment, letting his words stand out. “... we eradicated their entire fleet.” Vicky looked to Jess. Jess’s mouth hung slightly open.
“I knew it was a fleet!” Jess said after a moment. When she had been asked by Vicky a few hours after they had gotten Kukat settled, Jess had insisted she had been trying to evade fire from point defense and laser batteries from at least twelve ships. What she didn’t know, and what would be reflected on the citation for the award she was yet to receive, was that she had been evading around thirty individual vessels weapons fire.
“Not a fleet.” Yang said, and Jess looked back to him. “It was ‘The’ fleet.” Jess looked at him in confusion for a few seconds, as did Vicky.
“Shit!” Kukat chirped, and all three humans looked down at the small, sticker covered chua. Kukat’s mouth hung open slightly. Jess looked up to Vicky, and both seemed to realize what was said at the same time. Jess’ hand shot to her mouth, covering it, her eyes wide as Vicky stepped back to lean against the wall.
Yang waited a few moments then stepped forward. “Well, I hope you three are ready.” He said as he crossed his arms over his chest. “Drone Cutters are supposed to cut and run the second they get in trouble. You three…” He motioned to them with a wave of his hand. “... you stuck around, and because you did, you handed us everything we needed to go after them.” Jess’ hand came down on Kukat’s small shoulder, and one of the smiley face stickers peeled off as Kukat wrapped her hand around Jess’ pointer finger. Vicky slowly pressed her back against the wall and started sliding down it. “Basically, to be blunt, now that this has broken, every news feed in the Terran Front wants pictures of you, details on your status…” He motioned to Kukut. “... and to be honest I’ve had to keep them from taking over the ship to get to you.”
Jess and Vicky exchanged a glance, and then looked back to Yang. Kukat had not looked away from him even for a moment. Yang shrugged his shoulders and turned to the display panel on the wall, and activated it. He tapped the panel for a few moments, then the sounds of cheering came through. On the display was a live news feed, and they could hear the reporter’s voice barely above the cacophony of the crowd around her.
“... action. The news of the destruction of the fleet has sparked widespread celebrations of joy. The foot of the enemy that we have all felt over us has been cut off. Thermopylae Station, for the first time in nearly a century, is standing down from Condition One to Condition Three.” The reporter was almost shouting, and Vicky breathed out, even as she heard a low tone from Kukat, and a sob coming from Jess. Yang had his back turned to them watching, and without saying another word he turned and walked out. “Once Condition Three was set at Thermopylae, the information began to pour in from the Zzisma system as well as the planet Zvitia located there. Fleet Marshal Simmons of the Antares battle fleet will be continuing to press into former Shesvie Accordance territory once consolidation is completed.” The reporter paused, the moment she had said Antares a chant had begun, and it was overwhelming. The thunder of uncountable human voices yelling, ‘We’re Still Here’ drowned her out entirely. The reporter eventually just held up her hands helplessly as the chant overwhelmed the microphone’s input threshold, turning the people’s chanting into a dull roar. The feed cut over to an image of man behind a news desk, the ticker at the bottom of the screen citing off ship names.
“Again if you’re just joining us the Vral have been soundly beaten in the Zzisma system. The enemy’s losses have been stated as total. Fleet Marshal Simmons, commander of the Antares battlegroup, will be holding a press conference at a later date to discuss the events of today, but has released a few names to us as well as their roles within the conflict.” Jess, Vicky’s, and Kukat’s individual service portraits slowly appeared on the screen while the reporter spoke.
“Holy shit.” Jess whispered. “That’s us.” Vicky stared at the screen, even as Kukat squeezed Jess’ finge
“Lieutenant Victoria Brandy, Drone Operator Second Class Jessica Anders, and Drone Operator Third Class Kukat were conducting a routine drone sweep of the Zzisma system when they sighted the Vral. The three managed to gain enough intelligence to warrant the immediate redeployment of the Antares battlegroup which had been in rescue and recovery efforts above the chua homeworld.” Vicky just stared at the man as he continued talking on the display. “From the feeds that we have managed to confirm, the crew of the scout ship stayed while exposed and under threat and under fire until such time as the information was confirmed transmitted. All three of the scout’s crew made it back safely, although Drone Operator Third Class Kukat was reported as needing medical attention, the reasons of which are unknown, but it is reported that she is in stable condition.” Their portraits fell away from the screen as another image came up, of a chua in a captain’s uniform came up, grayed out.
Vicky just stared at the screen, Jess breathed out a breath that she didn’t even know she had been holding. Kukat leaned back into her pillow.
“We famous.” Kukat chirped.
The news reporter was still speaking, something about a battleship that had engaged the Vral, some new story of heroism. The three of them sat in silence. Vicky wanted to look to Kukat and Jess, but both of them were quiet. Suddenly Vicky and Kukat flinched as Jess erupted out of her seat. “Yeah! That’s right! What do you think now Rick?” Jess said her ex-boyfriends name with vitriol. “Who’s not photogenic now huh? Galaxy wide baby!” She whooped and Kukat stared up at her in amazement as Vicky buried her head in her hands and laughed.
“You problem.” Kukat chirped low.
“I told you you suck at picking men Kukat!” Jess proclaimed. “You still suck Rick!”
submitted by OldManWarhammer to HFY [link] [comments]


2024.05.02 21:13 Razoupaf The War of the Worlds: France - Review [Comboteur Fou]

You might find the review easier to read on my website, Comboteur Fou. Especially since, given the long nature of my reviews, I must cut the presentation, pros and cons, rules and artwork, and how to play parts.
[...]

IV – The wall of text (a.k.a. the Comboteur Fou’s opinion)

Gameplay

Invaders Must Die
Following DVG‘s trend of releasing several slightly tweaked versions of the same game system with close to no information as to the actual components and variance implemented, The War of the Worlds comes in four versions, with the tripods landing respectively in France (technically, Italy and Spain), England, Japan, and the East Coast of the United States of America. True to the source material, each game sees the player fighting the tripods and trying to fend them off until, ultimately, they succumb to germs their defensive system was not prepared for, wiping out the threat with the most menacing and effective killers the world has ever known: microbes. Offering a tight package, light on rules, phases, unit types, and playable in under two hours, setup and teardown included, can The War of the Worlds: France still pack as much punch and depth as heavier solo wargames, while staying true to its theme?
Incised before I’ve ceased
War games remain a genre of their own, where things that wouldn’t get a pass in a boardgame, such as lower component quality and severely dated artwork, are more easily tolerated. Long sessions, full of tactical and strategic decisions with myriads of moving pieces, vast and totally open information, deeply ramified outcomes, are often the norm, and many a boardgamer will feel lost upon entering that world.With a simplified ruleset and a small set of unit types—9 to be exact, 3 of which really matter in combat—WoWF attempts to tie in the two worlds and make for an easy-to-get-into wargame, full of moving pieces and decision but low maintenance.
The absence of a clearly defined player turn/AI turn structure initially renders the flow of a round counterintuitive, and fully interiorising the rules proves longer than such a light game should warrant.Yet one of WoWF‘s most interesting points has to be its round structure. Chaotic randomness lurks at each step’s corner, taking the form of events which contribute to make each play completely unique.Both sides’ contribution to the war effort is brilliantly emulated through a back-and-forth between factions, as Tripods never act during phases granting control to the players, only being permitted to act during the Devastation, Martian and Assembly phases, and occasionally, the Battle phase instead.
The player is encouraged to think ahead, in order to maximize their efficiency each round, by small subsets of rules for each of the phases comprising said round. Especially when they aim for a Battle. Battles are automatically triggered when at least one tripod shares a zone with a gun at the start of the Battle phase. Considering gun movement naturally occurs during the Human Action phase, which takes places after the Battle phase during a round, and before potential tripod movement, the player must either pay resource points during the production phase to move their units and ensure a Battle takes place, should they desire it, or plan movement and balance the odds in advance to save on their precious resources and let the Battle trigger by itself. Additionally, Cavalry units are able to lure tripods toward a desired zone, facilitating the process, at a cost.Units accessible to the player are divided between two categories: metal-based weapons of mass destruction, and organic bi or quadrupeds weak fleshlings, in the form of refugees, infantry and cavalry. The latter two, if they can enter battles, are not able to inflict damage upon tripods, but make up for it with their capacity to act directly on the country map. Infantry can perform one of two actions during the Human Action phase, both of which can preemptively weaken tripods. The odds largely play against the human unit in both cases, and an Infantry cannot perform an action if they move during the Human Action phase, forcing the player to, once more, think ahead and spend resource points during the Production phase to move them to best benefit from the unit.The first Infantry action is to plant a Powder Kegs in their current zone. Said keg can damage a tripod entering a zone in which they are planted. Planting a keg requires a die roll, detonating it another one. Failure to plant and detonate can result in a lost Infantry or production point. With a requirement of three random conditions to succeed, Powder Kegs reward the player with one damage on a single tripod, which can quickly be negated by a Repair roll, and are thus best ignored.Their second ability proves more interesting, as they are able to destroy tripods still in their landing pods, before it is turned into an active wave by the handling machine. The ordeal is no less challenging, as the Infantry needs first reach the landing zone across the map, before taking the action and rolling the proper colour. Here, too, the odds largely play against the human unit, as the handling machine needs merely roll the right colour during their own roll, taking place at the end of each round. Destroying more than a single tripod this way requires heavy dedication and luck with little to no payoff. In which it still proves a superior action to Powder Kegs.The last flesh and blood unit, but not the least important, is Refugees. They can be considered both a liability and a resource, as their sole use is to sway points in favour of either the Martians, should they be captured, or the humans, should they successfully escape by sea. They only act during the Human Action phase and Escape phase. Their goal is to reach a seaport from which to elope before being captured by a tripod. Anticipating tripod movement is rewarded by denying the Martians points for capturing refugees. They are yet not able to move anywhere without limit: a zone can only shelter as many Refugees as cogs are depicted on their production token. Aside from Paris, which can have at most three Refugees, each zone can have either one or two Refugees at the end of a phase. Excess Refugees are then captured by the Martians. Devastated zones, seaports and regular zones become progressively weaker as the game progresses and tripods lay down ruin, and managing Refugees efficiently itself becomes more and more challengingBut their role does not end there. Should they successfully hop on a ship, they still have to make it off the coast to the high seas without alerting or being captured by a tripod roaming the shores. And these prove amphibious.Each Refugee at a seaport must perform a die roll to attempt to board a ship. Once each Refugee has made an attempt, should one succeed, the player then must roll a die again to determine whether the ships, of freighter class, leave the coast without raising the tripods’ attention, or if they must face one or two of the mechanical hunters in naval battle.
The Cry of Mankind
The initial wave’s and landing pod placement are both determined randomly out of three possible locations, by a die roll which also influences probability, Rennes being the most likely, but also the most difficult to overcome because of its proximity to Paris, while Italy and Spain are more likely and easier to survive initially. On the other hand, Rennes is also where the landing pod is the least likely to be assembled into a wave during the assembly phase, the likelihood of which being one chance in six. Which is not to say it will not sometimes be immediately assembled into a wave ready to spread fire and death.
The first enterprise the player is most likely to invariably undertake is the construction of four factories. A small undertaking by itself, as they cost a mere 2 resource points (RP) apiece, and start paying off in two rounds by their +1 RP contribution to the Production phase. In fact, they’re such a mandatory step that it’s a wonder why they are not already built in with smaller turn 1 income, as said turn 1 becomes rather repetitive as is.WoWF, on the player’s side at least, is a game of attrition where the humans are regularly confronted to resource losses with no compensation. The best way to mitigate those losses is to minimize them preemptively, while the Martian threat constantly increases and grows ever more pressing.As such, establishing a strong presence and defending key zones in the first rounds is crucial to the establishment of as efficient an offensive army as possible..
Considering how the first round is likely to most often result in the same actions and that initial setup can only result in six slightly different configurations, not accounting for the scenarios, which have their own section in this review, replayability has to rely on highly prevalent randomness, to which the aforementioned events and the quasi systematic dice rolls contribute.
Human frailty is evident throughout a game. The France version units, at least, are highly unreliable, both in and out of battle, and tend to fall like flies in front of the tripods. It has already been proven how ineffectual Infantry units are earlier.Guns go down with a single hit, while proving as resilient as goombas under a tripod’s foot. Once placed at the start of battle, they can no longer be moved. Unless the battle takes place on a hill, Martian units are placed after Human units, and the tripods move according to random card draws, thus being completely unpredictable, so the odds of being squished underfoot are extremely high.Firing isn’t their strong suit either. Unless directly adjacent to a tripod, an extremely perilous situation, they have a one-in-two chance of hitting. At range 2 or 3, the likelihood drops steeply to one-in-six. Tripods require 2 hits to take down, and can and often do repair themselves or call for reinforcements. The closer to a gun they are, the higher the chances they have to land a hit.Even a single tripod can prove deadly for a small squad, able to wipe them before they land a single hit if the dice don’t comply, as experimented with variants.
Losing guns without leaving a single dent in the invaders, and gaining any footing from a battle, is in fact so easy that interacting with waves early should not even be considered, whereas building a sizeable army in a single chosen location before luring in the enemy and disposing of them as the mob would in back alley, allowing the enemy to perform unavoidable devastation in the meantime while ushering out as many escapees as possible to generate victory points, often is the best way to operate for the first half of the game, there again severely impacting the game’s replayability by limiting the player’s ways of approaching the game.An alternate victory condition is to destroy each wave currently on the map, as well as each landing pod. But doing so is so unlikely, the game naturally coming to a conclusion by itself a round or two after the final wave appears, that achieving said condition should be considered a achievement in itself more than anything, and, in France at least, this condition is anecdotal.The main condition, reaching ten victory points, is only impacted by land battles throughout the reduction of tripods, thus either lowering the damage output of a wave, or its complete disappearance, more likely in the second half of the game, ensuring more longevity to the different production zones and thus less points lost during the devastation phase and more points during the escape phase. Battles matter but are not the main focus of the game, and by themselves do not give the player any benefit from being won.A game can be concluded, in a win, with three mere battles taking place. In France, at least.Destroying a wave will effectively negate a whole round of destruction for the Martians, who can control five waves at most. An unlikely occurrence.
Grind
For a game labelled by its publisher as a wargame, the low amount of actual battles is surprising. Even more so when putting a focus on actual battles is a sure way to waste time achieving very little. Managing chits on a board is at the game’s heart, but most of said chits are not battle-related: refugees, waves, handling machines, production tokens form the majority of the board clutter, while tripods only enter the board on battle tactical maps, and guns are only used in battles as well, though they do move on the map.
Battles themselves are simple affairs, driven by card draws and dice rolls.The absolute stillness of human units, unable to move at all during battles once guns are placed, with severe limitations—a single horizontal line being allowed, while cavalry and infantry units are relegated to the bottom line— during the first step, make battles themselves extremely simple to manage, but also frustratingly random, and severely limit decision space for the player, who is reduced to firing a gun or not while they are covered, and in which order to fire them and against which target once they no longer are.A player might consider not firing a gun if they have an Earthwork counter. Firing the gun would discard one such counter. Earthwork counters are added during battle setup if it takes place on a zone with hills, or by infantry units if they succeed at a dice roll—failing the roll resulting in the Infantry’s destruction. Those counters prevent tripods from firing at a gun until they are all discarded, either when the gun fires, or when the tripods successfully use the Detect action, which is resolved the same way they would fire. Considering how inefficient the French guns are at anything but point blank, the player may want to make them invisible as long as possible, until a tripod gets close enough to grant a 50% chance to hit per die. The risk of destruction remains high, as Earthworks do not protect the gun from being stepped on by a tripod and immediately destroyed, and their movement remains unpredictable. Abstaining from firing is therefore even more perilous than actually firing and play the odds, actually making use of the gun before it meets its inevitable doom. Squished guns are probably more common than guns melted by death rays.
In itself, the battle system is ingenious.Initial tripod placement is determined by flipping a battle card and placing the tripod colour group in the corresponding lettered Hex. Each turn, Tripod actions are determined by a new card and their colour. AI is low maintenance, battles require little upkeep or management, the player simply has to go down the card and resolve tripod actions, then decide whether or not to fire guns and on which target, and repeat until the battle is over, either because all units on side are destroyed or because all the tripods left the battlefield by simply going away.Unfortunately, the absence of movement on the human side, again, rarely let battles become satisfying and more than simply random. The ease with which tripods dispose of guns, often before they get a chance to fire, the extremely low odds of actually hitting a tripod, also contribute to the feeling of unease. Which is not to say that battles are entirely desperate. Winning a battle simply requires a lot of preparation. Units are expensive, and, a common theme in this game, resources spent on them are too easily lost without having any kind of impact on the game, because no roll succeeded or because they are destroyed before acting.Any battle initiated with less than six guns and/or a couple of battle plans against a 4-tripods wave, the standard amount in a base game play, is akin to suicide. Damage successfully inflicted on tripods is highly likely to be immediately negated by a Repair or Arrival battle result, fully replenishing their forces straight away while the human resources are depleted with no impact. This is one of the game’s main issues as far as randomness and pacing are concerned: on paper, lost battles still seem to gain the player ground as they slowly deplete the enemy’s forces and thus hinder their ability to spread devastation across the country. In reality, though, reinforcements and repairs occur so frequently that the benefits from a lost battle are negligible, and thus, resources spent are lost with no benefit. Which is also true for Infantries lost while trying to operate or battle plans which result in failure. The player should reasonably expect any spent resource to somehow advance their plan against the Martians, when in fact, any resource spent is a simple double-or-nothing style gamble which will more often than not result in empty-handed losses.Unit types across the various theatres of the DVG War of the Worlds series remain the same, but their costs and efficacy vary. Due to the publisher’s persistent refusal of releasing complete information about their product, accessibility to said various costs and roll result is restricted. In a nutshell, the French units are terrible and rather expensive for what they do. Enjoying battles and gaining positive results require large armies, as alluded to above, but decisions remain limited. The player is at best able to better decide which gun Martians fire at first (usually the least expensive ones) and which ones to preserve (usually those rolling two dice and thus able to hit twice per turn). They also get the opportunity to prioritise which tripod they want to disable or take down, with the added benefit that damaged tripod cannot perform a second action in the action of A+B, or special actions such as summoning reinforcements.The only way the player can turn the tides of battle directly once it has begun is through battle plans. Battle plans are expensive, at 5 resources a random one and 10 resources a chosen one, but can be made more affordable by sacrificing a Cavalry unit, although once again, the result depends on a dice roll. Battle plans give the player welcome luck mitigation, allowing them to reroll, double up on results, or even to discard a catastrophic battle card and draw another instead. They remain subject to randomness, and it is perfectly possible that a battle plan is spent without benefiting the player, because their roll resulted in a failure for instance.
Waves in the base game systematically start with four tripods, unless Infantry successfully destroyed some before the handling machines finished their jobs. They therefore require large armies to be faced, as stated above. The scenarii let the player face smaller waves or even individual tripods. For the purpose of this review, early battles were waged against waves comprising only a few tripods, manoeuvering but a couple of guns. The results were invariably catastrophic. Guns were destroyed without inflicting any damage to the Martians, putting the player in a much worse position than they were initially by stripping them of time and resources without gaining any ground on the enemy.Scenarii to be expanded further down this review.
The Grand Experiment
Battles and setup are no great providers of replayability, as established above. What is, though, are events. Counterintuitively, and despite having different card backs, every event is shuffled in one big event deck, to be drawn from when the card back matches the current phase at the start of said phase. The rules fail to indicate whether multiple events can be drawn per phase, which tends to happen relatively often, as the deck contains nine cards each for the seven different phases.Absence of events for nearly two complete rounds are also bound to happen with such a system, and so the rhythm at which events do trigger is never exactly the same twice. Ideally, events trigger every other phase, or twice per round, but in reality the odds are unlikely.Events can benefit either side. Effects range from putting a special unit in play which allows the player to perform extra actions during their phases, to one-time effects changing the initial disposition of the battlefield, should one occur that round. Some event cards can be saved until their conditions are met, for instance allowing the player to temporarily negate an effect; others will give a resource points outlet, usually requiring a high amount, in exchange for an effect. Although rarely will the player be able to meet the requirements when those one-time effects cards are drawn, as spending resources immediately to build up forces is preferable to saving them for potential events.Whether the player is allowed to spend the resources only at the start of the phase, when the event card is drawn and resolved, or throughout the whole duration of the phase, is not explicitly stated. Although it only matters in the Production Phase, the one during which production points are generated, three of the nine cards give production points outlets. The Production phase is the one the player is the least likely to have leftover production points at the start of, making these cards feel like wasted opportunities more than anything. Should the player save on production points instead of recruiting army, they will have missed a whole movement round (forced movement during the Production phase and natural movement during the Human Action phase), therefore never being worth the trouble, especially when the pickings are incredibly slim.
Permanent effects, in the form of France-specific characters such as Monet, the Eiffel Tower, not named the Iron Lady although it would have made more sense if it is to be cast (see what I did here?) as a character, are the most likely to shape the player’s strategy on the long term. Yet only five of these are present in the game and only Monet and Dreyfus are really worth investing to, Monet because he is the only effect able to effectively repair zones by restoring workforce, Dreyfus because he makes Infantry actually worth it, turning each roll they make into a sure success for two production points per roll. If he shares a zone with them. A lot of work but well worth it. The Eiffel Tower makes each Industrialisation token produce +2 production points instead of +1. For ten production points itself, the effect needs three rounds to start being worth it by itself (not accounting for the initial cost of such tokens), and will only be worth it if drawn in the early game. The card does not specify if the player is allowed to keep it until they can afford the ten production points cost, or if they must spend it immediately upon drawing the card, which, considering it’s a Human Action Phase event, is unlikely to happen.Many of the effects that favour the Martians are absolutely devastating for the player, while those in favour of the player are mildly positive. The Battle Events are the worst offenders in that regard and can and will utterly gut the player’s forces with little window for reaction: getting the tripods and the guns closer to one another at the start of battle is a sure way to have guns be switched, while red having additional Fire each turn and blue additional Move each turn are sure to create massive havoc. On the other hand, giving initiative to one or the other side is a really minor change. In either case, once the event is drawn, the player can no longer opt out of battle.As a general rule, events during a Human-oriented phase are mostly positive, with a couple of really strong events such as Terran Germs being able to give or take a full ten victory points, and some really terrible events such as Governmental Action; while events during a Martian-oriented phase, or a shared phase, tend to globally be tiered toward the Martians. Cards do not feel balanced, with the power level difference alluded to above not being an outlier but more of the norm. Too many player-centric events turn out to be anything but worth investing into, while a few of them are so defining that one can but hope they will be drawn each game, and a well-timed Terran Germs can flat out end the game.An interesting idea in theory, then, though better playtesting could have yielded more interesting results.
Sea of Sorrow
A few Devastation phases into the game and refugee tokens abound on the tactical map. Refugees, while merely defenceless units, are able to quickly sway point values for each side, and the player needs to quickly control and manage them if they want to rack up some victory points while denying them to the Martians.Mere escapists, refugees tend to die easily as they are removed from the board if they share a zone with a tripod after a wave’s movement, but also when they exceed their zone’s gears, which for regular zones are between one and two, and for Paris can go up to three. Many a refugee will thus bite the dust over the course of attempted colonisation, and the more the game progresses, the more of them will be captured, as zones they can shelter in shrink and seaports get inaccessible or destroyed. Devastated zones are off limits for these units, as humans are not yet able to sustain themselves on red weed and human corpses.The only way to save refugees is by seeing them off the coast on freighters taking off seaports, of which France contains four. French harbours are expensive in France, but are handpicked instead of randomised as they are in other versions, giving the player the opportunity to set some refugees up before they dedicate to a harbour.The way a round is structured only allows refugees to attempt escape after checking for captures in excess of the zone’s capacity. Which means that, at most, under the base game rules, two refugees can attempt escape per harbour per round.Said escapes are symbolised by two successive dice rolls, the first one for each attempting refugee, who has 4 in 6 chances of getting aboard a freighter, followed by a collective roll for each freighters of a given harbour, with a 50% chance of escaping unnoticed by a tripod. In effect, said attempts frequently result in one or more refugees being left on the shore and the other one being shot at by a tripod. Odds and stuff…
Should freighters escape unnoticed, they simply are removed from the game after giving the player a single victory points. Should they fail, though, the main game pauses and the player has to set up and play through a naval battle. For each refugee that is part of the attempted escape, the player must put a freighter on a naval battle board, and up to two tripods. Warships and battle plans are then available, at four production points apiece for the ships and full price for the plans.Naval battles can potentially take place four times per round, every round, but are even shallower than the already fairly shallow land battles (and much shallower than the sea they take place on). Their stakes are lower, as they will at best yield two victory points and at worst give the martians said two victory points, while not reducing either side’s forces, unless the player spends resources on warships and battle plans. And why would they, for two mere points? The tripods are of a special type, and not part of any wave, so destroying them will have no lasting consequences on the tactical map, and four resource points spent on a warfighter are four resource points lost to no avail. Still an unlikely scenario, granted the ship is as ineffective as a regular gun, and the tripods still require two hits to bring down.As such, naval battles quickly become an annoying waste of time where the player ends up merely moving one or two freighters down and flipping a card to see whether the tripods catch or shoot them successfully. To drastically cut playtime down and ease up on the tedium, simply rolling another die to determine whether a freighter reaches the bottom of the map unhindered is sufficient.While on paper the prospect of fighting at sea as well as land is alluring, in effect it represents no more than a mere, repetitive distraction never worth the time or resources.Absence of depth and impact on the overall game is unfortunate in light of the allocated components: 5 additional tripods; a whole naval battle deck complete with unique keywords, but only about as half as many cards as land battle, although sea battles occur much more frequently; freighter unit tokens which each stand for a single refugee token and thus only serves for aesthetic purposes; warship tokens; paragraphs in the rules and cheat sheet.Naval battles feel like they should have taken a bigger place in the game but were never pushed to their full potential, for lack of time, resources or playtesting perhaps. They do become more interesting in a given scenario, which will be expanded upon later in this review.
Wrath Monolith
Considering all the challenges listed aboves, winning the game should be extremely challenging.And yet, it manages to play itself into a corner and to defeat itself with little help from the player, making each play of WoWF feel frustratingly inconsequential.Even after the player ploughed through a one-sided war of attrition, setting up and minimising losses as much as possible to only start rising to reliable power by the endgame, finally gaining some sort of control over the course of events, a mere couple of rounds are enough to result in a conclusion, awarding a win out of nowhere… to the player.Games where none of the Human side actions left a mark or a dent, in which every action failed, no wave was wiped, no battle was won, still resulted in the germs taking over and destroying the invaders. To the point where letting the game pit itself against itself and watch the events unfold into a win with zero player input has been given thought.Thematic? As far as the source material is concerned, adequately so.Rewarding? Absolutely not. More like a slap in the face and a total waste of time.True for other theatres? Inspiration to acquire other versions was hardly stirred, so this reviewer will never know.
As the base game fails to deliver any sort of challenge or let the player have an impact on events, do the scenarii/variants deliver?Without a doubt they do. Too much, perhaps.
Each war theatre comes with its own unique optional challenges in the form of variant rules. France has three, and they drastically modify the game, mostly during setup, but with impactful ramifications all throughout the play.And do they up the challenge!
The Ironclad Martians puts a heavier emphasis on land battles, pitching the player against five waves containing three tripods each from turn one. Devastation takes a much more prominent role from the early game on. On paper, since waves are smaller, focusing on dispatching them as early as possible and before they swell in numbers sounds sound, but not only do the ineffectual French units turn early failed attempts futile, as they do with the base rule, they also render them harmful, any gun lost still translating into a pure resource loss with no gain to make up for it. Then it all goes downhill from there into a quick loss as waves destroy zones and thus cut resource income down.Should the player not focus on dispatching waves early, which can prove challenging as they retain their tendency to move out of rage, the inevitable victory points gathered by Humans bring them reinforcements earlier than the player can build a sufficient number of guns to stand a chance against a wave, making things spiral out of range quickly.The scenario is interesting, if only because the game proves challenging at last. Unfortunately, the lack of initial randomness—setup is fixed—also drastically lowers replayability, making this scenario feel like a puzzle to be solved rather than a highly rule variation. Bets are still on early wave annihilation, with a heavy dose of luck. Should RNG not comply, then the game might as well be reset, opening the way to a whole new level of frustration.An interesting alternative, which would have benefited from more randomization to be played anything but sparingly.
The Handling Machines is an interesting twist in that, instead of being restricted to five waves at most, the Martians tripods can now venture on the map as single units or as part of smaller waves, spreading havoc more wildly and rapidly but with lower consequences, and making battles more frequent and easier to prepare for; but also forcing the player to spread their forces further. Infantry’s support role is made more immediately useful as there are more handling machines they are able to tackle and destroy. Provided they manage to reach them first. Because a new downside is the tendency tripods have to destroy zones they are assembled in extremely quick. Units remain unable to enter devastated zones, translating into Infantry quickly becoming incapable of reaching handling machines at all since they now reside in a devastated zone, and thus becoming useless, in that regard at least, by default, since they are now unable to prevent the machines from adding Tripods to the map. Which in turn means the player is now no longer able to fulfil the alternative victory condition of destroying them all. A surprising oversight.With many more rolls to make per round to check for potential new tripod spawns during the production phase and the assembly phase, this scenario is more fiddly than the base one and asks the player to better track which machine they have rolled for or not. Not a dealbreaker, but noticeable.The additional early and mid-game randomness occasioned by the high amount of rolls and tripods give this scenario increased replayability over the previous one, though it does suffer from the same snowballing issue in case of early lost battles. French guns do not receive any improvement, so the issue of dealing with tripods while they are weak remains.
Refugees is the best variant to ease a player into a low amount of changes, and if the variant were listed by additional rules complexity, it would have been placed first. Merely modifying the initial setup, this scenario sees each zone start with three refugees (and interestingly, the game does not come with enough tokens to actually perform this step). Throughout the game, a couple of other changes occur: in the devastation phase, each workforce loss results in an additional refugee per point lost; in the human action phase, the player is allowed to spend a resource point for each refugee they wish to keep in excess of a zone’s workforce value.Small changes, but very impactful on the strategy. While in the base game, production points are merely used for units and barely relevant in any other phase, managing them now becomes more tense and requires more thought, as not only can they allow massive sea escapes, they also make sea battles interesting, and warships relevant, as there can now be more than two mere freighters escaping at once.Land battles drop down the priority scale, not that they were very high to begin with but they remained the main resource points outlet; while points will heavily swing for both parties during phases in which refugees are saved or captured.While the challenge is not necessarily higher than in the base game, the game feels more varied, more tense, and options more interesting and satisfying. Protecting zones, especially ones with harbours, has a whole different impact on the game. Rather than simply ensuring regular production income, the player now shelters refugees and tries to prevent pouring all their resources into their survival.Saving resources from one phase to another becomes more of a priority, spending them to create large groups of refugees cluttering at harbours for large evasion attempts that finally makes it worth investing into freighters and battle plans, and making naval battles transform into what they were probably meant to be all along is very satisfying.Aside from a free harbour each turn, a minor addition, the rest of the game, remains unaltered. Having the initial wave land in Rennes proves devastating, though not enough to cost the game, because of the harbour in that zone. Similarly to the regular game, the player can have every battle and outcome turn wrong, and still win the game.
The League of Terran Nations, being played over multiple theatres, hasn’t been tested for this review.

[...]

Conclusion

The War of the Worlds: France is a tragic miss. Ripe with interesting and novel ideas, the game is an accessible, relatively easy to learn introduction to wargames, flows smoothly with a lot of back and forth between Martians and Human phases, has potential for replayability… And ultimately falls miles away from the mark, because of poor marketing decisions (breaking the game into four different theatres), development mistakes (using an inhouse designer rather than the original designer for the non-England versions, lack of playtesting). None of the player’s actions really impact the game’s outcome in the long run, due to the extreme randomness, lack of reactive mitigation, and more importantly, the game playing itself into a corner. Research on other theatres’ forums lead to the belief that the other versions are more challenging. Too much, perhaps. England seems to be the most popular war theatre.

Strong potential and novel ideas marred by a questionable balance

The War of the Worlds: France belongs to DVG. A huge thank you to DVG for providing Le Comboteur Fou with a review copy.
submitted by Razoupaf to soloboardgaming [link] [comments]


2024.05.02 21:06 twoeightnine [WTS] New Stuff & Prices Dropped: Winter Hats and Gloves, Walkie Talkies, Binocs, Bags, Stuff, Icebreaker Baselayers Galore, Universal Standard Leggings/Yoga Pants, Patagonia, Roark, Slackline, Altra, Danner, and more for sale

Bunch of stuff I need to get rid of before returning to Alaska this summer while also paying off my tax bill. Paypal goods & services preferred, prices do not include shipping. Open to offers on most things.
Newest stuff:
Winter Hats & Gloves: I have way too many beanies and only one head. Buy all of them for $60 instead of $80.
Icelandic Wool - From the Icelandic Handknitting Society. Bought in Iceland for way too much money. Easily the WARMEST winter hat I've ever worn. Also naturally waterproof.
$35 - https://imgur.com/a/ERRYTts
Smartwool - 100% Merino wool, a small snag or two but great warmth from a soft thin beanie
$10 - https://imgur.com/a/C128ekS
Burton - Brand new, never worn. Came in a pack and I can't wear red.
$10 - https://imgur.com/a/vaeHAe0
Buffalo Sabres - Go hockey team that pisses me off.
$5 - https://imgur.com/a/4odZx90
Citizens Hose Department - Shortsville NY Fire Department and EMT, money will be donated to them.
$5 - https://imgur.com/a/48fv7hb
Liner - Winter fireproof liner for fire helmets but would add great warmth under any helmet. Money will be donated to the Fire Department
$5 - https://imgur.com/a/yNOsOI4
Fleece Snood: Was my father's for snowblowing. I used it briefly with my quilt for cold weather camping where it worked really well. But I got an EE one for my birthday this year and don't need it anymore.
$5 - https://imgur.com/a/jR5RyEd
Showa Gloves - Used once in an emergency on a kayak tour in Alaska. Size XXL / 11 so good for average to large hands. Andrew Skurka swears by them and he's pretty correct.
$5 - https://imgur.com/a/jTNLnu5
Other Stuff -
Xpac Belt Storage Packing Cube - Made by someone on one of the UL forums, got in a grab bag of stuff. Waterproof zipper. Could put on a bag or belt.
$20 - https://imgur.com/a/fTQJnoi
Thermarest Inflatable Lumbar / Belt Pillow - Bought for my packraft and didn't quite work how I wanted it to. Great in a vehicle or on hikes.
$20 - https://imgur.com/a/cBVi56y
Tenba Camera / Electronics Wrap - Works great for adding soft protection to anything. Approx 20"
$10 - https://imgur.com/a/IPNWeY8
JC Penney Binoculars - Solid heavy duty construction. Older but still a great pair of first binoculars or back up pair.
$20 - https://imgur.com/a/5qddyG8
Motorola Walkie Talkies - Tested and seem to work fine. Have no need for them.
$10 - https://imgur.com/a/V03QX1v
Case Logic Camera Case - Have no need for it.
$5 - https://imgur.com/a/LsjNUBr
Thermarest Storage Sack - Unlabeled but came with an older sleeping bag. Perfect for that or laundry.
$2 - https://imgur.com/a/8uhAi2P
Road ID Bracelet - Will remove the metal ID before shipping
$2 - https://imgur.com/a/SWEICp4
Joby Tripod Grip Tight Phone Holder - Brand new
$4 - https://imgur.com/a/jXHBkoX
OLDER STUFF DISCOUNTED --------------------------------------------------------------------------------------------------
Unisex Merino Wool Clothing: All Brand New in Box, more than 50% off
Icebreaker 260 Zoned Merino Base Layer Leggings - Jet HeatheBlack - Men's Small / Women's Medium - Cold Conditions: Retail for $140, 2 pairs still available.
$70 $50 - https://imgur.com/a/4qdj8fr
Icebreaker 200 Bodyfit Oasis Long Sleeve Half Zip - Black - Men's Small - Cool Conditions: Retails for $125, 1 available
$60 $40 - https://imgur.com/a/GV1sbcK
Icebreaker 260 Bodyfit Tech Long Sleeve Crew - Black - Men's Small / Women's Medium - Cold Conditions: Retails for $125, 2 available
$60 $40 - https://imgur.com/a/eOt2r0M
Icebreaker 260 Bodyfit Tech Long Sleeve Half Zip - Midnight Navy - Men's Small / Women's Medium - Cold Conditions: Retails for $125, 2 still available
$60 $40 - https://imgur.com/a/0AkxmKI
Women's Clothing:
Universal Standard Next to Naked Pocket Leggings / Tights: Black Cherry, Women's 14-16 / Small, Men's Medium - Some of the top rated leggings out there. Bought them for my mom for yoga but she wanted something a little shorter. I tried them on and they fit me perfectly but I don't need them. Two pockets for your phone and other things. Retail for $96
$60 $50 - https://imgur.com/a/s78RH7X
Men's Clothing:
Roark Bless Up Travel / Hiking Shirt - Men's XL - Blue green print - Only worn once. I bought this for a trip to South America and it's just a little too long for me. Super breathable and lightweight while still stylish. Tons of little perforations to let your body heat out. These shirts are perfect for travel and warm weather hiking. I don't want to sell it but I know I'm not going to wear it again. If you're 5'11" or taller it will be perfect for you. Retails for $90.
$60 45 - https://imgur.com/a/6wJw8er
Patagonia Buttondown - Men's Large - Light plaid - I think this is a Go To but I can't remember. Have only worn it once or twice.
$35 $30 - https://imgur.com/a/LiT9XFF
Footwear:
Altra Paradigm 6 - Burnt Red, Men's 13 - Fantastic stability shoe. Light and responsive. Forefoot has wear but still lots of life left. The outer eylelets have sliced the fabric but it still holds and locks down perfectly due to the reinforced construction. Would be a fantastic introduction to Altra/Footshape/Zerodrop shoes for someone or as a second pair.
$10 - https://imgur.com/a/faSpTu4
Danner Vertigo Goretex 917 - Vintage Black, Men's Size 13 - Worn for a year, but I need something wider. Typical Danner quality. Vibram Hiker outsoles. Works well from the streets to hiking while looking stylish yet technical. $240 new.
$70 - https://imgur.com/a/pBI6uIV
Accessories & Stuff:
Outdoor Research Bottle / Add a Pocket - Rare Made in USA OR bottle holder. Add a pocket anywhere on your bag that it can wrap around. Super solid construction.
$20 - https://imgur.com/a/Y1RV32j
Gibbon Classic Slackline - During the pandemic I decided to get into slacklining. A couple weeks later I realized that I'm not a slackliner. Was hung maybe three or four times. A little dusty but other than that new.
$40 - https://imgur.com/a/7sRLi4D
Talkeetna Air Taxi Hat - Pretty much brand new. I work closely with them and they toss me one every once in awhile. Convince everyone that you climbed Denali.
$5 - https://imgur.com/a/rHwJCTv
Fleece Snood: Was my father's for snowblowing. I used it briefly with my quilt for cold weather camping where it worked really well. But I got an EE one for my birthday this year and don't need it anymore.
$5 - https://imgur.com/a/jR5RyEd
submitted by twoeightnine to GearTrade [link] [comments]


2024.05.02 20:48 TheTrypnotoad Making long-term decisions, introspection and value systems.

I wrote this for someone to answer a question in a small, gifted-focused community, and want to share it here as it might be useful for some of you. It builds off something I commented here a while ago that people seemed to like. I apologise for the precise language, I couldn't be bothered to translate it from my natural language into more normal phrasing. Hopefully it's readable.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In our society, the socially normative mindset for decision making is outcome-focused. This can be seen in various places, for example financial decisions on an individual scale, such as purchases of symbolic status, or on an organisational level during pledges of campaign goals or performance targets. This creates a win-or-lose mindset, which feeds into the treadmill of perceived insufficiency that drives consumerism and happiness-chasing.
This stems from a variety of influences. One is money - using an external measure of value to track our performance removes the decision-maker from directly dealing with the sources of their intentions and causes misattribution of value. Another is top-down organisation - control is difficult without a quantifiable means of measuring others actions. This additionally occurs in the case of social commoditisation such as for example the idea of a “sexual marketplace”, in which identity is leveraged to redirect value-judgments towards certain social goals in an artificial zero-sum game.
The key to escaping the cycle of perceived insufficiency and lack of fulfilment then, lies in preventing the misattribution of value towards illusory end-states. Instead, we must cultivate a deeper awareness of the mechanisms behind our attribution of value, and the sources of influence that motivate this construal.
If a person is capable of unpicking the knot of their own value system, they will be able to logically reduce the construct into its component forces. The true sources of value attribution are a-rational, and stem from the felt presence of pre-linguistic drives and preferences, primarily stemming from the expression of evolutionary pressures and the learned responses they evoked during early-life experiences. These psychological forces are difficult to put into language, but it is possible to select terminology that refers to them for your own thinking.
By doing so, we can then once again use reason to identify those actions which are inherently value-promoting. Maximising the value of our actions themselves, instead of focusing on outcomes by any means, allows us to be fulfilled through self-awareness and consistency rather than endlessly searching for more. This is a subtle shift in thinking, but it has powerful effects on the psyche. If we can follow this personal ethic, we know we are living as we should be, and we know that no matter the outcome we are living the life that we would always choose.
To deconstruct our value systems, we need to introspect. A useful method for this is questioning. Here’s an example of a set of questions that can be applied to any instance of a sense of wanting in order to understand its inner workings:
  1. What do you want?
  2. What aspect of the thing do you want, if you remove the context of the example?
  3. Why do you want it?
  4. Why do you value the reason you want it?
  5. Where does this value stem from in your past?
  6. Do you truly value that, or is it a coping strategy?
  7. What does this mean- what is it you truly value?
Then, to apply this to reconstruct a plan of action that aligns with the revealed values:
  1. What field of interest excites you, that you enjoy and provides you motivation?
  2. How can that field of interest be applied towards your values?
  3. What are you proficient at? What is challenging?
  4. What aspect of that field uses skills and solves problems that your proficiency is suited to?
  5. What is the set of problems that would have the greatest impact aligned to your values that you can realistically and pragmatically work on?
  6. What course of action would allow you to work in this area whilst developing your skills over a longer period? (so that you can flexibly adapt towards further maximisation of value later on)
  7. What steps do you need to take to begin this?

It may be that one or more of those questions is not easy to answer. This provides a further set of steps that you must construct in order to answer the question. Furthermore, it is easy to mislead yourself. Of course, you will not have a perfect understanding of your own mindset right now. As you develop this insight, you’ll be able to adjust your course so that it aligns better over time. Making decisions is difficult, and evokes anxiety. However, if you have truly attempted to determine the best course of action through a similar process to this, then even if you make mistakes, there’s nothing to beat yourself up about. In each specific instance in which you apply this type of process, the individual steps will need to shift so that they accurately match the structure of whatever mechanism is driving your thoughts. Don’t worry about that, as you’ll learn how this works as you go.
submitted by TheTrypnotoad to Gifted [link] [comments]


2024.05.02 20:44 mark-feuer Question for possible node on skyscraper

I have an opportunity coming up to place a node on a tall building as part of a work project. The hope is to get the maximum possible coverage area for GPS tracking and offline comms with multiple company vehicles equipped with Meshtastic nodes in our city. The car nodes will need to stay as clients so they have messaging alongside GPS tracking.
My options for placement include a Lilygo T-Beam and a Heltec V3 with a soldered-on GPS module. I'm not sure yet if the node will be indoors or outdoors, but I plan to 3D print a case to fit either, equip them with a respectively compatible battery and also construct a weatherproof container to shield the electronics.
My questions for the Meshtastic pros here - Do you have recommendations on which device to use, and the best omnidirectional antenna for this kind of urban setting? I am also wondering what the best role assignment for this device would be - Client, Router Client or possibly Repeater? We will have a node available back in our office away from the tower as well.
submitted by mark-feuer to meshtastic [link] [comments]


2024.05.02 20:42 calvin324hk [H] 1000+ Games / DLCs / VR Games [W] Paypal / Wishlist / Offers

https://www.reddit.com/IGSRep/comments/pikmri/calvin324hks_igs_rep_page/
https://www.reddit.com/sgsflaicomments/of2wzu/flair_profile_ucalvin324hk/
Wishlist
Region: NA (Canada)
Fees on buyer if any
CTRL + F to find your games in terms of name
  • 10 Second Ninja X
  • 11-11 Memories Retold
  • 112 Operator
  • 12 is Better Than 6
  • 198X
  • 1993 Space Machine
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  • 7 Billion Humans
  • 8 DOORS
  • 8-bit Adventure Anthology: Volume I
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  • A Game of Thrones: The Board Game
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  • A JUGGLER'S TALE
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  • A Robot Named Fight!
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  • The Battle of Polytopia *DLC1. Cymanti Tribe *DLC2. ∑∫ỹriȱŋ Tribe *DLC3. Aquarion Tribe *DLC4. Polaris Tribe
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  • The Haunted Island, a Frog Detective Game
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  • Tinkertown
  • Tiny Tina’s Wonderland(EU)
  • TINY TINA'S WONDERLANDS CHAOTIC GREAT EDITION
  • Tiny Troopers
  • Tinykin
  • Tinytopia
  • TIS-100
  • Titan Quest
  • Tokyo Xanadu eX+
  • Tools up
  • Tooth and Tail
  • Torchlight
  • Total Tank Simulator
  • Tour de France 2020
  • Trailblazers
  • Train Sim World 3: Standard Edition
  • Train Simulator Classic
  • Train Valley 1
  • Transport INC
  • Treasure Hunter Simulator
  • Trine 4
  • Trinity Fusion
  • Trombone Champ
  • Tropico 5 - Complete Collection
  • Trover Saves the Universe
  • Tunche
  • Turmoil
  • Turok 2: Seeds of Evil
  • Twin Mirror
  • Two Point Campus
  • Two Point Hospital
  • TYPECAST
  • Tyrant's Blessing
  • Ultimate Chicken Horse
  • Ultimate Zombie Defense
  • Ultra Space Battle Brawl
  • Unavowed
  • Undead Horde
  • Unexplored 2: The Wayfarer's Legacy
  • Universim
  • UNLOVED
  • Unpacking
  • Until I have you
  • Unto The End
  • Upside Down
  • URU: Complete Chronicles
  • Vagante
  • Valfaris
  • Valfaris: Mecha Therion
  • Valkryia Chronicles 4 Complete Edition
  • Valkyria Chronicles 4: Complete Edition
  • Vambrace: Cold Soul
  • Vampire Survivors
  • Vampyr
  • Vectronom
  • Velocity Noodle
  • Venba
  • Verne: The Shape of Fantasy
  • Victoria II
  • Viking: Battle For Asgard
  • Virgo Versus The Zodiac
  • VirtuaVerse
  • Visage
  • Viscerafest
  • Void Bastards
  • VOIDIGO
  • Volcanoids
  • Voltage High Society
  • Voltaire: The Vegan Vampire
  • V-Rally 4
  • Wanderlust: Travel Stories (GOG)
  • Wargroove
  • Warhammer 40,000: Battlesector
  • Warhammer 40,000: Gladius - Relics of War
  • Warhammer 40,000: Mechanicus
  • Warhammer 40,000: Space Wolf Special Edition
  • WARHAMMER AGE OF SIGMAR: REALMS OF RUIN – ULTIMATE EDITION
  • Warhammer vermintide collector's edition
  • Warhammer: End Times - Vermintide
  • Warhammer: Vermintide 2
  • Warman
  • Wasteland 3
  • Wayward
  • We should talk.
  • We Were Here Together
  • We Were Here Too
  • Webbed
  • What Lies in the Multiverse
  • When Ski Lifts Go Wrong
  • while True: learn()
  • Whos Your daddy
  • Wick
  • Will You Snail?
  • Windward
  • Witch It
  • Witchy Life Story
  • wizard of legends
  • Wolfenstein 3D
  • Worms Rumble
  • WRC 6 FIA World Rally Championship
  • WRC 7 FIA World Rally Championship
  • WWE 2K Battlegrounds
  • WWE 2K23
  • WWZ Aftermath
  • Wytchwood
  • X-COM: COMPLETE PACK
  • XCOM: ULTIMATE COLLECTION
  • XIII - Classic
  • X-Morph: Defense + European Assault, Survival of the Fittest, and Last Bastion DLC
  • X-Morph: Defense Complete Pack
  • Yakuza Kiwami
  • Yumeutsutsu Re:After
  • Yumeutsutsu Re:Master
  • Zen Chess: Mate in One, Mate in 2 , Mate in 3 , Mate in 4 , Champion's Moves (5 games)
  • Ziggurat
  • Zombie Army 4
  • Zombie Army Trilogy
  • Zool Redimensioned
DLCs and Softwares:
  • For The King: Lost Civilization Adventure Pack
  • Train Simulator: Isle of Wight Route Add-On
  • Train Simulator: Woodhead Electric Railway in Blue Route Add-On
  • Train Simulator: North Somerset Railway Route Add-On
  • Train Simulator: Union Pacific Heritage SD70ACes Loco Add-On
  • Train Simulator: London to Brighton Route Add-On
  • BR Class 170 'Turbostar' DMU Add-On
  • DB BR 648 Loco Add-On
  • Europa Universalis IV: Wealth of Nations
  • Expansion - Europa Universalis IV: Conquest of Paradise
  • Expansion - Europa Universalis IV: Res Publica
  • Grand Central Class 180 'Adelante' DMU Add-On
  • Peninsula Corridor: San Francisco - Gilroy Route Add-On
  • SONIC ADVENTURE 2: BATTLE
  • Small World - A Spider's Web
  • Small World - Cursed
  • Small World - Royal Bonus
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - Goodies Pack
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - OST
  • Thompson Class B1 Loco Add-On
  • Total War: Shogun 2 - Rise of the Samurai
  • Train Sim World® 3: Birmingham Cross-city line
  • Train Sim World®: BR Class 20 'Chopper' Loco
  • Train Sim World®: Brighton Main Line: London Victoria - Brighton
  • Train Sim World®: Caltrain MP36PH-3C 'Baby Bullet'
  • Train Sim World®: Cathcart Circle Line: Glasgow - Newton & Neilston
  • Train Sim World®: Clinchfield Railroad: Elkhorn - Dante
  • Train Sim World®: Great Western Express
  • Train Sim World®: Hauptstrecke Hamburg - Lubeck
  • Train Sim World®: LIRR M3 EMU
  • Train Sim World®: Long Island Rail Road: New York - Hicksville
  • Train Sim World®: Nahverkehr Dresden - Riesa
  • Train Sim World®: Northern Trans-Pennine: Manchester - Leeds
  • Train Sim World®: Peninsula Corridor: San Francisco - San Jose
  • Train Sim World®: Rhein-Ruhr Osten: Wuppertal - Hagen
  • Train Sim World®: Tees Valley Line: Darlington - Saltburn-by-the-sea
  • Worms Rumble - Armageddon Weapon Skin Pack
  • Worms Rumble - Captain & Shark Double Pack
  • Worms Rumble - Legends Pack
  • Worms Rumble - New Challengers Pack
  • Ashampoo Photo Optimizer 7
  • Dagon: by H. P. Lovecraft - The Eldritch Box DLC
  • Duke Nukem Forever Hail to the Icons
  • Duke Nukem Forever The Doctor Who Cloned Me
  • GRIP: Combat Racing - Cygon Garage Kit
  • GRIP: Combat Racing - Nyvoss Garage Kit
  • GRIP: Combat Racing - Terra Garage Kit
  • GRIP: Combat Racing - Vintek Garage Kit
  • GameGuru
  • GameMaker Studio 2 Creator 12 Months
  • Intro to Game Development with Unity
  • Music Maker EDM Edition
  • Neverwinter Nights: Darkness Over Daggerford
  • Neverwinter Nights: Enhanced Edition Dark Dreams of Furiae
  • Neverwinter Nights: Enhanced Edition Tyrants of the Moonsea
  • Neverwinter Nights: Enhanced Edition
  • Neverwinter Nights: Infinite Dungeons
  • Neverwinter Nights: Pirates of the Sword Coast
  • Neverwinter Nights: Wyvern Crown of Cormyr
  • PDF-Suite 1 Year License
  • Pathfinder Second Edition Core Rulebook and Starfinder Core Rulebook
  • RPG Maker VX
  • WWE 2K BATTLEGROUNDS - Ultimate Brawlers Pass
  • We Are Alright
  • The Outer Worlds Expansion Pass
  • A Hat in Time - Seal the Deal DLC
  • City Skylines:mass transit
  • A Game Of Thrones - A Dance With Dragons
  • A Game Of Thrones - A Feast For Crows
  • Blood Rage: Digital Edition - Gods of Asgard
  • Blood Rage: Digital Edition - Mythical Monsters
  • Blood Rage: Digital Edition - Mystics of Midgard
  • Carcassonne - The Princess and The Dragon DLC
  • Carcassonne - Traders & Builders DLC
  • Carcassonne - Winter & Gingerbread Man DLC
  • Carcassonne - Inns & Cathedrals
  • Carcassonne - The River
  • Splendor: The Trading Posts DLC
  • Splendor: The Strongholds DLC
  • Splendor: The Cities DLC
  • Small World - Be Not Afraid... DLC
  • Small World - Grand Dames DLC
  • Small World - Cursed!
  • Sands of Salzaar - The Ember Saga
  • Sands of Salzaar - The Tournament
  • Monster Train: The Last Divinity DLC
  • WARSAW
submitted by calvin324hk to indiegameswap [link] [comments]


2024.05.02 20:42 calvin324hk [H] 1000+ Games / DLCs / VR Games [W] Paypal / Wishlist / Offers

https://www.reddit.com/IGSRep/comments/pikmri/calvin324hks_igs_rep_page/
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Wishlist
Region: NA (Canada)
Fees on buyer if any
CTRL + F to find your games in terms of name
  • 10 Second Ninja X
  • 11-11 Memories Retold
  • 112 Operator
  • 12 is Better Than 6
  • 198X
  • 1993 Space Machine
  • 60 Parsecs
  • 7 Billion Humans
  • 8 DOORS
  • 8-bit Adventure Anthology: Volume I
  • 9 Years of Shadows
  • 911 Operator
  • A Game of Thrones: The Board Game
  • A Hat in Time
  • A Hole New World
  • A JUGGLER'S TALE
  • A Long Way Down
  • A Robot Named Fight!
  • A Tale for Anna
  • A.I.M.2 Clan Wars
  • Ace Combat Assault Horizon Enhanced Edition
  • Adore
  • Aeterna Noctis
  • AETHERIS
  • Agatha Christie Hercule Poirot The First Cases
  • AIdol
  • Airborne Kingdom
  • Alba: A Wildlife Adventure
  • Alder's Blood: Definitive Edition
  • Alfred Hitchcock - Vertigo
  • Alien Breed Trilogy
  • Aliens vs. Predator™ Collection
  • All-Star Fruit Racing
  • Almost There: The Platformer
  • American Fugitive
  • Amerzone: The Explorer’s Legacy
  • AMID EVIL
  • Amnesia rebirth
  • Amnesia: The Dark Descent + Amnesia: A Machine for Pigs
  • Anomalous
  • Another World – 20th Anniversary Edition
  • Antigraviator
  • Anuchard
  • APICO
  • APICO
  • Aragami
  • Aragami 2
  • Arcade Paradise
  • Arcade Paradise - Arcade Paradise EP
  • Arcade Spirits
  • Arkham Horror: Mother's Embrace
  • Armada 2526 Gold Edition
  • Army Men RTS
  • army of ruin
  • Arto
  • Ary and the Secret of Seasons
  • As Far as the Eye
  • Ascension to the Throne
  • Assemble With Care
  • Assetto Corsa Competizione
  • Assetto Corsa Ultimate Edition
  • Astronarch
  • Attack of the Earthlings
  • Automachef
  • Automobilista
  • Automobilista 2
  • AUTONAUTS
  • AUTONAUTS VS PIRATEBOTS
  • Avatar: Frontiers of Pandora™ - Ubisoft Connect
  • AVICII Invector: Encore Edition
  • Awesomenauts All Nauts pack
  • Baba is you
  • Back 4 Blood
  • Back 4 blood (EU)
  • Backbone
  • Baldur's Gate II: Enhanced Edition
  • Baldur's Gate: Enhanced Edition
  • Banners of Ruin
  • Bartlow's Dread Machine
  • BASEMENT
  • Batbarian: Testament of the Primordials
  • Batman: Arkham Asylum Game of the Year Edition
  • Batman: Arkham City - Game of the Year Edition
  • Batman: Arkham Knight Premium Edition
  • Batman: Arkham Origins
  • Battle Royale Tycoon
  • Battlecruisers
  • Battlestar Galactica Deadlock
  • BATTLESTAR GALACTICA DEADLOCK SEASON ONE
  • BATTLETECH MERCENARY COLLECTION
  • BATTLETECH Shadow Hawk Pack
  • BEAUTIFUL DESOLATION
  • BEFORE WE LEAVE
  • Beholder 2
  • Ben 10
  • Ben 10: Power Trip
  • Bendy and the Ink Machine™
  • Between the Stars
  • Beyond a Steel Sky
  • Beyond The Edge Of Owlsgard
  • Beyond the Long Night
  • BEYOND THE WIRE
  • Beyond: Two Souls
  • Bionic Commando
  • Bionic Commando Rearmed
  • BioShock: The Collection
  • BLACK BOOK
  • Black Moon Chronicles
  • Black Paradox
  • BLACK SKYLANDS
  • BLACKHOLE: Complete Edition
  • Blacksad: Under the Skin
  • Blade of Darkness
  • Blasphemous
  • Blazing Chrome
  • Blightbound
  • Blood And Zombies
  • Blood Rage: Digital Edition
  • Bloodstained: Ritual of the Night
  • Bomber Crew
  • Boneless Zombie
  • Boneraiser Minions
  • Boomerang Fu
  • Borderlands 3
  • Borderlands 3 Super Deluxe
  • Borderlands 3 Super Deluxe Edition
  • Borderlands: The Handsome Collection
  • Bot Vice
  • Bounty of One
  • Brawlout
  • Breakout: Recharged
  • Breathedge
  • bridge constructor
  • Bridge constructor medieval
  • bridge constructor stunts
  • Broken Lines
  • Brothers: A Tale of Two Sons
  • BUILDER SIMULATOR
  • calico
  • Call of Duty® Modern Warfare 3™ (2011)
  • Call of Juarez: Gunslinger
  • Car Mechanic Simulator 2015
  • Car Mechanic Simulator 2018
  • Castle Morihisa
  • Castle on the Coast
  • castle storm
  • CastleStorm
  • Cat Cafe Manager
  • Caveblazers
  • Celeste
  • Centipede: Recharged
  • CHANGE: A Homeless Survival Experience
  • Charlie's Adventure
  • Chenso Club
  • Chernobylite: Enhanced Edition
  • Chess Ultra
  • Chicago 1930 : The Prohibition
  • Chivalry 2
  • Chop Goblins
  • Chorus
  • Cities Skylines + After Dark
  • Cities: Skylines
  • City of Beats
  • CivCity: Rome
  • Click and Slay
  • Cloud Gardens
  • Cloudpunk
  • Code Vein
  • Coffee Talk
  • Comedy Night
  • Command & Conquer Remastered (Origin)
  • Complete Dread X Collection
  • Conarium
  • Construction Simulator (2015) Deluxe Edition
  • Constructor Plus
  • Cook serve delicious
  • Corridor Z
  • Cosmic Osmo and the Worlds Beyond the Mackerel
  • Cosmonautica
  • Crash Drive 2
  • Crash Drive 3
  • Creaks
  • Creepy Tale
  • Crookz the big heist
  • CROSSBOW: Bloodnight
  • Crush Your Enemies
  • Cube Runner
  • Curse: The Eye of Isis
  • Cyber Ops
  • Cybercube
  • Danger Scavenger
  • Dark Deity
  • DARK PICTURES ANTHOLOGY: HOUSE OF ASHES
  • Darksiders Warmastered
  • Darkwood
  • DARQ: Complete Edition
  • Day of the Tentacle Remastered
  • days of war definitive edition
  • Dead by Daylight
  • Dear Esther: Landmark Edition
  • Death Stranding Directors Cut
  • DEATH STRANDING DIRECTOR'S CUT
  • Deceased
  • DECEIVE INC.
  • Degrees of Separation
  • Delicious! Pretty Girls Mahjong Solitaire
  • Deliver Us The Moon
  • Demetrios - Deluxe Edition
  • Depraved
  • DESCENDERS
  • DESOLATE
  • Destiny 2: Beyond Light
  • DESTROYER: THE U-BOAT HUNTER
  • Detention
  • Devil May Cry HD Collection
  • Devilated
  • Dicey Dungeons
  • Dirt 5
  • dirt rally
  • Dirt Rally 2.0
  • Disaster Band
  • Disciples III: Reincarnation
  • Discolored
  • DISTRAINT 2
  • Distrust
  • DmC: Devil May Cry
  • Do Not Feed the Monkeys
  • Don't Be Afraid
  • DOOM 64
  • Doomed Lands
  • Door Kickers: Action Squad
  • Doorways: Prelude
  • Downfall
  • Dragons Dogma Dark Arisen
  • Dragon's Dogma: Dark Arisen
  • Draugen
  • Draw Slasher
  • Drawful 2
  • Dread Templar
  • Dreamfall Chapters
  • Dreams in the Witch House
  • DreamWorks Dragons: Dawn of New Riders
  • DRIFT21
  • Driftland: The Magic Revival
  • drive!drive!drive!
  • Drone Swarm
  • Due Process
  • Duke Nukem: Manhattan Project
  • Duke of Alpha Centauri
  • Dungeon Rushers
  • Dungeons 2
  • Dungeons 3
  • DUSK
  • Dusk Diver
  • Dust to the End
  • DV: Rings of Saturn
  • Dynopunk
  • Earth Defense Force 4.1 The Shadow of New Despair
  • Eastern Exorcist
  • Eiyuden Chronicle: Rising
  • El Matador
  • Elderand
  • ELDEST SOULS
  • Electrician Simulator
  • Elemental Survivors
  • Elex
  • Elex II
  • Elite Dangerous
  • Empire: Total War - Definitive Edition
  • Empyrion - Galactic Survival
  • ENCASED: A SCI-FI POST-APOCALYPTIC RPG
  • Endless Space 2
  • Endless Space® 2 - Digital Deluxe Edition
  • Endzone - A World Apart
  • EPIC CHEF *2
  • Epistory - Typing Chronicles
  • Eternal Threads
  • Europa Universalis IV
  • European Ship Simulator
  • Evil Genius 2: World Domination
  • Exorder
  • EXPEDITIONS: ROME
  • Expeditions: Viking
  • Explosionade
  • F1 2018
  • F1 2019 Anniversary Edition
  • F1 2020
  • F1 RACE STARS Complete Edition Include DLC
  • Fable Anniversary
  • Fallback uprising
  • Fallback: Uprising
  • FALLOUT 1
  • Family Mysteries 3: Criminal Mindset
  • FANTASY BLACKSMITH
  • FARMER'S DYNASTY
  • Farming Simulator 17
  • Farming Simulator 19
  • Fictorum
  • Field of Glory II
  • Fights in Tight Spaces
  • Filthy Animals Heist Simulator
  • Firefighting Simulator - The Squad
  • Fishing Adventure
  • Flashback
  • FLATLAND Vol.2
  • FlatOut
  • FLING TO THE FINISH
  • Floppy Knights
  • Fluffy Horde
  • FOBIA - ST. DINFNA HOTEL *2
  • For the King
  • Forgive me Father
  • Forts
  • Fred3ric
  • Fresh Start Cleaning Simulator
  • Friends vs Friends
  • Frogun
  • From Space
  • Frozenheim
  • Fun with Ragdolls: The Game
  • Funtasia
  • Gamedec
  • Gamedec - Definitive Edition
  • Gang Beasts
  • GARAGE bad trip
  • Garden Story
  • Garfield Kart
  • GAS STATION SIMULATOR
  • Gelly Break Deluxe
  • Genesis Alpha One Deluxe Edition
  • Gevaudan
  • Ghostrunner
  • Giana Sisters 2D
  • GIGA WRECKER
  • Gigantosaurus: Dino Kart
  • Glitch Busters: Stuck On You
  • Gloria Victis
  • Go Home Dinosaurs
  • GOAT OF DUTY
  • GOD EATER 3
  • Godlike Burger
  • Godstrike
  • Going Under
  • Golf Gang
  • Golf It!
  • Gone Home + Original Soundtrack
  • Gotham Knights
  • Grand Mountain Adventure: Wonderlands
  • GREAK: MEMORIES OF AZUR
  • grey goo
  • grid ultimate
  • GRIP: Combat Racing
  • Gungrave G.O.R.E
  • Guppy
  • Guts and glory
  • GYLT
  • Hacknet
  • Haegemonia: Legions of Iron
  • Hamilton's Great Adventure
  • Hammerwatch
  • Hands of Necromancy
  • Havsala: Into the Soul Palace
  • Headsnatchers
  • Heartwood Heroes
  • Heat Signature
  • Helheim Hassle
  • Hell Let Loose
  • Hellblade: Senua's Sacrifice
  • Hellbound
  • Hero of the Kingdom III
  • Hero of the Kingdom: The Lost Tales 2
  • Heroes of Hammerwatch
  • Heros hour
  • Hexologic
  • Hidden & Dangerous 2: Courage Under Fire
  • Hidden & Dangerous: Action Pack
  • Hidden Deep
  • High On Life
  • Hitman (2016) Game of the Year Edition
  • HITMAN 2 - Gold Edition
  • Hoa
  • Hob
  • Hollow Knight
  • Holy Potatoes! A Spy Story?!
  • Home Sweet Home
  • Home Sweet Home EP2
  • Homestead Arcana
  • Hood: Outlaws & Legends
  • Hoplegs
  • Hot Tin Roof: The Cat That Wore A Fedora
  • Hotshot Racing
  • House Flipper
  • How to Survive 2
  • Hue
  • Human: Fall Flat
  • Hungry Flame
  • Hyper Knights
  • I am Bread
  • I Am Fish
  • I am not a Monster: First Contact
  • I Hate Running Backwards
  • ibb & obb Double Pack
  • ICBM
  • Ice Age Scrat's Nutty Adventure
  • Ice Lakes
  • Impostor Factory
  • IN SOUND MIND
  • Indivisible
  • INDUSTRIA
  • Infectonator 3: Apocalypse
  • Infinite Beyond The Mind
  • Injustice 2 Legendary Edition
  • Injustice 2 Legendary Edition
  • Insane 2
  • INSOMNIA: The Ark
  • Internet Cafe Simulator
  • Internet Cafe Simulator 2
  • Interstellar Space: Genesis
  • Iron Fisticle
  • Iron Harvest
  • Ittle Dew
  • Ittle Dew 2+
  • Jack Move
  • Jackbox party pack 2
  • Jackbox party pack 5
  • JANITOR BLEEDS
  • Joint Task Force
  • Jotun: Valhalla Edition
  • Journey For Elysium
  • Journey to the Savage Planet
  • JUMANJI: The Video Game
  • JumpJet Rex
  • Juno: New Origins
  • Jupiter Hell
  • Jurassic Park: The Game
  • Jurassic World Evolution
  • Jurassic World Evolution 2
  • JURASSIC WORLD EVOLUTION 2 *2
  • JUST CAUSE 4: COMPLETE EDITION
  • Just Die Already
  • Kardboard Kings: Card Shop Simulator
  • Keep Talking and Nobody Explodes
  • Kentucky Route Zero - Season Pass Edition
  • Kerbal Space Program
  • Killing Floor 2 Digital Deluxe Edition
  • Killing Room
  • Kingdom Two Crowns
  • Kingdom: New Lands
  • King's Bounty: Crossworlds
  • Knights of Pen & Paper 2
  • Knock-knock
  • Koi-Koi Japan [Hanafuda playing cards] *Koi-Koi Japan : UKIYOE tours Vol.1 DLC *Koi-Koi Japan : UKIYOE tours Vol.2 DLC *Koi-Koi Japan : UKIYOE tours Vol.3 DLC
  • Konung 2
  • KungFu Kickball
  • Labyrinthine
  • Lair of the Clockwork God
  • Laserlife
  • LAST OASIS
  • Lawn Mowing Simulator
  • LAWN MOWING SIMULATOR *2
  • Layers of Fear: Masterpiece Edition
  • Lead and Gold: Gangs of the Wild West
  • Learn Japanese To Survive! Hiragana Battle
  • Learn Japanese To Survive! Katakana War
  • Learn Japanese to Survive! Trilogy
  • Learning Factory
  • Legend of Keepers
  • LEGION TD 2 - MULTIPLAYER TOWER DEFENSE.
  • Leisure Suit Larry - Wet Dreams Don't Dry
  • Leisure Suit Larry 1-7
  • Lemnis Gate
  • Lemon Cake
  • lethal league blaze
  • Let's School
  • Levelhead
  • Liberated (GOG)
  • Life is Strange Complete Season (Episodes 1-5)
  • Light Fairytale Episode 1
  • Light Fairytale Episode 2
  • LIGHTMATTER
  • Little dragons cafe
  • Little Hope
  • Little Inner Monsters - Card Game
  • Little Nightmares
  • Livelock
  • Loop Hero
  • Loot River
  • Looterkings
  • Lornsword Winter Chronicle
  • Lost Castle
  • Lost Planet 3 Complete Pack
  • LOTR: Adventure Card Game - Definitive Edition
  • Love Letter
  • Lovecraft's Untold Stories
  • Lovely planet arcade
  • Lucius2
  • Lucius3
  • Ludus
  • Lust for Darkness
  • Lust from Beyond: M Edition
  • Mad Experiments: Escape Room
  • Mad Max
  • Mafia Definitive Edition
  • Mafia: Definitive Edition
  • Mahjong Pretty Girls Battle
  • Mahjong Pretty Girls Battle : School Girls Edition
  • Mail Time
  • Maize
  • Maneater
  • Marooners
  • MARSUPILAMI - HOOBADVENTURE
  • Marvel's Avengers - The Definitive Edition
  • Mato Anomalies
  • Max Payne 3
  • Mechs & Mercs: Black Talons
  • Medieval II: Total War - Definitive Edition
  • Medieval: Total War Collection
  • MEEPLE STATION
  • Men of War
  • MERCHANT OF THE SKIES
  • METAL HELLSINGER
  • Metal Hellsinger
  • Metro Exodus
  • Metro last light
  • Metro: Last Light Redux
  • Middle-earth: Shadow of Mordor GOTY
  • Middle-earth: Shadow of Mordor GOTY
  • Middle-Earth: Shadow of War Definitive Edition
  • MIDNIGHT PROTOCOL
  • Midnight Suns
  • Mighty Switch Force! Collection
  • MIND SCANNERS
  • Ministry of Broadcast
  • Minute of Islands
  • Miscreated
  • Mists of Noyah
  • MKXL
  • Mob Rule Classic
  • Monaco
  • Monster Slayers - Complete Edition
  • Monster Train
  • MONSTER TRAIN (FIRST CLASS - COLLECTORS EDITION)
  • Monstrum
  • Monstrum 2
  • Moon Hunters
  • Moons of Madness
  • MORDHAU
  • Mordheim: City of the Damned
  • Mortal Kombat 11 Ultimate Edition
  • MORTAL KOMBAT XL
  • Mortal Shell
  • Motorcycle Mechanic Simulator 2021
  • Mr. Run and Jump
  • Murder Mystery Machine
  • My Big Sister
  • My Friend Peppa Pig
  • My Lovely Wife
  • My Summer Adventure: Memories of Another Life
  • My Time At Portia
  • MythForce
  • N++ (NPLUSPLUS)
  • Napoleon: Total War - Definitive Edition
  • Narcos: Rise of the Cartels
  • NARUTO TO BORUTO: SHINOBI STRIKER
  • Necronator: Dead Wrong
  • NecroVisioN: Lost Company
  • NecroWorm
  • Neighbours back From Hell
  • Nelly Cootalot: Spoonbeaks Ahoy! HD
  • Neon Space
  • Neon Space 2
  • Neon Sundown
  • Nephise: Ascension
  • Neurodeck : Psychological Deckbuilder
  • Neverinth
  • Neverout
  • Neverwinter Nights: Complete Adventures
  • Newt One
  • Nexomon: Extinction
  • Nigate Tale
  • Nine Parchments
  • Nine Witches: Family Disruption
  • No Straight Roads: Encore Edition
  • No Time to Relax
  • Nomad Survival
  • Nongunz: Doppelganger Edition
  • Noosphere
  • Northgard
  • Northmark: Hour of the Wolf
  • Nostradamus: The Last Prophecy
  • not the robots
  • Nurse Love Addiction
  • Nurse Love Syndrome
  • Nusakana
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submitted by calvin324hk to SteamGameSwap [link] [comments]


2024.05.02 20:31 moondog151 The body of a pregnant teenager would be found next to a river, 8 months later the skeleton of a woman was found wrapped in a bag inside of a cave. 10 years later these two would be identified as mother and daughter. Her disappearance went unreported, presumed to have died in an earthquake.

The body of a pregnant teenager would be found next to a river, 8 months later the skeleton of a woman was found wrapped in a bag inside of a cave. 10 years later these two would be identified as mother and daughter. Her disappearance went unreported, presumed to have died in an earthquake.
(I may be uploading another Chinese case but I'm not going back to focusing on them. I just couldn't find a good or lengthy enough case for Brunei or Cambodia so China is next on the A-Z order)
On May 7, 2008, a fisherman in Sinan County located in China's Guizhou Province, was walking along the Wujiang River looking for a good spot to set up his fishing equipment. While looking for a good spot he found the half-naked corpse of a girl by the river lying on some rocks. The fisherman called the police who had initially expected a drowning upon receiving the call, what they saw instead was a young girl who had a long and smooth cut across her throat, deep enough to expose her severed esophagus and trachea. She had also suffered wounds around her eyes caused by a sharp object and her eyes themselves were missing.

Forensic investigators at the scene
As the Wujiang River was a tributary of the Yangtze River and flowed through various different locals, there was no way of determining where the woman had been murdered, just that it had likely been elsewhere and drifted downstream. A thorough examination showed that she was around 18-19 years old, 156 cm tall and had been dead for 10 days. For clothing, she was wearing a bra but behind that, was completely naked on the upper half of the body. She was wearing Kappa jogging pants covered in mud with a misprinted logo suggesting that the brand was a knockoff, underneath was a pair of pyjama pants and on her feet was a pair of sneakers with the soles nearly worn out. Her nails were painted and she was also wearing a bracelet. Her knees were heavily bruised but aside from that, no other non-fatal wounds. She was 8 months pregnant. The removal of her eyes was done post-mortem. The post-mortem mutilation and the late stage of the pregnancy led police to believe that the killer likely knew the woman and was probably the father of the unborn child. They also believed that she had been attacked in her sleep.

https://preview.redd.it/s5vnpebzv1yc1.png?width=1557&format=png&auto=webp&s=8cb20be538ce7cfaf5a108fd6b6be38b66461dd1
The girl's clothing and belongings
The first task was naturally identifying the victim, her clothing was considered unusual and even a bit expensive for the local area leading investigators to conclude she was likely not from the area, but her stomach contents showed that on many occasions, she had last eaten pickled peppers, something typical of the local diet meaning she had been there for a while.
In 2008, construction had begun on the Silin Hydropower Station which attracted many migrant workers from all parts of China. Believing she may be one of them, the police questioned all migrant workers and even actual local employees at the construction site but nobody recgoinzed her. Flyers containing pictures of her clothing and belongings were also placed all around the local area asking for anyone to come forward but nobody did.

Police setting up flyers and notices
They then checked missing person records across in the surrounding area going along the length of the river but no one seemed to match. One local did mention someone bringing home a young girl from Sichuan Province and that she went missing relatively recently. Eventually, the police tracked her down alive and well rendering this a dead end. Lastly, police extracted both DNA from her and the fetus in hopes of either identifying her or the father but no matches were in their databases. She would remain a Jane Doe and the case slowly went unsolved.
On January 7, 2009, also in Sinan County, a local villager out for a hike was struck by a foul odour. He soon followed the smell to Mazai Cave, a very secluded cave with a low-hanging entrance and about 20 meters deep. The villager entered the cave and saw a cloth sack normally used for holding grain tied with rope, wrapped in cloth and waterproof plastic. He cut open the bag and the first thing to greet him was a pair of decomposed and skeletal feet. The police were called and tasked with identifying a second body.

Mazai Cave
The sack/bag
https://preview.redd.it/n18iqin502yc1.png?width=1558&format=png&auto=webp&s=1570c135b6cf32628f32a6bc5b49438dec451858
Forensic investigators at the scene
The skeleton belonged to a middle-aged woman in her 40s who had been deceased for approximately 10 months-1 year likely having died in the first half of 2008. She was dressed in a short-sleeved nightgown and only wearing panties on her lower body. Her nails were manicured and painted red while the hair on the skeleton was dyed blonde. Just like with the first Jane Doe, the woman's clothing and cosmetics such as dyed hair and nails indicated that she was not a local, likely a migrant worker or was the girlfriend/wife of a local migrant worker who had just returned home with her. She had been killed at night likely while asleep, and while no cause of death was ever determined the discovery was treated as a murder.
While the police suspected that the victim was not from Sinan, the killer was almost assuredly a local. Firstly, the rice sack containing the body was confirmed to be locally made and the same sack was used by all local villagers and farmers. The cave was also very secluded and a bit far from any nearby homes so by the police's reasoning, only a local could possibly know about it and think of using it to dispose of a body. The police then went to as many neighbouring villages as they could find, questioning locals about recently divorced or single men who had previously brought back a bride, wife or girlfriend home with them after working in other provinces but to no success. The victim's DNA was also collected but didn't get any hits in their databases. Despite their similarities, both being killed at night time when they were likely asleep and having both likely died around the same time, the two cases were seemingly never linked and were investigated completely separate from one another. Eventually, this other Jane Doe case would also go unsolved. But not for a lack of trying, for both cases across Henan, Guangdong, Zhejiang, Guangxi, Fujian, Chongqing, Sichuan and Guizhou, over 10,000 people would be ruled out as the decedents.
Although the skeleton in the cave was slowly forgotten, the very first Jane Doe found on the Wujiang River, not so much. Over the years the police would keep retesting her and the fetus's DNA in case it matched any new additions to the database and in early 2018 it paid off. Nearly 10 years later they tested the DNA from the fetus yet again and finally got a match with a worker in Guangdong named Yuan Da who was identified as the father of the child.
A quick background of Da would make him a compelling suspect. Originally from Chongqing, Da had amassed a lengthy criminal record for street fighting in public, extortion and as it is illegal in China, gambling. But that last offence was taken a step further as he would run and operate underground casinos and gambling dens. At 16 he left to work in Guangdong when he met his future wife marrying in 2006 and having a child in 2007.
Da was detained for questioning and he admitted his past misdeeds including various affairs he had during 2008, he even admitted that one of his mistresses was from Guizhou but they broke up after a month when she found another job. He said that she was named Xie Fang and that she was from Zunyi. Fang was highly similar in age and body type to the dead girl and no records of her past 2008 could be found. Da was shown a picture of Fang and he said that was indeed who he was dating. Da though, professed his innocence and swore that he turned his life around since then. Eventually. he was found to have an alibi and ruled out as a suspect.
Fang's father, Xie Gang lived in Zhejiang. When the police attempted to contact him he actually hung up the first time and dismissed them as scam callers. It took a while until they could actually convince Gang they were truly police but when they did, he explained why he thought they were fake. He said that Fang had died in the 2008 Sichuan Earthquake. When the police asked where Fang's body was. he said he didn't know.
He said that Fang rarely ever talked as she typically worked in other provinces. She briefly returned home in January 2008 for a wedding but soon left for Guangdong because there was a man there who could help her find a job. Gang decided to follow her and met with a man, a man whose name he could not remember, only the family name "Zhang". He described Zhang as stout, not very tall, had a slight limp, and was not "conventionally attractive". He said that the man spoke with the same accent as the police officers questioning him and lastly he recalled Zhang's home village only being accessible by boat or waterway.
Zhang also got him a job as a concrete mixer at a construction site but he later quit and moved to other provinces. He would still occasionally contact Fang until April 2008 when he was unable to get a hold of her. In May, he eventually called Zhang to ask about Fang. He told him that he eventually found a boyfriend and travelled to Sichuan to work. On May 12, 2008, an 8.0 Earthquake struck Sichuan, causing $150 billion dollars in damages and according to Wikipedia, 87,587 dead, 374,643 injured, and 18,392 missing. As this occurred right when Gang had lost contact with his daughter and her last known location being Sichuan, Gang drew his own conclusions. A DNA sample was taken from Gang and compared to the body, identifying her as 19-year-old Xie Fang.

Xie Fang
Gang had one more thing to say though, his wife, 37-year-old Wu Xue had also gone missing in 2008.

Wu Xue
Sometime in 2000 their relationship fell into trouble and declined until 2004 when Xue left for Chongqing to work alone. Although they never officially divorced, they were in all but name since from that moment the two rarely ever spoke. Gang also made no effort to speak with her again as she still spoke to her other friends and via them, Gang learnt that Xue was dating another man in Chongqing. The next time that Xue and Gang would ever see and speak to each other would be in January 2008 when she returned for the wedding mentioned above but as soon as it was over, Xue returned to Chongqing and yet again cut off all contact with Gang.
The police went to Chongqing and tried to track down Xue and although unsuccessful, locals did tell them about a woman named Wu Ying who had been missing and looked very similar to Xue. After looking into Ying they found the boyfriend that Gang had mentioned, a now-married father named Deng Chao who had also introduced Fang to Da. Chao was shown a picture of Xue and he identified her as the woman she used to date but said that he thought Ying was her real name.
According to Chao, the two began dating in 2004 and kept living together, Xue was described as very "flirtatious and cunning" and that he never seemed to know what her plans were. She had gotten pregnant three times and every time she would "disappear" for a while and come back after having an abortion. Chao tried to marry her many times but Xue would keep putting it off. In January 2008, after returning from the wedding, she told Chao without warning that she needed to go to Guangdong to work and abruptly left never to contact him again.
Seemingly at a dead end, Zhou Shifei, the director of the Sinan County police suddenly remembered the skeleton found in the cave in 2009. He also remembered that both were likely not locals, both killed around the same time, both near the Wujiang River and both were underdressed and likely attacked in their sleep. Shifei then theorized that the skeleton may in fact belong to Xue. Now that China's DNA technology had advanced considerably and they had Fang's DNA on file after her identification, they decided to compare the skeleton's DNA and Fang's DNA. The results confirmed they were both relatives leading police to identify the skeleton as Wu Xue
As mentioned before, most of the local villages could only be accessed via boat and a majority of the people in each of them had the family name Zhang so police had to be more specific in their questioning. They asked them all about a short man named Zhang with a limp who had brought back someone from outside the village a few years back. Eventually, a local boatman told them of someone named Zhang Bin, age 45.

Zhang Bin
Bin lived only a few meters away from the cave and had brought back two women from outside Guizhou. Not long after Fang's body was found, Bin left for work outside of the province. None of the two women he brought back with him had been seen since. The police found a picture of Bin and it was shown to Gang who identified him as the person he met up with before his daughter went missing. On August 19, 2018, Bin was arrested and he soon confessed, expressing no remorse.
Surprisingly, Bin said that he was not Fang's girlfriend, instead, he was dating Xue. He met Xue in late 2006 at a hair salon in Zhongshan while he was working at a construction site. Bin who had recently been divorced found Xue attractive so he kept going to that salon on repeat and was hoping Xue would be the one tending to him on that day. Eventually, after many visits, the two soon became a couple. Just like with Chao, Xue was using the name "Wu Ying" and Bin didn't know that was an alias and that technically, she was still married.
Bin said that Xue was "extravagant" and often asked for money from him and whenever she was given this money she would disappear for a little while. From tracking her movements, the police determined that she went to Chongqing during these disappearances to be with Chao, spent all the money there and then returned to Guangdong. In January 2008, Xue suddenly proposed to Bin and wanted to go to his home village.
Bin's parents were excited to hear that their son was getting married and even mailed an envelope containing several thousand yuan as a "meeting gift". Xue only stayed in Sinan for one day before saying she had to return home and took the money with her. In all likelihood the police again believed she went to Chongqing to be with Chao. Bin was upset with her over this but she didn't apologize and decided to take him to a mall for clothes shopping for her, Bin and his family. While Bin was in the fitting room, Xue quickly left the mall. Panicked, Bin tried calling her phone only for her to never pick up.
He didn't want to explain to his parents why their daughter-in-law suddenly left after getting money from them so he just brushed it off and soon returned to Guangdong in hopes of finding work. Soon, Xue called him and said that her phone dyed and she had gotten lost while in the mall. Luckily, some strangers helped her find her way to a train station where she went back to Chongqing. Bin accepted this explanation and the two soon reconciled.
Not long after, Xue introduced him to Fang although he referred to her as her "niece" and that she was looking for work. Eventually, Fang moved in with her mother and Xue as well. In late April 2008, Bin was sleeping after he mother Li Chang had cooked everyone dinner. Soon Xue woke Bin up and claimed to be indebted to many locals and that she needed help paying the debt off. Bin kept saying that he'd do so once he got paid more but Xue wouldn't accept this even bringing up a recent paycheck and asking how he couldn't have any money at all. Bin said that he said something else but couldn't remember what it was since he was tired. But whatever he said, it made Xue furious and she soon began cursing at and insulting him.
Eventually, Bin got angry too and remembered the incident at the shopping mall. In the spur of the moment, he stood up and grabbed a fruit knife on a bedside table and swung it toward Xue's neck, killing her instantly. Everyone heard the commotion and rushed over with Chang falling to the floor crying and Bin's father storming out of the house in anger. Fang also fled but didn't know where to go and just stayed outside the house trembling. After calming down, Chang decided she would help her son cover up the murder, with the two stuffing her body and her belongings into the rice sack. Bin then went outside toward Fang while Chang stayed behind to clean up the blood.
Bin then disposed of Xue's body in the cave before returning back home planning on leaving Sinan to go back to work and planned on taking Fang with her. Fang refused and said she was going to the police which angered Bin. So Bin, took the same fruit knife out of his backpack and slashed Fang's throat also. Bin, still feeling angry, proceeded to gouge out Fang's eyes. After the murder, he then disposed of her body, belongings and the knife in the river. According to him, he didn't know she was Xue's daughter or that she was pregnant. According to Bin, all the pent-up anger his father felt caused him to eventually pass away.
The police were a bit skeptical of Bin's story, they felt that his crime of passion story made him too sympathetic without Xue and Fang alive to describe what really happened, Chang was a known accomplice and his father wasn't alive either and thus couldn't explain his side of the story. They wondered why, if the murder wasn't premeditated, he was carrying a knife with him and also scoffed at the notion that he somehow didn't know that Fang was pregnant this late into her pregnancy. But they were unable to come up with any other version of events and Bin had already confessed so they were satisfied enough.

https://preview.redd.it/psjenhle22yc1.png?width=1080&format=png&auto=webp&s=0fb5ebc40079601218b7592638709d06d80849c9
https://preview.redd.it/qxz1c5yg22yc1.png?width=640&format=png&auto=webp&s=bee95a9585e22c33dc239bece1243e185db0cd13
https://preview.redd.it/l92ga7kh22yc1.png?width=1080&format=png&auto=webp&s=143b41002f0ec1ccc3473451d4dc937d2d4e92fb
https://preview.redd.it/nl7wq35i22yc1.png?width=1080&format=png&auto=webp&s=c13d45fa15794bbfcd7bacdd3b316f1808f0a557
https://preview.redd.it/n58lgf0k22yc1.png?width=600&format=png&auto=webp&s=9179f3f492e0e4fc644a7146d7bbf4982d2f4415
https://preview.redd.it/db4ind0l22yc1.png?width=660&format=png&auto=webp&s=2f1ac399a552242657bcd4565b7c907fc93f8dfd
Bin and Li Chang reenacting the crime for police
The trial began on July 26, 2019, at The Tongren Intermediate People's Court.

The trial
In September 2019, Bin was sentenced to death but no updates report on his execution.

Bin in prison
Sources (In the comments)
submitted by moondog151 to TrueCrimeDiscussion [link] [comments]


2024.05.02 20:25 -LavenderFries- Storage clean out giveaway

All the paintings and statues are genuine. **Recipes and DIYs are all gone.
Comment below, in this format please: the items you need in alphabetical order; your in-game name; Island name. Example: Apple hat, baby panda, glass jar; IGN; DaisyNooks.
Be ready to come pick up the items as soon as I DM you the dodo code as I will be dropping the items you need in the order you commented :)
Will let in 2-3 people max at a time. Thanks!
The list below:
submitted by -LavenderFries- to AnimalCrossingNewHor [link] [comments]


2024.05.02 20:21 Appropriate_Sir_6684 Grand World Phu Quoc: Luxury Resort and Villas - A Billion Dollar Scam

Thanks to Albert1165 for investigating and disclosing many findings about Vingroup and Vinfast's scams. Albert may also be aware of the close relationship between Vingroup - Techcombank - Masan. TCB has repeatedly pumped money into Vingroup and Vinfast, as revealed on this subreddit. But perhaps one question that Albert1165 cannot answer is why TCB keeps rescuing Vingroup and where does TCB get the money to keep pumping it into Vingroup? And I think the revelation of this truth might be the answer to the above questions. Vingroup and Techcombank are no different from the largest loan shark organizations and scam corporations in Vietnam, so they absolutely have to cover for each other.

Grand World Phu Quoc, a high-end resort and villa complex, is located on Gan Dau - Cua Can Street in Bai Dai area, Phu Quoc Island district, Kien Giang province, Vietnam. The project has a scale of 85.3 hectares, with over 2,733 units and a TOTAL PROJECT VALUE OF 1 BILLION USD. It was SOLD OUTGrand World Phu Quoc, a high-end resort and villa complex, is located on Gan Dau - Cua Can Street in Bai Dai area, Phu Quoc Island district, Kien Giang province, Vietnam. The project has a scale of 85.3 hectares, with over 2,733 units and a TOTAL PROJECT VALUE OF 1 BILLION USD. It was SOLD OUT in 2021 through a Vingroup subsidiary called New Vision. The project includes:
Grand World Phu Quoc was introduced by Vingroup as a real estate resort project that was highly sought after by investors. However, in response to these expectations, Vingroup and Techcombank have set up a maze-like scam to blatantly seize customer investments, estimated at OVER 1 BILLION USD.
GRAND WORLD LAND IS ONLY COMMERCIAL AND SERVICE LAND AND CANNOT BE SOLD AT RETAIL
The Grand World land has two certificates, CU 861652 and CU 861653, with a total area of 85.3 hectares. Certificate CU 861652 is state-owned land leased with annual payments, with an area of 407,951.7 m2. And certificate CU 861653 is state-owned land leased with a one-time payment, with an area of 374,975.4 m2. Both of these certificates clearly state that they are COMMERCIAL AND SERVICE LAND.
In addition, according to Decision No. 02/QD-BQLKKTPQ of 2019 of the Phu Quoc Economic Zone Management Board on the planning of the Grand World project, Article 1 clearly states: New Vision Real Estate Company Limited leases land for use for commercial and service purposes (to implement the project to build the Grand World high-end resort and villa complex).
Decision No.: 230/QD-BQLKKTPQ of 2018 of the Phu Quoc Economic Zone Management Board on the planning of the Grand World project also clearly states the project's planning function and nature: "Identified as a mixed-use tourism and service area with tourism services, resort guests, squares, trees, technical infrastructure,...".
Thus, from the project's red book to the decision documents of the BQLKKTPQ, it is clearly confirmed that the Grand World project land is planned as tourism and commercial land and is land leased with annual payments (certificate CU 861652) and a one-time payment (certificate CU 861653). According to Article 175 of the 2013 Land Law, land leased with annual payments is not allowed to transfer the right to use land [2]. And according to Article 174 of the current 2013 Land Law, the lessee is allowed to transfer the right to use land and attached assets owned by the investor to the land [3]. But that is in the case of transferring the entire land lot, project and all assets, facilities, not dividing and selling like dividing lots and selling land. Similarly, LDG Investment can only sell the entire right to use the land to Vingroup, not a part of the project.
Additional Information
[2] Government newspaper responds to questions about state-owned land leased with annual payments not being transferable: https://baochinhphu.vn/dat-thue-dang-huong-uu-dai-co-duoc-phep-chuyen-nhuong-102230624222717072.htm
[3] State-owned land leased with a one-time payment: https://lawnet.vn/ngan-hang-phap-luat/tu-van-phap-luat/bat-dong-san/nha-nuoc-cho-thue-dat-tra-tien-1-lan-thi-co-duoc-cho-thue-lai-hay-khong-374559
Further explanation:
In this case, it is important to note that the land on which the Grand World project is built is state-owned land leased with annual payments. This means that Vingroup does not own the land outright and cannot legally sell it to individual buyers. They can only transfer the right to use and exploit the land, which is what they have done with Melia Hotels.
In the case of the Vinpearl to Melia transfer, Vingroup could only transfer the management and exploitation rights of the Vinpearl hotels to Melia, not sell the entire hotels outright. This is because the land on which the Vinpearl hotels are built is leased land, and the hotels themselves are not separate projects. Therefore, Vingroup cannot sell individual hotels to Melia, but can only transfer the management and exploitation rights. This is why the Melia Vinpearl Phu Quoc brand was created.
https://tuoitre.vn/12-khach-san-va-khu-nghi-duong-cua-vinpearl-doi-ten-thanh-melia-vinpearl-2022022414244892.htm

VINPROUP SCAMMED CUSTOMERS BY SELLING WHAT THEY CANNOT SELL.

As stated above, the land of the Grand World project is state-owned leasehold land and cannot transfer land use rights (for land with annual rent) or must transfer the entire land use rights (for land with one-time rent). Vingroup cannot transfer the land use rights of the leased land to be divided into lots and sold. If Vingroup wants to sell to small and individual investors, it can only resell the right to exploit apartments and services.
But if it only sells the right to exploit, Vingroup will not be able to sell for much money. For that reason, there is reason to suspect that "Vingroup has taken advantage of investors' lack of legal knowledge to SCAM" by being vague with customers about "SELLING ALL REAL ESTATE" and issuing a sales contract as a "TOURISM SERVICE CONSTRUCTION SALES CONTRACT".
Sale contract: https://drive.google.com/file/d/1qHxXMTRd5ED1KscKoDBaawoGXBCIj6D1/view?usp=sharing
Article 19 of the 2014 Real Estate Business Law stipulates that the principle of buying and selling houses and construction works (or tourism works as Vingroup calls it) must be attached to land use rights. This is what Vingroup cannot separate and transfer to customers as mentioned above.
According to Appendix No. 01 issued with Circular 27/2018/TT-BTNMT, commercial and service land is land used to build business, service, commercial establishments and other works serving for business, services and trade. That means that the commercial and service land here is only state-owned land leased for businesses to exploit and operate commercial and service activities, not land for subdivision and sale of land plots with accompanying construction works. Thus, it is clear that all transactions transferring tourism service works in Grand World Phu Quoc are "ghost" transfers.
According to the signed TOURISM SERVICE CONSTRUCTION SALES CONTRACT, in clause 5.2 "Obligations of the seller", it is clearly stated that the seller "is responsible for procedures with the competent authorities of Vietnam to apply for a certificate of land use rights, house ownership rights and other assets attached to land for the buyer". According to Article 1 of Circular 23/2014/TT-BTNMT dated May 19, 2014: "This Circular provides for the Certificate of land use rights, house ownership rights and other assets attached to land (hereinafter referred to as the Certificate)".
The "Certificate" in the Sales Contract is understood to mean "Certificate of land use rights, house ownership rights and other assets attached to land".
Even though Grand World sold out the entire project in 2021, by September 15, 2023, the Kien Giang Provincial Department of Construction issued Document No: 2479/SXD-QLN in response to legal matters for a citizen (a project customer) as follows:
"Upon verification, the Department of Construction has the following comments: The Grand World high-class resort and villa project in the Bai Dai eco-tourism area, Ganh Dau commune, Phu Quoc district, Kien Giang province. So far, the Department of Construction has not received any legal documents related to the sale of houses in the project. Therefore, the Department of Construction has no basis to respond."
Legal response to the Grand World project from the Department of Construction of Kien Giang province:
https://drive.google.com/file/d/1JLXb1rcg0OLaUQvLSwSUGWVkVyBvP8FF/view?usp=sharing
Why is it that when the project was sold out in 2021, but by 2023, the provincial agencies of Kien Giang province still do not have legal documents related to the sale of houses in the project? So are all real estate transactions in the Grand World project "ghost" transactions and is Vingroup SCAMMING CUSTOMERS by selling something they CANNOT SELL?

TECHCOMBANK COLLUDES WITH VINGROUP TO SEIZE CUSTOMER ASSETS IN A MAFIA-LIKE MANNER THROUGH USURY LOANS

The sales contract for the tourism project that New Vision signed with customers, referred to as buyers, is an illegal contract. Therefore, it is certain that the sales contract and the credit contract for payment are not eligible for notarization of "guaranteed transaction assets" at the Department of Natural Resources and Environment for mortgage in accordance with legal regulations.
As mentioned above, the "tourism projects" in the Grand World project are assets that cannot be "divided into parts or subdivided" for transfer. Therefore, when customers buy products in the Grand World project and need to borrow money, Vingroup and Techcombank colluded with each other to deceive customers. Techcombank lends money to customers, referred to as borrowers, in a mafia-like manner.
Specifically, in order to disburse the loan, Techcombank required the borrower, who is also the buyer of Grand World Phu Quoc tourism projects, to sign a power of attorney for all purchased assets and everything belonging to/located in the purchased assets to Sao Thuy Company at Nguyen Ngoc Notary Office. Sao Thuy is a subsidiary of Techcombank, responsible for collecting debts and harassing buyers/borrowers if they pay late or have the right to seize the property because the borrowebuyer has signed a power of attorney with them. This is a way to avoid going to court to enforce the auction of assets according to the legal process of the Law.
But why did the customer, who is also the borrower, have to accept this unreasonable request from TCB? Because before working with Techcombank on the loan and the method of borrowing, the buyer, who is also the borrower, had made an advance payment to Vingroup from 30% - 40% of the total value of the real estate that they had agreed to transact on the sales contract. Therefore, if they do not agree to sign the power of attorney as required by Techcombank, they will either not be approved for the loan, lose the entire amount of money that has been paid in advance, or have to pay the full 100% of the amount.
In fact, this method is no different from mafia loan sharking. Because it is clear that from the time the customer signed the power of attorney for Sao Thuy Company, the customer has transferred all of their assets to Techcombank. Thus, Techcombank and Vingroup can completely collude with each other to appropriate for other purposes. And this act is a complete violation of the regulations on banking activities.
With the above tricks, Techcombank has violated the regulations on lending in the activities of credit institutions as stipulated in Article 179 of the Criminal Code of 1999. By the 2015 Criminal Code, amended and supplemented in 2017, the name has been changed to the crime of violating the regulations on banking activities and other activities related to banking activities. The crime of violating the regulations on banking activities is committed intentionally and in an organized manner.
Not to mention that these "construction project" sales contracts are illegal and void as mentioned above. Then the property itself when foreclosed when the property is liquidated cannot be transferred. Techcombank and Vingroup can only transfer the entire project. And that's when Vingroup uses the project land itself as collateral to raise capital through bond issuance.
Credit contract: https://drive.google.com/file/d/1Cu-eZFCQIVCZbohaESFyCrghzpBht-AS/view?usp=sharing
Authorization Contract: https://drive.google.com/file/d/1WWuuFqdAfIkPDhHVeAKU71SaeyuGJVS4/view?usp=sharing

VINGROUP AND TECHCOMBANK CONSPIRE TO SEIZE CUSTOMER ASSETS WHEN MORTGAGING GRAND WORLD TO ISSUE BONDS.

Accordingly, on October 25, 2023, Thien An Investment Management Co., Ltd (Thien An) completed the issuance of the DTACH2328002 bond lot, with a value of 1.070 trillion VND, for a term of 5 years. Thus, the maturity date of this bond lot is October 25, 2028. Previously, on October 17, 2023, Thien An successfully issued the DTACH2328001 bond lot, with a value of 1.076 trillion VND, along with an interest rate of 9.7%/year, for a term of 5 years from October 17, 2023 – October 17, 2028.
Notably, the Grand World Phu Quoc project continues to be used by Thien An as collateral for the DTACH2328002 bond lot, after having used this asset as collateral for the DTACH2328001 bond lot, a few days earlier. That is, the total pledged value is 2.146 trillion VND.
Information about Thien An’s bond lot - Collateral is the Grand World Phu Quoc project: https://markettimes.vn/du-an-grand-word-phu-quoc-duoc-dung-lam-tai-san-dam-bao-cho-2-lo-trai-phieu-cua-thien-an-46133.html
Looking at the media, these are just two normal bond issuances. However, as everyone knows, the Grand World project at this time has been sold out to customers, even being disputed between Vingroup and customers. But the fact that Vingroup continues to mortgage to borrow through bond issuance is exactly the act of SEIZING THE ASSETS of customers. And TCB, which is also the lender and is holding many AUTHORIZATION CONTRACTS of customers, is definitely related to Vingroup mortgaging to borrow this bond.
Furthermore, we can also question the responsibility of the Securities Commission, the Ministry of Finance, VPBank, the Appraisal Department, Auditing, and Asset Evaluation. How could they continue to allow Vingroup to mortgage and issue bonds like this? Mortgaging assets that have been sold is precisely a second scam on the Grand World Phu Quoc project itself.
And it’s also funny, up to this point, Vingroup has NOT FULFILLED FINANCIAL OBLIGATIONS for the Grand World Phu Quoc project but still got the Department of Natural Resources and Environment and other departments to approve all transactions, “skillful” to the point of “catching the thief with bare hands” when there are signs of collusion with the Management Board of Phu Quoc Economic Zone to waive 97 billion VND of land rent for the project.
https://plo.vn/bql-khu-kinh-te-phu-quoc-mien-hon-97-ti-dong-tien-thue-dat-khong-dung-quy-dinh-post732833.html
At this point, there’s no need to say more, surely Article 174 of the Penal Code 2015 (amended and supplemented in 2017) with a prison sentence from 12 to 20 years or life imprisonment is for Vingroup, Techcombank, Sao Thuy, Thien An, along with the officials who manipulate and cover up for the wrongdoings of the Grand World Phu Quoc project.
Many pleas for help and denunciations have been sent to the Police Investigation Agency but have not been answered and handled.
The first plea for help sent by the victims who bought 198 mini hotels (boutique hotels) to the competent authorities and the press: https://drive.google.com/file/d/1HUg6A8rNqmwdO2oQdQhJrTGinkGI9XDi/view?usp=sharing
The second plea for help sent by the victims who bought 198 mini hotels (boutique hotels) to the competent authorities: https://drive.google.com/file/d/1EZ91-_lBpXrxP51jRe5onC-_lM19M3_A/view?usp=sharing
The third plea for help sent by the victims who bought 198 mini hotels (boutique hotels) to the competent authorities: https://drive.google.com/file/d/1xiBNZyk-2xQx8tUj2cbNdVrPGLWwhRMv/view?usp=sharing
The crime denunciation of 105 victims who bought Mini Hotels (Boutique Hotels) sent to the Kien Giang Provincial Police: https://drive.google.com/file/d/1rTVa2UXlqJy1PlzEU_QY-QTeRf_gDC6x/view?usp=sharing
The crime source receipt of the Kien Giang Provincial Police with the crime denunciation of Ms. Nguyen Lan Phuong: https://drive.google.com/file/d/1v_O6jujk00NBh4cNEW_WZ-K5GvF5ZnqZ/view?usp=sharing
The denunciation transfer form from Ho Chi Minh City Police to Thu Duc Police: https://drive.google.com/file/d/1zv-HhQGwV6ieCtkZn53fnrmTMbBrCARs/view?usp=sharing https://drive.google.com/file/d/1gHGE9EZdbz3p\_Cv\_i7bPtvYsPLEFXmuP/view?usp=sharing
submitted by Appropriate_Sir_6684 to VinFastComm [link] [comments]


2024.05.02 20:19 hima657 Black Flash does not give any amp.

There've been lots of misconceptions about black flash and for the most part, they’re somewhat justified because we didn't really know how BF works, Gege hadn't told us. For this reason, a lot of fans, especially content creators, have accused Gege of using BF as a plot device for ass pull. First, it’s kinda dumb to jump to that conclusion when the story is ongoing and there are lots of things yet to be revealed or explored. But after the last couple of chapters, we have a better understanding of how BF works so let me clear up some common misconceptions about BF that a lot of us still hold.
A good portion of the fan base seems to think that BF gives some kind of stat amp. Like CE output buff, reinforcement, and even overall CE pool buff. This is absolutely false. BF has never been stated to give any of the above amps anywhere in the series that I'm aware of. This misconception seems to have stemmed from our misinterpretation of Todo's statement to Yuji in ch 49, where he said: “... You are on a different level than you were 3 seconds ago”.
I have seen this pop up lots of times from power scalers saying stuff like BF amp Sukuna is stronger than he was when he fought in Yuta's domain or awakened Yuji is stronger or equal to Yuta. This post is not about power scaling so I'm not giving any comment on that. I just want to clarify that BF does not give any stat amp whatsoever. BF amp is a hoax, it does not exist in JJK.
Another misconception is that hitting a 2nd BF recovers lost output. This is also false.
I believe most of us are smart people so we don't just come up with this misconception from nowhere. I think it's Gege who's baiting us into having these misunderstandings, using our big brains against us. Because between blatantly saying Gojo recovered his RCT output after his 2nd BF and teasing that Sukuna would do the same in the editor's comment, any big-brained person, like us JJK fans, could put two and two together and figure that hitting two consecutive BF recovers lost RCT output. Unfortunately, this is not the case as proven by ch 258.
What BF does for the user is it puts them in an “awakened” state, which Nanami compared to being “in the zone” as in the case of athletes. The best analogy I can think of for what this awakened state is is this: imagine if you've lived your whole life wearing a heavenly tinted black glasses. This awakened state for you would be like taking off these glasses. You'll find out that now you can see better, differentiate between colors better, and basically function better. It's the same for jujutsu sorcerers. BF puts them in this “awakened” state that lets them perform jujutsu better than they would normally, bringing out their deepest potential. 120% of their potential.
Gojo, after entering this awakened state was able to construct a new circuit to raise his RCT output. Sukuna, who has the same jujutsu mastery, could have done the same. A sorcerer that doesn't have their level of jujutsu mastery or their potential most likely would not be able to do the same even if they manage to land 20 BFs because BF do not give anything new, it only amplifies what is already present.
I saw a silly argument on YouTube from a person who thinks if Yuji gains the ability to do BF on command he would have infinite RCT. His argument assumes BF gives CE amp and recovers RCT output, so as long as Yuji continues to land BF he would never run out of CE or lose RCT output. This is false and weird. It's this kind of misconception people carry and then use to accuse Gege of having an ass-pull plot device.
Again, black flash does not give any form of stat amp. It only puts a sorcerer in an awakened state which gives them the ability to tap into their deeper potential and use jujutsu to the absolute max of their ability.
This has proven to be consistent throughout the series from: Yuji after landing his first BF, was awakened so he could see his CE for the first time and gain better control of it.
 Mahito in his awakened state was able to access the core of his soul and use his maximum potential Gojo in his awakened state created a new RCT circuit to regain is lowered output Sukuna in his awakened state could have regained his RCT output but since Yuji kept on trampling on that, he gave it up and decided to use his DE by altering his hand sign. Yuji after his first black flash on Sukuna, again, was in that awakened state which enabled him to land more BF and use shrine that had been in him for as long as Sukuna left his minimum. 
It's clear from the story that BF only brings out the inner potential of a sorcerer and one BF is enough to awaken a sorcerer. What is not clear to me is the effect of multiple BFs. Do more BF take you deeper into this awakened state or is one all you need? Gojo was only able to regain his output after his 2nd BF, Mahito was only able to access the core of his soul after his 2nd BF and Yuji was only able to use shrine after like 4 or 5 BFs.
So yeah, BF is not an ass pull to give random buffs to a sorcerer, it does not give any amp and does not guarantee recovery of lost CE or RCT output.
submitted by hima657 to Jujutsushi [link] [comments]


2024.05.02 20:15 daliaylin Smoke particles in unit, strata obligations

Simply put, since earlier this year actual smoke particles have been getting into our unit, from another resident frequently smoking meat or something else outside. I've seen a lot of visible smoke (think hazard burning levels in terms of what I can see, but only sometimes) leaving their unit, and a good amount of it gets into our unit despite all doors and windows being closed. If it was just odour it would be one thing, but these are actual smoke particles getting in several times a week. It gets so smoky that it forces us out of most of our apartment and leaves us feeling dizzy, ill, and long term fatigued, and with the amount of smoke I've seen from their unit at least sometimes, I worry about fire hazard. While there is no visible smoke internally, at least that we've noticed, our air purifier picks up the spikes, and it has deposited into the water in our mugs as we drink it. Even when we lived above a smoker, and when people have done cookouts here in the past, we only ever observed odour, never actual smoke like this.
I've contacted strata and was updating them by email about what was happening, but got effectively threatened if I don't stop updating them ("it will be best for you if you stop sending these emails"). Before the threatening sounding email, I was only talking with building management, who I told I would keep updated. Building management is also a part of strata here, so my emails were going to both. This is the first email I received from strata about this topic, and they have a history of ignoring emails, so I had no reason to think that my emails would be a problem.
I know that in cases of nuisance, evidence is required for strata to act, and that all they can do is fine someone, but I thought where fire safety and habitability or potentially defective building work (bad sealing? Even during hazard burns, far more smoke has entered this unit than any other we have lived in, particularly for a modern construction) is concerned, they would have more obligations.
So reddit, my question to you is do they have any obligations in a situation like this, or am I stuck with trying to get evidence while being smoked in my own home? Any advice about the smoke itself is also welcome.
Possible additional info: We own. The people we think are responsible are renters, but it may be someone else. Our strata likely won't do anything even if they are obligated unless their hand is quite literally forced.
submitted by daliaylin to AusLegal [link] [comments]


2024.05.02 19:24 Professional-Koala19 Am I missing something? Can't handle of webhook POST req from Stripe - NextJS 14

Am I missing something? Can't handle of webhook POST req from Stripe - NextJS 14
Hi everyone,
New to coding. I am having trouble handling the webhook from Stripe with NextJS14.
This despite receiving OK POST from Stripe in CLI. Checkout Session completed is received in CLI.
Am i missing something?
Thank you, really grateful for anyone's input.
This is my code:
./api/webhook/route.ts import { createClient } from '@supabase/supabase-js'; import { headers } from 'next/headers'; import { NextRequest, NextResponse } from 'next/server'; import { NextApiRequest, NextApiResponse } from 'next'; import Stripe from 'stripe'; import { Resend } from 'resend'; import EmailTemplate from '@/components/email-template'; const resend = new Resend(process.env.NEXT_RESEND_API_KEY); const supabase = createClient( process.env.NEXT_PUBLIC_SUPABASE_URL!, process.env.NEXT_PUBLIC_SUPABASE_ANON_KEY! ); const stripe = new Stripe(`${process.env.STRIPE_SECRET_KEY}`, { apiVersion: '2023-08-16', }); //Handling incoming POST req async function POST(request: NextRequest) { try { const body = await request.text(); const endpointSecret = process.env.STRIPE_SECRET_WEBHOOK_KEY!; const sig = headers().get('stripe-signature') as string; // const sig = headers().get('Stripe-Signature') as string; let event: Stripe.Event; //read the event data from stripe try { event = stripe.webhooks.constructEvent(body, sig, endpointSecret); } catch (err) { return new Response(`Webhook Error: ${err}`, { status: 400, }); } console.log(`Received event !webhook!: ${event?.type}`); // Handle the event: checkout.session.completed switch (event.type) { case 'checkout.session.completed': const session: any = event.data.object; console.log('!Checkout session completed!:', session.payment_status); // get customer name, email const customerEmail = session.customer_details.email; const customerName = session.customer_details.name; // create the customer in db const { data: customer, error: errorCustomer } = await supabase .from('Customer') .insert({ customerName, customerEmail }) .select() .single(); if (errorCustomer) throw new Error(errorCustomer.message); break; default: } return NextResponse.json({ received: true }); } catch (error) { return NextResponse.json({ error }, { status: 400 }); } } async function GET(request: NextApiRequest, response: NextApiResponse) { // Bad Request or how ever you want to respond. return response.status(400).json({ error: 'Bad Request' }); } export { POST, GET }; 
Here is the response i get after checkout with Stripe CLI:
https://preview.redd.it/u0a75y83s1yc1.png?width=610&format=png&auto=webp&s=69a413de812bd763c95ed3f2c4411236787bec79
submitted by Professional-Koala19 to nextjs [link] [comments]


2024.05.02 19:12 atra55 Unmatched potential, chapter 10

first previous next
Jonathan Dream chapter
Since we took back Earth, I traveled a lot. There were defenses to be built in all human space, not just the solar system. In fact, there were at the time 534 systems containing valuable infrastructure, 26183 orbital factories, 28374 more on the surface of planets, 3409 asteroid cities, and two highly populated planets.
That was a lot of things to protect, and we were always kind of short on budget. To be fair, no governmental agency ever was not short on budget, but at some point, we were really getting desperate.
I often had to catch a ride on cargo ships, use the site’s own construction robots, since my team didn’t have any, and then leave when the construction was half finished, because my team had an architect and a couple engineers, and so we could design the systems ourselves, unlike some others.
It was less than ideal, and it was not the kind of job I expected to do as space navy officer. But in retrospect, it was also some of the best moments of my life. The work was intense, but interesting, and it felt more useful than commanding a ship that did nothing except wait for an attack.
However, when the opportunity to command a ship that did something arose, I jumped on it.
It had been decided that it was time to actively patrol the space between us and the Mizir empire. The navy needed experienced officers for this, and I just happened to be one.
That was all I knew when I accepted the invitation. A troop transport, a bit reminiscent of an archangel but smaller, picked me up from the thruster factory I was working on and brought me to the edge of the system. There, I could see by the window the recognizable shape of a deep space dockyard.
It was big, like the ones where cargo ships are built. The assembly bay, that are usually pressurized, were here a complex structure of metal beams. They were looking especially long. The other modules were dwarfed in comparison, but thanks to standardized parts, I could tell they were pretty big too.
We docked, and I was led to a conference room. Looking around on the way there, I could tell this was a military facility, which explained why such a big station didn’t appear on the maps. There were also many pieces hauled along the corridors, meaning that the dockyard was in activity.
I was starting to get honestly worried. Maybe I was in more than what I bargained for. The fact that the facility apparently had a R&D department did not help reassure me.
When we entered the room, Admiral Kadda, the woman in charge of this entire sector, was siting before five other officers. A quick glance told me they were all of higher rank than me, and also more decorated. I also realized I wasn’t wearing my ceremonial uniform. Oh well. Admiral Kadda turned to me:
“Ah, captain Dream. We brought you here in emergency, since we didn’t think our first choice would refuse, and you were the only suitable replacement in the system.”
Off to a great start.
“Anyway, now we can get to the point of this meeting: the new sol-class interceptors, your new ships.”
Now that sounded interesting.
“As you know, high command has decided to actively scout the space between our territory and the Mizir’s, and these interceptors are the tools needed for that. They can travel at 99.95% of the theoretical maximum for an FTL drive, so if you jump as soon as you spot the Mizir fleet, you will be able to alert Earth a precious few minutes before the enemy’s arrival. But that’s far from the only thing they can do. Follow me.”
The others, who had been sitting for a few hours at this point, were more than happy to get up. We were only a few steps away from an observation bay, above one of the assembly tube. Inside, was a spaceship.
Now, I had seen many spaceships in my life, most built by Humans, some by the Mizirs. Most human built spacecrafts, however, did not feel really “spaceship-y”. They looked either like planes that could fly up to space, or space stations with thrusters slapped on.
But this one was different. Granted, it still wasn’t a spaceship with a full pressurized hull. But the shape, and the scale of the thing made it feel like an arrow ready to pierce the fabric of spacetime itself.
It was built along a central triangular beam, in typical human ship fashion. What was less typical was the length of said beam, at about 700 meters. Said like that, you can’t really visualize what it means, except “big”. But to put it simply, if you planted it upwards in most business districts of Earth before the invasion, it would put most skyscrapers to shame.
At the rear of the beam was an impressive cluster of engines, which could probably push two cargo ships if needed. Clearly, it wasn’t meant to be fast only in FTL. At the front, a parabolic antenna that many radio-astronomers would probably sell their soul to get would be used to detect any signs of hostile ships.
In terms of weaponry, clusters of drones were stored on the side. After all, our weapons had shorter range, so we needed to get them closer. The main body was also generously furnished, with batteries of railguns, missiles and experimental lasers. They even added a dozen of thermonuclear warheads, just in case.
The ship could generate a magnetic field, not to act as a shield, but to enclose it in a bubble of diluted plasma that would make it harder to detect.
And the command module was a sight to behold. A big armored hull, that dwarfed passenger planes, filled with what a crew would need to function more or less indefinitely. And by that, I mean a production of food, ammo, spare parts, energy…
The reasoning was obvious: if your FTL drive broke in a system a week away from the closest listening station, you must be able to repair it yourself, since your emergency signal wouldn’t be heard before centuries. Besides, these were made for months long missions in unclaimed territory, you couldn’t be too prepared.
That’s how I ended in command of the UHNSS-Sirius, and after a few months of training with my crew, we started our expedition into the great unknown.
submitted by atra55 to HFY [link] [comments]


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