Belly inflastion youtube

Tiger Belly

2015.09.15 04:33 Tiger Belly

Welcome to The Slept Kingdom
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2013.08.19 22:27 Where The Dudes At?

Hey Hitler! This is the place to promote your poly-bi lifestyle and post all your dental updates, dad boners, funny scream videos, and would you rathers. Or maybe you just want to glass all the cool, slick, and neat stuff your fellow mommies have to offer and enjoy some brown talk. This subreddit is for all things Tommy, Tina, and Your Mom's House. Remember to keep your jeans high and tight and always wipe down! Please do not send us a modmail about this. Thanks jeans!
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2012.01.22 22:54 ashleypenny Bengal Cats

Welcome to the purrfectly pawsome subreddit dedicated to the majestic Bengal cats! Here, we celebrate the "meow-gnificence" of these adorable feline friends with their wild-looking coats and mischievous personalities. Join us as we embark on a whimsical journey filled with kitty capers, heart-melting purrs, and non-stop fun. Whether they're acrobatic climbers, undercover paper shredders, or expert treat thieves, Bengals never fail to keep us entertained with their antics.
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2024.05.18 22:00 Stormtrooper242 Awakening experience & Self-Remembrance

Hello, I wanted to share with you an awakening experience.
To summarize the experience I had, I repeated internally "I am" whatever I was doing during the day, I repeated it while I was watching a youtube video for example, it was difficult I could at first maintain maybe 15 seconds then I would fall back into unconsciousness. As the days went by, I managed to maintain this constant self-rememberance by means of this mental mantra and to extend it to more "stressful" actions, for example I started playing a game while repeating "I am" internally, then playing while listening to music while repeating "I am", then all the while increasing the volume, you get the idea...
The consequences of this were, first of all, a change in my perception of reality, as if I were merging with and dissociating myself from the object I was observing, on which my attention was focused, as if I were anchoring myself both in the object and in "I"... It's hard to put into words, but I'm sure that any dissociative drug has the same effect...
The second consequence is the modification of time perception in relation to increased stress tolerance... The more I maintained this mantra by increasing "Stress" (when I say stress, I mean the amount of information taken in by the system while being able to maintain self-rememberance) the "slower" time became. It's also difficult to conceive, but to give you a rough idea, I locked myself up at home for 4 days without going out while maintaining and expanding self-remembering, and when I came out on the 4th day, I perceived people on the street as slow, robotic, sleepwalking, mechanical and scared.
And the more I expanded the mantra, the more stress I could tolerate, the more "time I had", "the more time I had for a given unit of time", the more people became sleepwalkers in my perception of reality, and the more, for example, when I played the game it was as if in slow motion and I had more "mental time" to interpret the information and act accordingly.... For example, I could watch a music video clip, and I had "more time" to see details that I wouldn't ordinarily see, I could look at faces etc... which go unnoticed in ordinary time. It was as if my brain was faster, operating in a completely different computer dimension.
The third consequence was the appearance of a kind of energy in the base of the belly, but not physical energy... Again, difficult to explain, but a kind of "metaphysical", "divine", "spiritual" energy. I wouldn't know how to define it, but in terms of sensation it was like a "beneficent magnetic fire", and the more I expanded self-rememberance through the mantra, the more this fire rose in my body towards the head, and the more this fire rose, the more my body became fluid, light, free of all tension, as if "spiritualized".
Then I ejaculated, and all that energy and perception of reality returned to "normal". The ejaculation was powerful, and felt like an electric shock down my spine.
That was a summary of the awakening experience that can be expected with the Gurdjieff technique...
A word of advice now, do not try to reproduce this, because as long as you are identified with your body-mind, any mantra is ineffective, this is why few people have ever succeeded in obtaining anything with the gurdjieff method. You have to find a way to de-identify yourself first.
Good luck to you in your quest!
One last detail, I can assure you from experience that ordinary life is not real life, there seems to be two realities, physical reality and metaphysical reality, we are awakened in the physical reality but we are in a metaphysical sleep.
submitted by Stormtrooper242 to gurdjieff [link] [comments]


2024.05.18 18:07 Vanrian Paint for Profit Advice?

Stream of consciousness during a long road trip:
Do you know of anyone who buys painted minis rather than painting them? I think it'd be fun to have a go at selling painted minis but I've never met anyone who's bought painted minis. Sometimes they'll have a couple that a friend painted but that's about it. But there have to be a section of the community who don't want to deal with the hobby side, or don't want to get too attached to the soldiers they're about to sacrifice.
I've taken a few commissions from people at work, mostly printed busts and statues. So far with positive reviews. I'd love to be able to keep refining my skills at painting Guardsman, especially basing and be able to fund my hobby through my hobby.
How do you test the waters of if people will buy your stuff? My idea so far is: Just setup shop online like Etsy, Ebay, etc. Take commissions on fivr and try to cross advertise with the online shop, Post pictures of painted 3d prints onto a 3d printing site and link it all together, make a YouTube Chanel and record myself painting and then link everything through there.
What supplies does this entail? Halo lamps, camera and tripod, microphone, gotta have a clean/snazy workspace, do I go on camera? How do I present myself? (For reference I try to rock Bob Ross vibes).
That's all for production, but what about the actual "business"? Do I need an LLC? I'm gonna need a whole bunch of packaging supplies such as bubble wrap, boxes, postage. Gotta figure out pricing, I think my work should be fairly cheap but how cheap is too cheap and how pricey is overpriced?
I work a full time job, recently adopted a puppy, and I support my wife through college so the free time isn't really there. But I manage to slowly paint my own army so how many minis would I really need to produce per month to make the whole thing worth it? (The goal is to fund the hobby with my hobby so I gotta cover my $100/mo hobby budget plus recoup startup fees and o going costs). Maybe I should recruit a friend or make a new one so no feelings get hurt if it goes belly up? But then scheduling is even harder because we gotta work out between two people's time.
It feels like in today's day and age I can't really fail so long as I commit but there are gonna be a lot of twists thrown my way. What are your thoughts?
submitted by Vanrian to TheAstraMilitarum [link] [comments]


2024.05.18 10:44 douglasandre Kitap/film/belgesel önerileri

Madem post atılmıyor sub'a böyle bir post atayım dedim. Ne zamandır aklımdaydı zaten. Herkes yorumlara önerilerini yazabilir, zaman zaman açabiliriz böyle postlar.

Belgesel

Shadow World
İddia ediyorum izlediğiniz en iyi belgesellerden biri olacak. Şu anda bulunduğumuz düzeni bağlamına harika oturtarak anlatan bir yapım. Altı-yedi sene önce Türkiye'de -şu an hangisi olduğunu hatırlayamadığım- bir film festivaline gelmişti.
Son yıllarda internete düşmeye başladı. Maalesef Türkçe altyazılısı yok. İngilizce altyazılı birkaç yerde var. Birini bırakıyorum.

Kitap

Cumhuriyet: Asırlık Bir Muhasabe / Derleyen: Mehmet Ö. Alkan
Adı üstünde Cumhuriyet'in 100'üncü yılına özel çıkarılmış bir 100 yıl tahlili. Kitap yedi bölümde farklı yazarların ele aldığı konulardan oluşuyor. Özellikle ana akım tarih anlatısının dışında bir şeyler okumak isteyenler için ideal.
Devrim Çağı / Eric Hobsbawm
Britanyalı tarihçi Eric Hobsbawm'ın 'Uzun 19'uncu Yüzyıl' üçlemesinin ilk kitabı. Sanayi Devrimi ve Fransız Devrimi gibi dönüşümleri, ana akım tarihçilerden veya resmi ideolojiden farklı okumak isteyenler buyursun. Dileyen serinin devam kitapları 'Sermaye Çağı' ve 'İmparatorluk Çağı'nı da okuyabilir.
Harro ile Libertas: Bir Aşk ve Direniş Hikâyesi / Norman Ohler
Bu kitap için İletişim Yayınları'nın tanıtımından alıntılamayı daha doğru buldum:
"Nazi iktidarına karşı yürütülmüş bir direniş mücadelesi... Yasadışı bildiri dağıtarak, anti-faşist müttefik güçler için istihbarat toplayarak, hayati tehlikede olanlara yardım ederek rejime direnen, daha sonra “Kızıl Orkestra” diye adlandırılacak bir grup... Son derece esnek, karmakarışık bir ilişki ağı: Muhafazakârlar, milliyetçiler var, liberaller, sosyal demokratlar, komünistler var, belirli bir siyasi fikre bağlı olmayanlar var. Aristokratlar, akademisyenler, sanatçılar, memurlar, subaylar, işçiler var. Yaşlılar var, gençler var. Kadın-erkek, yaklaşık yarı yarıya."
Uluslararası Alternatif Sağ: 21. Yüzyılın Faşizmi mi? / Patrik Hermansson, David Lawrence, Joe Mulhall, Simon Murdoch
Son 10 yılda ortaya çıkan, hepimizin maruz kalınca midesini ekşiten ve Türkiye'de de hatırı sayılır etkisini gösteren uluslararası alt-right'ın güzel bir tahlili. Hope not Hate grubundan uzmanlar tarafından kaleme alınan bir kitap.
Türk Sağının Üç Hali: Milliyetçilik, Muhafazakârlık, İslâmcılık
Tanıl Bora'nın çok ağdalı bir şekilde yazdığı, Türk sağını 'maddenin halleri' gibi anlatan bir yazılar derlemesi. Cumhuriyet'in ilk döneminden bugüne sağcıların 'hallerini' okumak ve Osmanlıca sözcüklerle boğuşmak istiyorsanız bu kitap size göre.
Yurttaşlardan Lordlara - Özgürlük ve Mülkiyet / Ellen Meiksins Wood
Ellen Meiksins Wood'un siyaset teorisini ve ilkçağdan ortaçağa Batı siyasi düşüncesini yazdığı kitapları. Dilini ve kavramları anlamakta belki başta zorluk çekersiniz ama söz konusu konularda ufkunuz açılır. Kitap 1, Kitap 2.

Film

No (2012)
1988 Şili Referandumu'nda askeri diktatör Augusto Pinochet karşısında kampanya yürüten ekibi anlatan bir film. Şili ile Türkiye yakın tarihlerini aşırı benzettiğim için çok ilgiyle izlediğim bir yapım. Aslında seçimlerden önce izleyip gaza gelmelik bir filmdi ama önermek şimdiye kaldı :)
Çoğunluk (2010)
'Kanzi' lafını ortaya çıkaran film. Zaten kanzileri yani çoğunluk olmanın verdiği şımarıklıkla hareket eden erkekleri anlatıyor. Müesses nizam yurttaşı ve onun konformizminin acımasızlığını çarpıcı bir şekilde anlatan bir yapım.
Persepolis (2007)
İran'ın bugünkü hale gelmesini bir çocuğun gözünden anlatan etkileyici bir film. Belki çoğunuz filmden klipler görmüşsünüzdür. Kendinizden ve ülkenin halinden çok şey bulacağınız bir animasyon.
Elveda Lenin! (2003)
Doğu Almanya'nın son yıllarında devlete bağlı bir anne ile oğlunun ilişkilerini anlatan çok güzel bir film. Daha önce birçoğunuzun duyduğu bir soundtrack'i de var :)
Equilibrium (2002)
Christian Bale'in döktürdüğü, bir distopik isyan filmi. Duyguların yasaklandığı totaliter bir rejimde, bir kolluk kuvvetinin döngüden çıkmasını anlatan bir yapım.
Idiocracy (2006)
Belgesel mi kurgusal film mi belli olmayan (/s) gelecekte aptalların iktidarını anlatan bilim kurgu/komedi filmi. Günümüzden gerçeklikler bulduğunuz, buldukça gülüp üzüleceğiniz eğlenceli bir yapım.
submitted by douglasandre to svihs [link] [comments]


2024.05.17 22:50 Personalsunshine25 Rude Friend

So I need to know if I’m the AH in this situation. I 22 F have a friend 25 F who comes over once in a while to hang out (usually when she needs something)the other nights was one of those nights she needed to wash clothes because she doesn’t have a washer or a dryer. The whole night she was really cold towards me just being nasty for no reason. When she loaded my washer she stuffed it to where it was over loaded and I asked her to take some of her clothes out so she doesn’t break my washer and she looked at me and rolled her eyes and said “I don’t know why it’s a big deal” than proceeded to over stuff it anyways. Than she asked if she can log out of my YouTube on my TV and log into hers and I told her no because I don’t remember my password and she did it anyways and than proceeded to ask me if I had any smoke (Mary Jane) and I told her I haven’t smoked since I found out I was pregnant with my daughter now 4 months and she just huffed at me and said “ why did I even come over here.” Than she proceeded to fling my cat crossed the room because she just wanted attention. I told her “bro don’t do that to my cat this isn’t your home. Than what my final straw was my baby started fussing because her belly hurt from the formula change and this girl had the audacity to tell me to “shut my baby up because she’s getting on her nerves” I had enough and I told her to get her shit and get the F out of my house because I’m tired of her rudeness and disrespect shes not gonna talk about my infant daughter that way especially since she’s a mother herself. ( for context she lost custody of her son I don’t know the details of that” so she gathered up her stuff and than that night blasted me all over Facebook just making up shit to make herself look good and now everyone she knows is messaging me and harassing me telling me I’m in the wrong here and I shouldn’t treat my friend the way I did. So Reddit what do you guys think because I’m at a loss
submitted by Personalsunshine25 to AITAH [link] [comments]


2024.05.17 22:24 Deftlithe Big Belly Snoring #live #new #snoring #urdu #bulge #lgbtq #pride #protest

Big Belly Snoring #live #new #snoring #urdu #bulge #lgbtq #pride #protest #japantiktok #followers #man #bears #powertop #men #gay #grindr #india #bangkok #tokyo #hiphop #rap https://www.youtube.com/live/Ab2mk5vBFjI?feature=shared
submitted by Deftlithe to cryogenicsleep [link] [comments]


2024.05.17 08:54 djoou Dilimize Dair / About Our Tongue

Brief English text:
Our traditions are many, and one of them is our language. Yet there isn't one Georgian language, but dialects. Among us we speak many dialects that are distinct, though there aren't plenty of resources to learn them I'm afaid, off we go to our villages dear lads and lasses. Or you may learn standard Georgian and then read the linguistic literature on this topic and learn the bits (not as hard as it sounds once you get there), there are studies on dialectology of Georgian language which also cover our many dialects. How easy it sounds, right? I'll write this post in Turkish since the audience would rather take it that way.
Asıl Türkçe post:
Gürcü gelenekleri pek çok, bunlardan biri ise dilsel gelenek, yani dilimiz. Bu güzel dil aslında tek bir dil değil, pek çok lehçeden (diyalektten) oluşuyor. Lehçeler kelime hazneleri, telaffuz, gramer gibi esaslar itibariyle birbirlerinden ayrılırlar. Bizde de her yörenin insanı kendi lehçesiyle, şivesiyle konuşurdu: Acara lehçesi, Macahel şivesi, Çürüksu (Gurya) lehçesi, Şavşat'ta İmerhev lehçesi, Ardanuç lehçesi, Yusufeli lehçesi ve sair. Dilimizi, lehçelerimizi öğrenip güzelleştirmenin iki yolu var, ya paşa paşa ana babamıza, dede ninemize vakit ayırıp bir yandan işlerini hallederken bizimle muhabbet etmelerini isteyeceğiz ya da bizimkilerden bir miktar farklı olan Tiflis lehçesi üzerine esas edilmiş standart Gürcüceyi, kendi ifadesiyle Kartli lehçesini ("kartuli ena", Kartli bölgesinin dili yahut "Gürcüce" -bizim lehçelerimizde ise "gurculi ena" veya "gurcuca"-) yeterince öğrenip bu dildeki akademik çalışmalardan faydalanıp dilersek diğerlerini faydalandıracağız.
Bazı -facebook, youtube vs- sosyal medya ortamlarında lehçelerimize dair örnekler var az da olsa. "genatsvale.wordpress.com" dışında Türkçe hizmet sunan sistemli bir site bilmiyorum malesef (övmekle bitmez bir hizmet). Ancak "dspace.nplg.gov.ge" adresinde ve bilinen akademik ortamlarda bilhassa standart Gürcüce ile yazılmış pek çok akademik metin mevcut:
ve daha fazlası.
gibi az sayıda İngilizce çalışma ile Türkçe literatürde bazı gramer ve sözlük kitapları ile çok az sayıdaki akademik eser de listeye dahil edilebilir. İnternette kimi örneğini bulabileceğiniz, seçmeli Gürcüce dersi (yasal olarak kendine has bir komedi vakası) için hazırlanmış ders kitapları malesef standart Gürcüce ile hazırlanmış. Standart Gürcüce için işinize yarayabilir ancak dedeniz ninenize okusanız pek bir şey anlamazlardı okuduklarınızdan, haberiniz olsun, lehçe farkı o düzeyde yani genelde. Yine de hazırlayanların emeği geçenlerin eline sağlık, nankörlüğün lüzmu yok.
Dilin genel konuşulma durumu şöyle: köyde doğup büyümüş ve bugün (2024 yılı itibariyle) ekseriyeti yaşlılığa yakın orta yaşlı ile hayli yaşlı kesim tarafından temsil edilen grup -pratik yapıp konuşma alışkanlığını canlı tuttukları sürece- Türkçe kadar iyi bilirler Gürcüceyi, ancak çoğu basit muhabbet dışında nadiren kullanıyor dili. Onların erken yaşta veya gençken şehre göçmüş çocuklarının çoğu Gürcüce'yi duyup anlayabiliyorlar ancak konuşmaları zayıf, pratiğe ihtiyçları var hızlanmak için. Onların şehirli çocukları ya birkaç kelime biliyorlar ya da hiç bilmiyorlar. Bu konuda basit ama iyi temsil kuvvetine sahip kısa ve öz bir çalışmayı "Türkiye'deki Gürcüler ve Konuşurlarını Kaybetmekte Olan Dilleri - M. S. Ertek (2013)" adlı değerli makalede bulabilirsiniz.
Dil ev hayvanı değildir, muhabbet kuşu değildir evde konuşup yaşatasınız. "Dilini evinde istediğin gibi konuş, dışarda konuşma" demek "dilini unut, dilin yok olsun" demektir. Dilin yaşaması için tam teşekkülünü koruması, dilin ifade gücünün korunması ve hayatın her alanında kullanıma hazır olması icap eder. Dili yıllarca duymadan veya dizinizi kırıp eşek gibi çalışmadan öğrenemezsiniz, öğrendikten sonra kullanmadığınız takdirde de hiçbir işe yaramaz ve unutursunuz, vaktinizi israf etmişliğinizle kalırsınız. Gürcüce, az önce bahsettiğim ikinci jenerasyona değin bu memlekette tam teşekkülünü korumuş, ikameye ihtiyacı olmayan bir dildi, Gürcücemiz; şimdi ise yok olmak üzere, diğer tüm geleneklerimizle beraber. Meraklıları için şimdi basit bir kılavuz yazıp bırakıyorum buraya, olur da öğrenmek isteyen olur ve işine yarar diye.
St. Gürcüce (standart Gürcüce) 33 harf ve bunlara karşılık gelen seslerle yazılıp konuşuluyor. Asomtavruli denen eski yazı, zaman içinde birkaç kez tarz değiştirip bugün Mh'edruli ya da Mrglovani denen son şeklini alıyor, bu sistemde kelimeler neredeyse her zaman yazıldığı gibi okunur ve söylendiği gibi yazılır (sağdan sola). En eski tam metin örnekleri 5. asırdan olsa da kuvvetle muhtemel Gürcüce birkaç asır evvel yazılmaya başlamıştı ve civarda yazı geleneği -başka dillerde olacak şekilde- çok daha geriye gidiyordu; yazı ihtiyaç doğrultusunda icat olunup kullanılır. Gürcü dilinin bilinen akrabaları sadece Lazca, ona çok benzeyen Megrelce ve bir de Svanca. Eski Gürcüce muhtemel ki önce bugün Türkiye'nin kuzeydoğusunda izole oldu ve Lazca ile ayrıştı, sonra konuşanları bugünkü doğu Gürcistan'a ve sonra oradan bugünkü batı Gürcistan'a göç ettiler (ve bu hamleyle Lazca ile Megrelce konuşanları birbirlerinden coğrafi olarak kopardılar).
Pek çok lehçesi olan Gürcüce'yi şimdi genel özellikleri ile tarif edeceğim ki olur da öğrenmek isterseniz neyle karşılaşacağınız hakkında bilginiz olsun. Arada kendi lehçelerimize dair de birkaç istisnadan bahsetmeye çalışacağım farklılıkları vurgulamak için. Aşağıda kimi kuralları verirken basitçe geçiyorum ancak verdiğim kuralların istisnalarının olduğunu lütfen unutmayın, dilin tüm gramerini burada aktarmam zaten teknik olarak mümkün değil, Türkçe'den farklı olarak çok düzensiz ve istisnalı bir dil Gürcüce. Kartvelian gibi sub'lardan da yardım alabileceğinizi unutmayın. Elbette bir İngilizce, Almanca, Arapça değil ancak artık Gürcüce yaşızabileceğiniz yapay zekalar bile türedi, kaynak miktar ve kalitesi yeterli düzeye erişti.
Gürcüce'yi Türkçe ile benzerliği üzerinden tarif etmek mümkün. Türkçe gibi, kelimeler "isimler, isimleri niteleyen sıfatlar, isimlerin yerine onları temsil eden zamirler, fiiller, fiilleri niteleyen zarflar, kelimeleri bağlayan edatlar, cümlecikleri bağlayan bağlaçlar, ve 'hey!' gbi ünlem ifadeleri" şeklinde sınıflanabilir. Bir de bunlara gelen "ek"ler var tabii. Bunları Türkçe üzerinden örnekleyeyim ve açıklayayım.
İsim:
cümlede herhangi bir işi yapan yahut o işten etkilenen "şeyler"dirler: Ev (sah'li), kedi (k'at'a), pencere (pancara), kadın (kali), sik'ete (iyilik) ve sair.
Cümlede işlevlerine göre hâl ekleri alırlar, Türkçedeki gibi: "k'at'as vh'edav." (Kediyi görüyorum.) veya "k'at'a h'edavs." (Kedi görüyor.)
İsimler yalın hâl, yönelme hâli, araç hâli, zarf hâli, yapan hâli (ergative case), sahiplik hâli ve seslenme hâlinde bulunurlar.
Genelde yalın hâlde isme -kökü ünsüzle bitiyorsa- -i eki getirilir -ve ünlüyle bitiyorsa ek gelmez-. Yönelme hâlinde -s eki gelir -bizim lehçelerimizde bazen bu hâl, ekin olmayışıyla belli olur, Türkçe'deki yalın hâl gibi-. Araç halinde -it eki, zarf hâlinde kökünün ünsüz/ünlü ile bitişine göre -ad/-d eki, yapan hâlinde keza -ma/-m eki, sahiplik halinde keza -is/s eki ve seslenme halinde de -o veya -v eki getirilir. Sırasıyla -kökü "k'at'a" olan- kelimenin çekimi: k'at'a (kedi), k'at'as (kediye), k'at'ait (kediyle), k'at'ad (kedice), k'at'am (kedi), k'at'is (kedinin), k'at'av! (kedi!)
İsim çoğul olacaksa köküke -eb eki gelir, sonra hal ekleri gelir: k'at'ebis (kedilerin) -evet bu bir istisna misal, kökteki son "a" düşüyor-.
(ismin yalın, yönelme ve yapan halinin hangisinin özneye, dolaylı nesneye ve dolaysız neseneye denk geldiği fiil çekimine göre değişen bir durum, yukarıdaki tarif ismin şimdiki, geniş ve gelecek zamana göre çekildiği durumlar için geçerli)
Yalın hâl, yönelme hâli ve yapan hâli isimlerin özne veya nesne oluşlarını belirtir. Şimdiki zaman ve gelecek zaman ile çekilen fiillerde özneler (işi yapan şeyler) yalın hâlde, dolaysız/doğrudan nesneler (yani işin üzerlerinde yapıldığı, değiştirilen şeyler) ile dolaylı nesneler (işin kendisi için/uğruna yapılan şeyler) yönelme halinde çekilirler. Dolaylı ve dolaysız nesneler arasındaki fark bağlamdan çıkar (Türkçe'de ise dolaysız nesneler belirtme hali alırken dolaylı nesneler yönelme hali alır genelde):
Me megobars k'at'as gavugzavnep. (Ben arkadaş(ım)a kedi göndereceğim) -Macahel şivesinde "gönderirim"-
Fiil geçmiş zaman yahut dilek kipi ile çekilirse özne yapan hâl, dolaysız nesne yalın hâl ve dolaylı nesne yönelme hâli ile çekilir:
K'at'am tagvi megobars gaugzavna. (Kedi fareyi arkadaş(ın)a gönderdi.)
Fiil -mışlı geçmiş ile veya bundan türetilen diğer zamanlarla çekimlenirse özne yönelme hâli, dolaysız nesne yalın hal eki alır ve dolaylı nesne bir ek (yani edat) ile belirtilir:
K'at'as tagvi megobaristvis gaugzavnia. (Kedi fareyi arkadaş(ı) için (yani arkadaşına) göndermiş. -Macahel şivesinde "... megobaristin guugzavniya"-
Sıfat:
Türkçe'deki gibi, isim olan şeyleri niteleyerek onları birbirlerinden ayırt etmeye yardımcı olurlar: lamazi (güzel), ç'k'viani (akıllı), tsarieli (boş), çkari (hızlı), k'argi (iyi) ve sair.
İsimleri nitelerler, Türkçe'dekinden farklı olarak niteledikleri isme hâl olarak uyarlar:
Lamazi kali ç'k'vian biç's uqurebs. (Güzel kadın akıllı oğlana bakıyor.)
Dikkat edin, Türkçe cümlede eğer aynı kural geçerli olsaydı "akıllıya oğlana bakıyor" diyecektik. Türkçe'de böyle bir durum yok: akıllı oğlan, akıllı oğlana, akıllı oğlanı, akıllı oğlanda, akıllı oğlandan.
Sıfat isme uyarken isim çoğul da olsa çoğul olmaz, ancak hâl açısından uyar:
ç'k'viani biç'i (akıllı oğlan) ç'k'vian biç's (akıllı oğlana) ç'k'viani biç'it (akıllı oğlanla) ç'k'vian biç'ad (akıllı oğlanca, akıllı oğlan edasıyla) ç'k'vianma biç'ma (akıllı oğlan) ç'k'viani biç'is (akıllı oğlanın) ç'k'viano biç'o (hey akıllı oğlan!) ve keza ç'k'vianma biç'ebma (akıllı oğlanlar)
Sıfat, isim gibi yalnız görünebilir, o zaman isim gibi davranır ve ek alır, aynı Türkçe'deki gibi: Lamazi ç'k'vians uqurebs. (Güzel, akıllıya bakıyor.)
Zamir:
ben, sen, o gibi şeyler, Türkçe'deki karşılığıyla:
me (ben), şen (sen), is (o), çven (biz), tkven (siz), isini (onlar).
ve çemtavi (kendim), şentavi (kendin) mistavi (kendi), çventavi (kendimiz), tkventavi (kendiniz), mattavi (kendileri)
ve igi (şu), igini (şunlar), es (bu), eseni (bunlar) -ve sair-
ve bunların kendi hâl çekimleri var. Örneğin me zamirinin sahiplik çekimi "meis" değil "çemi", ancak eğer isim gibi davranırsa (Türkçe "benimki" gibi) o zaman "çemisi" olur. Hâl çekimleri bir ölçüde isimlere benzer ancak ayrıca öğrenilmesi lazım.
Şe, çemi megobari am gogostan lap'arak'i unda. (Hey sen! Benim akradaşım bu kızla konuşmak istiyor.) -konteksti salladım, uydurun bir şeyler-
Edat:
İngilizce preposition diye geçen elemanlar bu edat dediğimiz arkadaşlar işte. Kullanıldığı kelime grubuna spesifik bir anlam katar ve böylelikle anlamı derinleştirirler. Türkçe'den "sonra, sadece, rağmen, ile" gibi örnekler verebiliriz. Bunlar genelde ismin tek bir hâli ile kullanılırlar, misal "senDEN sonra" derken olduğu gibi 'sonra' edatı ayrılma hâli ile beraber kullanılır. Gürcüce de böyledir, bazı örnekler:
lap'arak'is şemdeg (konuşmanın ardından, lap'arak'i + sahiplik hâli) kaltan (kadınla, kali + yönelme hâli) megobris mier (arkadaş(ım) tarafından, megobari + sahiplik hâli) zğvaşi (denizde, zğva + yönelme hâli) magidaze (masada, magida + yönelme hâli) sah'lis mimart (eve doğru, sah'li + sahiplik hâli)
ilgili hâl ekleri eklenirken bazı çekimler istisna oluşturup öyle günümüze gelmişler, örneğin eskisen "zğvas şida" gibi kullanılan edat, ifade değişe değişe "zğvaşi" şeklinde kullanılır olmuş.
Pisuna dedis z'uz'usk'en midis. (Kedicik anasının memesine -doğru- gidiyor.)
Bağlaç:
Cümlecikleri veya ifadeleri aralarındaki ilişkiyi gösterecek şekilde birbirlerine bağlarlar, Türkçe'deki "ama, çünkü, belki, yine de" gibi ifadeler örnek verilebir. Örneğin:
tu (eğer) - st. Gürcüce'de gelecek zaman çekimiyle kullanılır-, magram (ama), albat (acep, belki), ikneb (belki, olur da), ase (böyle), isev (yine) ve sair.
Mitkvams, magram ar gah'sovs. (Söylemiştim, ama hatırlamıyorsun.)
veya İkneb ar gamibrazebs. (Belki beni kızdırmaz.)
Ünlem:
Bunlar herhangi bir hissi, duyguyu muhataba aktarmak için kullanılan ifadelerdir, Türkçe "vah vah!" gibi, misal bunun st. Gürcüce karşılığı "vai me!" olur.
Vaşa, çvenma bavşvebma gaimarcva! (Yaşasın/Hah, bizim çocuklar kazandı!)
Zarf:
Fiilin nasıl gerçekleştiğine dair bilgi verirler, benzer bir eylemi diğerinden ayırmada yardımcı olurlar. Türkçe'de "çabuk, iyice, doğruca, birden, aniden" gibi örnekleri vardır, çok çeşitlidirler.
Çkarad modio. (Çabuk gel, dedi.) -çkara da denebilir-
veya K'argad iqavi! (İyi ol! -veya- İyice ol!) -Hoşçakal, demek için de kullanılır-
veya Sah'lşi ertad movdiodit. (Eve beraber dönüyorduk.)
Fiil:
"Ğmertma degveh'maros" diyerek çalışmaya başlamanız tavsiye olunur, Gürcüce'yi nevi şahsına münhasır yapan konu fiillerdir zira. Türkçe'ye büyük oranda benzer ama daha düzensiz ve çok daha nüanslıdır Gürcüce fiiller. Türkçe gibi zamana ve özneye göre çekilirler, etken/edilgen farkı ve dönüşümü vardır, farklı da olsa keza kipler mevcuttur; ancak bundan öte Gürcüce fiiller kökleri itibariyle görüntüde biraz veya tamamen değişken olabilirler (Türkçe "DE-" kökünün "Dİyorum" şeklinde çekilmesi, biraz bozulmaya örnektir), fiilde doğrudan nesne ve dolaylı nesne de özne gibi eklerle gösterilebilirler, bazı ekler bazı fiillerde normal işlevlerinin ötesinde beklenmedik fonksiyonlar gösterebilirler ve sair. Biraz açayım.
Daha önce ismin hâlinin özne ve nesnelerle olan bağlantısından bahsetmiştim, bu hâllere tekabül eden ve fiile önden ve sondan veya hem ön hem sondan eklenen ekler vardır, keza bu eklerden bir dizisi misal -mışlı geçmiş zamanda (yönelme hâlindeki) özneye karşılık geliyorken şimdiki zamanda (yönelme halindeki) dolaylı nesneye karşılık gelebilir:
Mİ-tkvams (BEN söylemişti-M) ancak; Mİ-ts'ers (o BANA yazıyor) -hatırlayın, fiilde nesne gösterilebilir, bu ikinci fiilde sondaki "s" sesi üçüncü tekil şahsı (O) özne yapıyor-
bu özne ve nesne eklerinin tümüne "şahıs eki" denir. V-serisi, M-serisi, U-serisi ve E-serisi şahıs ekleri vardır ki bunların bazen kombine edilmesi gerekir ancak her kombinasyon -Baskça'nın aksine- mümkün değildir. Bir de az kullanılan H-serisi ekler vardır ki bunlar bizim lehçelerimizde kaybolmuşlardır.
V-tkvi (dedim) V-tkvi-t (dedik) tkv-a (dedi) tkv-es (dediler)
veya mi-qvar-S (ONU seviyor-um) gi-qvar-VAR (BENİ seviyor-sun) u-qvar-S (ONU seviyor)
veya damalavS (O onu saklayacak) daUmalavs (o onu O KİŞİDEN saklayacak) daİmalavs (o KENDİNİ saklayacak) daVmale (BEN onu sakladıM) daMİmalavs (BEN onu saklamışıM) daimaleba (o saklanacak) daEmaleba (o O KİŞİDEN saklanacak) daMEmaleba (o BENDEN saklanacak) damalulan (onlar saklanmışlar) daVmalulVAR (BEN saklanmışıM) daVmalviVAR (BEN ondan saklanmışım) [sanırım anladınız, daha da karışıklaştırabilirdim ama galiba gerek yok]
Kökünde "e" ünlüsü olan bazı fiilerde bunu "i" 'ye çeviririz geçmiş zaman çekimlerinde: "uk'BENs" (onu ISIRıyor) ama "mik'BİNa" (beni ISIRdı).
Az sayıda bazı fiiller çekimde tümden değişirler: "zis" (oturmakta), "sh'edan" (oturmaktalar).
Bazı fiillerde nesnenin sayısı, yani işlemin tek şeye veya tek sefer mi yoksa birden fazla defa veya birden fazla sefer mi yapıldığı şahıs ekleriyle değil, fiil önekleriyle (verbal prefixes) belirtilir, misal "da-" öneki dolaysız nesnenin çoğulluğuna delalet edebilir bazı fiilerde: "gak'ida" (onu astı) ama "dak'ida" (onları astı). halbuki bu normalde şahıs ekleriyle belirtilir: "gmadlob" (sana teşekkür ederim, -bana sevabın dokundu anlamına gelir aslen-) ama "gmadlob-T" (SİZE teşekkür ederim, -eski anlamıyla bana sevabın-IZ dokundu demek-).
Bu pek sayılı fiil önekleri fiilin anlamını değiştirebilir, fiile tamamlanmışlık anlamı katabilir, fiilin işlendiği yer-yönü belirtebilir yahut fiilin zaman çekimini değiştirirken kullanılabilirler -varlık ve yokluklarıyla-. Keza nadiren geçişsiz bir fiili geçişli yapabilirler.
"davts'er" (yazacağım) ama "v'ts'er" (yazıyorum), veya "movdivar" (geliyorum) ama mivdivar (gidiyorum) gibi, yahut "gadavts'er" (yeniden yazıyorum) gibi.
Kip çekimleri de mevcut, ancak detaylıca bahsetmeme gerek yok sanıyorum. Buraya kadar anlattıklarımla bizim lehçelerimiz arasında farklılıklar olduğunu unutmayın lütfen, araya bazılarını sıkıştırdım sadece, çoğu Macahel şivesinde zaten okuduğunuz üzere. Neyle karşılaşacağınıza dair fikriniz olsun yeter.
"vak'eteb" (yapıyorum) lakin "vak'etebineb" (yaptırıyorum), veya "vh'at'av" (resmediyorum lakin "vah'at'av" (onun üzerine resmediyorum) gibi.
Sentaks ve sair:
İsimler çoğul halde çekilirken st. Gürcüce'de ekstra bir dizi ek kullanılabilir, yani onlarda ismi çoğul halde çekmenin iki yolu vardır ve bu ikinci yolu resmî/dinî/ilmî hususlarda kullanırlar: "turkebis carebi = turkta carni" (Türkler'in orduları). İsim çoğul değilken tek set ek vardır, ayrım yoktur.
Sıfat ve zarfları üstün halde göstermek için "upro, uprosi, met'i, umet'esi" (daha, pek daha) gibi edatlar kullanılabilir ve yerine göre karşılaştırmada sıfat ve zarftan sonra "vidre" (İngilizce "than", Türkçe "-e kıyasen/-den daha") getirilir: "şeni tma upro grdzelia vidre çemi tma." (Senin saçın daha uzun benim saçıma kıyasen.) -Macahel şivesinde upro yerine impo denir-. Burada "vidre" kullanmayıp kıyas edilen nesneye "-ze" edatı getirebilirsiniz, o zaman cümle aynı anlama gelecek şekilde şöyle kurulurdu: "şeni tma upro grdzelia çem tmaze".
Gürcüce'de cümle düzeni Türkçe gibi dağınık olmakla beraber bazı kalıplar daha sık kullanılır. Bazı kalıplara bazı durumlarda daha çok başvurulabilir (özne-nesne-yüklem).
İsimden fiil, fiilden isim, sıfattan fiil, fiilden zarf ve sair elde edebilirsiniz ancak bunu en iyi dilbilgisi kitaplarından öğrenmelisiniz, Türkçe kadar çeşit barındırır, ancak düzenlidirler diyemem.
Evet/Hayır sorusu, son hece vurgulanarak sorulur.
Yukarıda verilen zamir ve zarfların soru versiyonları olduğunu unutmayın:
Vin şedis? (Kim giriyor?) veya Rodis moh'da (Ne zaman oldu?) gibi.
Sayıların çoğu sıfattır, eklerle detaylandırılırlar:
sami (üç), mesame (üçüncü), mesamedi (üçte bir) ve sair.
Birler ve onlar basamakları 20'nin katları şeklinde sayılırlar, 10'un katları şeklinde değil:
ori (2), rva (8), ati (10), tormet'i (12, on-iki-daha) -eskiden "atormet'i" şeklindeydi ama baştaki "a", yani "ati (10)"nin a'sı düşmüş zamanla-
otsi (20), otsdaoth'i (24, yirmivedört) ama otsdaati (30, yirmiveon) ve otsdateksvmet'i (36, yirmi-ve-on-altı-daha)
atas rvaas otsdatsh'ra (1829, bin sekizyüz yirmi-dokuz-daha). binler ve yüzler basamakları yönelme hâliyle çekilir.
Bazı kelimelerin kısaldığını bilin: misal "rom" (-öyle- ki) edatı "ro" diye kısaltılabilir, ya da "ra vitsi" (ne biliyorum/bileyim) ifadesi "ravi" diye kısaltılabilir:
Me ro şentan viqavi... (Ben ki seninle iken...)
veya Dialekt'ologiao, me es ravi biç'o? (Lehçebilim mi, ben ne bileyim onu evlat?)
[Burada gördüğünüz gibi bir ifadenin sonuna "-o" eki gelince o ifade doğrudan aktarma anlamı/işlevi kazanabilir.]
"Bilmek" fiili hangi zamanla çekilirse çekilsin özne-dol.nesne-dol.sız.nesne hâl dağılımı geçmiş zaman çekimi gibi yapılır, misal:
Datvma itsis rom tsiqvi sul t'quis. (Ayı bilir ki sincap hep yalan söyler.) -Macahel şivesinde sincap "teyini" veya "t'riya" olur-
Kendinden sonra ünsüz gelip kelime başında olan, ve kendinden önceki ünlüye ulama ile bağlanmayan "m" ve "v" seslerinin telaffuz edilmediğine şahit olabilirsiniz. "vk'ith'ulob" (okuyorum) ile "k'ith'ulob" (okuyorsun) arasında telaffuz farkı duymayabilirsiniz. Keza "mtsiva" (üşüdüm) ifadesini de "tsiva" şeklinde işitebilirsiniz.
Lehçelerimize Dair:
Büyüklerimiz her taraftan göçmüşler; Çürüksu (Guria), Batum, Macahel, Acara, Livane, Yusufeli, Şavşat, Ardanuç, Ahıska ve başka yerler... Hepsi kendilerine has bir şive veya lehçeyle konuşurlardı. Ufak bir şehirli ve eğitimli azınlık hariç pek Türkçe bilenleri yoktu. Buralara varınca kimi okulda, kimi de komuşularında işlerine yarayacak kadarını öğrenmişler. Bu mevzuya yukarıda değinmiştim, ancak lehçelerimizin detaylarına ya ilgili makalelerden ya da büyüklerimizden öğrenebiliriz. Bu bir yana, şimdi diğer mevzular.
Her şeyden önce bizim lehçelerle Tiflis'te duyacağınız Gürcüce arasında ciddi telaffuz varkı vardır. Daha sert konuşurlar, bizim t' k' p' ç' ts' gibi 'ejective/patlatmalı' seslerimiz yumuşaklıktan ötürü onların d g b c dz seslerine benzer. Onların q sesi bizimkine kıyasla çok daha kuvvetli ve gırtlaksıdır. Bizim lehçelerimizde daha yavaş konuşulur ve cümleler kısa ve öz tutulur, araya kelime sokuşturulması -"yani, ee, bilirsin, işte, şey" gibi- pek hoş karşılanmaz (idi eskiden).
"a e i o u" ünlüleri ağız geniş açılmadan telaffuz edilir ama Fransızca konuşur gibi çok kısılmaz da. Dil rahat tutulur ve ağzın çok önüne ya da arkasına gitmez.
"b c d g h j l m n s ş v y z" sesleri sakince telaffuz edilir, genel olarak konuşurken Rusça, Fransızca, Ermenice konuşur gibi ağızdaki kaslar çok gerilmez. Türkçe karşılıkları ile aralarındaki fark yok denecek kadar azdır veya yoktur.
"r" sesini eskiler "i" ünlüsünden evvel geldiğinde neredeyse "y" 'ye asimile ederlerdi dolayısıyla "lap'arik'op" (konuşuyorsun) kelimesini "lap'ayk'op" diye duyardınız, diğer r sesleri de Amerikan "r" 'si kadar geriden olmasa da dil damağın tepesine değmeden yuvarlanarak çıkarılırdı. Yeni nesiller Türkçe "r" gibi damağa bir kez hafif vurdurarak Türkçe "r" gibi telaffuz etmeye başlamışlar.
"ts" sesi Almanca'daki Z sesine ve Rusça'daki Ц sesine denk gelir, keza İngilizce "tsunami" denirken duyabilirsiniz. "t" sesini pat diye çıkarırız, "sssssss" gibi sürekli çıkaramayız, ancak "t" sesini "sssssss" gibi sürekli çıkarmaya çalışırken "s" 'ye birazcık benzetirseniz; yani "t" derken diliniz üst dişlerinizin hemen arkasına sertçe vuruyorsa onu bu sefer daha gevşekçe ve yumuşakça vurduğunuz takdirde "ts" sesini çıkarabilirsiniz. Pratik şart, duymak lazım.
Yalnız bu sesi, yani "ts" sesini ve dahi "t k p ç" seslerini çıkarırken bir miktar "hhhhhhh" sesi de çıkarmalısınız eş zamanlı olarak. Abartmadan yalnız. Avcunuzu ağzınızın hemencik önüne koyun, "k" deyin, eğer sesi düzgün çıkarıyorken aynı zamanda elinize nefesinizin vurduğunu hissediyorsanız doğru yapıyorsunuz demektir. Ancak abartmayın, flüt çalmıyorsunuz. Kalan sesleri çıkarırken bunun neden önemli olduğunu anlayacaksınız.
Ama önce "q" sesinden bahsedeyim, ve "h' ile ğ" seslerinden. Bizim lehçelerimizde bu ses, Arapça gaf sesine benzer şekilde çıkar, Kürtçe'de de olan boğazsıl q sesini biraz "g" sesine benzetircesine çıkarırsanız, iyi iş çıkardınız demek. Ancak Tiflis'te bu sesi duyduğunuzda insanların boğazlarında ufak patlamalar olduğunu sanabilirsiniz, ya da boğulayazdıklarını. Duymadan anlamanız zor, o yüzden dinledikçe öğrenirsiniz diyeyim, o gırtlaksı gaf sesini daha şiddetli bir şekilde çıkarıyorlar demem yeterli sanıyorum. Keza ğ sesini Paris Fransızcası'ndaki r sesi gibi çıkarırlar, gargara yaparken çıkardığınız ses yani, ama rrrrrrğğğğğğ diye sürekli çıkarmayacaksınız, o Almanca'daki r'ye kaçar. h' sesi de bunun titreşimsiz versiyonudur. Titreşimli-titreşimsiz ses farkını sürekli sss-zzz diyerek anlayabilirsiniz, bunu yaparken elinizi boğazınıza koyun. Z sesinde boğazınız titreşir. Keza, ğ sesini çıkarırken bu titreşimi keserseniz h' sesini elde edersiniz. Bu, Arapça'daki hırıltılı ha'ya karşılık gelir, "iyilik" anlamındaki "khayr" kelimesinde olduğu gibi. Bunu eğer k sesine benzetir gibi ve daha yumuşak/sakin, daha az rahatsız edici şekilde çıkarırsanız lehçelerimizdeki h' seine ulaşırsınız, keza onun titreşimli hali bizim ğ sesimize denk gelir.
" z' " sesi de keza "ts" sesinin titreşimli versiyonudur.
"k' p' t' ç' ts' " sesleri, patlamalı seslerdir. Türkçe "hayıyok" anlamında "ı ıh" derken boğazınızda yaptığınız hareket, patlatmadır. Bu sesleri, yani k p t ç ts 'yi çıkarırken patlatma yaparsanız, bunu şiddetli yaptığınız takdirde st. Gürcüce karşılıklarını çıkarabiliyorsunuz demektir. Biraz daha zoru, bizim lehçelerimizde mevcut. Zira biz bu sesleri yine patlatarak ama daha sakince çıkartıyoruz. Öyle ki g b d c dz ile ayırt etmek yeni duyanlar için zor oluyor, ancak bu seslerin farkı, evet, titreşimli-titreşimsiz mevzusu. düz k p t ç ts seslerinden bir diğer farkı, ki ayırt etmeyi kolaylaştırıyor, bu sesleri (k' p' t' ç' ts') çıkarırken ağzınızdan hava çıkmaması. Deneyin, dinleyin, alışırsınız.
Bizim lehçelerimizde olan/korunan bazı kelimeler st. Gürcüce'de yoktur, keza tam tersi de geçerli. Örneğin orada "diah' " evet demektir, biz onların gayrıresmi durumlarda evet demek için kullandığı "ho" kelimesini kullanırız sadece. Bazı kelime ve ifadeler benzer ama farklı anlamlara gelirler, bazılarının tamamen farklıdır anlamları. Bizim lehçelerimiz modernizasyon sürecinde Türkçe'nin etkisinde kalmışken st. Gürcüce belli oranda Rusça etkisinde şekillenmiştir. Lehçelerimizin bir farkı da kalıp ifadelerden kaynaklanır. Bizde kelimeler ve kalıplar eski manaları korunarak günümüze gelmiştir çoğunlukla, aynısı st. Gürcüce için yer yer söylenemez. Bizde korunan bazı gramer kalıpları mevcuttur st. Gürcüce'de kaybolmuş, keza tam tersi geçerli (Macahel şivesinde şimdiki-geniş-gelecek zaman çekimindeki üçlü ayrım st. Gürcüce'de geniş zamanın şimdiki zaman çekimiyle ifade edilmesiyle ikiye düşer, kronojik açıklamasını bilmiyorum).
Öte yandan ilginç bir şekilde Türkçe'den geçmiş bir kip varmış sanıyorum Düzce Gürcüleri'nin şivelerinde; "modisene" (gelsene) ifadesini "modi" (gel) + "-sene" (Türkçe'deki -sene/-sana) şeklinde türetmişler misal, malesef kaynağı hatırlamıyorum. Keza rahmetli nineme kahverengi ne demek diye sorduğumda bi an hatırlayamayıp "ts'itelimsi" (kırmızımsı) demişti, "ts'iteli" (kırmızı) + "-imsi" (Türkçe'deki -ımsı/-imsi) diye türettiğini çok sonra fark etmiştim. Başka benzeşmeler az da olsa Rusça'dan Gürcüce'ye olacak şekilde orada da gerçekleşmiş sanıyorum.
Kartvelian sub'ında bir sürü kaynak mevcut, ancak gramer için H. Arason'un ve G. Hewitt'in, fiiller için T. Makharoblidze'nin kaynakları altın değerinde haberiniz olsun. Garnett Press'in (2006) Gürcüce-İngilizce sözlüğü de hayli kapsamlı. Hepsine ve daha fazlasına dijital olarak ulaşabilirsiniz. Rusça kaynaklar İngilizce kaynaklardan, onlar da Türkçe kaynaklardan daha fazlalar. Yazıdaki hatalar bana ait, affola.
net'a sakmem gigiqolayos da gigitavos ğmertis nebit; mşvidobit mk'ith'velebo.
submitted by djoou to Chveneburi [link] [comments]


2024.05.17 04:39 Aggressive-Watch-195 Reply about making a paracord sling / guide

alright second try. maybe I can trim the fat a little on this attempt and make it a bit more streamlined.
so the first thing is deciding how many strands to use, and to avoid complicating things on your first try just trust me you'll want to choose an even number.
beginnings:
I almost exclusively do 4 strands as a flat braid with paracord, but that comes with a couple complications of its own involving the finger loop and the pouch design, so I am going to write this for a 6 strand braid, which for most of the sling will be a 3-strand braiding pattern using doubled strands, so 6 total...
...but in order to do the finger loop right you actually want to cut 3 strands at double the full desired length, plus some room for error etc. so for a 54" sling cut 3 lengths of cord at 120" each (and just for convenience go ahead and melt the ends sealed)
line them up alongside one another and fold your bundle in half, but to avoid tangling and confusion keep the 2 halves a little separated. you'll start working on the middle of the bundle.
finger loop:
take the very middle, then choke up a few inches (technically this will amount to the circumference of the finger loop but it doesn't have to be perfect here). tie a slipknot a few inches up from the very middle binding the 3 cords together, and start braiding them together on the long side starting at the knot.
the repeat rule through this whole effort is TIGHT, EVEN braids. if it starts looking wonky, just take it apart and try to fix it bc the further you go the more impossible any corrections will become.
after you get a few inches of braid, loop it around to see how big the finger loop is. you want it wide enough to easily slip past the knuckles on your middle finger (even if that's not the finger you use when you actually sling, you should still make it big enough). when you get there, clothespin the braid closed and untie the slipknot. now you’re gonna tighten up that end of the braid and maybe even add a little length.
stack your braid ends one on top of the other to form the finger loop and make sure each braid's last working strand is pointing in the same direction.
you’re going to pair each strand with its counterpart one by one, and continue the braid as a doubled up 3-strand pattern. this will merge the ends of the finger loop together seamlessly and begin the retention cord.
if this sounds complicated, it's honestly pretty straightforward once you're actually doing it (this sentiment might come up again a couple times fyi)
retention cord:
braiding the retention cord is easy, it's the same 3-strand pattern just with doubled strands now. keep the doubled strands parallel and pull them very tight with each braid you lay down, wrapping them around as you go (again... you'll see what I mean).
knee:
once you get the right length on the retention cord (I didn’t do the math here, but it's not complicated), you'll separate the braid into 2 bundles of 3, each to be braided into the sides of the split pouch.
rather than laying out exactly which strand goes where to make it most even, I think you'll do fine figuring it out on your own. honestly you just want the sides to be as balanced as possible.
a good practice is to braid one side a couple inches, clothespin it, then braid the other side a couple inches. now go back to the first one, undo the braid, pull everything super tight again and braid a couple inches again; then repeat on the other side. this really helps pull out the slack that inevitably builds up.
pouch:
braid each side to the appropriate length (math...), taking turns between them and regularly checking they are well balanced.
we will do a little more to beef up the pouch a bit once we finish the release cord. that is when you can add a Channing type smile if you want, too.
belly:
again, make sure each pouch braid's last working strand points in the same direction and all the strands are pulled tight.
you will rejoin the pouch in a similar way as you did for the finger loop, but this time side by side instead of stacked. this is probably the trickiest part of the whole process, and it might take a couple tries to get it right but it's not too hard. if it's just not working for you, you can get away with joining them stacked instead of side by side and the sling will still work fine - it's just better to do it side by side.
just make sure you keep pulling all the strands tight as you go, and that you are pairing the appropriate strands with one another.
don’t hesitate to take it apart and give it another try if it doesn't look or feel right - it's reasonably important to get this part right since it is the part of the sling that most directly affects how projectiles will release.
release cord:
hey you're at least 3/4 done now. if you want you can just keep doing the same 6 strand, doubled-up 3 strand pattern for the entite length of the release cord - but it's generally advised to drop out strands from the braid periodically to form a steady taper until the very end of the release cord is the same thickness as the finger loop.
it's very easy to do, and I usually just feel it out as I go - it doesn't have to be a perfect taper. you'll drop one cord at a time, so you'll start with 6 strands, braid for a bit... drop to 5 and braid some more; then 4 for a bit, and finally 3 for the remainder - so it does help to learn how to do a 5- and 4-strand braid...
...but honestly it should be ok if you do your 5-strand portion by continuing with the same 3 doubled-up strand pattern, just one of them is a single strand now.
also, whenever you drop a strand don't cut it or anything, just leave it out of the braid and let it hang for now.
same deal when you hit 4 strands - you could learn the braid or just continue the same pattern you've been doing but now only one strand is doubled. doing it like that with the 5 and 4 strand portions will kinda make the cord less... idk 'uniform'(?) than if you were to use the appropriate braid patterns, but all in all it shouldn't be an issue.
lastly, of course, dropping from 4 to 3 should be pretty simple.
release:
I like a smooth release without a knot, but if you want to add a knot you just have to make sure it's in the exact right place so that the very center of the pouch will be the lowest point of the sling when you put the finger loop on and grip the release as you will when it's time to use it. only way to determine that is to put it on your finger and try it out.
if you think it'll help, go ahead and place a projectile in the pouch then hold the sling just as you would if you were getting ready to incapacitate a philistine giant - this will help you find the exact spot where it's most comfortable and natural to grip the release cord and keep the pouch centered.
note: this is actually part of why I prefer to skip the release knot... if you experiment with different ways of holding and releasing etc. - which you probably should if you’re new to slinging - the knot kinda locks you in place. I haven't heard a good argument in favor of the knot actually; it seems like there's no real advantage to having it and it kinda gets in the way
use a crown knot, which is super easy w 3 strands but I’m not going to explain it here - it's all over youtube you'll have no trouble finding a 20 second video demonstrating this simple knot.
you can terminate the sling right at the release knot if you want, but I strongly recommend continuing for a few inches past it - and if you skip the knot, definitely continue a few inches past the portion you'll be gripping.
end the braid with a crown knot then cut and melt the ends of each cord to seal them. melting paracord ends is sort of a skill on its own, but if you do it right it bulges a little and hardens in place which will hold your knot together.
tassle: (how do you spell tassle? is it tassel?)
you don’t need a tassle but hey why not? since you've got plenty of paracord cut like 7" and pull out the inner strands - the guts.
you can thread them through the crown knot for extra security, then braid them together for a few inches - or you can just make a braid and tie it to the end. either way works fine. I like to braid the tassle a bit then let it hang loose for another couple inches into a natural fray, rather than closing the braid with a knot. honestly doesn't matter much, but do leave an unbraided portion as a fray.
pouch afterwork:
you could leave the pouch as is, but it's nice to make it a little beefier and more durable. I just use some more paracord to wrap it. you can use the axe-handle wrap method, which is basically just a series of alternating overhand knots around a core - typically a tool handle but in this case each of the sides of your pouch.
a much, much better way is a 'solomon bar' which is like paracord 101... it's how you make everything - key fobs, bracelets, dog leashes, belts, etc. it's hard to explain, but easy to learn from a video lol. just remember that any video you watch about it will show you how to create a core, then create the knot pattern around it, usually using like one strand of cord - you just need the knot technique since the core you'll tie it around is, again, each of the sides of the pouch.
I've never tried the 'smile' but it seems easy enough - just kinda minimally thread a single strand of cord across the center gap to prevent your projectiles from falling through (honestly it's just not a problem I have often enough to warrant a solution like that)
afterwork/finishing touches:
the hanging strands you dropped out for the taper... just cut those and melt them sealed. easy enough.
you can wrap the finger loop too, if you want. I'd go ahead and do that if you wind up using it often enough, and I recommend something soft like cotton twine... but paracord does work fine too.
end/concluding notes:
and there you go.... idk how much experience you have using a sling, but that's outside the scope of this for me lol - one thing I will say though if you haven't used one before: start with tennis balls or something that can’t knock anybody out or break windows, please!
and lastly, if this does seem like more than you're willing to undertake... there are easier options for sure.
seatbelt sling:
my favorite sling that isn’t a natural fiber balaeric type is the second one I ever made, which took me 10 minutes after watching the video by Mersa - a seatbelt sling. it just uses canvas type material for the pouch and single strands for the cords. look it up. mine gets used all the time and has never needed any repairs or adjustments
noodle sling:
literally takes less than 5 minutes and uses a single uncut cord with easy knots to form the loop and the pouch. you do need a slightly thicker cord though. I’ve made a few of these and they also work great.
anyway, good luck - I'll keep an eye on notifications if you need any help or anything.
it's super satisfying to use a sling you made yourself, and if you're like me at all you'll wind up making like a dozen of them just out of boredom until you get the technique down perfect and even come up with your own ideas and techniques to try out.
just wait until you start getting into the traditional natural fiber methods and you wind up watching the Archaic Arms videos 30x
submitted by Aggressive-Watch-195 to Slinging [link] [comments]


2024.05.16 22:37 unfit_ibis Wormhole War, Part III: On Sugar, Spies and Evictions

Tldr: A critical SYNDE coalition home hole is burned to the ground by HAWKS and hundreds of billions are lost or safelogged.

Starting Points

One of the more contentious elements of any major conflict is identifying when, precisely, it actually began. In EVE, as IRL, that is particularly challenging given the breadth of metagaming which takes place. Did the Wormhole War begin when SYNDE decided last summer that they wanted to replace HAWKS as the dominant high-class wormhole group and committed to making that a reality? Did it begin when they solidified their alliance with the Initiative? When they build their wormhole coalition? When they seeded HAWKS home with capitals? Any of those, had they been out in the open, would likely have triggered open hostilities. But those plans and the steps towards their ultimate objective were carefully and smartly hidden from view.
The widespread SYNDE coalition assault on HAWKS C5 and C6 holes began on March 24th. With the information we now have available to us, the real start of the war was likely the eviction of Voidlings during the first week of March 2024. HAWKS and their future allies were almost certainly unaware of the significance of that eviction, but leaked internal SYNDE comms put truth to the notion that SYNDE viewed that as a critical first step in isolating and crippling HAWKS. It was, then, the first overt act of war by SYNDE – though its place in that broader campaign remained shrouded for several weeks.
Voidlings is a small to midsize wormhole group. A few years ago, they were a growing low class wormhole group living in a C2 with HS and C3 statics. In 2022, they moved into a new home, a C5 wormhole with a C5 static. For non-wormholers, nearly every high class PVP group lives in a C5 with a C5 static. C5 space is both where the majority of high class farms are. The abundance of C5 statics means that living on the “C5 Highway” is often the best route to all forms of high class pvp and pve content. Honor brawls also almost exclusively take place in C5 holes.
So Voidlings grew from a low-class group into a high-class group, and they continued recruiting in an effort to become one of the relevant high class PVP groups. Their zkillboard suggests they participated in most traditional high class activities – farming, feeding, fighting, evicting, ganking, skirmishing. It appears they were supported during this period of growth by one or more HAWKS members. As a result of this affiliation they were not approached by SYNDE during their coalition-building period. Instead, they were marked for pre-war eviction both to be a preliminary test of coalition coordination and also to eliminate a potential HAWKS ally. Isolating HAWKS was key to the entire war plan.
SYNDE began seeding the Voidlings home with dreads in Feb 2024, ultimately bringing in 6 to support their eviction. At the appropriate time, a robust joint fleet led by SYNDE but also including key coalition allies TURBO and Stay Feral infiltrated the Voidlings home hole, installed a staging POS and began their eviction. They diligently held hole control, adding another half-dozen capital ships to their arsenal over the next several hours. A Voidlings eviction seemed inevitable, as they simply lacked the manpower and experience needed to prevent a collection of wormhole groups that large from evicting them. As is often the case when a home hole is under threat of eviction, batphones rang out across wormhole space. HAWKS, NOVAC and SL0W answered the call for Voidlings. The future SYNDE coalition was on already on standby to support this eviction if necessary, as well as future neutral LUPUS. SYNDE had also secured a commitment from the Initiative to support should the need arise.
At first, it did not appears that the batphoning was likely to change anything. SYNDE maintained diligent hole control, not permitting either Voidlings or any allies from bringing in ships or pilots via the Voidlings static. HAWKS rage rolled from their home to get into the Voidlings home, but was unsuccessful.
For the non-wormholers, when you rage roll a C5 static in order to connect with a specific C5 wormhole, you have a 1 in 531 chance of getting connected to that specific hole with each rage roll. Rolling into a specific hole requires days of 24/7 rage rolling and even then the odds are against you. Wormhole groups really only engage in this level of commitment for really high-level situations, such as the historical eviction of HK’s home hole Rage back in 2018.
Midway through the eviction, however, a frig hole popped connecting the Voidlings home with Horde space. HAWKS, NOVAC and SL0W immediately burned in shuttles to that frig hole, and SYNDE was unable to stop the vast majority of them from jumping into the hole and docking in the besieged Voidlings fort.
Voidlings leadership distributed their home defense handout Ravens to their comrades and the stage was set for a glorious home eviction defense fight. SYNDE and friends had a large 100-ship Barghest fleet supported by nearly a dozen capitals (dreads/fax) while Voidlings and friends could field 100 cruise Ravens with FAX logi and nearly two dozen long-range dreads. Range control and capital placement was understood by both sides’ FCs to be critical to the outcome of the fight. SYNDE had a fleet advantage, but one that could be overcome. Unbeknownst to the Voidlings side, once the frig hole popped SYNDE leadership had invoked their war alliance with Initiative, The Initative pinged and mobilized a 200-man Tengu fleet, travelling quickly to the wormhole chain’s entrance. Jumping in, the Initiative fleet docked in a nearby SYNDE farm and waited.
As a critical citadel timer approached, SYNDE FC Cyrus Kurush fleet warped dreads to range the full Barghest comp along with them. Bubbles exploded all over the grid, aiming to stop the Voidlings defense fleet from warping to a good position. This was an effective stratagem, as SYNDE knew that the Voidlings defense fleet would rely on FAX logi – so pinging around grid was not a viable option. The Voidlings fleet needed a clean warp-in, to a position favorable for their cruise Ravens. The dreads began bashing the fortizar, forcing the Voidlings fleet to commit the fleet or watch their citadel burn. The Ravens and their FAX logi aligned and warped, accepting a mediocre initial position that would permit the SYNDE dreads to apply well. Once the FAX landed, the HAWKS FC leading the Voidlings fleet called for all dreads to undock, and they were warped in to support this all-in defense effort. Those dreads landed, activated siege modules, and began primarying the SYNDE dreads.
After one SYNDE dread exploded and another started taking damage, the trap was sprung. Reports on both comms noted that a 200-man tengu fleet was on dscan. Confusion turned into delight on SYNDE comms and resigned frustration on Voidlings comms as the Initiative fleet landed on grid and immediately began fragging Ravens. What might have been a closely-fought battle quickly turned into a complete rout. Voidlings was able to extract a small number of dreads – but the butcher’s toll was a heavy one. Voidlings – having supplied all the ships used by the defenders – lost the entire Raven fleet and nearly all the capitals, for a total of 327b lost against 1117b killed. https://br.evetools.org/related/31001880/202403020300
The remainder of the eviction proceeded to plan, and all Voidlings citadels were destroyed. SYNDE celebrated a successful test run of their broader vision and campaign. In recent leaks that cover the aftermath, SYNDE lead Cyrus Kurush noted that although SYNDE had shown they could take on HAWKS alone, they would take advantage of their massive alliance to simply speed the broader war goal of taking all the HAWKS high class farms and taking their rightful place atop a New Wormhole Oder.

Rallying Cries and Motivations

This leads to another critical element for how the war would unfold. Wars in EVE are won by motivated pilots first, and a war chest second. For some time, SYNDE and their primary allies had planted the seeds of resentment towards HAWKS among their members. This is not a challenging task, as most wormhole groups generally dislike each other to begin with. In casus belli discussions with HAWKS immediately prior to the war, and in coalition and leadership meetings with their side, SYNDE was fairly consistent about their war aims: take all HAWKS C6 farms, take HAWKS C5 farms, and take HAWKS home. Those farms were to be distributed to SYNDE and their allies, although the specifics were studiously avoided in discussions.
The leak of the SYNDE pre-war CTA gives real insight into members motivations going into the war. Typically, pre-war CTA meetings in EVE are full of hype, energy and enthusiasm. The Synde CTA, by contrast, seemed a much more pragmatic event. Members were concerned about their current farms, about the plan to deploy out of home and into a C6 staging, about working with blues, and about their ability to participate in NPSI fleets during the war. SYNDE lead Cyrus Kurush needed to make clear several times that the expectation was that even though many SYNDE members were also members of other LS and NS groups, they were expected to devote their full effort and focus to the upcoming war against HAWKS. It is almost impossible to take away from that CTA meeting anything other than a rather shocking lack of enthusiasm for the war from SYNDE line members.

The War in Heaven

On the other hand, HAWKS motivations were much easier to discern. This War presented an existential threat. In the eyes of the SYNDE coalition, HAWKS farms and home were both forfeit. Everything they had built over the preceding decade was destined for destruction. Isolated and outnumbered, this would be the ultimate test of HAWKS members’ commitment. The sudden and shocking rebirth of Hard Knocks was mirrored by a large number of longterm HAWKS members also resubbing.
Another critical and perhaps overlooked element of motivations on HAWKS side was the war vs peace element. Although “peace” in wormhole space is a decidedly violent affair in general, with pretty much every group killing every other group on a daily basis, it had been many years since there was a major, sustained conflict in wormhole space. Nullsec often differentiates between “Skirmish FCs” and “Strat FCs”, with the former leading normal day-to-day fleets of battlecruiser sized ships or smaller, and the latter leading the heavy fleets, cap fleets, super fleets or the sizeable, complicated fleets deployed in major conflicts. In the cartel world that is wormhole space, it might be more appropriate to differentiate between “Territory FCs” and “War FCs”. The former freely leads the wide range of fleets that fight, gank, camp and brawl throughout wormhole space on a daily basis. The latter wants to lead larger, more complicated fleets in direct support of a broader strategic initiative. In gaming as IRL, it is normal for highly skilled players to want to be challenged – and at some point, the normal day-to-day fights no longer satisfies those urges. In some cases, that leads to corps fading away (HK), in others, it leads to limited participation (many HAWKS members/FCs).
When this Wormhole War kicked off, it was promptly dubbed “The War in Heaven” by the HAWKS/HK side. This name refers directly to the biblical conflict between two rival groups of Angels – that led by Michael, and that led by Satan. Revelation 12:7-10:
7 Then war broke out in heaven. Michael and his angels fought against the dragon, and the dragon and his angels fought back. 8 But he was not strong enough, and they lost their place in heaven. 9 The great dragon was hurled down—that ancient serpent called the devil, or Satan, who leads the whole world astray. He was hurled to the earth, and his angels with him.
It is not particularly challenging to figure out which side HAWKS was associating themselves with, given that the name of their CEO is Michael1995.
Perhaps more pragmatically, among members in both HAWKS and the reborn HK, this war was indeed a gift from Heaven above – a chance to dive into a massive, complicated campaign against a foe who was willing to violate wormhole norms in order to achieve their goals. During the first two weeks when HAWKS farms were burning, there is a sense that many of the HAWKS and HK leads were genuinely giddy about the opportunity to take the field and leverage all their accumulated skills, knowledge and experience against an increasingly-reviled opponent. Yes, things looked dire from the outside but internally, there was a mixture of enthusiasm and cautious optimism.

Headshots and Flipping

During normal wormhole fights, both brawls and skirmishes, it is generally considered poor form to headshot the other side’s FC. It happens sometimes, but is definitely looked down upon in the wormhole community. This is the sort of norm that disappears in the context of a large war, or any sort of existential threat situation.
At the strategic level, “headshotting” generally refers to destroying or debilitating the other side’s capacity to fight by taking home holes or staging holes. This would be a key element in the HAWKS strategy, and one surprisingly absent from the SYNDE side. From the very first week, HAWKS looked to take advantage of any opportunity, however fleeting, to headshot SYNDE and their allies. The early ATRAX eviction was the first example of this. It would not be the last, not by a long shot.
Another key tactic is flipping. Not flipping as in changing sides, but rather flipping as in unanchoring and then re-anchoring an Upwell citadel. Recall that when a citadel dies in a wormhole, every pilot’s possessions that remain in that citadel drop as loot cans on the grid. 100% loot drop, 100% of the time. Over time, as pilots join and then leave a group, hangar containers accumulate. Over the years, in successful wormhole groups, this frozen hangar trash can reach into the tens or hundreds of billions. This can make evicting a wormhole resident or group an increasingly attractive over time. A hole that has been owned for a year will not have much loot drop. One owned for many years will likely have a great deal more.
Years ago, intrepid wormhole residents realized that a good way to counter this mechanic was to “flip” their citadels: unanchor, get all the AFG/left corp loot for yourself, then re-anchor. There is risk to this, but for a pvp corp that maintains hole control, the risk is quite minimal.
HAWKS had lived in their current home for nearly a decade. A large, successful group like HAWKS accumulates a large amount of hangar wealth over a period like that, much of it frozen as members AFG or leave corp. During the first week of the War, HAWKS recognized this large oversight and unanchored all the structures in their home hole. A neutral observer might have thought that HAWKS were self-evicting. Through their spy, SYNDE knew that they were planning to flip them and stay in the fight. Unwilling to entertain a HAWKS home eviction at this early stage in the war, SYNDE watched as HAWKS unanchored all their citadels and replaced them with a dozen newly anchored fortizars – and clearing their citadel grid of thousands of loot cans. A steady stream of DSTs transiting in and out of HAWKS home confirmed that wealth was quickly transferred out to kspace.
In that first week, by “flipping” their citadels, HAWKS eliminated the majority of the financial incentives that generally come with evicting a pvp corp’s home hole.

Seeding an Apple

During the period where HAWKS farms were burning and SYNDE was soaring, on Tuesday April 2nd, HAWKS rolled into the SUGAR home hole. Some of SUGAR’s pvp toons were supporting SYNDE, some were farming, others were out participating in NPSI roams in kspace. Few of them were in their home hole. HAWKS sent in a bait RF fleet of a trio of Leshaks while at the same time pinging for a Nighthawk fleet. SUGAR panic pinged as the Leshaks began RFing one of the many citadels in their home. With confusion reigning, SUGAR undocked a kitchen sink fleet including armor and shield, capital and subcapital. Once SUGAR began engaging, HAWKS brought in their heavy shield fleet. HAWKS then began dismantling the haphazard SUGAR home defense fleet, as captured in the first 3 minutes of this video: https://www.youtube.com/watch?v=9ZKgFPbSaLk
After fragging much of the SUGAR defenders, HAWKS proceeded to reinforce every citadel in the SUGAR home. SUGAR lost 35bn in ships in a one-sided fight. SYNDE was dismayed by the poor SUGAR showing. https://br.evetools.org/b66452e6803aec30012694316
Those structures all repaired over the coming week.
On April 12th , HAWKS returned and again reinforced all SUGAR structures, this time with no opposition. Following that second round of reinforces, SUGAR pinged and directed its members to return to home and adopt a defensive posture with rigorous hole control to prevent a HAWKS return.
Many SUGAR members by this point were now opposing their corp’s direction. They certainly disliked HAWKS, but they had historically disliked SYNDE and their allies just as much. Joining them struck many members as a short-sighted, unwise adventure. They had actively participated in reinforcing and blowing up HAWKS structures, only to discover that SYNDE was most often dropping replacement citadels as they got cleared. SUGAR line members felt they were doing a lot of work for little or no benefit.
On April 13th, HAWKS rolled into the SUGAR home hole for a third time – this time with amor timers only hours away. SUGAR immediately sought to roll that incoming wormhole, throwing yacht after yacht at it, as well as a lone praxis. They were able to crit the hole despite losing yachts every few passes.
Sigils are a common ship used most often by Nullsec farmers looking to roll wormholes that threaten their peaceful farming, These Sigils are referred to by wormholers almost universally as “suicide sigils”. The SUGAR FC directed his members to get into Sigils, undock, nullify, and warp to the hole. That hole needed to die. It needed to die now. “Even mains?” one member – Scott Appleblade - inquired. “Even mains,” replied the FC.
Scott hopped into the sigil, and warped to the hole, forgetting to nullify. He landed in the bubble, and was immediately fragged by the HAWKS on grid. https://zkillboard.com/kill/116986540/
Scott, now sitting in Jita, asked for a route back into his home. The FC replied they had no kspace entries at the minute. Scott asked if one could be found. The FC replied not now, quiet, we’re still dealing with this hole. Scott logged off, seething.
Scott had not wanted this war from the very start. Scott had recently upgrade from a Class 3 farm to a Class 5 farm of his own. Scott enjoyed farming combat sites in Leshaks and dreaming of a brighter future. Scott had always dreamed he might one day save up enough to afford a faction FAX: the Loggerhead. He knew they didn’t make much sense and were rarely used, but Scott loved the “Poggerhead” meme. Scott prided himself on his memes. He would often meet people and knew right away that they would become a meme. That was just life, but an elite meme could memorialize that. Scott just wanted to undock from his home fort in a Loggerhead and enjoy the moment. That seemed less and less likely now that the SUGAR home was being reinforced weekly. SUGAR leadership was either absent or, frankly, being dicks. Scott was over it. He had worked too hard. He deserved better. His fellow SUGAR members did, too.
Scott waited until later in the day when he was able to get a kspace entry for his main back into SUGAR’s home chain. He flew his inty in, still seething but with a plan for exacting revenge coalescing in Scott’s mind.
For the non-wormholers, it is important to explain that when you are a member of a wormhole corp, you have a lot more access to corp assets than you likely ever would in a Nullsec or Lowsec corp. Due to wormhole mechanics, wormhole corps almost always have a “Shared” corp hangar in each citadel where commonly used ships and modules are available to all members. This usually includes rolling ships, and handout pvp ships, among other things.
Scott docked in their home fort. He hesitated for a minute as he surveyed those familiar surroundings, but then the rage came back. He just wanted to farm, and now he might lose that. All because of SUGAR leadership. He knew his corp mates understood and would appreciate his actions. Scott proceeded to move everything in the SUGAR shared corp hangar to his personal hangar. He did a double take – he had just acquired over 30b of assets. That would go a long way towards a down payment on the Loggerhead if he could get that to a trade hub.
One good idea begets another, and Scott repackaged every assembled ship he had just taken. He then put the most valuable elements into his two DSTs. He shuttled those out to Jita and back, and then repeated the round trip several times. During the monotony of the transits, Scott realized that nobody – not leadership, not his corp mates – had noticed anything. Even though he was now much wealthier, SUGAR was still in need of a wakeup call.
As he warped to the next wormhole, it hit him – the bookmarks! This is another major difference between Nullsec / Lowsec and wormhole groups. In kspace, one can navigate very easily, or at least with confidence about where you’re going. In wormholes, one needs corp mates scanning wormholes and making bookmarks, basically a temporary map that wormhole pilots use to navigate the ever-changing wormhole landscape. All members need access to those bookmarks, and the ability to create, edit and delete them.
Scott deleted them. All of them. No more going to help SYNDE. No more warping your dread to a safe because HAWKS had bubbled the fort. No more finding your way back after getting rolled out. With no bookmarks, SUGAR would need to stop and consider where they were and why. Scott was pleased with the neat metaphor. At least he thought it was a metaphor. Might also be an analogy. He wasn’t sure, but he was sure it was brilliant.
His DSTs landed on the next hole and Scott jumped. It was then that Scott noticed he had no bookmarks in the next wormhole. That knowledge, combined with his decision not to fit probe launchers on either of his DSTs, was not a positive development. Scott, priding himself on his judgment, weighed his current situation against all he had achieved this evening – over 20b of ships and mods in Jita, and a powerful statement to SUGAR leadership. That was worth the loss of two DSTs that only had about 1.5B combined between them. Scott self-destructed the DSTs, returned to Jita, and went to bed contemplating a brighter future.

When Espionage Meets Opportunity

Prior to shutting the doors a few years ago, Hard Knocks had been regarded in the wormhole community as the top wormhole group for espionage. In a world where information is power, they have always had a remarkable abundance of critical information. Unlike HAWKS, HK was aware of the SYNDE plans and coalition building not long after they were conceived. As allies joined the SYNDE effort, HK sought to penetrate those groups. SUGAR accepted a key HK spy in January of this year. Over the next two months, this spy would quickly work his way up the SUGAR hierarchy, demonstrating strong FC and leadership abilities. When the war broke out, he was one of the main FCs. His background in HK and HAWKS affiliated groups was no concern for SUGAR leadership as they committed to the SYNDE coalition.
When Scott pilfered everything from SUGAR shared and deleted all bookmarks, the spy noticed both. He consulted with his HK mates and decided it might be a fantastic opportunity. The spy reached out to SUGAR directors and offered to do his part in resolving the matter – they needed to cut off access to Scott and his alts, they needed to do it 5 minutes ago and they needed to tighten things up. He knew how to do it, and he was happy to help. There was only one SUGAR director online. He was unsure of how to best resolve the Scott situation, so he called up the CEO on his cell. The CEO and director huddled up and agreed that their best FC was the man to fix it. They gave director roles to a spy who’d been in corp less than 3 months. During a war. A war against HAWKS and HK.
SUGAR members woke up the morning of Sunday April 14th, logged on, and discovered that every one of the structures in their home hole had been transferred to an HK holding corp. Their implant sets were all gone. Every single one. They were unable to dock. Most of their combat pilots were not even in their home hole. What was in the SUGAR home was a massive HAWKS coalition fleet.
And NOVAC was in it.

Stay on the Sidelines and You Will Burn

SYNDE’s diplomatic efforts had been widespread for the months leading up to the Wormhole War. They had enlisted the support of both large wormhole groups and small in building their expansive anti-HAWKS coalition. Two of the biggest pvp groups in wormhole space had consistently declined their overtures: LUPUS and NOVAC. Strong, independent, brawling groups, they did not like HAWKS, but they also didn’t like SYNDE. In proper cartel fashion, they were not interested in helping either of those groups achieve more power or territory. Truth be told they wanted both sides to lose. Better to remain neutral and pick the best course at a later time.
SYNDE did not push much until the first two weeks of the war. During that first week of burning HAWKS farms, according to SYNDE lead Cyrus Kurush, 16 or 17 C6 farms were transferred from HAWKS to NOVAC. LUPUS was the beneficiary of a smaller number of HAWKS farms. It was clear that under the weight of the broad offensive, many HAWKS members had opted to sell their farms to neutral wormhole groups. In most cases, it was HAWKS members selling farms to long-term EVE friends in other wormhole groups.
Cyrus Kurush was livid. He had already earmarked every HAWKS C6, and now many of them seemed to be passing out of the war and into the hands of neutrals who continued to refuse to join his coalition. He directed his lead diplo Zelvig to reengage with NOVAC and clearly relay his message. Zelvig did so, informing NOVAC of two key things: one, further receipt of any HAWKS farm would be viewed as an act of war, and two, while NOVAC was welcome to remain a friendly neutral during this early part of the campaign, the C6s they had already received from HAWKS should be seen as being held in trust for the wormhole community. Following the now-inevitable HAWKS eviction and removal from high class space, NOVAC would have to settle their farm accounts with SYNDE. With his customary enthusiasm, Zelvig gave NOVAC a timeline for their decision to join the coalition: as soon as the last HAWKS C6 farm fell, SYNDE would turn to the NOVAC C6s unless they had already joined. Zelvig estimated that gave NOVAC 2 or 3 more weeks to make a decision.
NOVAC made their decision that night, informing HAWKS leadership that they would be joining the HAWKS side. They asked only that they have a week to get their group organized and prepared. At the end of that week, NOVAC joined HAWKS, HK, Voidlings, and 418 in infiltrating a Vulture fleet into SUGAR’s home hole.

Sugar Free: J104037 Bleeds and Falls

Two things happened from the jump: HAWKS took and held hole control in SUGAR’s home hole while infiltrating additional pilots, and SYNDE pinged hard to get their coalition members to consolidate in Waffle House, the C6 hole that they had made their staging at the start of the war. It was chosen due to its C6 static, which permitted SYNDE to roll into HAWKS C6 farms and reinforce then destroy them at will.
With the HAWKS fleet swelling in numbers with NOVAC’s addition to their alliance, they openly docked in SUGAR’s citadels – now owned by HK. SUGAR members could only watch in horror as the citadel showed more and more reds docking in their fortizar.
SYNDE began rage-rolling in earnest, hoping to connect to SUGAR’s home. Cyrus Kurush was eager to test the new coalition Cyclone Fleet Issue doctrine they had theorycrafted to counter the HAWKS Vuilture doctrine. He preferred their blaster Megathron Navy Issue doctrine, but that had proven ill-suited to deal with the Vultures in the earlier brawl in the HK staging C6.
As would happen often throughout this campaign, luck favored the bold. SYNDE rolled into SUGAR’s home at a high point for SYNDE fleet participation. SYNDE immediately jumped sabres into system and fully bubbled their “in” hole, giving them the time they needed to warp their entire fleet to the hole. They avoided a repeat of the prior fight where they were unable to get their entire fleet in due to poor hole control. The full SYNDE fleet jumped through the hole, rolling it as they sent in the full 3b+ in ship mass. All told, over 150 Cyclone Fleet Issues flooded into the SUGAR home, along with support. The HAWKS fleet undocked to reports of 20 dreads on dscan as the SYNDE fleet warped to the (former) SUGAR main fortizar. SUGAR members had logged on the caps they were still able to pilot – some undocked from that forts, others from deep safes in system. As the CFI fleet connected with the increasing dread bomb, siege modules were engaged and the battle was joined.
The fight was a back and forth affair for a short period before some aggressive FCing by the HAWKS/HK/NOVAC FC team forced the SYNDE fleet to extract. At that point, a dynamic unique to wormhole combat emerged. SYNDE, realizing they could not win on grid, focused on extracting as many SUGAR capitals as possible. They would scan the new static C5 connection – as would HAWKS – and then each would race subcap fleets to that new hole and contest it. If SYNDE was able to get there first and keep the hole clear of sabre bubbles, SUGAR would warp their capitals to that hole and jump 3 of them out. That would kill the hole, causing a new static wormhole to appear one minute later where the two sides could repeat the process. With each new static wormhole, SYNDE continued to feed ships and lose combat capability.
A highly comedic situation occurred on one such hole. HAWKS warped their lone rolling carrier to it blind. In so doing, they hoped to be able to jump the carrier and briefly assert hole control – preventing more than one SUGAR cap from getting out, and also giving the HAWKS fleet time to tackle the others. The carrier landed right after the SUGAR caps did – but in a critical communication gap, the SUGAR caps did not know which 3 were supposed to leave on this hole. SYNDE sabres bubbled up, but the carrier was already on the wormhole. It jumped the hole with its prop on. A clamor erupted on SYNDE comms as they awaited guidance about which cap, if any, should leave. The HAWKS rolling carrier burned untouched back to the hole on the other side. A SUGAR Moros Navy Issue, frustrated at the indecision, jumped anyway. Most of the time, that would have rolled the wormhole, trapping the Moros Navy and rolling carrier on the other side. Luckily for the HAWKS carrier, it was a high-mass hole. The wormhole went critical but did not close. The HAWKS rolling carrier jumped back.
The Moros Navy had extracted, but the remaining SUGAR caps were now sitting around the now-dead hole’s bookmark. Many began burning away and out of the bubbles from the SYNDE sabres who had tried to protect that hole. SYNDE FC Cyrus Kurush ordered his sabres to get off the hole and stop bubbling their dreads, and they did. Forgotten in the chaos and indecision, the HAWKS rolling carrier decloaked, aligned out, cycled prop and initiated wrap. It was immediately primaried by both dreads and the SYNDE CFI fleet. Chaotic calls to bubble the carrier were met with hesitation as those same sabres had only recently been told not to bubble. The carrier entered warp as the bubbles were deployed. The carrier pilot shared this video of the bold carrier roll and escape. https://www.youtube.com/watch?v=DDgzA8J6j44&t
The carrier escape from a heavily bubbled grid marked the final turning point in the SYNDE extraction efforts. HAWKS sabres flooded the grid, tackling most of the SUGAR caps. After more fighting, the SYNDE coalition CFIs extracted from the grid, leaving the caps to their fate. As the caps began exploding and with the HAWKS fleet committed to their destruction, the SYNDE subcap fleet left via the new static.
The final totals for that fight were 48b lost by the HAWKS side, 144b lost by the SYNDE coalition side. https://br.evetools.org/b6633f295132a2a0012c77eb6
SUGAR had extracted 4 dreads, but at a heavy price.

Blue Balls and Explosions

With the clock ticking on the armor and hull timers of the SUGAR structures, SYNDE tried to reset in their C6 staging. Again, they pinged for their coalition to reassemble in that system. Again, they began rolling. That process continued for many hours.
The following day, on April 15th, SYNDE would roll into the SUGAR home not once but twice. Both times, SYNDE only had a partial CFI fleet docked in their fortizar while the HAWKS side maintained a full Vulture fleet ready to undock on a moment’s notice. The HAWKS, HK and NOVAC leadership team knew that this was a critical moment in the campaign, and every effort was made to complete the SUGAR eviction.
SYNDE rolled into SUGAR’s home twice on April 15th. And they immediately rolled the connection both times.
SYNDE lead Cyrus Kurush was personally scanning and rolling. He knew exactly what HAWKS had on hand, knew he could not contest for hole control, and just rolled the connection off quietly. Twice.
Cyrus Kurush knew that the integrity of his coalition required him to make every effort to save a key member’s home hole – but he was also very frustrated by SUGAR’s lack of readiness to defend their home. He had expected a lot more caps, more ships, more support. He felt he had beaten the HAWKS fleet in that large initial brawl, and had been let down by SUGAR. He did not want to risk sacrificing another major loss for a group that could not stand on their own two feet.

The Initiative to Regain the Initiative

The SUGAR Fortizar hull timers were on Tuesday, April 16th.
A key early-war HAWKS ally, a small EUTZ pvp group called Czarna-Kompania, had infiltrated two dreads overnight. Two other groups had brought in one each. That dread force would give HAWKS the flexibility of hitting concurrent hull timers. There were multiple structures that needed to get hit over a two hour period. The dreads would let the HAWKS side bash those citadels while also keeping their subcap fleet free to fight for and maintain hole control if at all possible.
Hours before those timers, disaster struck the HAWKS effort. An A009 wormhole connection popped into the SUGAR home.
For an eviction, the worst possible wormhole connection is an A009 wormhole. It is a 16-hour frigate-sized wormhole that connects to a shattered wormhole that will also have a number of frig holes connecting outward to kspace systems. Frig holes cannot be rolled.
This meant that for the time leading up to the critical hull timers, there would be an unrollable hole into the eviction target, into SUGAR’s home.
By this time, it was clear to all involved parties that SYNDE had a close partnership with the Initiative. Although this was fraying some of the wormhole groups in the coalition, it still afforded SYNDE a chance to salvage the situation. SYNDE lead Cyrus Kurush formed an attack plan with Initiative leadership. During the hours immediately prior to the hull timers, SYNDE would assemble a heavy fleet in their staging, and rage roll for the SUGAR home. The Initiative would form a full bomber fleet, and travel to the C13 shattered wormhole. The second that SYNDE rolled in, they would execute a lethal 3-pronged attack: the SYNDE fleet would explode into the SUGAR home, all remaining SUGAR capitals and subcapitals would undock, and the Initiative bomber fleet would jump the A009. They would time those 3 critical elements based on the location, strength and composition of the HAWKS fleet. It was a good plan. If they could connect those three prongs, they would have 3 times the number that HAWKS could muster. Pings went out and the fleets assembled. Init travelled with a 300 bomber fleet to the shattered hole. SYNDE began rage rolling. About 50 SUGAR pilots sat on logon screen and waited on SYNDE comms.
HAWKS was aware of all of the above. HAWKS, working closely with HK and NOVAC strategists, devised a counter for the two concerning prongs. The SYNDE rolling threat had two counters. Within the SYNDE staging, there was a small fleet of yachts and a seeded, cloaked rolling carrier. In the SUGAR home, another rolling carrier sat ready to suicide roll if needed. Should SYNDE warp their fleet from the fort to a new wormhole, HAWKS was prepared to simultaneously warp both carrier and yachts to that same hole. They were confident they could stop the majority of the SYNDE fleet from making it through the wormhole.
The real threat was the Initiative, and that damned frig hole. HAWKS placed three sniping fleets around the wormhole and dropped a massive number of anchorable bubbles around it. On the hole itself were a mixture of smartbombing battleships and suicide dictors, each orbiting patiently. When the report came of the 300 Initiative bombers entering the shattered hole on the other side, the HAWKS team was ready and waiting.
The Initiative FC team, with a scout already in SUGAR staging, saw all of this. War-seasoned FCs, there was no scenario where they were jumping their bombers into that future charnal house. Unless SYNDE could pull those fleets away from the hole, it was an impossible standoff. The HAWKS battlecruiser fleet could not jump the hole. The Initiative bombers would not jump the hole. The Initiative bombers sat there and waited for SYNDE to roll in.
Meanwhile, in SUGAR staging, citadels came out of reinforce for hull timers and the allied dreads went to work. And everyone else waited. The SYNDE fleet waited on their fort while their FC rage rolled. The Initiative fleet waited in the shattered. The HAWKS alliance fleet waited on the other side of the shattered. One by one, the citadels began blowing up.
The SYNDE fleet stood down. The Initiative left the shattered wormhole and headed back to Fountain. SYNDE had gotten the full Nullsec batphone allied response, but been unable to take advantage of it.
Unconfirmable reports are that the HAWKS alliance looted nearly 200b from the various structures, including a large number of capital ships, on top of the 150b+ exploded. https://br.evetools.org/b661f2a2eddb48200112d82c5 (The three “friendly” caps that were destroyed were looted SUGAR caps that the allies decided to blow up rather than keep and exfiltrate from the hole.)
Some SUGAR members would still try to participate, but SUGAR was done as a fighting unit in the Wormhole War.
The next part will focus on what would become the most important battlefield in the Wormhole War – Waffle House, the SYNDE coalition staging C6.
submitted by unfit_ibis to Eve [link] [comments]


2024.05.16 18:12 MotutaLaPuta [TOMT] [PSA] drinking psa in which a drunk guy pushes a pregnant woman against a kitchen counter

I'm looking for a drinking psa i saw on youtube about 5 years ago. It showed an extremely drunk man acting like a jackass at a houseparty, and at the end he accidentally pushes a pregnant woman against the kitchen counter, she hits her belly and it's implied her baby was harmed. It had similar vibes to the "drunk uncle" psa from New Zealand but I don't know if it's made by the same people, I couldn't find any info. I couldn't differentiate accents very well when I first saw it (english is not my first language), but I'm pretty sure it wasn't american, it might've been from australia, new zealand or ireland.
submitted by MotutaLaPuta to tipofmytongue [link] [comments]


2024.05.16 15:05 IloveRocketsYay Donovan Green Chair Workout: Is It Effective

I just recently found a great video on YouTube called the Donovan Green Chair Workout that helps you lose belly fat. Donovan Green is great! It only takes ten minutes, but the workout is making a huge difference in my life. He is very encouraging, has a great sense of humor, and does the activities with you! I've been sleeping better, feeling better, and having a better mood. I hope to lose some weight soon with this and my daily two-mile runs. Goodbye, friends and family!
submitted by IloveRocketsYay to weightlossdiets [link] [comments]


2024.05.16 06:17 No-Yard-9305 NC and blocked by my mum

My mum was an alright mum growing up I guess - she fed us, sent us to school/activities, did the best she could. When I got pregnant she seemed so excited to have a grandchild, bought a set of baby goods for her home saying it’s so we can spend time at her house too without troubling ourself to lug everything to her home. We live about 15 minutes away from her. She is WFH but offered to take care of my son when I was still pregnant, saying she didn’t want her grandson to be sent to daycare so early (My ML was only 60 days). We didn’t want to burden her so still looked at a few daycares, but she insisted so we stopped the visits. Fast forward to when I gave birth and things couldn’t be more different than what we expected. Her initial excitement died down, and I still remember how she treated me during my most sensitive time postpartum. We stayed at her place the month after I delivered as she invited us to so she could help with baby (which was the biggest mistake ever). The first thing she said when I came home wasn’t to give me a hug saying the normal “you’ve done well”, but she looked at my postpartum belly and said “why is it still so big? Mine wasn’t this big”. The first night as clueless parents we struggled with latching and my baby cried the whole night, not once did she come in to check on us. But the next morning she said “wow what a fussy and difficult baby”. She then without any apology, said she can’t take care of my son and he’s “too difficult”. He wasn’t btw, napped like a dream for 2 hours each time, drank his milk (we switched to Exclusive pumping) without issues and was even on a good 3 hourly feed schedule with regular nap times in between. So we panicked and had to find a daycare last minute, and luckily we managed to get into one last minute.
I confronted her then, she apologised and I thought things would improve.
Fast forward now my son is 18 months old, and she seems to have no desire to want to be involved in his life. We have always made an effort (as we don’t get along with my husbands side, so wanted my son to at least have 1 grandparent in his life). We have always been the one to initiate meals, we have always tried to spend weekends at my mums place. But when we show up, she sometimes leaves us at home as she has other plans (lunch/massage plans/ her latest hobby which is filming YouTube videos). I understand she has her own life, but I started to get more and more upset that she just didn’t want anything to do with us. She has never on her own initiative said she wanted to spend time with us, and if we didn’t come over to hers she would never come over to ours. My son would be calling out for her to play with him, and she would be glued in front of the computer screen editing her videos the whole day.
Anyway one month ago I had enough so confronted her again and quit all family WhatsApp groups. She never never once reached out to me despite knowing why I was upset, and today I found out she blocked my phone number on WhatsApp.
It is just so frustrating to be in this situation, is there just no hope to her changing.
submitted by No-Yard-9305 to absentgrandparents [link] [comments]


2024.05.16 05:09 Nuyturah Abdominal pain after doing a bar kip, with persistent pain in first few months. Currently, inconsistent pain increases with some physical activity or food intake. No diagnosis to date.

Background
Demographic: White, male, age 30, 5' 5", 175 +/- 5lbs.
Lifestyle: Active (workout 3-4x per week), Desk/Physical work split of 90/10%.
Complaint: Abdominal injury and pain (1 year and 8 months since injury), presently inconsistent pains levels between 3-5/10 and consistent lingering discomfort (1-2/10).
Medication: No consistent medications, no allergies.
Drug use: alcohol (1-3x per month), non-smoker.
History of the Injury
Late August of 2022, I hurt myself doing a kip on horizontal bar outdoors. Right after raising my feet to the bar and kicking my legs out I felt a sharp pain in my abdomen. (I've done this and similar moves many times before through my 20s, while exercising)
Bar kip example: https://www.youtube.com/watch?v=YRPFWdelsDY
I couldn't stop slouching and crunching my abdomen. Stretching backwards and straightening my posture was very discomforting. The severe pain subsided in a day but in the following months I couldn't stretch my stomach and had to sleep on my back with pillows under my knees to keep a flexed/crunched posture. Sleeping on the side was discomforting, because the stomach would hang to the side, bringing up the pain.
In 3 months, I felt better. However, there were always some flare-ups of pain.
Pain Description: The pain always feels along "horizontal lines", on 1-3 locations at a time, around the belly button level, below, or above it, with varying intensity of pain. Through my personal touch/observation, these horizontal lines of pain are always along tendinous inscriptions of the ab structures. Sometimes I feel lower 1 or two lines in pain. Other times it’s one of the upper line(s).
Tendinous inscriptions image: https://test.usabcd.org/courses/lk-native-ld2-basic-ugra/lessons/lknative-rectus-sheath-block/topic/3-anatomy-the-rectus-abdominis-muscle/
Causes of Pain from Movement: Pain flare-ups happen when moving heavy objects rapidly (without prior prep), pulling something heavy from ground, rapidly stretching the abdominal area, or a day after the occasional exercise. Jumping and landing on ground from 1 ft. or above can make me brace my abdomen, leading to some pain as well. Twisting my torso side to side could also make pain worse, stretching one side of the abdomen, especially if twisting in my full range. Slight turns are okay.
Causes of Pain from Food: Flare-ups also happen immediately after eating specific foods, like sunflower seeds, nutty bars, and when a bit bloated from eating. Trigger of this pain doesn't need to be a substantial amount of food either. Sometimes just a bite or two gets the sensation going.
Pain Relief: Often immediately after having bowel movement there is some pain relief. If pain is not too intense, and more of a discomfort, bowel movement can sometimes end the discomfort
Medical History and Pain Progress Timeline
Slow increase in physical activity and exercise. Some running. With a good warm up, stretching the abdominal area isn't too painful (though I did not stretch the area at this time)
Rare ab exercises can feel discomforting, and some pain returns the day after.
Jumping high or landing from high jumps/drops can bring about the pain or worsen it.
Bloated stomach, or consumption of some foods (as mentioned above) can feel discomforting or even painful along 1 or more " horizontal lines". Bowel movement often relieves discomfort and even pain.
Post colonoscopy I did not return to physical activities and PT as the pain lingers on and is too consistent and limiting to do much in terms of consistent exercise.
Self-medication: On a few occasions, I tried to apply heat or cold, which didn’t help with pain much. But the cold helped numb things down. Heat helped to warm the abdomen and make some movements easier for a short time.
Rare/inconsistent instances of ibuprofen use (around 400-600 mg). Can't remember how effective pain relief is.
Massage/poking: Generally, I do it when I feel pain or discomfort along the horizontal lines. Massage, poking, deep massage does NOT reduce the pain for me. Sometimes even makes me feel the pain more. But mentally feels good to do and feel out where I feel it.
Present day condition (May 2024)
Some pain flare-ups with physical activities, infrequent feeling of discomfort after food (for both, often relieved through bowel movement).
Concern: While pain level has overall gone down since 1.5 years ago, I am not certain what I should and should not do, given there is no diagnosis or clear understanding of cause of pain. The occasional pain increases made me curious if someone had an experience with pain like this. Doctor's appointment all have lead to little to no improvement.
Additionally, I sense a lot of dismissiveness in all the doctors and specialist for this entire timeline described above, where with no results to show on diagnostic tests, I am sent home to "rest" without any hypothesis or brainstorming, and telling me "come back if pain gets worse". It gets worse and I run another round of catching doctors for, what feels like, waste of time with more tests, same questions and same story being told over and over to each new referred specialist I see.
Note: I asked the doctors on multiple occasions to review the MRI images or query a radiologist to do so as there are 100s of frames. I genuinely don't believe that initial look at it was done properly, with only 1 page report showing "unremarkable" for all metrics they looked at. I don't sense that my pain patterns (which I described extensively to every doctor and the radiologist) were accounted for when looking through any of the tests done.
Thanks in advance for any feedback!!!
[Previously posted on with no luck so far.]
submitted by Nuyturah to DiagnoseMe [link] [comments]


2024.05.15 20:54 Olivethecrocodile Vested Interest

Marty, Colette, and Sadie are thrown into a most terrifying retro summer camp horror story. Tag along and see who survives the night, and whose light fizzles out.
Plot Summary of Vested Interest:
While at the Firebreathing Kittens Guildhall, Nulisag approaches Colette De Winter with a job where she is requested specifically. Camp Lasumh a summer camp for children, has reported several missing people (children and staff). Because finding the perps requires stealth the client wants the famous Colette. Asking Sadie and Marty for assistance, the trio head off to Camp Lasae in a car provided by the owners of the camp. Sadie is disguised as a counselor, promising to improve children’s skills in making both cheese and beer, Marty disguised as a lifeguard, and Colette as a nurse.
Arriving at the camp, and rescuing a counselor Oliver in the lake, the group asks him some questions. Apparently people had been going missing for the past 2-3 weeks ago. Eventually the director of the camp takes the trio to their cabin.
There they meet Artemis Copperpenny, the good looking head of the counselors who is well known for wearing a fashionable vest.He tells the Kittens that Plasteck bought the camp a month ago and the surrounding land except for a small cabin owned by Old Man Jefferies. He also tells them that dinner is being served in the main cafeteria.
At the cafeteria along with the kids and the other counselors they find that the food isn’t particularly good and the Kittens find out that the cook Barnibus is also missing. They meet Cousin, Sadie’s cousin there as well. Eventually, dinner wraps up and the Kittens decide to do some more investigations to visit the Old Man Jefferies. Marty suggests they bring a meal with them to make him happy when they ask him some questions. Bringing over some food they find The Old Man Jefferies quite pleasant and friendly. He tells The Kittens that his father created the lake by digging and draining it over 70 years ago. Likewise he’s been in the cabin on the camp grounds for the 50 years that the camp has been around. The new Plasteck corporation has offered him a lot of money to sell but he’s refused due to his family history.
After the Kittens thank the Old Man Jefferies they go to a bonfire being held by the counselors. Interestingly, Artemis is not there. Talking with Oliver the Kittens discover that Artemis is isolated from the other counselors and spends a lot of his time by himself near the stage often writing in notebooks and talking to himself. He’s not popular with the other counselors who mock Artemis behind his back.
After a long day, the Kittens go to their cabin to rest for the night. Unfortunately, a blood curdling scream goes through the camp. Rushing towards the noise, the Kittens encounter a number of dancing lights. Ignoring the lights, they go towards the source of the screaming: The children’s cabin! After getting in, they find all the children not just asleep but totally unconscious amidst many glowing blue lights. They track the source to none other than Marcie! They wake Marcie who says that she had sent the lights to the party as a way to direct them to the source of the terror at the camp: Lake Lasumh.
Taking Marcie with them they make their way with her directions to a part of the lake where a lizard like creature (similar to the Creature of the Black Lagoon) emerges with a collar around its neck. Using his magic, Marty smashes the creature with hammers made of water stunning it. Taking the opportunity, Colette removes the collar revealing that it’s the Old Man Jefferies!
Recovering from his ordeal, The Old Man Jefferies reveals that the master mind of all of this is Artemis. After tracking Artemis down by the stage, they see him in his true form: a moth like man still wearing his signature vest. Thinking on his feet, Marty casts a giant beam of light in the air and, like any moth, Artemis zips into the air to follow it. Quickly, Sadie and Colette whip up a trap as they go to the cafeteria and grab as much honey they can find. Marty brings the moth back to the ground and, covered in honey herself, Colette grabs Artemis. Unable to get away, Artemis puts a collar on top of the one that Artemis already has on.
The unexpected reaction of the double collar turns Artemis into an amorphous shifting mutant. As he falls to the ground a journal falls out of his pocket. Picking it up, Colette discovers the horrifying truth. Plasteck is a company owned by her enemies, Duchess Mary of Placentia and Duke Edward of Teck. They had been using this place as a way to conduct experiments in genetic engineering, amongst other things. They would have gotten away with it too, had it not been their desire for revenge on Colette’s (never proven) theft of their wedding cake from five years prior. They were the ones who hired Colette as a way to trap her.
The Kittens inform the authorities and leak the journal to the press. Plasteck goes belly up not long after but with the powerful Edward and Mary getting away without any sort of legal repercussions. Still, another job well done by the Firebreathing Kittens!
submitted by Olivethecrocodile to audiodrama [link] [comments]


2024.05.15 20:53 Olivethecrocodile Playtest and review of the ttrpg Summer Camp Slayers

We are Firebreathing Kittens, a podcast that records ourselves playing a different tabletop roleplaying game (TTRPG) every week. This week we have a free actual play podcast of Summer Camp Slayers. This two hour long recording, called “Vested Interest”, demonstrates two players and a Game Master actually playing so you can listen to what it’s like and maybe try it yourself.
About Summer Camp Slayers:
In its own words, “Designed for DriveThruRPG’s PocketQuest game jam, Summer Camp Slayers is a standalone scenario for the Tricube Tales system and is usable as a micro-setting, but it is also a fully self-contained one-page RPG in its own right. You can print it on a single sheet of paper: The first page includes everything you need to play, while an optional second page expands the adventure generator with examples and twists.”
Link: https://www.drivethrurpg.com/en/product/401144/Summer-Camp-Slayers-Tricube-Tales-OnePage-RPG-for-PocketQuest-2022
Oneshot recorded game session, Vested Interest:
Marty, Colette, and Sadie are thrown into a most terrifying retro horror story using Summer Camp Slayers game mechanics. Tag along and see who survives the night, and whose light fizzles out.
About us, Firebreathing Kittens podcast:
Firebreathing Kittens plays a different TTRPG every week. Four of the rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release; hop in to any tale that sounds fun. Join as they explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.
If you’d like to play with us, please visit FirebreathingKittensPodcast dot com and read the new members tab.
If you’d like us to play a completed tabletop roleplaying game you designed, please email us at FirebreathingKittensPodcast at gmail dot com. We reply to all emails within three days, so if we haven’t replied, then we haven’t seen your email, send it again.
Our reviews of Summer Camp Slayers after playing it:
Review 1:
“Summer camp slayers. Easy to use. Easy to make a character. Applicable to a wide range of scenarios.”
Review 2:
“This one page game has resolve as your hit points and karma as your spendable resource. You roll a baseline of two dice when attempting challenges. Your goal is to try to get a dice to meet or beat the difficulty rating the game master assigns to what you’ve attempted. For example, roll 2 dice to try to beat a difficulty of 4. Your trait and concept adjust how many dice you’re rolling. Add a dice if your action matches your trait. Remove a dice if your action fails to match your concept. Your quirk and perk adjust the difficulty number you’re rolling against. You can spend a karma and roleplay your perk to reduce the difficulty one lower. If you’re low on resolve and are willing to make the roll one more difficult, you can roleplay how your quirk gets in the way, then roll. If you still succeed even though it was more difficult, you can recover a resolve. Even if you fail, you recover a karma. It’s a pretty simple system that can be summarized in one paragraph like that, but the word categories don’t really match what they describe or the mechanics you use them for, so very few people playing this system for the first time seem comfortable enough to volunteer using the mechanics to try to solve problems.”
Review 3:
“Summer Camp Slayers: Fun rules light system that encourages roleplaying. SInce it's one page I acknowledge there isn't much room for additions but a little more description on what the different roles could do would be nice.”
Plot Summary of Vested Interest:
While at the Firebreathing Kittens Guildhall, Nulisag approaches Colette De Winter with a job where she is requested specifically. Camp Lasumh a summer camp for children, has reported several missing people (children and staff). Because finding the perps requires stealth the client wants the famous Colette. Asking Sadie and Marty for assistance, the trio head off to Camp Lasae in a car provided by the owners of the camp. Sadie is disguised as a counselor, promising to improve children’s skills in making both cheese and beer, Marty disguised as a lifeguard, and Colette as a nurse.
Arriving at the camp, and rescuing a counselor Oliver in the lake, the group asks him some questions. Apparently people had been going missing for the past 2-3 weeks ago. Eventually the director of the camp takes the trio to their cabin.
There they meet Artemis Copperpenny, the good looking head of the counselors who is well known for wearing a fashionable vest.He tells the Kittens that Plasteck bought the camp a month ago and the surrounding land except for a small cabin owned by Old Man Jefferies. He also tells them that dinner is being served in the main cafeteria.
At the cafeteria along with the kids and the other counselors they find that the food isn’t particularly good and the Kittens find out that the cook Barnibus is also missing. They meet Cousin, Sadie’s cousin there as well. Eventually, dinner wraps up and the Kittens decide to do some more investigations to visit the Old Man Jefferies. Marty suggests they bring a meal with them to make him happy when they ask him some questions. Bringing over some food they find The Old Man Jefferies quite pleasant and friendly. He tells The Kittens that his father created the lake by digging and draining it over 70 years ago. Likewise he’s been in the cabin on the camp grounds for the 50 years that the camp has been around. The new Plasteck corporation has offered him a lot of money to sell but he’s refused due to his family history.
After the Kittens thank the Old Man Jefferies they go to a bonfire being held by the counselors. Interestingly, Artemis is not there. Talking with Oliver the Kittens discover that Artemis is isolated from the other counselors and spends a lot of his time by himself near the stage often writing in notebooks and talking to himself. He’s not popular with the other counselors who mock Artemis behind his back.
After a long day, the Kittens go to their cabin to rest for the night. Unfortunately, a blood curdling scream goes through the camp. Rushing towards the noise, the Kittens encounter a number of dancing lights. Ignoring the lights, they go towards the source of the screaming: The children’s cabin! After getting in, they find all the children not just asleep but totally unconscious amidst many glowing blue lights. They track the source to none other than Marcie! They wake Marcie who says that she had sent the lights to the party as a way to direct them to the source of the terror at the camp: Lake Lasumh.
Taking Marcie with them they make their way with her directions to a part of the lake where a lizard like creature (similar to the Creature of the Black Lagoon) emerges with a collar around its neck. Using his magic, Marty smashes the creature with hammers made of water stunning it. Taking the opportunity, Colette removes the collar revealing that it’s the Old Man Jefferies!
Recovering from his ordeal, The Old Man Jefferies reveals that the master mind of all of this is Artemis. After tracking Artemis down by the stage, they see him in his true form: a moth like man still wearing his signature vest. Thinking on his feet, Marty casts a giant beam of light in the air and, like any moth, Artemis zips into the air to follow it. Quickly, Sadie and Colette whip up a trap as they go to the cafeteria and grab as much honey they can find. Marty brings the moth back to the ground and, covered in honey herself, Colette grabs Artemis. Unable to get away, Artemis puts a collar on top of the one that Artemis already has on.
The unexpected reaction of the double collar turns Artemis into an amorphous shifting mutant. As he falls to the ground a journal falls out of his pocket. Picking it up, Colette discovers the horrifying truth. Plasteck is a company owned by her enemies, Duchess Mary of Placentia and Duke Edward of Teck. They had been using this place as a way to conduct experiments in genetic engineering, amongst other things. They would have gotten away with it too, had it not been their desire for revenge on Colette’s (never proven) theft of their wedding cake from five years prior. They were the ones who hired Colette as a way to trap her.
The Kittens inform the authorities and leak the journal to the press. Plasteck goes belly up not long after but with the powerful Edward and Mary getting away without any sort of legal repercussions. Still, another job well done by the Firebreathing Kittens!
submitted by Olivethecrocodile to playtesters [link] [comments]


2024.05.15 20:53 Olivethecrocodile Playtest and review of the ttrpg Summer Camp Slayers

We are Firebreathing Kittens, a podcast that records ourselves playing a different tabletop roleplaying game (TTRPG) every week. This week we have a free actual play podcast of Summer Camp Slayers. This two hour long recording, called “Vested Interest”, demonstrates two players and a Game Master actually playing so you can listen to what it’s like and maybe try it yourself.
About Summer Camp Slayers:
In its own words, “Designed for DriveThruRPG’s PocketQuest game jam, Summer Camp Slayers is a standalone scenario for the Tricube Tales system and is usable as a micro-setting, but it is also a fully self-contained one-page RPG in its own right. You can print it on a single sheet of paper: The first page includes everything you need to play, while an optional second page expands the adventure generator with examples and twists.”
Link: https://www.drivethrurpg.com/en/product/401144/Summer-Camp-Slayers-Tricube-Tales-OnePage-RPG-for-PocketQuest-2022
Oneshot recorded game session, Vested Interest:
Marty, Colette, and Sadie are thrown into a most terrifying retro horror story using Summer Camp Slayers game mechanics. Tag along and see who survives the night, and whose light fizzles out.
About us, Firebreathing Kittens podcast:
Firebreathing Kittens plays a different TTRPG every week. Four of the rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release; hop in to any tale that sounds fun. Join as they explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.
If you’d like to play with us, please visit FirebreathingKittensPodcast dot com and read the new members tab.
If you’d like us to play a completed tabletop roleplaying game you designed, please email us at FirebreathingKittensPodcast at gmail dot com. We reply to all emails within three days, so if we haven’t replied, then we haven’t seen your email, send it again.
Our reviews of Summer Camp Slayers after playing it:
Review 1:
“Summer camp slayers. Easy to use. Easy to make a character. Applicable to a wide range of scenarios.”
Review 2:
“This one page game has resolve as your hit points and karma as your spendable resource. You roll a baseline of two dice when attempting challenges. Your goal is to try to get a dice to meet or beat the difficulty rating the game master assigns to what you’ve attempted. For example, roll 2 dice to try to beat a difficulty of 4. Your trait and concept adjust how many dice you’re rolling. Add a dice if your action matches your trait. Remove a dice if your action fails to match your concept. Your quirk and perk adjust the difficulty number you’re rolling against. You can spend a karma and roleplay your perk to reduce the difficulty one lower. If you’re low on resolve and are willing to make the roll one more difficult, you can roleplay how your quirk gets in the way, then roll. If you still succeed even though it was more difficult, you can recover a resolve. Even if you fail, you recover a karma. It’s a pretty simple system that can be summarized in one paragraph like that, but the word categories don’t really match what they describe or the mechanics you use them for, so very few people playing this system for the first time seem comfortable enough to volunteer using the mechanics to try to solve problems.”
Review 3:
“Summer Camp Slayers: Fun rules light system that encourages roleplaying. SInce it's one page I acknowledge there isn't much room for additions but a little more description on what the different roles could do would be nice.”
Plot Summary of Vested Interest:
While at the Firebreathing Kittens Guildhall, Nulisag approaches Colette De Winter with a job where she is requested specifically. Camp Lasumh a summer camp for children, has reported several missing people (children and staff). Because finding the perps requires stealth the client wants the famous Colette. Asking Sadie and Marty for assistance, the trio head off to Camp Lasae in a car provided by the owners of the camp. Sadie is disguised as a counselor, promising to improve children’s skills in making both cheese and beer, Marty disguised as a lifeguard, and Colette as a nurse.
Arriving at the camp, and rescuing a counselor Oliver in the lake, the group asks him some questions. Apparently people had been going missing for the past 2-3 weeks ago. Eventually the director of the camp takes the trio to their cabin.
There they meet Artemis Copperpenny, the good looking head of the counselors who is well known for wearing a fashionable vest.He tells the Kittens that Plasteck bought the camp a month ago and the surrounding land except for a small cabin owned by Old Man Jefferies. He also tells them that dinner is being served in the main cafeteria.
At the cafeteria along with the kids and the other counselors they find that the food isn’t particularly good and the Kittens find out that the cook Barnibus is also missing. They meet Cousin, Sadie’s cousin there as well. Eventually, dinner wraps up and the Kittens decide to do some more investigations to visit the Old Man Jefferies. Marty suggests they bring a meal with them to make him happy when they ask him some questions. Bringing over some food they find The Old Man Jefferies quite pleasant and friendly. He tells The Kittens that his father created the lake by digging and draining it over 70 years ago. Likewise he’s been in the cabin on the camp grounds for the 50 years that the camp has been around. The new Plasteck corporation has offered him a lot of money to sell but he’s refused due to his family history.
After the Kittens thank the Old Man Jefferies they go to a bonfire being held by the counselors. Interestingly, Artemis is not there. Talking with Oliver the Kittens discover that Artemis is isolated from the other counselors and spends a lot of his time by himself near the stage often writing in notebooks and talking to himself. He’s not popular with the other counselors who mock Artemis behind his back.
After a long day, the Kittens go to their cabin to rest for the night. Unfortunately, a blood curdling scream goes through the camp. Rushing towards the noise, the Kittens encounter a number of dancing lights. Ignoring the lights, they go towards the source of the screaming: The children’s cabin! After getting in, they find all the children not just asleep but totally unconscious amidst many glowing blue lights. They track the source to none other than Marcie! They wake Marcie who says that she had sent the lights to the party as a way to direct them to the source of the terror at the camp: Lake Lasumh.
Taking Marcie with them they make their way with her directions to a part of the lake where a lizard like creature (similar to the Creature of the Black Lagoon) emerges with a collar around its neck. Using his magic, Marty smashes the creature with hammers made of water stunning it. Taking the opportunity, Colette removes the collar revealing that it’s the Old Man Jefferies!
Recovering from his ordeal, The Old Man Jefferies reveals that the master mind of all of this is Artemis. After tracking Artemis down by the stage, they see him in his true form: a moth like man still wearing his signature vest. Thinking on his feet, Marty casts a giant beam of light in the air and, like any moth, Artemis zips into the air to follow it. Quickly, Sadie and Colette whip up a trap as they go to the cafeteria and grab as much honey they can find. Marty brings the moth back to the ground and, covered in honey herself, Colette grabs Artemis. Unable to get away, Artemis puts a collar on top of the one that Artemis already has on.
The unexpected reaction of the double collar turns Artemis into an amorphous shifting mutant. As he falls to the ground a journal falls out of his pocket. Picking it up, Colette discovers the horrifying truth. Plasteck is a company owned by her enemies, Duchess Mary of Placentia and Duke Edward of Teck. They had been using this place as a way to conduct experiments in genetic engineering, amongst other things. They would have gotten away with it too, had it not been their desire for revenge on Colette’s (never proven) theft of their wedding cake from five years prior. They were the ones who hired Colette as a way to trap her.
The Kittens inform the authorities and leak the journal to the press. Plasteck goes belly up not long after but with the powerful Edward and Mary getting away without any sort of legal repercussions. Still, another job well done by the Firebreathing Kittens!
submitted by Olivethecrocodile to RPGdesign [link] [comments]


2024.05.15 20:53 Olivethecrocodile Playtest and review of the ttrpg Summer Camp Slayers

We are Firebreathing Kittens, a podcast that records ourselves playing a different tabletop roleplaying game (TTRPG) every week. This week we have a free actual play podcast of Summer Camp Slayers. This two hour long recording, called “Vested Interest”, demonstrates two players and a Game Master actually playing so you can listen to what it’s like and maybe try it yourself.
About Summer Camp Slayers:
In its own words, “Designed for DriveThruRPG’s PocketQuest game jam, Summer Camp Slayers is a standalone scenario for the Tricube Tales system and is usable as a micro-setting, but it is also a fully self-contained one-page RPG in its own right. You can print it on a single sheet of paper: The first page includes everything you need to play, while an optional second page expands the adventure generator with examples and twists.”
Link: https://www.drivethrurpg.com/en/product/401144/Summer-Camp-Slayers-Tricube-Tales-OnePage-RPG-for-PocketQuest-2022
Oneshot recorded game session, Vested Interest:
Marty, Colette, and Sadie are thrown into a most terrifying retro horror story using Summer Camp Slayers game mechanics. Tag along and see who survives the night, and whose light fizzles out.
About us, Firebreathing Kittens podcast:
Firebreathing Kittens plays a different TTRPG every week. Four of the rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release; hop in to any tale that sounds fun. Join as they explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.
If you’d like to play with us, please visit FirebreathingKittensPodcast dot com and read the new members tab.
If you’d like us to play a completed tabletop roleplaying game you designed, please email us at FirebreathingKittensPodcast at gmail dot com. We reply to all emails within three days, so if we haven’t replied, then we haven’t seen your email, send it again.
Our reviews of Summer Camp Slayers after playing it:
Review 1:
“Summer camp slayers. Easy to use. Easy to make a character. Applicable to a wide range of scenarios.”
Review 2:
“This one page game has resolve as your hit points and karma as your spendable resource. You roll a baseline of two dice when attempting challenges. Your goal is to try to get a dice to meet or beat the difficulty rating the game master assigns to what you’ve attempted. For example, roll 2 dice to try to beat a difficulty of 4. Your trait and concept adjust how many dice you’re rolling. Add a dice if your action matches your trait. Remove a dice if your action fails to match your concept. Your quirk and perk adjust the difficulty number you’re rolling against. You can spend a karma and roleplay your perk to reduce the difficulty one lower. If you’re low on resolve and are willing to make the roll one more difficult, you can roleplay how your quirk gets in the way, then roll. If you still succeed even though it was more difficult, you can recover a resolve. Even if you fail, you recover a karma. It’s a pretty simple system that can be summarized in one paragraph like that, but the word categories don’t really match what they describe or the mechanics you use them for, so very few people playing this system for the first time seem comfortable enough to volunteer using the mechanics to try to solve problems.”
Review 3:
“Summer Camp Slayers: Fun rules light system that encourages roleplaying. SInce it's one page I acknowledge there isn't much room for additions but a little more description on what the different roles could do would be nice.”
Plot Summary of Vested Interest:
While at the Firebreathing Kittens Guildhall, Nulisag approaches Colette De Winter with a job where she is requested specifically. Camp Lasumh a summer camp for children, has reported several missing people (children and staff). Because finding the perps requires stealth the client wants the famous Colette. Asking Sadie and Marty for assistance, the trio head off to Camp Lasae in a car provided by the owners of the camp. Sadie is disguised as a counselor, promising to improve children’s skills in making both cheese and beer, Marty disguised as a lifeguard, and Colette as a nurse.
Arriving at the camp, and rescuing a counselor Oliver in the lake, the group asks him some questions. Apparently people had been going missing for the past 2-3 weeks ago. Eventually the director of the camp takes the trio to their cabin.
There they meet Artemis Copperpenny, the good looking head of the counselors who is well known for wearing a fashionable vest.He tells the Kittens that Plasteck bought the camp a month ago and the surrounding land except for a small cabin owned by Old Man Jefferies. He also tells them that dinner is being served in the main cafeteria.
At the cafeteria along with the kids and the other counselors they find that the food isn’t particularly good and the Kittens find out that the cook Barnibus is also missing. They meet Cousin, Sadie’s cousin there as well. Eventually, dinner wraps up and the Kittens decide to do some more investigations to visit the Old Man Jefferies. Marty suggests they bring a meal with them to make him happy when they ask him some questions. Bringing over some food they find The Old Man Jefferies quite pleasant and friendly. He tells The Kittens that his father created the lake by digging and draining it over 70 years ago. Likewise he’s been in the cabin on the camp grounds for the 50 years that the camp has been around. The new Plasteck corporation has offered him a lot of money to sell but he’s refused due to his family history.
After the Kittens thank the Old Man Jefferies they go to a bonfire being held by the counselors. Interestingly, Artemis is not there. Talking with Oliver the Kittens discover that Artemis is isolated from the other counselors and spends a lot of his time by himself near the stage often writing in notebooks and talking to himself. He’s not popular with the other counselors who mock Artemis behind his back.
After a long day, the Kittens go to their cabin to rest for the night. Unfortunately, a blood curdling scream goes through the camp. Rushing towards the noise, the Kittens encounter a number of dancing lights. Ignoring the lights, they go towards the source of the screaming: The children’s cabin! After getting in, they find all the children not just asleep but totally unconscious amidst many glowing blue lights. They track the source to none other than Marcie! They wake Marcie who says that she had sent the lights to the party as a way to direct them to the source of the terror at the camp: Lake Lasumh.
Taking Marcie with them they make their way with her directions to a part of the lake where a lizard like creature (similar to the Creature of the Black Lagoon) emerges with a collar around its neck. Using his magic, Marty smashes the creature with hammers made of water stunning it. Taking the opportunity, Colette removes the collar revealing that it’s the Old Man Jefferies!
Recovering from his ordeal, The Old Man Jefferies reveals that the master mind of all of this is Artemis. After tracking Artemis down by the stage, they see him in his true form: a moth like man still wearing his signature vest. Thinking on his feet, Marty casts a giant beam of light in the air and, like any moth, Artemis zips into the air to follow it. Quickly, Sadie and Colette whip up a trap as they go to the cafeteria and grab as much honey they can find. Marty brings the moth back to the ground and, covered in honey herself, Colette grabs Artemis. Unable to get away, Artemis puts a collar on top of the one that Artemis already has on.
The unexpected reaction of the double collar turns Artemis into an amorphous shifting mutant. As he falls to the ground a journal falls out of his pocket. Picking it up, Colette discovers the horrifying truth. Plasteck is a company owned by her enemies, Duchess Mary of Placentia and Duke Edward of Teck. They had been using this place as a way to conduct experiments in genetic engineering, amongst other things. They would have gotten away with it too, had it not been their desire for revenge on Colette’s (never proven) theft of their wedding cake from five years prior. They were the ones who hired Colette as a way to trap her.
The Kittens inform the authorities and leak the journal to the press. Plasteck goes belly up not long after but with the powerful Edward and Mary getting away without any sort of legal repercussions. Still, another job well done by the Firebreathing Kittens!
submitted by Olivethecrocodile to actualplaypodcast [link] [comments]


2024.05.15 20:53 Olivethecrocodile Playtest and review of the ttrpg Summer Camp Slayers

We are Firebreathing Kittens, a podcast that records ourselves playing a different tabletop roleplaying game (TTRPG) every week. This week we have a free actual play podcast of Summer Camp Slayers. This two hour long recording, called “Vested Interest”, demonstrates two players and a Game Master actually playing so you can listen to what it’s like and maybe try it yourself.
About Summer Camp Slayers:
In its own words, “Designed for DriveThruRPG’s PocketQuest game jam, Summer Camp Slayers is a standalone scenario for the Tricube Tales system and is usable as a micro-setting, but it is also a fully self-contained one-page RPG in its own right. You can print it on a single sheet of paper: The first page includes everything you need to play, while an optional second page expands the adventure generator with examples and twists.”
Link: https://www.drivethrurpg.com/en/product/401144/Summer-Camp-Slayers-Tricube-Tales-OnePage-RPG-for-PocketQuest-2022
Oneshot recorded game session, Vested Interest:
Marty, Colette, and Sadie are thrown into a most terrifying retro horror story using Summer Camp Slayers game mechanics. Tag along and see who survives the night, and whose light fizzles out.
About us, Firebreathing Kittens podcast:
Firebreathing Kittens plays a different TTRPG every week. Four of the rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release; hop in to any tale that sounds fun. Join as they explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.
If you’d like to play with us, please visit FirebreathingKittensPodcast dot com and read the new members tab.
If you’d like us to play a completed tabletop roleplaying game you designed, please email us at FirebreathingKittensPodcast at gmail dot com. We reply to all emails within three days, so if we haven’t replied, then we haven’t seen your email, send it again.
Our reviews of Summer Camp Slayers after playing it:
Review 1:
“Summer camp slayers. Easy to use. Easy to make a character. Applicable to a wide range of scenarios.”
Review 2:
“This one page game has resolve as your hit points and karma as your spendable resource. You roll a baseline of two dice when attempting challenges. Your goal is to try to get a dice to meet or beat the difficulty rating the game master assigns to what you’ve attempted. For example, roll 2 dice to try to beat a difficulty of 4. Your trait and concept adjust how many dice you’re rolling. Add a dice if your action matches your trait. Remove a dice if your action fails to match your concept. Your quirk and perk adjust the difficulty number you’re rolling against. You can spend a karma and roleplay your perk to reduce the difficulty one lower. If you’re low on resolve and are willing to make the roll one more difficult, you can roleplay how your quirk gets in the way, then roll. If you still succeed even though it was more difficult, you can recover a resolve. Even if you fail, you recover a karma. It’s a pretty simple system that can be summarized in one paragraph like that, but the word categories don’t really match what they describe or the mechanics you use them for, so very few people playing this system for the first time seem comfortable enough to volunteer using the mechanics to try to solve problems.”
Review 3:
“Summer Camp Slayers: Fun rules light system that encourages roleplaying. SInce it's one page I acknowledge there isn't much room for additions but a little more description on what the different roles could do would be nice.”
Plot Summary of Vested Interest:
While at the Firebreathing Kittens Guildhall, Nulisag approaches Colette De Winter with a job where she is requested specifically. Camp Lasumh a summer camp for children, has reported several missing people (children and staff). Because finding the perps requires stealth the client wants the famous Colette. Asking Sadie and Marty for assistance, the trio head off to Camp Lasae in a car provided by the owners of the camp. Sadie is disguised as a counselor, promising to improve children’s skills in making both cheese and beer, Marty disguised as a lifeguard, and Colette as a nurse.
Arriving at the camp, and rescuing a counselor Oliver in the lake, the group asks him some questions. Apparently people had been going missing for the past 2-3 weeks ago. Eventually the director of the camp takes the trio to their cabin.
There they meet Artemis Copperpenny, the good looking head of the counselors who is well known for wearing a fashionable vest.He tells the Kittens that Plasteck bought the camp a month ago and the surrounding land except for a small cabin owned by Old Man Jefferies. He also tells them that dinner is being served in the main cafeteria.
At the cafeteria along with the kids and the other counselors they find that the food isn’t particularly good and the Kittens find out that the cook Barnibus is also missing. They meet Cousin, Sadie’s cousin there as well. Eventually, dinner wraps up and the Kittens decide to do some more investigations to visit the Old Man Jefferies. Marty suggests they bring a meal with them to make him happy when they ask him some questions. Bringing over some food they find The Old Man Jefferies quite pleasant and friendly. He tells The Kittens that his father created the lake by digging and draining it over 70 years ago. Likewise he’s been in the cabin on the camp grounds for the 50 years that the camp has been around. The new Plasteck corporation has offered him a lot of money to sell but he’s refused due to his family history.
After the Kittens thank the Old Man Jefferies they go to a bonfire being held by the counselors. Interestingly, Artemis is not there. Talking with Oliver the Kittens discover that Artemis is isolated from the other counselors and spends a lot of his time by himself near the stage often writing in notebooks and talking to himself. He’s not popular with the other counselors who mock Artemis behind his back.
After a long day, the Kittens go to their cabin to rest for the night. Unfortunately, a blood curdling scream goes through the camp. Rushing towards the noise, the Kittens encounter a number of dancing lights. Ignoring the lights, they go towards the source of the screaming: The children’s cabin! After getting in, they find all the children not just asleep but totally unconscious amidst many glowing blue lights. They track the source to none other than Marcie! They wake Marcie who says that she had sent the lights to the party as a way to direct them to the source of the terror at the camp: Lake Lasumh.
Taking Marcie with them they make their way with her directions to a part of the lake where a lizard like creature (similar to the Creature of the Black Lagoon) emerges with a collar around its neck. Using his magic, Marty smashes the creature with hammers made of water stunning it. Taking the opportunity, Colette removes the collar revealing that it’s the Old Man Jefferies!
Recovering from his ordeal, The Old Man Jefferies reveals that the master mind of all of this is Artemis. After tracking Artemis down by the stage, they see him in his true form: a moth like man still wearing his signature vest. Thinking on his feet, Marty casts a giant beam of light in the air and, like any moth, Artemis zips into the air to follow it. Quickly, Sadie and Colette whip up a trap as they go to the cafeteria and grab as much honey they can find. Marty brings the moth back to the ground and, covered in honey herself, Colette grabs Artemis. Unable to get away, Artemis puts a collar on top of the one that Artemis already has on.
The unexpected reaction of the double collar turns Artemis into an amorphous shifting mutant. As he falls to the ground a journal falls out of his pocket. Picking it up, Colette discovers the horrifying truth. Plasteck is a company owned by her enemies, Duchess Mary of Placentia and Duke Edward of Teck. They had been using this place as a way to conduct experiments in genetic engineering, amongst other things. They would have gotten away with it too, had it not been their desire for revenge on Colette’s (never proven) theft of their wedding cake from five years prior. They were the ones who hired Colette as a way to trap her.
The Kittens inform the authorities and leak the journal to the press. Plasteck goes belly up not long after but with the powerful Edward and Mary getting away without any sort of legal repercussions. Still, another job well done by the Firebreathing Kittens!
submitted by Olivethecrocodile to RPGrecordings [link] [comments]


2024.05.15 20:52 Olivethecrocodile Playtest and review of the ttrpg Summer Camp Slayers

We are Firebreathing Kittens, a podcast that records ourselves playing a different tabletop roleplaying game (TTRPG) every week. This week we have a free actual play podcast of Summer Camp Slayers. This two hour long recording, called “Vested Interest”, demonstrates two players and a Game Master actually playing so you can listen to what it’s like and maybe try it yourself.
About Summer Camp Slayers:
In its own words, “Designed for DriveThruRPG’s PocketQuest game jam, Summer Camp Slayers is a standalone scenario for the Tricube Tales system and is usable as a micro-setting, but it is also a fully self-contained one-page RPG in its own right. You can print it on a single sheet of paper: The first page includes everything you need to play, while an optional second page expands the adventure generator with examples and twists.”
Link: https://www.drivethrurpg.com/en/product/401144/Summer-Camp-Slayers-Tricube-Tales-OnePage-RPG-for-PocketQuest-2022
Oneshot recorded game session, Vested Interest:
Marty, Colette, and Sadie are thrown into a most terrifying retro horror story using Summer Camp Slayers game mechanics. Tag along and see who survives the night, and whose light fizzles out.
About us, Firebreathing Kittens podcast:
Firebreathing Kittens plays a different TTRPG every week. Four of the rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release; hop in to any tale that sounds fun. Join as they explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.
If you’d like to play with us, please visit FirebreathingKittensPodcast dot com and read the new members tab.
If you’d like us to play a completed tabletop roleplaying game you designed, please email us at FirebreathingKittensPodcast at gmail dot com. We reply to all emails within three days, so if we haven’t replied, then we haven’t seen your email, send it again.
Our reviews of Summer Camp Slayers after playing it:
Review 1:
“Summer camp slayers. Easy to use. Easy to make a character. Applicable to a wide range of scenarios.”
Review 2:
“This one page game has resolve as your hit points and karma as your spendable resource. You roll a baseline of two dice when attempting challenges. Your goal is to try to get a dice to meet or beat the difficulty rating the game master assigns to what you’ve attempted. For example, roll 2 dice to try to beat a difficulty of 4. Your trait and concept adjust how many dice you’re rolling. Add a dice if your action matches your trait. Remove a dice if your action fails to match your concept. Your quirk and perk adjust the difficulty number you’re rolling against. You can spend a karma and roleplay your perk to reduce the difficulty one lower. If you’re low on resolve and are willing to make the roll one more difficult, you can roleplay how your quirk gets in the way, then roll. If you still succeed even though it was more difficult, you can recover a resolve. Even if you fail, you recover a karma. It’s a pretty simple system that can be summarized in one paragraph like that, but the word categories don’t really match what they describe or the mechanics you use them for, so very few people playing this system for the first time seem comfortable enough to volunteer using the mechanics to try to solve problems.”
Review 3:
“Summer Camp Slayers: Fun rules light system that encourages roleplaying. SInce it's one page I acknowledge there isn't much room for additions but a little more description on what the different roles could do would be nice.”
Plot Summary of Vested Interest:
While at the Firebreathing Kittens Guildhall, Nulisag approaches Colette De Winter with a job where she is requested specifically. Camp Lasumh a summer camp for children, has reported several missing people (children and staff). Because finding the perps requires stealth the client wants the famous Colette. Asking Sadie and Marty for assistance, the trio head off to Camp Lasae in a car provided by the owners of the camp. Sadie is disguised as a counselor, promising to improve children’s skills in making both cheese and beer, Marty disguised as a lifeguard, and Colette as a nurse.
Arriving at the camp, and rescuing a counselor Oliver in the lake, the group asks him some questions. Apparently people had been going missing for the past 2-3 weeks ago. Eventually the director of the camp takes the trio to their cabin.
There they meet Artemis Copperpenny, the good looking head of the counselors who is well known for wearing a fashionable vest.He tells the Kittens that Plasteck bought the camp a month ago and the surrounding land except for a small cabin owned by Old Man Jefferies. He also tells them that dinner is being served in the main cafeteria.
At the cafeteria along with the kids and the other counselors they find that the food isn’t particularly good and the Kittens find out that the cook Barnibus is also missing. They meet Cousin, Sadie’s cousin there as well. Eventually, dinner wraps up and the Kittens decide to do some more investigations to visit the Old Man Jefferies. Marty suggests they bring a meal with them to make him happy when they ask him some questions. Bringing over some food they find The Old Man Jefferies quite pleasant and friendly. He tells The Kittens that his father created the lake by digging and draining it over 70 years ago. Likewise he’s been in the cabin on the camp grounds for the 50 years that the camp has been around. The new Plasteck corporation has offered him a lot of money to sell but he’s refused due to his family history.
After the Kittens thank the Old Man Jefferies they go to a bonfire being held by the counselors. Interestingly, Artemis is not there. Talking with Oliver the Kittens discover that Artemis is isolated from the other counselors and spends a lot of his time by himself near the stage often writing in notebooks and talking to himself. He’s not popular with the other counselors who mock Artemis behind his back.
After a long day, the Kittens go to their cabin to rest for the night. Unfortunately, a blood curdling scream goes through the camp. Rushing towards the noise, the Kittens encounter a number of dancing lights. Ignoring the lights, they go towards the source of the screaming: The children’s cabin! After getting in, they find all the children not just asleep but totally unconscious amidst many glowing blue lights. They track the source to none other than Marcie! They wake Marcie who says that she had sent the lights to the party as a way to direct them to the source of the terror at the camp: Lake Lasumh.
Taking Marcie with them they make their way with her directions to a part of the lake where a lizard like creature (similar to the Creature of the Black Lagoon) emerges with a collar around its neck. Using his magic, Marty smashes the creature with hammers made of water stunning it. Taking the opportunity, Colette removes the collar revealing that it’s the Old Man Jefferies!
Recovering from his ordeal, The Old Man Jefferies reveals that the master mind of all of this is Artemis. After tracking Artemis down by the stage, they see him in his true form: a moth like man still wearing his signature vest. Thinking on his feet, Marty casts a giant beam of light in the air and, like any moth, Artemis zips into the air to follow it. Quickly, Sadie and Colette whip up a trap as they go to the cafeteria and grab as much honey they can find. Marty brings the moth back to the ground and, covered in honey herself, Colette grabs Artemis. Unable to get away, Artemis puts a collar on top of the one that Artemis already has on.
The unexpected reaction of the double collar turns Artemis into an amorphous shifting mutant. As he falls to the ground a journal falls out of his pocket. Picking it up, Colette discovers the horrifying truth. Plasteck is a company owned by her enemies, Duchess Mary of Placentia and Duke Edward of Teck. They had been using this place as a way to conduct experiments in genetic engineering, amongst other things. They would have gotten away with it too, had it not been their desire for revenge on Colette’s (never proven) theft of their wedding cake from five years prior. They were the ones who hired Colette as a way to trap her.
The Kittens inform the authorities and leak the journal to the press. Plasteck goes belly up not long after but with the powerful Edward and Mary getting away without any sort of legal repercussions. Still, another job well done by the Firebreathing Kittens!
submitted by Olivethecrocodile to myrpg [link] [comments]


2024.05.15 20:52 Olivethecrocodile Vested Interest, a playtest and review of the ttrpg Summer Camp Slayers

We are Firebreathing Kittens, a podcast that records ourselves playing a different tabletop roleplaying game (TTRPG) every week. This week we have a free actual play podcast of Summer Camp Slayers. This two hour long recording, called “Vested Interest”, demonstrates two players and a Game Master actually playing so you can listen to what it’s like and maybe try it yourself.
About Summer Camp Slayers:
In its own words, “Designed for DriveThruRPG’s PocketQuest game jam, Summer Camp Slayers is a standalone scenario for the Tricube Tales system and is usable as a micro-setting, but it is also a fully self-contained one-page RPG in its own right. You can print it on a single sheet of paper: The first page includes everything you need to play, while an optional second page expands the adventure generator with examples and twists.”
Link: https://www.drivethrurpg.com/en/product/401144/Summer-Camp-Slayers-Tricube-Tales-OnePage-RPG-for-PocketQuest-2022
Oneshot recorded game session, Vested Interest:
Marty, Colette, and Sadie are thrown into a most terrifying retro horror story using Summer Camp Slayers game mechanics. Tag along and see who survives the night, and whose light fizzles out.
About us, Firebreathing Kittens podcast:
Firebreathing Kittens plays a different TTRPG every week. Four of the rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release; hop in to any tale that sounds fun. Join as they explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.
If you’d like to play with us, please visit FirebreathingKittensPodcast dot com and read the new members tab.
If you’d like us to play a completed tabletop roleplaying game you designed, please email us at FirebreathingKittensPodcast at gmail dot com. We reply to all emails within three days, so if we haven’t replied, then we haven’t seen your email, send it again.
Our reviews of Summer Camp Slayers after playing it:
Review 1:
“Summer camp slayers. Easy to use. Easy to make a character. Applicable to a wide range of scenarios.”
Review 2:
“This one page game has resolve as your hit points and karma as your spendable resource. You roll a baseline of two dice when attempting challenges. Your goal is to try to get a dice to meet or beat the difficulty rating the game master assigns to what you’ve attempted. For example, roll 2 dice to try to beat a difficulty of 4. Your trait and concept adjust how many dice you’re rolling. Add a dice if your action matches your trait. Remove a dice if your action fails to match your concept. Your quirk and perk adjust the difficulty number you’re rolling against. You can spend a karma and roleplay your perk to reduce the difficulty one lower. If you’re low on resolve and are willing to make the roll one more difficult, you can roleplay how your quirk gets in the way, then roll. If you still succeed even though it was more difficult, you can recover a resolve. Even if you fail, you recover a karma. It’s a pretty simple system that can be summarized in one paragraph like that, but the word categories don’t really match what they describe or the mechanics you use them for, so very few people playing this system for the first time seem comfortable enough to volunteer using the mechanics to try to solve problems.”
Review 3:
“Summer Camp Slayers: Fun rules light system that encourages roleplaying. Since it's one page I acknowledge there isn't much room for additions but a little more description on what the different roles could do would be nice.”
Plot Summary of Vested Interest:
While at the Firebreathing Kittens Guildhall, Nulisag approaches Colette De Winter with a job where she is requested specifically. Camp Lasumh a summer camp for children, has reported several missing people (children and staff). Because finding the perps requires stealth the client wants the famous Colette. Asking Sadie and Marty for assistance, the trio head off to Camp Lasae in a car provided by the owners of the camp. Sadie is disguised as a counselor, promising to improve children’s skills in making both cheese and beer, Marty disguised as a lifeguard, and Colette as a nurse.
Arriving at the camp, and rescuing a counselor Oliver in the lake, the group asks him some questions. Apparently people had been going missing for the past 2-3 weeks ago. Eventually the director of the camp takes the trio to their cabin.
There they meet Artemis Copperpenny, the good looking head of the counselors who is well known for wearing a fashionable vest.He tells the Kittens that Plasteck bought the camp a month ago and the surrounding land except for a small cabin owned by Old Man Jefferies. He also tells them that dinner is being served in the main cafeteria.
At the cafeteria along with the kids and the other counselors they find that the food isn’t particularly good and the Kittens find out that the cook Barnibus is also missing. They meet Cousin, Sadie’s cousin there as well. Eventually, dinner wraps up and the Kittens decide to do some more investigations to visit the Old Man Jefferies. Marty suggests they bring a meal with them to make him happy when they ask him some questions. Bringing over some food they find The Old Man Jefferies quite pleasant and friendly. He tells The Kittens that his father created the lake by digging and draining it over 70 years ago. Likewise he’s been in the cabin on the camp grounds for the 50 years that the camp has been around. The new Plasteck corporation has offered him a lot of money to sell but he’s refused due to his family history.
After the Kittens thank the Old Man Jefferies they go to a bonfire being held by the counselors. Interestingly, Artemis is not there. Talking with Oliver the Kittens discover that Artemis is isolated from the other counselors and spends a lot of his time by himself near the stage often writing in notebooks and talking to himself. He’s not popular with the other counselors who mock Artemis behind his back.
After a long day, the Kittens go to their cabin to rest for the night. Unfortunately, a blood curdling scream goes through the camp. Rushing towards the noise, the Kittens encounter a number of dancing lights. Ignoring the lights, they go towards the source of the screaming: The children’s cabin! After getting in, they find all the children not just asleep but totally unconscious amidst many glowing blue lights. They track the source to none other than Marcie! They wake Marcie who says that she had sent the lights to the party as a way to direct them to the source of the terror at the camp: Lake Lasumh.
Taking Marcie with them they make their way with her directions to a part of the lake where a lizard like creature (similar to the Creature of the Black Lagoon) emerges with a collar around its neck. Using his magic, Marty smashes the creature with hammers made of water stunning it. Taking the opportunity, Colette removes the collar revealing that it’s the Old Man Jefferies!
Recovering from his ordeal, The Old Man Jefferies reveals that the master mind of all of this is Artemis. After tracking Artemis down by the stage, they see him in his true form: a moth like man still wearing his signature vest. Thinking on his feet, Marty casts a giant beam of light in the air and, like any moth, Artemis zips into the air to follow it. Quickly, Sadie and Colette whip up a trap as they go to the cafeteria and grab as much honey they can find. Marty brings the moth back to the ground and, covered in honey herself, Colette grabs Artemis. Unable to get away, Artemis puts a collar on top of the one that Artemis already has on.
The unexpected reaction of the double collar turns Artemis into an amorphous shifting mutant. As he falls to the ground a journal falls out of his pocket. Picking it up, Colette discovers the horrifying truth. Plasteck is a company owned by her enemies, Duchess Mary of Placentia and Duke Edward of Teck. They had been using this place as a way to conduct experiments in genetic engineering, amongst other things. They would have gotten away with it too, had it not been their desire for revenge on Colette’s (never proven) theft of their wedding cake from five years prior. They were the ones who hired Colette as a way to trap her.
The Kittens inform the authorities and leak the journal to the press. Plasteck goes belly up not long after but with the powerful Edward and Mary getting away without any sort of legal repercussions. Still, another job well done by the Firebreathing Kittens!
submitted by Olivethecrocodile to FirebreathingKittens [link] [comments]


2024.05.15 20:52 Olivethecrocodile Playtest and review of the ttrpg Summer Camp Slayers

We are Firebreathing Kittens, a podcast that records ourselves playing a different tabletop roleplaying game (TTRPG) every week. This week we have a free actual play podcast of Summer Camp Slayers. This two hour long recording, called “Vested Interest”, demonstrates two players and a Game Master actually playing so you can listen to what it’s like and maybe try it yourself.
About Summer Camp Slayers:
In its own words, “Designed for DriveThruRPG’s PocketQuest game jam, Summer Camp Slayers is a standalone scenario for the Tricube Tales system and is usable as a micro-setting, but it is also a fully self-contained one-page RPG in its own right. You can print it on a single sheet of paper: The first page includes everything you need to play, while an optional second page expands the adventure generator with examples and twists.”
Link: https://www.drivethrurpg.com/en/product/401144/Summer-Camp-Slayers-Tricube-Tales-OnePage-RPG-for-PocketQuest-2022
Oneshot recorded game session, Vested Interest:
Marty, Colette, and Sadie are thrown into a most terrifying retro horror story using Summer Camp Slayers game mechanics. Tag along and see who survives the night, and whose light fizzles out.
About us, Firebreathing Kittens podcast:
Firebreathing Kittens plays a different TTRPG every week. Four of the rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release; hop in to any tale that sounds fun. Join as they explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.
If you’d like to play with us, please visit FirebreathingKittensPodcast dot com and read the new members tab.
If you’d like us to play a completed tabletop roleplaying game you designed, please email us at FirebreathingKittensPodcast at gmail dot com. We reply to all emails within three days, so if we haven’t replied, then we haven’t seen your email, send it again.
Our reviews of Summer Camp Slayers after playing it:
Review 1:
“Summer camp slayers. Easy to use. Easy to make a character. Applicable to a wide range of scenarios.”
Review 2:
“This one page game has resolve as your hit points and karma as your spendable resource. You roll a baseline of two dice when attempting challenges. Your goal is to try to get a dice to meet or beat the difficulty rating the game master assigns to what you’ve attempted. For example, roll 2 dice to try to beat a difficulty of 4. Your trait and concept adjust how many dice you’re rolling. Add a dice if your action matches your trait. Remove a dice if your action fails to match your concept. Your quirk and perk adjust the difficulty number you’re rolling against. You can spend a karma and roleplay your perk to reduce the difficulty one lower. If you’re low on resolve and are willing to make the roll one more difficult, you can roleplay how your quirk gets in the way, then roll. If you still succeed even though it was more difficult, you can recover a resolve. Even if you fail, you recover a karma. It’s a pretty simple system that can be summarized in one paragraph like that, but the word categories don’t really match what they describe or the mechanics you use them for, so very few people playing this system for the first time seem comfortable enough to volunteer using the mechanics to try to solve problems.”
Review 3:
“Summer Camp Slayers: Fun rules light system that encourages roleplaying. Since it's one page I acknowledge there isn't much room for additions but a little more description on what the different roles could do would be nice.”
Plot Summary of Vested Interest:
While at the Firebreathing Kittens Guildhall, Nulisag approaches Colette De Winter with a job where she is requested specifically. Camp Lasumh a summer camp for children, has reported several missing people (children and staff). Because finding the perps requires stealth the client wants the famous Colette. Asking Sadie and Marty for assistance, the trio head off to Camp Lasae in a car provided by the owners of the camp. Sadie is disguised as a counselor, promising to improve children’s skills in making both cheese and beer, Marty disguised as a lifeguard, and Colette as a nurse.
Arriving at the camp, and rescuing a counselor Oliver in the lake, the group asks him some questions. Apparently people had been going missing for the past 2-3 weeks ago. Eventually the director of the camp takes the trio to their cabin.
There they meet Artemis Copperpenny, the good looking head of the counselors who is well known for wearing a fashionable vest.He tells the Kittens that Plasteck bought the camp a month ago and the surrounding land except for a small cabin owned by Old Man Jefferies. He also tells them that dinner is being served in the main cafeteria.
At the cafeteria along with the kids and the other counselors they find that the food isn’t particularly good and the Kittens find out that the cook Barnibus is also missing. They meet Cousin, Sadie’s cousin there as well. Eventually, dinner wraps up and the Kittens decide to do some more investigations to visit the Old Man Jefferies. Marty suggests they bring a meal with them to make him happy when they ask him some questions. Bringing over some food they find The Old Man Jefferies quite pleasant and friendly. He tells The Kittens that his father created the lake by digging and draining it over 70 years ago. Likewise he’s been in the cabin on the camp grounds for the 50 years that the camp has been around. The new Plasteck corporation has offered him a lot of money to sell but he’s refused due to his family history.
After the Kittens thank the Old Man Jefferies they go to a bonfire being held by the counselors. Interestingly, Artemis is not there. Talking with Oliver the Kittens discover that Artemis is isolated from the other counselors and spends a lot of his time by himself near the stage often writing in notebooks and talking to himself. He’s not popular with the other counselors who mock Artemis behind his back.
After a long day, the Kittens go to their cabin to rest for the night. Unfortunately, a blood curdling scream goes through the camp. Rushing towards the noise, the Kittens encounter a number of dancing lights. Ignoring the lights, they go towards the source of the screaming: The children’s cabin! After getting in, they find all the children not just asleep but totally unconscious amidst many glowing blue lights. They track the source to none other than Marcie! They wake Marcie who says that she had sent the lights to the party as a way to direct them to the source of the terror at the camp: Lake Lasumh.
Taking Marcie with them they make their way with her directions to a part of the lake where a lizard like creature (similar to the Creature of the Black Lagoon) emerges with a collar around its neck. Using his magic, Marty smashes the creature with hammers made of water stunning it. Taking the opportunity, Colette removes the collar revealing that it’s the Old Man Jefferies!
Recovering from his ordeal, The Old Man Jefferies reveals that the master mind of all of this is Artemis. After tracking Artemis down by the stage, they see him in his true form: a moth like man still wearing his signature vest. Thinking on his feet, Marty casts a giant beam of light in the air and, like any moth, Artemis zips into the air to follow it. Quickly, Sadie and Colette whip up a trap as they go to the cafeteria and grab as much honey they can find. Marty brings the moth back to the ground and, covered in honey herself, Colette grabs Artemis. Unable to get away, Artemis puts a collar on top of the one that Artemis already has on.
The unexpected reaction of the double collar turns Artemis into an amorphous shifting mutant. As he falls to the ground a journal falls out of his pocket. Picking it up, Colette discovers the horrifying truth. Plasteck is a company owned by her enemies, Duchess Mary of Placentia and Duke Edward of Teck. They had been using this place as a way to conduct experiments in genetic engineering, amongst other things. They would have gotten away with it too, had it not been their desire for revenge on Colette’s (never proven) theft of their wedding cake from five years prior. They were the ones who hired Colette as a way to trap her.
The Kittens inform the authorities and leak the journal to the press. Plasteck goes belly up not long after but with the powerful Edward and Mary getting away without any sort of legal repercussions. Still, another job well done by the Firebreathing Kittens!
submitted by Olivethecrocodile to indierpg [link] [comments]


2024.05.15 20:51 Olivethecrocodile Playtest and review of the ttrpg Summer Camp Slayers

We are Firebreathing Kittens, a podcast that records ourselves playing a different tabletop roleplaying game (TTRPG) every week. This week we have a free actual play podcast of Summer Camp Slayers. This two hour long recording, called “Vested Interest”, demonstrates two players and a Game Master actually playing so you can listen to what it’s like and maybe try it yourself.
About Summer Camp Slayers:
In its own words, “Designed for DriveThruRPG’s PocketQuest game jam, Summer Camp Slayers is a standalone scenario for the Tricube Tales system and is usable as a micro-setting, but it is also a fully self-contained one-page RPG in its own right. You can print it on a single sheet of paper: The first page includes everything you need to play, while an optional second page expands the adventure generator with examples and twists.”
Link: https://www.drivethrurpg.com/en/product/401144/Summer-Camp-Slayers-Tricube-Tales-OnePage-RPG-for-PocketQuest-2022
Oneshot recorded game session, Vested Interest:
Marty, Colette, and Sadie are thrown into a most terrifying retro horror story using Summer Camp Slayers game mechanics. Tag along and see who survives the night, and whose light fizzles out.
About us, Firebreathing Kittens podcast:
Firebreathing Kittens plays a different TTRPG every week. Four of the rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release; hop in to any tale that sounds fun. Join as they explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.
If you’d like to play with us, please visit FirebreathingKittensPodcast dot com and read the new members tab.
If you’d like us to play a completed tabletop roleplaying game you designed, please email us at FirebreathingKittensPodcast at gmail dot com. We reply to all emails within three days, so if we haven’t replied, then we haven’t seen your email, send it again.
Our reviews of Summer Camp Slayers after playing it:
Review 1:
“Summer camp slayers. Easy to use. Easy to make a character. Applicable to a wide range of scenarios.”
Review 2:
“This one page game has resolve as your hit points and karma as your spendable resource. You roll a baseline of two dice when attempting challenges. Your goal is to try to get a dice to meet or beat the difficulty rating the game master assigns to what you’ve attempted. For example, roll 2 dice to try to beat a difficulty of 4. Your trait and concept adjust how many dice you’re rolling. Add a dice if your action matches your trait. Remove a dice if your action fails to match your concept. Your quirk and perk adjust the difficulty number you’re rolling against. You can spend a karma and roleplay your perk to reduce the difficulty one lower. If you’re low on resolve and are willing to make the roll one more difficult, you can roleplay how your quirk gets in the way, then roll. If you still succeed even though it was more difficult, you can recover a resolve. Even if you fail, you recover a karma. It’s a pretty simple system that can be summarized in one paragraph like that, but the word categories don’t really match what they describe or the mechanics you use them for, so very few people playing this system for the first time seem comfortable enough to volunteer using the mechanics to try to solve problems.”
Review 3:
“Summer Camp Slayers: Fun rules light system that encourages roleplaying. Since it's one page I acknowledge there isn't much room for additions but a little more description on what the different roles could do would be nice.”
Plot Summary of Vested Interest:
While at the Firebreathing Kittens Guildhall, Nulisag approaches Colette De Winter with a job where she is requested specifically. Camp Lasumh a summer camp for children, has reported several missing people (children and staff). Because finding the perps requires stealth the client wants the famous Colette. Asking Sadie and Marty for assistance, the trio head off to Camp Lasae in a car provided by the owners of the camp. Sadie is disguised as a counselor, promising to improve children’s skills in making both cheese and beer, Marty disguised as a lifeguard, and Colette as a nurse.
Arriving at the camp, and rescuing a counselor Oliver in the lake, the group asks him some questions. Apparently people had been going missing for the past 2-3 weeks ago. Eventually the director of the camp takes the trio to their cabin.
There they meet Artemis Copperpenny, the good looking head of the counselors who is well known for wearing a fashionable vest.He tells the Kittens that Plasteck bought the camp a month ago and the surrounding land except for a small cabin owned by Old Man Jefferies. He also tells them that dinner is being served in the main cafeteria.
At the cafeteria along with the kids and the other counselors they find that the food isn’t particularly good and the Kittens find out that the cook Barnibus is also missing. They meet Cousin, Sadie’s cousin there as well. Eventually, dinner wraps up and the Kittens decide to do some more investigations to visit the Old Man Jefferies. Marty suggests they bring a meal with them to make him happy when they ask him some questions. Bringing over some food they find The Old Man Jefferies quite pleasant and friendly. He tells The Kittens that his father created the lake by digging and draining it over 70 years ago. Likewise he’s been in the cabin on the camp grounds for the 50 years that the camp has been around. The new Plasteck corporation has offered him a lot of money to sell but he’s refused due to his family history.
After the Kittens thank the Old Man Jefferies they go to a bonfire being held by the counselors. Interestingly, Artemis is not there. Talking with Oliver the Kittens discover that Artemis is isolated from the other counselors and spends a lot of his time by himself near the stage often writing in notebooks and talking to himself. He’s not popular with the other counselors who mock Artemis behind his back.
After a long day, the Kittens go to their cabin to rest for the night. Unfortunately, a blood curdling scream goes through the camp. Rushing towards the noise, the Kittens encounter a number of dancing lights. Ignoring the lights, they go towards the source of the screaming: The children’s cabin! After getting in, they find all the children not just asleep but totally unconscious amidst many glowing blue lights. They track the source to none other than Marcie! They wake Marcie who says that she had sent the lights to the party as a way to direct them to the source of the terror at the camp: Lake Lasumh.
Taking Marcie with them they make their way with her directions to a part of the lake where a lizard like creature (similar to the Creature of the Black Lagoon) emerges with a collar around its neck. Using his magic, Marty smashes the creature with hammers made of water stunning it. Taking the opportunity, Colette removes the collar revealing that it’s the Old Man Jefferies!
Recovering from his ordeal, The Old Man Jefferies reveals that the master mind of all of this is Artemis. After tracking Artemis down by the stage, they see him in his true form: a moth like man still wearing his signature vest. Thinking on his feet, Marty casts a giant beam of light in the air and, like any moth, Artemis zips into the air to follow it. Quickly, Sadie and Colette whip up a trap as they go to the cafeteria and grab as much honey they can find. Marty brings the moth back to the ground and, covered in honey herself, Colette grabs Artemis. Unable to get away, Artemis puts a collar on top of the one that Artemis already has on.
The unexpected reaction of the double collar turns Artemis into an amorphous shifting mutant. As he falls to the ground a journal falls out of his pocket. Picking it up, Colette discovers the horrifying truth. Plasteck is a company owned by her enemies, Duchess Mary of Placentia and Duke Edward of Teck. They had been using this place as a way to conduct experiments in genetic engineering, amongst other things. They would have gotten away with it too, had it not been their desire for revenge on Colette’s (never proven) theft of their wedding cake from five years prior. They were the ones who hired Colette as a way to trap her.
The Kittens inform the authorities and leak the journal to the press. Plasteck goes belly up not long after but with the powerful Edward and Mary getting away without any sort of legal repercussions. Still, another job well done by the Firebreathing Kittens!
submitted by Olivethecrocodile to rpg [link] [comments]


2024.05.15 19:30 bubbi54 New to pilates, need some tips and tricks

Hello! I'm new to pilates. I used to have ED and I managed to recover and gain some weight, however I got a bit out of shape. I sit a lot at my work, so I just want to shape my belly, legs and butt a bit. I realized I don't have enough time to travel to the gym, so just wondering if there are any Youtube creators focused on pilates, specifically workout routines. Also if there is any home equipment I should get. I would appreciate help a lot.
submitted by bubbi54 to pilates [link] [comments]


http://rodzice.org/