Costumes worn in brazil
CostumePorn
2012.05.06 10:21 kentuckyfriedfish CostumePorn
Welcome costume lovers! This is a place for beautiful things that are worn and have a subjective element of costume to them.
2011.11.24 22:20 baracudaboy Fursuits!
Everything fursuits and fursuiting! Have questions about fursuiting? Want to share a photo or video of you in your fursuit? This is the place for you! Just remember to read the rules before posting...
2012.10.26 17:32 peachgeek The Mickey Mouse Club(s)
For fans of all three versions of The Mickey Mouse Club. Whether you sang along with Annette, Lisa, or Britney, you will find news of your Mice here. SYRS!
2024.05.21 10:56 Aiden-Damian May 22nd (UTC) Mushoku Tensei Collab Patch Note and Roxy Costumes Info
| Full Patch Note 1. Mushoku Tensei Season 2 Collaboration Season Event ‘ULTIMATE MAGIC’ update - The new season event ‘ULTIMATE MAGIC’ will be held. ■ ULTIMATE MAGIC season event progress period: After May 22 maintenance - before June 4 maintenance (UTC) - You can proceed with the ULTIMATE MAGIC season event by touching the season event logo on the right side of the home menu. - ULTIMATE MAGIC season event consists of 'Event Story / Normal Battle / Challenge Battle / Fiend Hunter / Event Shop'. - You can purchase various items at the event shop with event currency acquired from each content. 1) ULTIMATE MAGIC event story information ■ Story “Roxy arrived at an unfamiliar magic tower while searching for a way to improve her skills so as not to be embarrassed by her rapidly growing student. Eclipse, the owner of the Magic Tower, says she will recognize the person who deciphers the magic book, which contains the ultimate magic, as the owner of the magic book. However, deciphering the magic book requires various magical talents, making it difficult for Roxy to do it alone. Fortunately, she receives help from a foreign witch, Schera, and together they analyze the magic book. Meanwhile, the golem being built in the Magic Tower malfunctions, causing great commotion in the Magic Tower. In order to defeat the golem that is resistant to magic, Roxy and Schera try to use the ultimate magic recorded in the magic book…” - All stories will be revealed on the first day of the season event opening, and you must check the previous story to check the next story. - You can earn event currency and Dias every time you watch the story. - If you watch the event story until the end, you can obtain a limited event title. 5) Season event bonus costume information - If you possess the designated event costume for each season event, you can earn additional event currency at a certain rate in [Normal Battles / Challenge Battles] during the season event. - The costumes that can receive bonuses in the season event that runs from May 23rd to June 4th (UTC) are as follows. https://preview.redd.it/ek1etr40uq1d1.png?width=1042&format=png&auto=webp&s=a74f586dbea08b065ab3493d4c7a0b7f36ef4e78 2. In-game news/notice Improvement - A feature that allows you to go directly to the official community from in-game will be added. ![img](bbhedc45uq1d1 " - A survey button will be added so that you can go directly to the survey site from in-game. - Categories will be displayed on notices, allowing you to quickly find the notice you want. ") 3. Field character setting improvement - Help and tutorials will be added to help you easily learn the field character setting functions. - The field character setting button has been improved to make its functions more intuitive. - Bugs related to field character settings are fixed. * When selecting 'Use battle character' in field character settings, the character list of 'Use battle character' will no longer be overwritten by the character list of 'Use field character'. * If you change the battle deck after selecting 'Use battle character' in field character settings, the change will be properly reflected in the character list in 'Use battle character'. 4. Other changes - A tutorial will be added to help you easily learn the talent skill quick slot function. - The method of removing gear being worn in the Gear Management tab of the companion menu has been changed. Current: Disables immediately when touching the gear icon After Change: Gear information pop-up output when touching the device icon Respected Master Roxy Costume: After May 22nd maintenance - Before June 19th maintenance (UTC) https://preview.redd.it/dmw8b0j9uq1d1.png?width=1523&format=png&auto=webp&s=abf3db0afc789d29161b41e5bfad4358049f574b ※ The Respected Master Roxy Costume is a limited edition costume and will not be added to the Powder of Hope Shop or Selective Draw. Emerging Desire Roxy Costume: After May 22nd maintenance - Before June 19th maintenance (UTC) https://preview.redd.it/awaoizahuq1d1.png?width=1523&format=png&auto=webp&s=2205ee25b49e1e4380371fa7e591e181cc5b8b35 ![img](df87at7iuq1d1 " ※ You can obtain a limited event title when acquiring a costume. ※ The Emerging Desire Roxy Costume is a limited edition costume and will not be added to the Powder of Hope Shop or Selective Draw. ") - Roxy's Staff: After May 22nd maintenance - Before June 19th maintenance (UTC) ※ This exclusive gear is limited-time exclusive gear and cannot be acquired after pickup ends. https://preview.redd.it/09fjy4mouq1d1.png?width=1795&format=png&auto=webp&s=c74a7fed7d80d537d7153cc51123e36e9bd8c54b Roxy Alt Costume, Emerging Desire, +1 is already enough, her base costume is the truly powerful one. +5/as high as you can. Thank You. submitted by Aiden-Damian to BrownDust2Official [link] [comments] |
2024.05.21 01:52 ZeroCentsMade Simplicity is the Cure – Castrovalva Review
This post is part of a series of reviews. To see them all, click
here.
Historical information found on Shannon O'Sullivan's
Doctor Who website (relevant page
here and the TARDIS Wiki (relevant page
here). Primary/secondary source material can be found in the source sections of O'Sullivan's website, and rarely as inline citations on the TARDIS Wiki.
Serial Information
- Episodes: Season 19, Episodes 1-4
- Airdates: 4th - 12th January 1982
- Doctor: 5th
- Companions: Adric, Nyssa, Tegan
- Other Notable Characters: The Tremas Master
- Writer: Christopher H. Bidmead
- Director: Fiona Cumming
- Producer: John Nathan-Turner
- Script Editor: Eric Seward
Review
Welcome aboard. I'm the Doctor. Or will be if this regeneration works out. - The Doctor
This might not sound plausible at first blush, but
Castrovalva might just be the strangest
Doctor Who story ever.
Not in terms of content, the actual plot of
Castrovalva while a bit mind bending, isn't
that strange. But the actual way it's laid out, the pacing, the way it's constructed, it looks so different from anything else this show has done.
I mean, is
Castrovalva even one story? Should I split the first half and the second half into different sections of this review? Into different reviews? Maybe it's best to start with how we got here.
Tom Baker was always going to be a challenge to replace. I think it's difficult to properly conceive of, in modern terms, how long Tom Baker was the Doctor. I mean, he held the role for seven seasons. He was
The Doctor (the definite article, you might say), in popular consciousness. If you were a twelve year old kid who first started watching the show when he took over, you would have been an adult when he left. So, how do you replace that?
Well, what Producer John Nathan-Turner did next made a lot of sense. Tom Baker had been an unknown when he was cast. But now, having to replace him, JNT decided to take someone who was fairly well known. Nathan-Turner had worked as a production assistant on
All Creatures Great and Small before becoming
Doctor Who's producer. And one of its stars, Peter Davison, had achieved something of a following working on that show. The shorter, light-haired younger man was also a physical contrast to Tom Baker's imposingly large, dark-haired man. As a start for a new era, Davison was, it seemed, the ideal candidate.
So, naturally,
Castrovalva does a lot of work trying to simultaneously convince us that this is both a brand new Doctor, but also very much still the same Doctor. Which is probably the reason for the very strange story structure.
Castrovalva is pretty cleanly divided into halves. The trouble in the TARDIS section covering the first two episodes, and the portion actually set in the castle of Castrovalva, covering episodes three and four.
The first two episodes feel like they're trying to connect the Doctor back to previous incarnations. Peter Davison actually decided in rehearsal to perform several sections like he was previous iterations, and dialogue got rewritten to emphasize this (I'm especially pleased that he got in an impish giggle when he was channeling the 1st Doctor, as that's an oft overlooked element of William Hartnell's performance). There's also a pretty heavy emphasis placed on the relationship between the Doctor and the TARDIS in these two episodes. The TARDIS opens up a roundel to provide medicine, and offers the Doctor a wheelchair. We haven't really seen much evidence of the TARDIS having a mind of its own since, and this is going
way back,
The Edge of Destruction, but it still helps emphasize the idea of the Doctor still being the Doctor. After all, if the
TARDIS is trying to take care of the Doctor, then clearly it's still the Doctor.
Though, as the Doctor admits, things are a lot rougher this time than in the past. Before this the Doctor has always regenerated in a relatively stable situation as an adventure was ending. Here, he's essentially dropped in mid-struggle with the Master and he just needs some rest in a calm place. A lot of stuff is thrown at us. Apparently the cure for post-regeneration trauma is simplicity – the more complex the environment the worse the symptoms. The TARDIS has a room for just such purposes, called a "Zero Room". In a worst case scenario (say, after you accidentally jettisoned the Zero Room to create thrust to escape the explosion of the Big Bang) the doors and walls of the Zero Room can be used to create a smaller "Zero Cabinet" which looks like a TARDIS interior-themed casket.
While that's going on, we get some of the most inane conversations you can imagine between Nyssa and Tegan. I like these bits in theory. Tegan and Nyssa are trying to work out a lot here after all. It's, for each of them, their first proper trip in the TARDIS, and what with the Doctor suffering the after-effects of regeneration and Adric off being weird (he's actually mental projection being controlled by the Master), the two of them have to figure out how to keep the Doctor healthy, stop the TARDIS from traveling directly into the creation of the universe (called the galaxy here because science fiction writers aren't scientists) and just generally hold things together. The problem is the actual dialogue is sheer nonsense. There's a lot talk about the power of the word "if". There's also a lot of talk about recursion which, while it's a theme of the overarching story had no place being introduced when it was.
This is all doubly frustrating because, if you remove Nyssa and Tegan's more vapid conversations from the equation, they have a pretty good story together. The basic idea of the front half of the story is that the two are left to work things out without the Doctor and Adric. It's a really effective way to put emphasis on the two newest members of the TARDIS team, who essentially just joined the TARDIS last story. Tegan working out the TARDIS controls (even though she doesn't really, it turns out the Master-controlled Adric projection did that for her), and Nyssa providing scientific explanations and useful context – they genuinely make a good team. There's a bit where the Doctor sets up how his new companions can thrive on their own. Adric of course has a mathematical genius, and as of the events of
Logopolis you might as well say he's got magic. Nyssa has "technical skill and understanding" and Tegan is the "coordinator". And it actually plays out over the course of the story. It's just a shame that some of these conversation are so mindless.
That takes us into the second half of the story, where the Doctor gets to be a bit more active and we actually visit the planet/city/castle of Castrovalva. Throughout episode 3 Castrovalva is presented to us as a kind of ideal medieval-inspired society (lot of those lately). From the beginning though, something feels off. Something constantly feels artificial about Castrovalva, like it's setting is a little too idyllic and uncomplicated. And then there the seemingly sinister presence of Shardovan, the librarian who always seems to be skulking around. And then there's The Portreeve, a wise old man who always seems to know a little bit more than he should.
And that's all for good reason. Castrovalva is fake. The Master made it up, disguised himself as the Portreeve as a trap for the Doctor, using Adric's ability with block transfer calculations – he'd captured Adric at the beginning of the story. As always, the Master's greatest weakness is that he likes things to be grand and complicated, and so over the course of the two episodes the facade is slowly dismantled. And in a genuinely clever moment, the fake people that the Master has created aren't entirely happy about being used by him. "You made us, man of evil. But we are free," says Shardovan before he destroys the web that is holding Castrovalva together in a genuinely effective and cathartic moment.
And I do like how Shardovan, clearly set up to make us think he's the villain, and possibly even the Master, with his dark outfit, sinister stares, and heavy contrast to the more friendly attitudes of the rest of the Castrovalvans, turns out to be the person who's worked out that something is wrong with Castrovalva. It might not seem all that innovative, but at this point in
Doctor Who's history it's genuinely hard to think of someone who was presented with so many of the superficial signifiers of being a villain but turned out not to be. It even makes sense internally. Castrovalva has intentionally been created to lull the Doctor into a false sense of security. So the one character who's not doing that turning out to be good is just a natural progression.
These episodes are also where we get a better sense of the Doctor. I'll admit that on past viewings, I never really cared much for Peter Davison's take on the Doctor, but on my current run through his era (as I've mentioned before, I'm always watching ahead while I'm watching for review) I've found him more compelling than I have in the past. Here he approaches Castrovalva with a kind of mad panic.
Something is wrong here, but he can't quite place it. He's trying to solve the puzzle of what's wrong and it doesn't help that he's
still recovering from his regeneration, something that doesn't really resolve itself until the end of the story. It's a solid contrast from Tom Baker's austere and eccentric Doctor, to Davison who brings a more manic energy. Today we're used to the Doctor being wild and high energy, but this is really the first time we get that kind of NuWhoish energy.
I'm still not gelling with Ainley's Master though. I enjoy him as the Portreeve here, playing the kind of wise old man who normally would be one of the Doctor's allies. Except the Portreeve always seems to know a little too much. Watching it back, there's definitely plenty to hint at the Portreeve's true nature. As the Master though…I don't know, it still just doesn't work for me. I like the Master's plan in this story, it's overcomplicated, but that's kind of the Master's MO. But Ainley just always seems to go a bit overboard in his portrayal.
I haven't really talked much about Adric this story, but that's because he doesn't really do much in this one. One of the challenges the show is going to have with three companions is finding something for each of them to do. In this story Adric is mostly sidelined. We get the, by now, well worn trope of Adric pretending to side with the villain of the story but it barely even lasts long enough to note. Mostly, Adric is used as a tool by the Master, very little more.
Castrovalva is, on the whole, a solid enough start to the 5th Doctor era, but I do have some pretty major reservations. The first half in particular is just full of these completely empty-minded conversations between Nyssa and Tegan that should have been good, but are just so poorly written. Things get better in the back half, but there's still some iffy bits. Still, I do like
Castrovalva in spite of its flaws.
Score: 6/10 Stray Observations
- This was Eric Seward's first story as Script Editor. Previous Script Editor Christopher H. Bidmead wrote this story, effectively resolving the plot of prior story, also written by Bidmead, Logopolis.
- Starting with this story, Doctor Who began airing twice weekly, on Mondays and Tuesdays, as opposed to the once a week schedule it had been on since its debut.
- Peter Davison is credited as "The Doctor" for this story, rather than "Doctor Who" as was the case previously. The general belief seems to be that Peter Davison requested the change, and this certainly tracks with him being a big Doctor Who fan, but I wasn't able to find anything confirming this.
- The Portreeve is credited separately from the Master, even though Anthony Ainley plays both. He is credited as "Neil Toynay", an anagram of "Ton Ainley".
- Director Fiona Cumming had actually been involved with Doctor Who for a long time, her first job on the show being as an Assistant Floor Manager on The Massacre (1966). She was a production assistant on several shows, including Doctor Who during the 70s, and started directing in 1974 with an episode of Z-Cars. However the BBC didn't let her direct full-time and she became a freelance director in 1979.
- This story was actually filmed fourth in the season. While Davison has claimed this was done to give him more time to get familiar with the role, in reality it was simply a case of the first story idea to open the season, Project Zeta-Sigma proving unusable. This did have the unintended consequence that the series regulars were a bit to friendly with each other before Director Fiona Cuming had to remind them that, in story, they had all just met very recently.
- The plot was inspired by two MC Escher posters in the office of BBC Head of Drama Graeme MacDonald, which stuck with Bidmead. Producer John Nathan-Turner apparently hated the things, saying "art should be there to soothe, not distract" which is…certainly a take. The posters were of MC Escher painting "Ascending and Descending". Bidmead connected this to the mathematical and computer science concept of recursion (as noted when I covered Logopolis, Bidmead had an interest in computers).
- Apparently Peter Davison liked Castrovalva, but never quite understood what it was about.
- Episode 1 starts with a precredits sequence recapitulating the cliffhanger from Logopolis. It's the first time an episode has placed a scene before the credits. Notably the music is changed ever so slightly to be more optimistic, as Logopolis was the end of an era, but Castrovalva is the beginning of another one.
- The title sequence has been updated. It's the same one as the one used for Season 18, but the awkward picture of Tom Baker's face has been replaced with a perfectly reasonable picture of Peter Davison's. I'm still not fond of the starfield openings, but this is at least an improvement, however minor.
- In the first scene of the story proper, The Doctor and companions are running away from the Pharos Project guards. Tegan and Adric are supporting the Doctor's weight, and when Adric lets go, the Doctor collapses directly onto Tegan and it's actually fairly funny.
- So a second after claiming the only thing she knows about the TARDIS controls is the door mechanism, Nyssa activates the scanner via the TARDIS controls.
- In episode 1 we see the Doctor unravelling the 4th Doctor's iconic scarf to track his way through the TARDIS. I have seen people get so mad about this, but I actually think it's brilliant. It's a new era after all, and what a better visual metaphor for that is there than the Doctor unravelling his prior incarnations' most iconic item of clothing.
- When Nyssa mentions that the Zero Room that the Doctor asked to go to is probably a "neutral environment, cut off from the rest of the universe", Tegan suggests Brisbane.
- And of course the Doctor gets a new outfit. It's…fine. While the Season 18 version of the 4th Doctor outfit was too much of one color it was still built on the bones of a good look for the Doctor. But now we're very much in the JNT "uniform" style clothing. I'll admit, being an American, I wouldn't necessarily recognize a crickiter's outfit, much less an Edwardian one, if not for Doctor Who, but knowing that that's what it was based on really makes the whole outfit feel a bit gimmicky. As for the celery lapel…I don't get it. It's such a random and weird element, and I'm not sure what it's doing there (out of universe at least). I do like that the Doctor still has a hat. I like it when the Doctor has a hat. Not enough Doctors wore hats (Both Two and Eleven liked to pick up hats from time to time but they never held onto the things. The Doctors who held onto their hats were the Fourth Doctor's fedora, the 5th Doctor's Panama hat, and the 7th Doctor's straw hat.).
- The cricket outfit wasn't the first idea proposed for the Doctor's outfit. Initially he would have worn a polo outfit. Davison liked the sporting motif, but preferred cricket gear instead.
- Peter Davison was not a fan of the question mark lapels.
- The Doctor calling a wheelchair in episode 2 "transport of delight" is both a great line delivery by Davison, and a really early look into how the 5th Doctor sees things.
- Nyssa's outfit changes slightly throughout episode two. Her skirt is replaced with trousers, and she loses the velvet jacket and her ornamental comb on Castrovalva. The original costume was considered impractical, so the simplified version was designed.
- In episode 3 the Doctor eats a stick of celery. Notably for the man that would spend the rest of his time on the show wearing celery, Peter Davison actually hated the stuff, and immediately spit the celery out the moment they stopped filming.
Next Time: It's been three whole serials since we've had a story without the Master. So let's get some killer androids in here instead. Much better.
submitted by
ZeroCentsMade to
gallifrey [link] [comments]
2024.05.20 21:27 supaninjamommy Polyrethane Rubber Prop Durability
Not sure if this is the right place to post this. Apologies if this is a dumb question; I'm new to this whole thing.
I recently purchased a cast polyurethane Rubber prop gun, intended to be used for costume and display purposes. I know that certain rubber props, mostly natural rubbelatex, tend to dry rot and deteriorate over time. I also know that urethane rubber masks and costumes can deteriorate due to bacterial growth and other side effects of being worn.
My questions is: Is deterioration a problem for polyurethane Rubber Props that won't be directly exposed to sweat/bacteria/extreme temperatures? If so, what can I do to prevent/mitigate this problem.
Thank you all in advance!
submitted by
supaninjamommy to
propmaking [link] [comments]
2024.05.20 20:10 FoxMulderMysteries Why are the bridesmaid dresses for Nate and Lisa’s wedding so ugly?
| I’m re-watching and have just finished season five, episode one (“A Coat of White Primer”) and I actually cringed at the floral patterned bridesmaid dresses worn by Barb, Claire, and Michaela during Nate and Lisa’s wedding. Forgive the quality of these images. I had to take them while laying down, but they still show how absolutely nothing about these dresses works, from the floral pattern which would be better served as a window treatment to the baby doll sleeved silhouette. I know Lisa is supposed to be a crunchy granola version of the manic pixie dream girl trope—or maybe that’s just how I perceive her—but I think this is a stretch. It’s like some production assistant filled in for the costuming coordinator on this task, read a thin biosketch of Lisa from her initial appearance, then took one look at their grandma’s couch and said, “Eureka!” submitted by FoxMulderMysteries to SixFeetUnder [link] [comments] |
2024.05.20 08:04 submissivekitty2828 PSA: We have far more concrete dates than people let on.
At one point I was thinking about the timeline of FNaF, and decided to write out every concrete date we have. The dates we know for certain are:
- Game & Novel Events
- 1983 - Freddy's Opens and the Bite of '83 (Confirmed in the Steel Wool games and the presence of Freddy's characters in the FNaF 4 minigames)
- Monday, October 31st, 1983 - Charlie's death (Confirmed in the novels)
- Wednesday, June 26th, 1985 - MCI (Confirmed in the FNaF 1 newspapers, novels and Fazbear Frights)
- Sunday, November 8th, 1987, through Friday, November 13th, 1987 - FNaF 2 Nights and Phone Calls (Confirmed in the FNaF 2 Paychecks)
- November 8th through November 14th - FNaF 1 Nights and Custom Night (Confirmed in the FNaF 1 Paychecks)
- Novel Only Events
- July of 1985 - Henry Commits Die
- June of 1995 - The Silver Eyes
- October of 1996 - The Twisted Ones
- Post-Easter Sunday of 1997 - The Fourth Closet
And doing this made me realize something. With the number of dates we have, a lot of people are just guessing instead of working around them. Most notably, the reuse of certain weekdays/months can help us understand dates that aren't confirmed. For example:
- Due to the Spring Bonnie costume being moved in the FNaF 3 Night 5 Phone Call (AKA Phone Guy's 4th call) and Spring Bonnie being used for at least the MCI, we can safely place Phone Guy's FNaF 3 calls from Sunday, June 23rd, 1985, through Thursday, June 27th, 1985. Since Phone Guy brings up the Springlock Failure on Tuesday, this means the Bite of '83 can't have been the springlock failure he mentions on Call 3.
- Since the newspaper clippings in FNaF 1 are after the MCI and appear to be the same front page, this means that not all of them happen on the same day. The "Kids vanish at local pizzeria – bodies not found." page is likely on Thursday, June 27th, 1985, after at least the first two MCI victims have been killed. The "Five children now reported missing. Suspect convicted." page is likely on Friday, June 28th, 1985, after the incident has been more thoroughly investigated. The "Local pizzeria threatened with shutdown over sanitation." page is likely on Saturday, June 29th, 1985, after the bodies have begun to decompose. Notably, the "Local pizzeria said to close by years end." page seems to be well after June of 1985 since the MCI is referred to as "many years ago", so it's unlikely it takes place at the same time as the other three.
- Since both FNaF 1 and FNaF 2 have inconsistencies with it being a "summer" job (FNaF 1 on the Steam Page and FNaF 2 in the Night 1 Phone Call), it's implied that the job listing hasn't been updated since the MCI.
- Phone Guy repeatedly mentions a "previous employee" who took the night shift before we did, who was likely William Afton using a fake name, which means that he had worked from Sunday, October 25th, 1987, through Friday, October 30th, 1987. After this he moves to the dayshift and begins tampering with the animatronics. Since the MCI in the 1985 location happened on a Wednesday, this implies that the DCI also happens on a Wednesday. This, combined with the investigation into Freddy's happening on Night 4 of FNaF 2, implies that the DCI happened on Wednesday, November 11th, 1987.
- Due to the "Freddy Fazbear's is Closing" page seen after Night 6 of FNaF 2 and the Night 7 Guard being a different person, it's likely the Bite of '87 happened on Saturday, November 14th, 1987.
- Since FNaF 2 shows Fazbear Entertainment pays its employees on Thursdays, this means FNaF 1 has to take place in a year where November 12th is a Thursday. As such, the possible dates it could be are 1992, 1998, 2009, and 2015. Since 2009 and 2015 are well after most depictions of the FNaF 1 location and 1998 is after the Security Guard Faz-Fact date of 1988-1993, we can conclude that FNaF 1 has to take place in 1992. To add onto this, a code in the Survival Logbook involving coupons further implies the year 1992 due to calculations involving pricing and inflation. Related to this, Phone Guy is stated to be finishing his last week during the FNaF 1 Phone Calls, and since Mike arrives to take his place immediately after, it's safe to say that the Phone Calls take place from Sunday, November 1st, 1992, through Thursday, November 5th, 1992.
- Due to Phone Guy's Night 1 Phone Call from FNaF 1 playing in the background during FNaF 4 and a number of other similarities, it's safe to say that FNaF 4 takes place during FNaF 1, with Nightmare Night being before just before FNaF 1 Custom Night. The reason for this is that, if Mike is working the Night Shift, he would need to be asleep during the day to make up for it and be ready for his workday.
- Sister Location is stated to take place after a Freddy's location has closed its doors, placing either post-MCI, post-FNaF 2, or post-FNaF 1. However, since HandUnit says the Freddy's that closed was a successful one, it can't be post-FNaF 2 as the location was only open for a few weeks. It also can't be before FNaF 3 because Mike would have no reason to go to Fazbear Frights. Lastly, Elizabeth in the novels dies after Charlie, so her death would have to be before 1987. This implies that the events of the game take place post-FNaF 1, while Elizabeth's death takes place post-MCI and pre-FNaF 2. Notice that earlier when talking about FNaF 2 that I said William didn't work on October 31st, 1987. That is because, given the previous evidence, he was implied to be at the opening of Circus Baby's Pizza World witnessing Elizabeth's death. This event is what leads him to perform the DCI to gain Remnant now that Circus Baby's is out of commission.
- The Immortal and the Restless cutscenes are pretty self-explanatory, taking place after each night of Sister Location. Similarly, the Sister Location cutscenes take place the week after Sister Location. Lastly, the Elizabeth voice lines after each night take place in the week leading up to her death.
- This is where things get a bit controversial. The Silver Eyes takes place over Five Nights (as in the title), and since Charlie is in town for the 10th anniversary of the MCI, this means the book takes place from Monday, June 26th, 1995, through Friday, June 30th, 1995. In the book, we see Charlie springlock William as revenge for his crimes while the other animatronics drag him to the Safe Room. While it isn't 1-1, a similar thing happens in the Follow Me minigames, where on Night 5 all the spirits lead William into the Safe Room and springlock him as revenge for his crimes. Phone Guy also states that "If I were forced to sing those same stupid songs for twenty years and I never got a bath, I’d probably be a bit irritable at night too", which could relate to the predicament William Afton found himself in after Follow Me. This implies that the events of The Silver Eyes happen at the same time as Follow Me in the game continuity, which is why they had to be separated in the first place.
- Relating to the above point, both The Silver Eyes and Sister Location take place over the course of 5 nights and both involve the older brother of one of the dead children being trapped in a Springlock Suit on Night 4. Similarly, both Follow Me and Sister Location end with a man identified by a purple sprite being killed by the victims of the MCI (or maybe DCI for Sister Location). This implies that Sister Location and Follow Me also happen at the same time, and the reason Mike couldn't find his father was because he was springlocked in the back room at Freddy's.
- Since FNaF 3 is stated to be 30 years after a Freddy's location closed its doors, this means that it is in either 2015, 2017, or 2022. Since the game is released in 2015 and the Survival Logbook's previous coupon code matches that date if adjusted for inflation, FNaF 3 takes place in 2015. Due to the date of the MCI already being mentioned and work weeks in the games usually starting on Sunday, this means FNaF 3 takes place from June 21st, 2015, through June 26th, 2015 (after which it burns down). On a related note, the last night of Pizzeria Simulator is stated to be a Saturday, and since the game has a lot of relation to the Afton and Emily families, it's likely that it takes place on the day Charlie and Elizabeth died (October 31st). This implies that the game takes place from Monday, October 25th, 2015, through Saturday, October 31st, 2015.
- You may have noticed that Sister Location is the only game that doesn't start its work week on Sunday, instead beginning on Monday. That is because FNaF World takes place during this day, as implied by the lack of Funtime and Scrap animatronics. After this, the minigames from FNaF 3 are set up and Mike goes to the Sister Location bunker at the behest of his father. Ultimate Custom Night, however, has no set date because it is seemingly a time loop, an endless cycle of suffering endured by whoever you believe the player to be. Happiest Day only occurs after Ultimate Custom Night ends, but just as the Vengeful Spirit says, they will never happen.
- Now that we've covered the major events, let's get to the main course: The minigames. Considering the above evidence, Take Cake to the Children and Security Puppet take place on Monday, October 31st, 1983, Fruity Maze takes place on Wednesday, June 26th, 1985, and Circus Baby's Minigame takes place on Saturday, October 31st, 1987. Foxy Go!Go!Go! and Give Gifts, Give Life likely take place either on the same day as Fruity Maze or the day after on Thursday, June 27th, 1985, though the more likely option is the latter due to cluttering the number of events. The main FNaF 3 minigames besides Happiest Day take place during the events of FNaF 3, since Mike is the one setting them up. That only leaves the FNaF 4 minigames and Midnight Motorist. Due to Midnight Motorist being labeled "later that night" in the code, the rain texture being the same as Security Puppet, and the player driving a purple car, it's likely the minigame takes place the night of Charlie's murder. Since Elizabeth's death, the Bite of '87, and Pizzeria Simulator put a lot of emphasis on "parties on Saturday", it's likely they are calling back to the Bite of '83. Since William "should" have a motive to kill Charlie, this places the FNaF 4 minigames from Monday, October 24th, 1983, through Sunday, October 30th, 1983. This places the Bite of '83 on a Saturday, just like the Bite of '87.
- One last thing of note: Though the year she describes is inconsistent due to Book Charlie being a replica and not the real Charlie, she is born on Tuesday, May 13th, 1980, and dies at the age of 4. Similarly, the date of Fredbear's opening has also been inconsistent, ranging from 1979 to 1982 depending on the media. This seems to imply (to me at least) that Charlie's birthday is the same day Fredbear's opens. Also, since Elizabeth dies four years later on the same day as Charlie, it's likely the same is true for Elizabeth's birthday and the founding of Freddy's. Lastly, to me at least, Michael's birthday being the same day as Bite Victim would give him a motive to bully him and cause the Bite. Considering both Charlie and Elizabeth were four when they died, it's likely that Bite Victim's birthday is Wednesday, October 29th, 1980, with Michael being born on the same day in 1970 to allow him to be old enough to work at the FNaF 2 location as Fritz Smith. gives an exact date for almost any remaining dates missing.
Now that we've covered every possible point from the Clickteam games, let's take this information and form a timeline. Please note that not all of the specifics will be agreed upon, but I believe the general dates are correct.
- Thursday, October 29th, 1970 - Michael Afton (Mike) is born, William Afton and Henry Emily found Fazbear Entertainment.
- Tuesday, May 13th, 1980 - Charlotte Emily (Charlie) is born. Henry and William open Fredbear's Family Diner. In the diner are two animatronics, Fredbear and Spring Bonnie, who can be used as animatronics or worn as suits through the use of springlocks.
- Wednesday, October 29th, 1980 - Bite Victim (CC) is born, and Fredbear's is a massive success. Fazbear Entertainment is large enough to have plushies, action figures, build-your-own-robot toys, a Spring Bonnie finger trap, and even a TV Show called Fredbear & Friends.
- Friday, May 13th, 1983 - Elizabeth Afton (Abby) is born, Henry opens Freddy Fazbear's Pizza. In the Pizzeria are four animatronics (Freddy, Bonnie, Chica, and Foxy), who originated from Fredbear & Friends and don't feature the springlocks found in Fredbear and Spring Bonnie.
- Monday, October 24th, 1983, through Sunday, October 30th, 1983 - Mike torments his younger brother in the week leading up to their birthday while their father watches from afar using cameras and a Fredbear plush with a walkie talkie. The day of the party, Mike and his friends accidentally cause the Bite of '83 through a prank gone wrong, and he dies the following day with both Mike and William speaking to him on his deathbed. The Bite Victim possesses the Fredbear plush, but Mike locks it in a toy chest along with all his other toys so they don't have to think about him. While Mike and William are talking to CC, Fredbear's closes down, the suits are moved to Freddy's, and Fredbear is rebranded to Golden Freddy and given black accessories to replace the original purple accessories.
- Monday, October 31st, 1983 - William gets Henry to watch Mike so he can go to a nearby bar to drink his problems away. After being kicked out for getting too drunk, William drives to Freddy's in a drunken rage. William sees Charlie locked outside by a bunch of bullies and kills her, leaving her body outside by the dumpsters. The Security Puppet animatronic, designed to keep children safe after the accident at Fredbear's caused it to shut down, follows Charlie outside and deactivates while clutching her in its arms. This causes Charlie to possess the Security Puppet. When William gets home, Henry tells him to leave Mike be, but he refuses. He knocks on the locked door before checking the window outside. He remarks that he's run off to "that place", meaning where Mike buried the toy chest in the woods, and vows that Mike will be sorry when he returns.
- Sunday, June 23rd, 1985, through Saturday, June 29th, 1985 - Fazbear Entertainment hires Phone Guy to record safety tapes for the springlock suits used at Freddy's. On Tuesday, an incident involving multiple simultaneous springlock failures (the origins of Shadow Freddy and Shadow Bonnie) causes wearing the suits to be banned. On Wednesday, William dons Spring Bonnie out of spite and lures two children, Susie and Jeremy, to the back room of Freddy's where the springlock suits were being stored and kills them. On Thursday, William kidnaps three more children (Gabriel, Fritz, and Cassidy) and brings them to Freddy's to kill them. He kills the first two the same way as before but has a "special gift" for the third one. He stuffs them into the Golden Freddy suit, then allows their crying and screaming to trigger the springlocks, causing yet another springlock failure. Once he leaves, the Puppet (AKA Charlie), takes action and stuffs the bodies of the other four children into the suits in hopes of bringing them to life the same way she was. This leads to Susie possessing Chica, Jeremy possessing Bonnie, Gabriel possessing Freddy, and Fritz possessing Foxy. Cassidy, however, had already been strong enough to possess Golden Freddy herself due to the agony of the springlock failure. On Friday, the police investigate Freddy's and find the Golden Freddy suit laying in a pile of blood, leading Fazbear Entertainment to seal the room the suits were being kept in. William frames Henry for the incident, causing him to go to prison for a crime he didn't commit and giving sole ownership of Fazbear Entertainment to Afton Robotics. However, the dead bodies being kept inside the other four suits began to leak blood and emit a foul odor, eventually leading the restaurant to be shut down due to sanitation violations.
- Sunday, October 25th, 1987, through Saturday, October 31st, 1987 - Now with total control, William opens a new Freddy Fazbear's Pizza. The new restaurant used new models called the Toy animatronics, due to being based on various toys manufactured by Fazbear Entertainment. The initial plan was to reuse the original suits, but due to the bodies inside, William instead re-uses their parts for the new line of animatronics. This transfers the Remnant of the original animatronics to the new animatronics. While this was occurring, he also began work on opening a new location, Circus Baby's Pizza World, with more humanoid animatronics in the form of Baby & the Bidybabs, Ballora & the Minireenas, BB, and JJ. The location also had two additional animatronics, Funtime Freddy with his hand-puppet Bon Bon, and Funtime Foxy. The animatronics at Circus Baby's were built for the purpose of gaining more Remnant and were programmed to lure, capture, and kill children. Abby, however, developed an obsession with wanting to see Circus Baby. Starting on Tuesday, she begins begging her dad every day to play with Circus Baby. William, obviously not wanting one of his own kids to die again, refuses. On Saturday, however, Abby manages to escape William's view and see Circus Baby, leading to the animatronic doing as it was programmed: killing Abby and extracting her Remnant. William, distraught by the loss of yet another child, cancels the opening of Circus Baby's due to "gas leaks" and retires the animatronics to a storage facility underneath his house. However, BB, JJ, and Funtime Foxy were moved to Freddy's instead.
- Sunday, November 1st, 1987, through Saturday, November 14th, 1987 - William, now robbed of the location he had planned to use for testing, gets a job as a night guard at Freddy's under the fake name "Dave Miller" to obverse the location. At first things seem to be going smoothly, but the animatronics quickly recognize him and attempt to kill him repeatedly throughout his work week. By Saturday, November 7th, he contacts the restaurant as "Dave Miller" and reports the behavior of the animatronics, which leads to him being moved to the day shift and a new employee named Jeremy Fitzgerald (one of Mike's childhood friends) taking his place. During Jeremy's work week, Phone Guy calls him each night to update him on current events and guide him through his shift. William, still needing Remnant, uses his position as a day guard to kill five more unnamed children. This causes the animatronics to become even more aggressive and leads to "Dave Miller" being fired by the company. However, since William still owned the building, he closes the location publicly. However, he allows one family to have a birthday party on Saturday and sets up Jeremy as the day guard. The animatronics (likely Toy Chica), believing him to be William, cause the Bite of '87 and leave Jeremy without a frontal lobe. Following this, the location shuts down for good and William sends Mike under the fake name "Fritz Smith" to dismantle the animatronics and return them to him. He uses the parts he has to repair the original animatronics and re-open the original Freddy's location to very limited success. He also injects the Remnant from the Toy animatronics into the Funtimes and repairs Funtime Foxy (who had been torn apart by toddlers while he was there and become Mangle), making them more hostile than before.
- Sunday, November 1st, 1992, through Saturday, November 14th, 1992 - While the Phone Guy had managed to work as a night guard at the FNaF 1 location for a very long time, he eventually got old enough to retire on his last work week in November. As such, he begins to record a set of training tapes for the next in line for the job after him. Things go smoothly the first three nights, but on Wednesday the animatronics finally get the better of him. They kill him and stuff him in a Freddy suit in the back room. This gives William an idea. From November 7th to November 14th, he performs experiments on Mike by poisoning his room with fear gas during the day, leading him to have horrific nightmares of the Freddy's animatronics. During the night, he sends Mike to work at Freddy's again as a night guard under the last name "Schmidt". On Saturday, however, Mike listens to the tapes Phone Guy left and checks inside the animatronics, leading him to discover what his father had done. This leads to William "firing" Mike and to the experiments worsening over the next few years. After a while, Mike's fear of the experiments leads to him becoming completely subservient to William and wanting nothing more than to please him.
- Sunday, June 25th, 1995 - FNaF World...happens. It's hard to explain exactly WHAT happens since the game is built on metaphors and double meanings, but its events are important because they set up the events of FNaF 3, Pizzeria Simulator, and Ultimate Custom Night. All that we know for certain is that Mike opens the box (as seen in the game's files), he remembers everything that happened, and he is tasked with putting the pieces in place to help his younger brother. Could it be a dream, altered by the spirit of CC, the fear gas, or something else? Could it be an in-universe game he played that was kept in the box with the other toys, explaining the repeated use of Atari imagery in cutscenes and minigames? Or could it just be something silly Scott wanted to make used to represent Mike and CC's memories of the past? I have no clue, and I don't think anyone else truly does either, so I'll just say it happened and leave it at that. Although, something important to know for later is that Old Man Consequences in FNaF World is used to represent Henry, given their similar speech patterns and his cutscene in UCN.
- Monday, June 26th, 1995, through Friday, June 30th, 1995 - William, running low on Remnant after experimenting on the Funtimes, returns to Freddy's to extract more Remnant from the original animatronics now that the location has closed. He lures them into the same back room he killed the children in and dismantles them one-by-one. While he's there, he sends Mike to the underground storage facility, now named Circus Baby's Entertainment and Rentals, to "put his sister back together". On Thursday, the animatronics kidnap Mike and place him in a springlock suit, forcing him to watch Ballora be injected with the Remnant of the original animatronics before allowing him to leave. On Friday, however, both Mike and William run out of luck. The animatronics at Circus Baby's tear themselves apart and join together to form Ennard, who tricks Mike into following them into the Scooping Room. The Scooper tears out his insides and allows Ennard to use him as a skin suit. While this is occurring, the ghosts of the children from the MCI take form before William and frighten him. In response, he remembers how wearing an animatronic mask confused them, so he wears the Spring Bonnie suit in hopes it'll make them leave. However, the general lack of maintenance and the wet surroundings lead to him experiencing a springlock failure first-hand. He dies a karmic death, but the agony of the springlock failure leads to him possessing the suit and becoming Springtrap.
- Saturday, July 1st, 1995, through Saturday, July 8th, 1995 - In the week following Mike's death, Ennard uses his body for a while to attempt to fit in with the other people in town. However, they didn't account for Mike's body decomposing due to exposure to air and sunlight. By Friday, they decide to abandon ship and vomit themselves out of Mike's corpse, leading him to collapse. However, the Scooper also injected Mike with Remnant, allowing him to reanimate himself and regain consciousness. This leads to Saturday, July 8th, where Mike laments his life and vows to find his father and get revenge for all the damage he's caused. While this is happening, Ennard is beginning to fall apart. The majority (Funtime Freddy, Funtime Foxy, and Ballora) eject Circus Baby's parts from their body, leading to Circus Baby having to put herself back together in more ways than one and becoming Scrap Baby. However, this causes their Remnant to destabilize and become molten hot, leading to their form melting into an amorphous pile of Remnant and animatronic parts called Molten Freddy.
- Sunday, June 21st, 2015, through Friday, June 26th, 2015 - 30 years after the MCI at Fredy's and 20 years after the events at Circus Baby's Entertainment and Rental, a horror attraction called Fazbear's Fright opens. Mike, seeing this as an opportunity to find his father, again applies for a job as a night guard and works there for 6 days. On Sunday, he has no luck and just sits in an empty office. He writes in the Logbook given to him by Phone Dude, the owner of the attraction, and notices two spirits communicating in the book. He remembers the events of FNaF World and uses this opportunity to pick up the pieces left for him and free the souls of the children. On Monday, however, Phone Dude has "great" news for him. He found Springtrap (AKA his father) in the backroom of Freddy's and is using him for the attraction. He also found the first set of training tapes Phone Guy recorded and plays them for the rest of Mike's work week. Over the course of the week, he communicates with the spirits in the Logbook, sets up their "Happiest Day", and defends against his father's attempts to kill him all while dealing with faulty equipment and Remnant-based hallucinations. On Friday, after he's certain the pieces are in place and has learned who the people communicating in the Logbook are (CC for certain, but the other could be either Cassidy or Charlie depending on how you look at it), he burns the attraction to the ground with both of them inside. However, William escapes, leading Mike to return once again and give chase. The Puppet, who had been at the location alongside Mike since it opened, also follows suit.
- Sunday, October 25th, 2015, through Saturday, October 31st, 2015 - Henry is released from prison on Sunday after the police in town investigate the animatronics roaming the streets and discover Circus Baby's, proving he was innocent all along. After leaving, he comes up with a plan. He reuses a bunch of older animatronics from before Fredbear's opened and repurposes one named Carnie into LEFTE, who he uses to capture the Puppet. He also builds a fake pizzeria above ground, with an elaborate labyrinth of vents with a large empty room in the middle below ground. He hires a new manager for the location, and tasks them with salvaging any animatronics found in the underground room. After the manager leaves, they will seal the room behind them. Afterwards, once all the animatronic menaces lurking around are inside, he will burn the location to the ground with no chance of escape for anyone but the manager (including himself). However, something unexpected happens. Instead of some rando getting the job, William's son Mike takes the position instead. He follows Henry's instructions perfectly until Saturday, when Henry's plan has come to fruition and the location begins to catch fire. However, Henry knew that Mike was exactly where he wanted to be, and that he wouldn't use the escape Henry left for him. He gives one final speech as they all burn together.
- Post-October 31st, 2015 - This one will also be a bit controversial. After the smoke clears, all the souls still present are freed from their animatronic prisons and allowed to move on. That is, all except for two. William was still undeterred and was attempting to possess another vessel, and Mike still wanted to make his father suffer how he had suffered. So, using the Remnant of the other spirits, he drags William into a coma. A dream he will never awaken from where he experiences what Mike went through and is taunted by the children he killed over, and over, and over. Henry (through Old Man Consequences) tries to reason with him, urging him to let William burn in Hell and allow Happiest Day to come to fruition. But Mike won't let that happen. He will hold him there. He will keep him there. No matter how many times they're burned.
And that's it. This post took me all day writing out and double-checking to make sure I didn't get anything incorrect, but I'm sure there are a few typos or inconsistencies and that there are pieces of information I've missed. After all, no one knows all the answers about FNaF except Scott himself, and even Scott makes mistakes. But I feel confident in this and hope that it leaves some sort of impact.
submitted by
submissivekitty2828 to
fivenightsatfreddys [link] [comments]
2024.05.19 19:02 DoNotLickTheSteak Bullseye Bully fancy dress anyone?
Would any of you guys be interested in buying
this Bully fancy dress costume Having a clear out of stuff, thought I would ask here before putting it on amazon. I've worn it to a couple of parties so won't wear it again. You can't buy it anymore so it's really rare. White gloves are missing cos I needed them for a rave...
submitted by
DoNotLickTheSteak to
Darts [link] [comments]
2024.05.19 17:22 Making_flowers [US-MD] [H] MORE KEYS, MORE PRICE DROPS, MORE INVENTORY, including ASM, X-Men, Batman, Wolverine, DC, silver age, golden age, horror, you name it I have it. MUCH easier navigation, too! [W] PayPal
Cleaned up the inventory into folders on an easy to navigate Google Drive and added direct links on each issue below. Click on the issue to be taken directly to the folder with that issue's photos. You can scroll below the inventory list for more details on condition and key facts.
I’m always open to bundle deals and reasonable offers. Let's talk, I need to make room. I’ve also taken on a lot of random fillers as I fill inventory, so I’ll be including a random comic valued around $10 (legitimately, not junk) in each order.
These prices include shipping (Gemini mailers whenever possible). I've tried to provide condition explanations, photos of everything (even the ones below $100) and detailed photos.
Again, all images are now
organized much better in individual Google drive folders.
Inventory with pictures (new items since last post in bold, scroll below list for details on each): X-Men Spider-Man Batman Marvel Heroes DC Horror Sci-Fi
Condition and Key Details: X-Men X-Men #39 - 1967 - Debut of the new X-Men costumes: $SOLD$80 This is an awesome book. It’s absolutely beautiful with just a little bit of wear to the outside edges in spots. Great colors, solidly attached. I love this one. Another one I’m only selling because I have it in a higher grade now in my PC.
X-Men #221 - 1987 - First Appearance of Mister Sinister: $70 Awesome condition. Just a couple of minor spine ticks. Other than that, beautiful. See photos.
X-Men #4 - 1992 - First Appearance of Omega Red: $20 Awesome condition. Not even any spine ticks. See photos
Wolverine (1988) #1 - 1988 - Can’t have the 1982? Take this instead!: $65 Also in awesome, gorgeous condition. Very, very clean. See photos.
Amazing Adventures #11 - 1972 - First furry beast: $100 In awesome condition. Minor, tiny blemish (possibly a tape pull?) on the bottom of the A on cover. See photo, but very tiny blemish.
Amazing Adventures #13, #16 & #17 - $42 Good to great condition on these Beast issues, including the Juggernaut vs Beast cover. Bundle with Amazing Adventures #11 (first furred Beast) and I'll give you a great deal.
Spider-Man Amazing Spider-Man #29 - 1965 - SLAB CGC 4.5 - Second Scorpion: $135 Slabbed. See photos.
Amazing Spider-Man #33 - 1966 - Classic story and iconic cover. You know it, I know it.: $180 This iconic book is in good to great shape, see the photos for the details. Solidly attached and great colors. Needs a press.
Amazing Spider-Man #40 - 1966 - Origin of the Green Goblin, Iconic Cover: $175 Looks great, clean, bright colors. Complete and solidly attached. See photos
Amazing Spider-Man #64- 1968 - Romita Spider-Man vs. Vulture Cover: $84 Great condition. Bright awesome colors.
Amazing Spider-Man #72 - 1969 - Shocker cover: $35 Is worn and the centerfold is detached (see photos). But it is complete and still has good colors on the interior.
Amazing Spider-Man #121 -1973 - Death of Gwen Stacy: $190 Lower grade since the cover is worn, has some holes but despite that the staples are attached, colors are good, and everything is attached and complete. The inside looks good, too. See photos for details.
Amazing Spider-Man #136 -1974 - First appearance of Harry Osborn at the Green Goblin: $48 Great looking book. Has some non-staining dirt on the back cover that can be easily cleaned. Solid, beautiful colors especially on that cover. Love this story and cover
Amazing Spider-Man #361 9.4 Slab - 1992 - First full appearance of Carnage: $110 High grade slab.
Amazing Spider-Man #361 Newsstand - 1992 - First appearance of Carnage - Slice at top, $38 Here's a tragedy. This otherwise beautiful high grade major key book has a clean scissor cut at the top through the whole book. Included photos and closeups.
Spider-Man vs. Wolverine #1 - 1987 - Death of First Hobgoblin: $19 Awesome condition. Pressable non-color breaking crease on back cover. See photos
Marvel Team-Up Annual #2 - 1978 - Spider-Man & The Hulk team-up: $25 In awesome condition. No spine ticks, creases, color breaks or bends.
Batman Batman #191 - 1967 - Much like this post, Bat-Auction! Everything Must Go!: $18 Good shape, some wear. Clean exteriors.
Batman #209 - 1968 - KITTY!: $18 Good shape, minor wear, clean but worn.
Batman #217 - 1969 - Iconic cover art by Neal Adams: $38 Great shape, some wear on the cover. Solid book, great art and interiors.
Batman #357 - 1983 - First cameo of Jason Todd, 1st full appearance of Killer Croc: $62 Controversial 1sts aside, CGC counts it that way so who am I to quibble? Anyway, this one is in great shape. Back needs a press and thee is some minor wear to the edges but its a solid book with great interiors.
Batman Annual #14 - 1990 - Iconic Neal Adams Two-Face Cover, Origin of Two-Face: $15 Amazing condition, almost unused. See photos.
Detective Comics #259 - 1958 - First Appearance of Calendar Man: $175 Worn but expected for its age. Solid staples and fully attached. Great colors.
Detective Comics #324 (1964) and Batman #410 (1987) - $32 324 in good condition but could use a clean and press. Batman 410 is in awesome condition, but considering the prices of these I figured I’d just throw them together.
Detective Comics #355 and 2 copies of #375 - $25 Some classic old Batman. Good but a cleaning is needed on 355, two copies of 375 one clean and great condition one worn in but complete and attached.
Marvel Heroes Incredible Hulk #250 (Newsstand) - 1980 - Iconic Hulk vs. Silver Surfer cover: $38 Awesome condition. See photos.
Marvel Feature #1 - 1971 - Origin & First Defenders: $49 I good condition with fantastic colors throughout. Has tape pull on cover, subscription crease color break (see photos)
Tales of Suspense #94 - 1967 - First appearance of M.O.D.O.K.: $55 In pretty good condition, with a little edge wear and marks on the cover in places. Other than that it has bright clean pages and good colors.
Captain America #110 - 1969 - Rick Jones dons Bucky Costume, first appearance of Madame Hydra: $50 Iconic Jim Steranko cover and art. In OK condition, a bit worn, could definitely use a cleaning. See photos.
Journey into Mystery #125 - 1966 - Iconic cover and last Journey into Mystery before Thor title change: $49 Very good condition, has a small chip out of the bottom left cover but other than some cover wear it’s just a solid book with great colors.
Invaders #31 - 1978 - Frankenstein is a Nazi. Come on: $17 In awesome condition. Also did I mention Captain America fights Nazi Frankenstein?
Daredevil #157 (Newsstand) - 1979: $15 Awesome condition. No spine ticks, creases, color breaks or bends.
Daredevil #164 (Newsstand) - 1980 - Iconic Cover: $50 In awesome condition. Great colors on cover despite all the white. No spine ticks, creases, color breaks or bends.
Daredevil #184 Newsstand - 1982 - Iconic cover: $22 In fantastic condition. Newsstand variant that has been very well kept.
Astonishing Tales featuring Dr. Doom & Kazar #1 - 1970 - First issue in series: $15 In great condition. Great colors and quality. Doctor Doom.
Sub-Mariner #15 and #31 - Silver Age Namor bundle: $22 Great colors and interiors. Fading on spine cover on #15, #31 in great condition, see photos.
Fantastic Four #150 - 1974 - Wedding of Crystal and Quicksilver: $25 In awesome condition. No spine ticks, creases, color breaks or bends.
Tales to Astonish #58 - 1964 - Silver age Giant Man: $19 Worn condition but complete and attached. See photos.
DC Green Lantern #59 - 1968 - First appearance of Guy Gardner: $115 Worn but complete. Attached at top staple, bottom staple detached.
Flash #113 - 1960 - First appearance and origin of the Trickster: $75 This one looks good until you realize it has tape up the spine holding the loose staples on. Included pictures of the staples and tape. It is complete and has good colors otherwise, but still low grade because of the tape/staple issue.
Flash #129 - 1962 - First team-up of golden age Flash and silver age Flash; first appearance of golden age Green Lantern and JSA in silver age: $90 Good condition! Very solid, great colors, complete and attached.
Flash #147 - 1964 - Second appearance of Professor Zoom: $90 Good condition! Very solid, great colors, complete and attached.
Aquaman #11 - 1963 - First appearance of Mera: $90 Worn condition but solid, complete and attached.
Action Comics #263 - 1960 - Last appearance of Bizarro world. End of Bizarro world not told. Not good deal.: $33 Cover has pen on it and is worn but interiors are good, complete and attached and colors are great.
Horror Frankenstein #1, Marvel - 1973 - Fist appearance and origin of Frankenstein in Marvel comics: $35 Worn but complete, attached, and cool as all hell. See photos for condition. Could definitely use a cleaning. A hard to find book at this price.
Werewolf by Night #4 - 1972 - Introduction of the Darkhold: $20 Low grade, heavy wear on the cover front and back. Get a key at a steal!
Werewolf by Night #8 - 1973 - Has Mark Jewelers insert included: $26 Is in great shape and includes a Mark Jewelers insert making this regular issue a little more rare.
Werewolf by Night #18 - 1974 - $22 Worn condition but great colors. See photos.
Tomb of Dracula #18 -1974 - First battle of Dracula & Werewolf by Night: $32 Nice shape. Needs a press but is solid and colors are good.
Tomb of Dracula #27 and #63 - $23 Non-key issues in great condition, just throwing together to move.
Strange Tales #73 - 1960 - First appearance of Grottu, first appearance of ‘Frank’ who later becomes Ulysses Bloodstone. Great old horror in low grade: $20 Book is beat, see photos. But it’s an awesome piece of Marvel monster history. I’m only selling because I recently got a high grade copy and I’m selling at this price in hopes someone wants to give it a home in their PC.
Beware! #1 - 1973 - First issue reprints horror stories from Menace, Spellbound and Tales of Suspense: $25 Overall good shape. Solid book, some wear on the cover. But firmly intact and a great 1st issue.
Early Man-Thing lot: Astonishing Tales #13, Adventure into Fear #11-13: $80 (willing to split this lot up) First cover appearance of Man-Thing, and 3rd appearance overall in awesome condition. The Fear 11-13 are in good condition, but a little more worn than the Astonishing.
House of Secrets #91 - 1971 - Iconic Neal Adams cover: $32 Book is in great condition. There is some minor chipping on a portion of the bottom edge of the cover but other than the wear on the cover it is a beautiful book.
Giant Size Chillers #1 - 1975 - John Romita art: $20 Not the more valuable 1974 with Drac but this is in awesome condition and still some great classic horror.
Tower of Shadows Annual #1 - 1971 - Romita cover and Neal Adams art: $25 Great condition. Good colors, solid book.
Dead of Night #1 - 1973 - Romita art: $35 Really great condition, with a minor color rub or stain or something (can’t tell what) to a spot on the bottom of the front cover and top of the back. Fantastic colors, white pages.
SCI-FI Mystery in Space #68 - 1961 - 10c Comic Goodness: $25 Cover is detached, but hey, it’s a 10c comic. Otherwise good colors and pages.
Strange Adventures #138 - 1962: $18 Good condition, good colors.
Golden and Silver Age Lot of 12- $85 Came into a lot of worn golden and silver books I know little about. Would like to offload them all together, so take a look at the album. Includes Little Lulu, Cheyenne Kid, the Flintstones, Tarzan, some other Gold Key and Dell stuff and an Adventures book from 1945. Did some research to get prices, take a look.
Star Spangled War Stories #113 - 1964 -Bruh, they’re fighting pterodactyls: $17 In good shape. Some wear to the back cover and minor wear on the front. Great story and art.
submitted by
Making_flowers to
comicswap [link] [comments]
2024.05.19 11:08 Leticia_the_bookworm Finished Flowers in the Attic. Very good and very, very icky at the same time.
I had never even heard of it before, I just randomly picked it up at the library. It's not as famous of a teen book here in Brazil as it is in the US. I had never read anything by the author before.
It's one of those books where what is good about it is very good, so much you kind of brush past the bad. I enjoyed following the kids in their day to day lives in the attic, the way Chris and Cathy slowly become the real parents of the twins, the way they try to make life less horrible by reading and making art with them, and try to hold on to the hope their mother still cares about them. I hated the grandma character the moment I saw her; she hits very close to home for anyone with ultra-conservative religious family. The punishments she inflicted on them, the pain of starvation, the sinking feeling the mother just does not care anymore, all of that was well-executed in my opinion. I saw the grandpa ending twist coming hundreds of pages earlier, but it still hurt to read
It could have been so good, man. Why, just why did she have to make Chris and Cathy fall in love?
I really wish the book had not dwelled so much on it. Even as an only child who doesn't know first hand how siblings feel about each other, it was still enough to make me very, very uncomfortable. Cathy describes Chris in such weird terms, talking about how handsome and strong he is, how he was beginning to look "like a man" and she was attracted to "the thing between his thighs"... yeah. I don't think that's how sisters describe their older brothers. I was trying to be generous and play psychologist while reading, thinking that maybe locking up growing teens for three years might screw up their minds in this way, especially because they didn't really get any proper sex-ed. For a good portion of the book, I was able to brush it off as yet another injury to their mental health, not just a thinly-veiled fetish of Andrews (which it clearly is).
But I'm pretty sure none of it makes you rape your sister and finish inside of her. And Cathy BLAMED HERSELF for it too, saying she shouldn't have worn see-through pajamas close to him when she "knew he had needs".
Just... no. It's the 50s, of course she would think that... but nothing in the narration or the overall meta of the story does anything to indicate Cathy is wrong here.
Dialogue was also a weak point. I've been reading a lot of older books, so I'm growing more tolerant to unrealistic and flowery dialogue, but it feels weird in the mouth a 12-year-old. I found the prose itself easy to follow and even pretty and inspiring in some points, but none of the siblings speak like kids their age.
Overall, I liked some aspects of the book a lot and I'm sad I can't really recommend it because of the ick factor of it all. It could have been so much better had the siblings just had a normal freaking relationship. Godamnit, what's with YA authors and incest?
submitted by
Leticia_the_bookworm to
books [link] [comments]
2024.05.18 21:08 Celeborn2001 Shoutout to the new costume designer, Luca Mosca
| Taking over for Kate Hawley at the middle portion of last season’s development, Luca Mosca (John Wick’s designer) has already made his presence felt in Middle-earth after just a few small glimpses of his work have been revealed. While I don’t know how far his reach extends and if he had any part to play in any of the armor (I believe he did), his contributions to Hawley’s prior work and the additions of his own cannot be overstated. For example, I wasn’t a huge fan of Gil-galad’s main outfit in S1. Outside of it being too gawky, there were no accents in sight, and the additional broaches and pendants hanging on his robe weren’t exactly my cup of tea and made the outfit seem amateur. Luca has already made some alterations to that same outfit seen on slide 6. He dropped the weird broaches and pendants, ditched the golden cape and replaced it with a brown one with dark gold accents, and left Gil-galad with a robe without the weird X in the middle of it. It is much more subtle, clean, seamless, and more akin to the robes worn by Elrond in the Hobbit trilogy, while still feeling very kingly and unique. My other favorite outfit from the new season is also from Gil-galad. On slide 4 you can see him wearing a brand new outfit with accents and layers galore (and the people that know me, know I LOVE layers). Instead of being a conglomerate of gold, we see blue, red, orange, gold, and white accents—a diversity of colors that truly mesh well together. (Also, peep the hand. Bro literally dropped all of his rings after receiving Vilya. A true man of culture) I am also a huge fan of some of the new Númenor designs—especially from Will Keen’s character. The one pictured above on slide 2 not only has the layers that I’m big fan of but also seems thicker than the rest of the outfits in Numenor. I know it’s a warm climate and all, but I’ve never been a fan of how thinly made a lot of the robes in Numenor look. That said, Earien’s gown also looks great here. Again, ADDED LAYERS. (While it’s not pictured here, Miriel’s coronation? costume looks good too, though it’s pretty hard to make out all the details without the 4K up-rez trailer.) I won’t get into the armor of Elrond, the Eregion soldiers, and the Orcs as those have been talked about at length here, and instead I want to point out Galadriel’s outfit on slide 5. It’s very beautiful and reminds me a lot of the outfit that Thranduil wears in Desolation when we first meet him in Mirkwood. It’s very stylized, but still appropriate for an Elf. And finally, Annatar’s get up. What can I say besides damn that’s sexy. The black, gold, and silver work so well together along with the feathers (or black leaves?) coming off his left shoulder. It’s something that I can believe came out of Middle-earth and is worn by someone that wants to look good while doing some dirty work. That’s it for now. When more outfits are shown, I’ll probably be back. Thanks for reading, and thank you Luca for giving us some great designs! submitted by Celeborn2001 to LOTR_on_Prime [link] [comments] |
2024.05.18 13:12 JHolgate Curious what the crossover is with Chappell fans and drag culture (fans)
I painfully, strongly relate to "Pink Pony Club." As you kids say, the song lives rent free in my head. (The whole album does, but that's another post.) I finally figured out the perfect drag costume for this song: Doc Marten's, white long john's (still don't know about socks, but I'm thinking PDX carpet,) a specific Scottish plaid that I will not name, Tuxedo jacket worn over a band shirt (probably Phish, don't @ me,) with my Seattle Storm ballcap, and somehow a giant curly red wig. (Will Forte eat your heart out!!) Having watched "All That Jazz" a couple hundred times in middle school, I'm pretty sure I can come up with the choreography too. Allons-y, Alonso...
submitted by
JHolgate to
chappellroan [link] [comments]
2024.05.18 06:54 Lespider450 The Glitchtrap Costume
I don't think this might add much to the conversation, but I don't know if anyone has brought up the fact that Glitchtrap kinda looks like the costumes found in the Mimic room.
I was doubting whether this could be true or not, since the ones found in the Mimic room are more rounder and seem to have more stuffing than the Glitchtrap design; but if these new games are giving us hints from the begginings of the franchise, Glitchtrap's design kinda fits with the circus theme.
I think that this was a real costume worn by a human, and judging by the desing, it feels like someone who would welcome the crowd and present the shows. While not being the main attraction, he would be very involved and more active giving him that slicker design that stands out from the others. If Sun and Moon come from the same circus, they're proof that they could have slick designs in mind thay could apply to a costume of it seemed necessary.
I think it was worn mainly by a human because if this is fall fest, it would be so early in the timeline where maybe there's still not too many animatronics being made, and Sun and Moon could even have started as puppets before being turned into animatronics.
Like I said, I don't think this adds or takes much away from the theories I've seen (or if it has been mentioned before), I just found it curious how knowing that while the Mimic and Glitchtrap come from the same programing but seem to have different personalities, that both of them are ultimately shown in costumes.
submitted by
Lespider450 to
GameTheorists [link] [comments]
2024.05.18 00:11 LaVipari Morning's Harbor: A City of Salt, Song, and Swords
West of the Ocean of Tears, and south of Sulphuria, at the Northwesternmost point of Far-Ashkander, there stands a free city born where sea, salt, and smoke mix. On a cluster of islands secluded in a volcanically warmed lagoon, rests the free city of Morning’s Harbor. Built by a half dozen bands of mercenaries, freebooters, sailors and fringe intellectuals during the realm wars, there are few cities that rival Morning’s Harbor in diversity, wealth, or excitement.
The city’s history began during the initial push for resettlement during the realm wars. After the establishment of Hammerhal Aqsha within the great parch, those mercenaries, quartermasters, overseers and more who did not remain to found the city split off in countless directions. Those who passed beyond Sulphuria in the sea of tears discovered Far-Ashkander, and many of those sheltered their ships in the lagoon where Morning’s Harbor would be established. When the many ships discovered each other, they quickly began to fight over who had discovered the habitable region first, coming to blows in the thermally heated shallows in the city’s northernmost point within the lagoon proper. When no obvious victor emerged, the crews signed a compact, agreeing to equal and equitable rights to settle and found a city. Each ship chose a representative, usually their captain or quartermaster, to represent their interests at the new city’s council. Thus did the first founding crews of the city come to be. Many famous names from the city’s history emerged during this period, including the Del Monde, Del Velenz, Del Duren, and Del Moreno.
Morning’s Harbor is one of the largest seaports in any realm, and the largest city on Far-Ashkander by a factor of ten. The city’s size and importance to trade and travel in the region have made it a melting pot of all kinds of people, from those traditionally aligned with the forces of order, to even tribes of gutbuster Ogors and friendly Orruks. The city itself, having been founded by so many disparate groups with disparate ideas, is an elective council state, where guilds, ships companies, sword halls, and citizen assemblies each nominate a spokesman to state their case before the city’s permanent elected council. These councilors will then issue a decree, which must be ratified by a city-wide majority. As a result of this remarkably egalitarian governmental structure, Morning’s Harbor has remained somewhat apart from other Free Cities. In fact, a common nickname for the city is “Freest of the Free.”
The warriors of Morning’s Harbor favor lightweight curved swords, and are often exceptionally well trained by one of the city’s five great sword halls.These halls include the Fire Hall, the Sun Hall, the Dawn Hall, the Sea Hall, and the Sky Hall. The fire hall is the most aggressive, and the most popular, emphasizing the speed of the first strike.The Sun Hall is the most patient and defensive, focusing on studying and countering the enemy to expose their weakness. The Dawn hall is the most psychological, focusing on subtle movements and mind games to achieve victory. The Sea Hall is the most acrobatic, with a heavy emphasis on footwork and mobility. The Sky Hall is the best suited for fighting multiple foes at once, with wide sweeping arcs and circular stances. There also exists a sixth unofficial school of swordsmanship, trained by a group known as the sulfur dervishes. These swordsmen exclusively train in the knee deep waters of the lagoon’s shallows, making them exceptionally nimble when fighting on dry land. The dervishes train in the waters until they can move unhindered in them, and thus break their bonds on land. A dervish might well say that after the waters, open air feels like less than nothing in restricting their movements. Hall trained swordsmen wear fine tassled leather vests marked with the stripes and colors of their hall, while dervishes wear loose fitting and baggy robes in the style of the nomads who inhabit the fire plains beyond the city.
The military doctrine of Morning’s Harbor is a doctrine of blade and shot. The core of any standing fireblade army is the shot, trained in both mass fire and individual marksmanship at the military academy of the Flame Ward. These gunners and crossbowmen work in blocks of ten to twenty soldiers, each one with a captain to help maintain cohesion of the lines. These ranged blocks are supported by both blocks of melee infantry and melee cavalry. The melee infantry enter battle with either long spears, or swords and shields. Cavalry is heavily armed and armored, and deliver devastating charges. Melee infantry armed with spears remain close to the ranged troops, providing a screen against enemy assault, while those with swords move in more similar circuits to the cavalry, pushing through gaps and circling around the enemy.
The people of Morning’s Harbor are of mixed Azyrite and Aqshyan stock, being thus predisposed both to thought and action. It is often said that Morning’s Harborites will compose sonnets to their favorite knives, and write long and well studied treatises on the intricacies of bar fights. Their fashion is equally bold and thoughtful as those who wear it. Bright colors, often with stripes colored to indicate one’s guild, sword hall, or family are common, usually worn on dramatically flowing coats and wide sleeved shirts with low necklines. Mustaches, beards, long hair, and flamboyant makeup are all common, usually well maintained and with specific messages intended in their appearance. Many a duel has been declared over the meaning one citizen has intuited from a fellow citizen’s style of sleeve cord arrangement.
Morning’s Harbor was once invaded by the Khorne sworn warband known as the Skullbinders, who wound up fighting a pitched battle through the city streets, as every single citizen armed himself and descended in a fury on the marauders, who quickly fled. The anniversary is celebrated with a day of costumed revelry each year, with one team dressing in mockery of the Khorne worshippers, and being ceremonially driven out to sea at the day’s end.
Every five years, the people of Morning’s Harbor host a grand tournament in the warm waters of the lagoon’s shallows. Hundreds of participants strip to the waist, doff their boots, and wade into the water, where they engage in an immense battle royale, where the victor is granted a seat of primacy on the city council, and rights to their own ships charter.
There exist several small fleets of ships in Morning’s Harbor which are outfitted with immense nets used to catch the fire breathing sea serpents that swim their waters. These serpents are then brought back to the city to fuel furnaces and other steam powered devices.
Morning’s Harbor’s strategic placement makes it a valuable target for both friendly and unfriendly neighbors, which has led to the development of the city’s famous schools of swordsmanship.
The dry and dusty red plains just beyond the city are home to the nomads known as the Sulfur Dervishes. These nomads move from place to place on the city’s outskirts, often entering to trade, take on contracts, or participate in competitions. Their strange methods of training produce swordsmen who are equal to the finest graduates of the sword halls. Those who have trained with the dervishes wrap a long cloth scarf around their head, a practice taken from the nomads in order to keep dust and the stink of sulfur from debilitating the wearer.
The leader of the city’s notorious standing army, the Fireblades, is Khaleen Al Cinna Del Monde.
The city is divided into three great wards, each one founded by a different kind of settler.
The Sea Ward is the largest, and was built by sailors. It features the city’s grand temple to Sigmar Oceanus, the aspect of Sigmar’s divinity which regulates storms and ocean tides. Some know him under the name Manann, but few say this openly. It also houses the Lighthouse of the Morn, the immense beacon fire that guides ships into the main entrance of the lagoon. The Sea Hall and Sulfur Shallows also lie within the Sea Ward.
The Flame Ward is the second largest, and was built by soldiers and mercenaries.The city’s military academy lies within the Flame Ward, and is known throughout the realm as one of the finest gunnery schools in Aqshy, even rivaling the training of Greywater Fastness. The Flame Ward also holds both the Fire Hall and the Sky Hall. The Gilt Ward is the smallest, and was built by merchants and financiers. The city’s council hall is located in this ward, as is the Lagoon Reserve Bank and College of the Arts. Both the Sun Hall and the Dawn Hall are located in this ward. There exists a fourth informal ward known to locals as Al Extraño, or “the strange place”. This ward is very small compared to the more formal ones, and contains both the Palace of Justice and the Collegiate Arcane branch in the city. The climate of Morning’s Harbor is warm and comfortable, with moderate levels of humidity and a common marine layer. Their winters and autumns are foggy and cool, while summers are warmer and slightly drier.
Important Figures:
- Khaleen Al Cinna Del Monde - Captain Commander of the Fireblades:
- Adriana Al Azer Del Velenz - Long Serving Council Member:
- Salvador Al Zia Del Ferron - Master of the Sea Hall:
- Ana Maria Al Farha Del Lagos - First Lady of the Gilt Ward:
- Marina Al Verar Del Cardinal - Arch-Commodore of the Lagoon Watch:
- Adan Al Saadiq Del Gerar - Master of the Sky Hall:
- Vera Al Sabar Del Duren - Mistress of the Dawn Hall:
- Diego Al Farhin Del Lagos - The Old Warhound:
- Martin El Nazir Del Ordon - Chief Overseer:
- Jose Al Mansur Del Vindar - Financier Chief:
- Izaro Al Azer Del Velenz - Strategist Supreme:
- Josepha Al Sinna Del Verau - Mistress of the Sun Hall:
- Diego Al Sallar Del Magos - Headmaster of the Collegiate Arcane:
- Hakim Al Sinna Del Verau - Sea Guild Guardian:
- Esmeralda Al Sabar Del Duren - Dawn Hall Enforcer
- Sabira Al Tamir Del Rey - First Amongst Hunters
- Valeria Al Azer Del Velenz - Mistress of the Fire Hall
- Tomas Al Nazir Del ORdon - Sea Ward Chief Secretary
- Azara Al Tamir Del Rey - Merchant Mind
- Antonina Al Verar Del Cardinal - Lighthouse Commander
- Jezebel Al Qarin Del Solle - Dervish Envoy
submitted by
LaVipari to
citiesofsigmar [link] [comments]
2024.05.17 22:25 martin-garay What to sell to Brazil?...
I've prepare this list of Brazil imports 2023.
(The first column is the tariff chapter, the second is the annual amount imported in millions of dollars, and the third column is the description of the tariff chapter. The list is ordered by amount from highest to lowest. If it seems complicated to visualize it, you can copy and paste it into a spreadsheet.)
HS'27 $36748 M Mineral fuels, mineral oils and products of their distillation; bituminous substances; mineral ...
HS'84 $34651 M Nuclear reactors, boilers, machinery and mechanical appliances; parts thereof
HS'85 $28674 M Electrical machinery and equipment and parts thereof; sound recorders and reproducers, television ...
HS'87 $18581 M Vehicles other than railway or tramway rolling stock, and parts and accessories thereof
HS'31 $14661 M Fertilisers
HS'29 $13534 M Organic chemicals
HS'30 $10977 M Pharmaceutical products
HS'39 $9223 M Plastics and articles thereof
HS'90 $7465 M Optical, photographic, cinematographic, measuring, checking, precision, medical or surgical ...
HS'38 $7129 M Miscellaneous chemical products
HS'72 $4603 M Iron and steel
HS'73 $4432 M Articles of iron or steel
HS'40 $4134 M Rubber and articles thereof
HS'28 $2960 M Inorganic chemicals; organic or inorganic compounds of precious metals, of rare-earth metals, ...
HS'88 $2890 M Aircraft, spacecraft, and parts thereof
HS'74 $2444 M Copper and articles thereof
HS'10 $2363 M Cereals
HS'76 $1903 M Aluminium and articles thereof
HS'15 $1465 M Animal, vegetable or microbial fats and oils and their cleavage products; prepared edible fats; ...
HS'54 $1389 M Man-made filaments; strip and the like of man-made textile materials
HS'03 $1387 M Fish and crustaceans, molluscs and other aquatic invertebrates
HS'32 $1335 M Tanning or dyeing extracts; tannins and their derivatives; dyes, pigments and other colouring ...
HS'04 $1145 M Dairy produce; birds' eggs; natural honey; edible products of animal origin, not elsewhere ...
HS'94 $1124 M Furniture; bedding, mattresses, mattress supports, cushions and similar stuffed furnishings; ...
HS'11 $1108 M Products of the milling industry; malt; starches; inulin; wheat gluten
HS'22 $1014 M Beverages, spirits and vinegar
HS'61 $963 M Articles of apparel and clothing accessories, knitted or crocheted
HS'25 $938 M Salt; sulphur; earths and stone; plastering materials, lime and cement
HS'62 $900 M Articles of apparel and clothing accessories, not knitted or crocheted
HS'48 $889 M Paper and paperboard; articles of paper pulp, of paper or of paperboard
HS'95 $835 M Toys, games and sports requisites; parts and accessories thereof
HS'55 $829 M Man-made staple fibres
HS'83 $829 M Miscellaneous articles of base metal
HS'08 $813 M Edible fruit and nuts; peel of citrus fruit or melons
HS'33 $812 M Essential oils and resinoids; perfumery, cosmetic or toilet preparations
HS'70 $807 M Glass and glassware
HS'82 $763 M Tools, implements, cutlery, spoons and forks, of base metal; parts thereof of base metal
HS'26 $760 M Ores, slag and ash
HS'35 $726 M Albuminoidal substances; modified starches; glues; enzymes
HS'34 $696 M Soap, organic surface-active agents, washing preparations, lubricating preparations, artificial ...
HS'71 $691 M Natural or cultured pearls, precious or semi-precious stones, precious metals, metals clad ...
HS'68 $643 M Articles of stone, plaster, cement, asbestos, mica or similar materials
HS'20 $611 M Preparations of vegetables, fruit, nuts or other parts of plants
HS'42 $573 M Articles of leather; saddlery and harness; travel goods, handbags and similar containers; articles ...
HS'21 $494 M Miscellaneous edible preparations
HS'64 $471 M Footwear, gaiters and the like; parts of such articles
HS'96 $466 M Miscellaneous manufactured articles
HS'75 $423 M Nickel and articles thereof
HS'60 $394 M Knitted or crocheted fabrics
HS'07 $380 M Edible vegetables and certain roots and tubers
HS'18 $373 M Cocoa and cocoa preparations
HS'23 $364 M Residues and waste from the food industries; prepared animal fodder
HS'59 $354 M Impregnated, coated, covered or laminated textile fabrics; textile articles of a kind suitable ...
HS'02 $348 M Meat and edible meat offal
HS'89 $325 M Ships, boats and floating structures
HS'69 $323 M Ceramic products
HS'12 $321 M Oil seeds and oleaginous fruits; miscellaneous grains, seeds and fruit; industrial or medicinal ...
HS'56 $316 M Wadding, felt and nonwovens; special yarns; twine, cordage, ropes and cables and articles thereof
HS'81 $292 M Other base metals; cermets; articles thereof
HS'19 $274 M Preparations of cereals, flour, starch or milk; pastrycooks' products
HS'63 $267 M Other made-up textile articles; sets; worn clothing and worn textile articles; rags
HS'79 $238 M Zinc and articles thereof
HS'05 $221 M Products of animal origin, not elsewhere specified or included
HS'86 $207 M Railway or tramway locomotives, rolling stock and parts thereof; railway or tramway track fixtures ...
HS'47 $192 M Pulp of wood or of other fibrous cellulosic material; recovered (waste and scrap) paper or ...
HS'93 $185 M Arms and ammunition; parts and accessories thereof
HS'09 $177 M Coffee, tea, maté and spices
HS'91 $170 M Clocks and watches and parts thereof
HS'13 $169 M Lac; gums, resins and other vegetable saps and extracts
HS'49 $164 M Printed books, newspapers, pictures and other products of the printing industry; manuscripts, ...
HS'78 $145 M Lead and articles thereof
HS'52 $142 M Cotton
HS'44 $128 M Wood and articles of wood; wood charcoal
HS'17 $125 M Sugars and sugar confectionery
HS'58 $106 M Special woven fabrics; tufted textile fabrics; lace; tapestries; trimmings; embroidery
HS'37 $101 M Photographic or cinematographic goods
HS'65 $89 M Headgear and parts thereof
HS'57 $88 M Carpets and other textile floor coverings
HS'92 $79 M Musical instruments; parts and accessories of such articles
HS'24 $77 M Tobacco and manufactured tobacco substitutes; products, whether or not containing nicotine, ...
HS'41 $74 M Raw hides and skins (other than furskins) and leather
HS'66 $52 M Umbrellas, sun umbrellas, walking sticks, seat-sticks, whips, riding-crops and parts thereof
HS'36 $47 M Explosives; pyrotechnic products; matches; pyrophoric alloys; certain combustible preparations
HS'06 $44 M Live trees and other plants; bulbs, roots and the like; cut flowers and ornamental foliage
HS'16 $41 M Preparations of meat, of fish, of crustaceans, molluscs or other aquatic invertebrates, or ...
HS'67 $40 M Prepared feathers and down and articles made of feathers or of down; artificial flowers; articles ...
HS'53 $36 M Other vegetable textile fibres; paper yarn and woven fabrics of paper yarn
HS'97 $25 M Works of art, collectors' pieces and antiques
HS'80 $14 M Tin and articles thereof
HS'45 $13 M Cork and articles of cork
HS'01 $12 M Live animals
HS'46 $10 M Manufactures of straw, of esparto or of other plaiting materials; basketware and wickerwork
HS'51 $7 M Wool, fine or coarse animal hair; horsehair yarn and woven fabric
HS'50 $7 M Silk
HS'14 $4 M Vegetable plaiting materials; vegetable products not elsewhere specified or included
HS'43 $1 M Furskins and artificial fur; manufactures thereof
submitted by
martin-garay to
BusinessInternational [link] [comments]
2024.05.17 07:51 CoughinNail Old Man Lurking !!
(41M) two kids 10 & 8 ; + one buddy who literally brought up litter boxes and furries in schools. I was floored. Thought that was a joke that everyone laughed at. Nah, this guy thinks it’s real. Help an old man out??
Are “dress codes” still a thing? I’m pretty sure they are but my kids are in elementary school. High Schools still have a set of rules on what can be worn to school, right? Nobody is showing up in their underwear or furry costumes? I need to hear it from the source and I will not be contacting my local public high school.
Also, reply here. Don’t message me. Thanks, future leaders of the world !! side note- your parents are doing their best; stop breaking their balls. Unless they suck.
submitted by
CoughinNail to
teenagers [link] [comments]
2024.05.16 14:20 VitaliyNap Embark on a journey of cross-cultural exchange in cosplay
| https://preview.redd.it/7woihicm6s0d1.png?width=583&format=png&auto=webp&s=9505cd4f96693f10e3d8e5faeb070743a8d4a844 🌍💫 Embark on a journey of cross-cultural exchange in cosplay, where fans from diverse backgrounds and corners of the globe unite to celebrate their shared love of fandom and creativity! 🎭✨ Cosplay knows no borders, and cosplayers around the world are connected by their passion for bringing characters to life and sharing their creativity with others. Whether they're from Japan, the United States, Brazil, or anywhere in between, cosplayers come together to celebrate their favorite fandoms and forge lasting friendships across cultures. One of the most beautiful aspects of cosplay is its ability to bridge cultural divides and foster understanding and appreciation for different perspectives. Through cosplay, fans have the opportunity to learn about and celebrate the rich diversity of cultures represented in their favorite media, from traditional Japanese folklore to Western superhero mythology and beyond. Cosplayers often draw inspiration from a wide range of cultural sources, incorporating elements of traditional costumes, customs, and aesthetics into their cosplays. This cross-pollination of ideas and influences enriches the cosplay community and creates a melting pot of creativity and expression. Moreover, cosplay conventions and events serve as melting pots of cultural exchange, where cosplayers from different backgrounds come together to share their love of fandom and showcase their cosplays. These gatherings provide opportunities for cosplayers to learn from each other, exchange ideas, and celebrate their shared passion for cosplay. submitted by VitaliyNap to u/VitaliyNap [link] [comments] |
2024.05.16 09:27 ElectricElite856 Costume Parts Bigger Than Printer Bed
I recently purchased files to 3D print a wearable Fallout 4 power armor but the parts to the power armor were too big to print on the bed. Is there any way I can print the costume parts in segments and connect them after printing and if so would the integrity of the parts be affected? The costume is gonna have to deal with being worn and moved around a lot as well as dealing with costume pieces grinding or bumping against each other so I'm worried that those could cause issues when keeping the segments of each costume part together.
submitted by
ElectricElite856 to
3Dprinting [link] [comments]
2024.05.16 07:38 Mountain_Counter929 Making Aliens based off every pokemon type combination (Fighting)
Fighting/Normal:
OHKO (One Punch Man but instead of one effortless punch it’s a touch of death combo he has to )
Species: Mugen
Planet: Sonof
Appearance
- Humanoid blank white body
- Thick Smooth/Blocky appearance (like made of pillows)
- Headband and Gi are common wares
Powers and Abilities
- Enhanced Strength
- Unlimited Stamina
- Extremely High Pain Tolerance
- Semi-Mechanical Nature does not need to eat, sleep, or breathe
- Slight combat prowess
- Slightly stuns the opponent on contact with physical force (specifically after a physical hit. Applies to non living beings as well)
- Once an attack lands, it’ll receive enough energy to continue physically attacking it in a never-ending combo. Dealing blows significantly faster, gaining strength with each hit and eventually able to deal noticeable damage to almost any target with each hit.
Weaknesses/Drawback
- Slow movement
- Limited Fighting Capabilities
- Attacks are usually short
- Can extend reach but takes notable time so it needs to make an effort to land combo
- Combo can be interrupted, loses momentum and needs to land another hit when it does.
Species/Planet Fact: The Mugen started as semi-organic creations by a long dead civilization who sought to try experiments designing different types of warriors. Eventually the planet will be inhabited by foreign researchers. These researchers have been working on enhancing them with various effects to increase their capabilities, and give them more movement and combat options. But during testing it was discovered that watching the Mugen fight with or without enhancements is incredibly entertaining resulting and a strong source of combat study. This discovery redirected their experiments being used for sports instead of warfare even preventing what would’ve been an interplanetary war by turning it into a competitive sport, exploding the planet in popularity. During this explosion there was the discovery of a single fight between two Mugen that have went on for centuries before the first immigration and has been fiercely protected from interruptions since its discovery.
Fighting/Grass:
Doungwun Nemetrix predator of the Chunwin (See Kung book in Grass Types)
Appearance
- Green Body
- Mantis like Body
- 2 Pairs of claws with sharp fanged ends, each with a long membrane hanging off of them.
- Multiple pair of locust-like wings under where abdomen should be.
- Reptilian head
- Pupilless Eyes
Hunting Method
- Flight
- High reflexes
- Claws able to capture and break of Chunwin limbs, and attach to body of prey.
- Membranes absorb attack from Chunwin
- Long retractible tongue able to launch with precision and strength, able to pierce the body and grasp onto vital organs.
Planet/Species Fact: Despite the Doungwun seemingly biologically engineered to beat Cunwin on one to one combat, countering their various techniques. They rather take less ‘honorable’ tactics whenever possible. In populated areas they’d quickly overwhelm their prey with high numbers and quickly attack before the Chunwin gets a chance to swing. If there are aren’t any others nearby it’ll try to ambush its prey from hard to reach angles in the air. Only when it’s alone and has caught the attention of its prey, will it attach itself and engage its prey in close range combat. Most Chunwin societies simply use traps, or other tools to protect themselves from these predators. But a predator that chooses to engage in a one on one duel is more respected and results in a more respected death (for either one). So some Chunwin warriors leave themselves open to solo Doungwun attacks as some form of test.
Fighting/Fire:
Racaln the Nemetrix predator of the Clabestro (See Firing Squad in Fire types)
Appearance
- Large translucent viscous puddle with various organs inside, including left overs from prey
- A lot of mouths and eyes
- Able to reconfigure organs inside body
- Able to raise body in multiple large bumps of various sizes, which usually containing organs
Hunting Method
- Raises body with jaw to consume prey on its body
- Full sensory of targets on its liquid body
- Viscous body can regenerate (and even split into multiple organisms)
- Prey stable on body is inflicted with Hallucinogenic and Auditory illusions, to make them unable to see and hear others allowing the Racaln to strike admit this confusion
- Also able to block telepathic and electronic communication
- Able to use the natural weapons of digested prey (ie the guns of the Clabestro)
Planet/Species Fact: Racaln only prey on the Clabestro when they’re split up and small. They don’t do any harm when they’re merged on one bigger body. But since most Clabestro combat (which happens very often) has them in their small split up forms. This makes it common for Racalns to be collected from the wild or bred in captivity to be utilized as excellent traps, and denying area. This practice would also be used as a mark to safeguard places from violence, to prevent Clabestro from splitting to engage in combat. This practice has spread to official gatherings like courts and diplomatic meetings.
Fighting/Water:
Ultimate Slush (See Original in Water Types)
Appearance
- Dark Green Body
- Loses gourd
- Various sharp attachments that have the appearance of the sharp bottlenecks of broken bottle
- Core with an unbalanced changing color in head
Powers/Ability
- Retain expert flexibility
- More aggressive fighting style (while retaining it’s drunken boxer like moves)
- Fire Projection
- Can’t feel pain
- Core hypnotizes targets on sight, intoxicating them
- Able to use sharp accessories
Weaknesses/Drawbacks:
- More Violent personality
- Can’t spill out body to trip opponents
- Loses Elasticity
Fighting/Elctric:
Ultimate Fightning Rod (See Web Work in Electric Types)
Appearance
- Long thin build made of lightning
- Normally invisible
Powers/Ability
- Invisibility
- Intangibility
- Invincibility
- Whenever an Influx of energy (Any kind) in an area appears:
- Able to instantly teleport to any place where the energy is dispersed
- Doing so attacking the target with massive strength directly proportional to energy
- Once energy subsides or moves outside of energy influx, body becomes invisible/intangible again
- When visible, can absorb all kinds of energy
- Able to unleash a large burst of both sound and light with absorbed energy
Weaknesses/Drawbacks:
- Unable to extend body parts
- Can only deal damage in large bursts of energy
- Is no longer invincible when exposed a large energy influx in a prolonged duration
Fighting/Flying:
Ultimate Fight and Flight (See original in Flying Types)
Appearance
- Black/Brown coloring scheme
- Face is more crow like
- Tails are longer
- Hawk-like eyes and wings
- Larger body
Powers/Ability
- Stronger
- Faster
- Enhanced Senses
- Hypnotic Stare
- Invokes Intimidation into targets provoking them into either fighting or running
- When staring at foes, they’re able to read gains seconds precognition into multiple visions whether they fight or fly and combinations of timelines when they do both. Visions show what they would do, but is able to be altered with the newfound knowledge in real time.
- Precognition can predict unknown interferences like hidden dangers
- Heightened intelligence and brain processing speed to plan out effective strategy to hunt or combat their attempts
Weaknesses/Drawbacks:
- Unable to split self into two forms
- Using hypnotic stare on multiple targets can overwhelm self
- Predicted precognitive visions can be avoided if target resists hypnosis making them prep for things that won’t happen
Fighting/Ice:
Giengar Nemetrix predator of the Ashe (See Burrzerker in Ice Types)
Appearance
- Skeletally thin limbs
- Very lanky frame (usually hunched over)
- Large Wooly body
- Long clawed fingers
- Sharp Teeth
Hunting Method
- Immunity to cold
- Silent movement
- Inflicts hallucinations on target nearby especially Ashe
- Inflicts shadowy hallucination of a competitive animal (usually the same as the affected prey) causing the target to continuously attack hallucination.
- Target eventually tires out attacking hallucination, losing adrenaline and succumbing to hypothermia or exhaustion.
Planet/Species Fact: Giengar are omnivores. In cold seasons they eat large predators with their primarily skill of inducing hallucinations that tire out its target before having its body frozen over for it to consume with its teeth designed to crush frozen objects. They gain this power by consuming mushrooms from warmer, jungle biomes that contain spores which has a similar effect to targets that breathe them in (though less concentrated and ends with less fatalities). Giengars are immune to these spores so during the warmer seasons they migrate to the jungle to consume high amounts of these mushrooms to expel their spores in large concentrations during hunting season. Normal Ashe that occupy these jungles stay away from the dangerous arctic biomes the Giengars hunt in, so to them the Giengar are seen as harmless. Since even if the Giengars try to use the spores against them, the conditions aren’t lethal and the lack of the Ashe’s adrenaline won’t inhibit their ability to recognize their condition and react accordingly instead of wasting their energy fighting.
Fighting/Ground:
Ultimate Mudripper (See Original in Ground Types)
Appearance
- Diamond Skin
- Loses eyes
- Elongated Snout
- Six pairs of short legs
- Clawed Hands
- Glass Hairs
- Loses Tail
Powers/Ability
- Enhanced Smelling Senses
- Heatproof
- Durable and ough Diamond Skin
- Sharp Claws
- High Speed Burrowing
- Thermo-adaptation
- Able to resurface lava and create lava motes/small volcanos on ground from underneath
- Drooling Lava Saliva
- Able to walk on surfaces
- Vacuum Adaptation
Weaknesses/Drawbacks:
- Loss of Eyesight
- Can’t Jump
- Unable to grab object with claws as well as base form hands
- Can’t Swim
Fighting/Rock:
Ovivine Nemetrix predator of the Sabter (See Mountain Goat in Fighting Types)
Appearance
- Sheep-based body
- Green Wool
- Flowers growing on body
Hunting Method
- Wool is able to absorb strong impacts
- Vine-like tendrils on side of body able to connect to cliffsides
- Able to camouflage selves into a grass pile
- Grows a disconnected field perpendicular to the cliffside making it look its prey is on the ground
- Field camouflaged to be unable to be seen from below
- Able to communicate with Sabter to trick it on standing on the field, of the cliff before falling to their deaths.
Planet/Species Fact: While Ovivine can talk and mimic sentient emotions its only purpose is to gain the trust of prey as a mere predatory mechanism, their brains aren’t capable of deeper introspective thought or sentience when alone. Sabter are worn of the Ovivine though largely they are seen as myth with how very few sightings they are and how little the Ovivine are actually active due to their slow metabolism. Ovivines cover their prey on the floor and slowly consume it whilst morphing its body to appear as a mere lump of ground covered in grass, which is another factor into how little they’re seen. Occasionally they encounter some Sabter who are very much aware of them, and their tricks so in those cases they simply push them off the cliff side. Though this method relies on the element of surprise since their physical strength is much weaker than the average Sayter.
Fighting/Bug:
Ultimate Float Stinger (See Original in Bug Types)
Appearance
- Slightly bigger body
- Longer wasp like structure
- New Vertical striped black and white body
Powers/Ability
- Able to summon a near indestructible hive shaped structure
- This pocket dimension draws in 2 individuals (which can include the creator) into an arena pocket dimension.
- Telepathic communication with all individuals in pocket dimensions
- Individuals in the pocket dimension must follow certain reality altering conditions to set a “fair fight”
- This usually includes removal of “powers” but can also vary to have no removal or even the addition of powers
- Fight doesn’t have to be direct combat and more of a much as a sport
- Individual size are usually scaled to be relatively similar
- Individuals leaves once one or both is considered ‘defeated’ or by the creator’s permission
Weaknesses/Drawbacks:
- Rules set in arena must be made to be fair for both individuals
- No longer able to project honey to prevent powers
- Slightly slower and weaker outside of hives
- Reality altering rules only affect targets inside a hive
Fighting/Psychic:
Muscle Memory (Alien Taskmaster)
Species: Reffox
Planet: Arbeitar
Appearance
- Tall Humanoid muscular appearance
- Body looks skinless and made of muscles
- Egg-shapd head and single eye
Powers and Abilities
- Enhanced Atleticism
- High combat p rowess
- Able to slowly build up strength and speed
- Photographic reflexes
- When looking at any moving target, able to quickly learn, memorize, and mimic that targets moves allowing them to be able to come up with a counter for it.
- Also applies to their use of tools
Weaknesses
- Can only memorize and mimic movements not powers
- Can only enhance strength and speed in short bursts
- May be at risks for learning ineffective techniques
Planet/Species Fact: Due to the fact that all Reffox are all physically the same and that any unique skill that are developed is quickly assimilated by one another. Reffox populations share a yearning for a sense of identity. So many Reffox head off to other cultures/planets to use their learned skills to be able to make an identity of themselves, whether it be an athlete a performer, a warrior, a hero, or in some cases a criminal or ruler. This feeling is felt through all Reffox and when two of them meet, they silently agree to not show their skills to each other to keep their identity. Though if they do want to share they return to Arbeitar to tell their stories or inspire new skills for the next generation who would tell their story.
Fighting/Poison:
Biolence (Fist of the North Star Powered by drugs, and can weaponize their own explosions )
Species: Gomane Planet: Omawoshindyu
Appearance
- Rough Green Skin
- Orc Like Head
- Muscular Build
- Costume comes with a mouth-covering mask
- Large Hands
Powers and Abilities
- Enhanced Strength
- Strength and size are gradually enhances from absorbing normally hazardous or even just unhealthy substances
- Body is slowly producing its own internal toxins
- Noxious Stench
- Poisons eventually build up into large cysts on skin that eventually bursts into powerful noxious and slightly toxic gas expulsion when ‘popped’, able to do damage from force
- Able to control cyst development early
- Cysts become more powerful with more hazardous substances given
- Able to transfer poisonous cyst development onto others from force of contact, usually other species skin is not built to handle the expulsion causing damage when they pop
Weaknesses
- When exposed to hazard substances, the Cysts become faster developed and harder to control possibly hindering the body
- Loses strength build after cyst has popped
- Mind can be altered to be more violent depending on hazardous substances consumed, commonly manifests in an addiction or violent temperament (usually removed when expelled)
Planet/Species Fact: Eons ago a large vapor of toxic alien pollutants was mysterious dropped on Omawoshindyu mutating all inhabitants and killing off massive amounts of life, however life stiff have adapted and eventually evolved resulting in the modern Gomanes. By the time their own society has formed, the pollutants have been absorbed into the earth or dissipated from the atmosphere allowing fertile greener life to grow. Ironically most of Gomane society promotes healthy activity like proper diet in exercise, for it allows them to control their cyst development more effectively even when there sped up, which they use in hunting and combat sports. However crime activity is still noticeable involving addiction, violence, and gang activity. Mostly originating in highly polluted/deserted wastelands. As various poisons are being produced and mines
Fighting/Ghost:
Body-structor (Havik from MK1 with hints of Water Law from One Piece)
Species: Rankensain
Planet: Taxodoom
Appearance
- Tone “Action Figure like structure”
- Smoothed out Joints
- Skeletal head
- Sharp Claws
- Retractable Spikes on limbs
- Leathery skin
- Large tail
Powers and Abilities
- Enhanced Strength and Stamina
- Combat Prowess
- Immortality
- Quick Cellular Regeneration
- Able to detach own limbs/body parts and effectively control them when attached.
- Able to grow a detached body part on the detached body
- Able to detach others limbs/body parts of target on contact
- Able to attach body parts detached this way to self
- Body parts detached this way can still be controlled and are controlled by the head/brain they are attached to (all head/brain are in control of themselves). If their original head/brain is detached they can still be controlled by that head/brain unless it’s on attached to another of the same body part in which case they can’t move.
- With the exception of Rankensains who can control their own body parts even while their heads are on a different body.
- Different body parts can be reattached to other bodies detached this way, even in places the body parts don’t go
- Specifically in the Omnitrix after retransformation original rankensain body parts will dematerialize and all new attached body parts from detached bodies will fall off.
Weaknesses:
- Slightly slow
- Detachment requires strong force of contact
- Targets dispatched bodies can reattach their own parts, and can’t take them off again when put back into place (Can only be detached again by a Rankensain)
- Body parts attached to wrong part of body can be dispatched by anything even by accident
- Targets can disconnect different a body part that wasn’t originally there’s
- After regrowing a body part that was already attached, the original detached body part will lose its structure and melt
- Will die if all body parts are destroyed too fast
- Only their own body parts can detach other limbs
Planet/Species Fact: Body parts are the Rankensains main currency. While most body parts are gathered from hunted animals on their world. Rankenstains have developed interplanetary transportation to gather valuable alien body parts. Often by nefarious methods like warfare, grave robbing, or even homicide, making them a disdained and feared species across multiple planets. There are labs made to create clones of existing limbs to replace active hunting to remove the need for travel, but with how often exploration is used and how slow the cloning process is, Rankensains still commonly hunt aliens for their limbs as part of a darker slightly underground culture. To get around their negative reputation, Rankensains would remove their own brains and implant them into other bodies to disguise themselves.
Fighting/Dragon:
Medisnake (Combat Snake with Street Fighter Chi abilities)
Species: Ansatryu
Planet: Chakrenin
Appearance:
- Long Reptilian Body built similarly to a Skink
- Dragonoid Scales
- Small Limbs
- Bipedal
Powers/Abilities:
- Enhanced Combat Prowess
- Slithering
- Easily able to enter a meditative state for enhanced self-control, psychological/emotional balance, mental clarity, and even healing
- Able to access pressure points that puts allies in a similar state
- Natural chi-like energy and mastery
- Energy skills normally manifest as enhanced athletic skills and energy projection at a basic level
- Energy can be personalized into a different element or even power
Weaknesses
- Personalization initially requires a level of training that the Omnitrix transformation doesn’t initially give.
Planet/Species Fact: Initially Ansartyu were seen as pets of another more human-like species called the Shotogun and as intelligent as their owners. However, eventually the Shotogun would discover their ability to tap into their own personal well of the same chi-like energy and start practicing it for various means. However back then only a handful of masters would be able use it, and only at a very basic level. Until one Shotogun prince discovered that his treasured Ansatryu was able to tap into and unlock further levels of mastery. With this knowledge the prince learned from his Ansatryu and developed a closer bond with it, even teaching his pet higher levels of intelligence as he was taught further mastery of chi. Later he would teach others how to learn from their Ansatryu and his own Ansatryu will give intelligence to others of his species, leading to the point where Ansatryu are now partners living in the same world as the Shotogun in relative harmony.
Fighting/Steel:
Weapon Blaster (Tank Knight with hand guns that shoots bladed weapons) Species: Arthmo
Planet: Palawar
Appearance
- Tall metal body
- Tank treads for legs
- Knight-Like Helmet
- Short cannons for arms
Powers and Abilities
- Enhanced Durability
- Enhanced Eyesight
- Full rotating body
- Canon arms launch out metal objects commonly melee weapons like swords, spears, axes etc at high speeds
- Weapons are animated and “preprogrammed to move in ways/fly in a direct path and can be “preprogrammed’
- Can be locked onto a focused target and rotate/swing in a specific way whilst following the target
- Other different types of weapon shooting
- Machine Gun type: able to launch out multiple imprecise smaller metal weapons that can’t be animated
- Sniper: Able to launch a singular fast powerful far reaching weapon
- Giant: Able to launch one giant weapon a short distance that stays out longer.
Weaknesse
- Drawbacks of each weapon shooting
- Slow Tank like movement
- Can only create simple metal objects
- Weapon projectiles can be moved offcourse
- Weapon projectiles can only stay out a minute before dissipation
- Weapons take time and varying degrees of focus to charge before launch which increases with duration of animation
- Shooting out a large powerful weapon increases load time, and can’t shoot more weapons while the giant weapon is out
Species/Planet Fact: Arthmo is an artificial species created from a combination of alchemy and engineering by a master at both, commissioned by a great king. They were meant to be used as weapons of warfare and even companions. However an enemy army raided the kingdom, and killed both the lord and creator after the first Arthmo woke up. So the lab was well hidden so the Arthmo followed the instructions of its creator and created more of it, and slaying the enemy army. Now they defend the remaining members of their kingdom to allow it to rebuild. However, rumor has it that a surviving enemy found the original Arthmo lab.
Fighting/Dark:
Spotshot Species: Dalmate
Planet: Cerberence
Appearance
- Dalmatian white and black spotted pattern body
- Monkey like proportions and arms
- Dog like head
- Paws for feet
- Long tail with a forked end
Powers/Abilities:
- Enhanced Athleticism
- Enchanted Acrobatics
- Wall Crawling
- Able to use forked tail and string-like mucus in between split as a slingshot
- Shoots able to launch “spots” from tail
- Dark skin works good for camouflage
- Combat Prowess
- Spots inflict a strong force on impact
- Leaves a spot mark on the target, and can potentially blind a living target
- Projectile spots are able to fly out of marks
- Able to make spots launch off objects on impact before making mark
- Hitting mark with multiple projectile creates a bigger mark, and a bigger projectile by extension
- Able to absorb Dalmate spots on own body
Weaknesses/Drawbacks
- Spots dissipate after minutes
- Unable to projects spots marked on body
Species/Planet Fact: The spotted biological materials that generate the Dalmate’s projectile “spots”, is a shared trait amongst a handful of different Cereberence animal species and even some plant life. Those species has a spot of a different color that was meant harm all other species/subspecie for predation or predator avoidance. Other species that don’t have this projectile ability do have spotted patterns on them to warn predators, or even create similar marks on objects to protect territory by intimidation.To weaponize their own “spots” Dalmate tribes would farm different animals and use them in different methods that changes their spot markings to battle other tribes with their own spot slinging skills to prevent it from being simply absorbed into its targets body.
Fighting/Fairy: Best-O Change-O (Magical Girl/Boy Recruiting Bunny)
Species: Usegin
Planet: Lunakessho
Appearance
- Anthropomorphic Bunny
- Biological Crystal accessories on head
- Natural mask-like fur pattern on head and pupils eyes (males only)
- Crown like horns on females
- Standard outfit of a Tuxedo-like suit, or School-Girl dress based on gender
Powers/Abilities
- Natural magic potential
- Enhanced leaping
- Enhanced Athleticism
- Costume transmutation
- Able to enhance a small hand held object
- Transmutes the object into a specialized weapon and usually able to project a specialized material/force/or element (depends on a combination of both the individual and object)
- Able to enhance another object allowing an Ally to gain a similar weapon and the same powers of an Usegin except the ability to enchant other objects.
Weaknesses
- Only able to utilize one weapon at a time
- Applies to allies, they can only utilize their chosen object
- Takes a while to enchant another object for an ally after the first
- After an allies enchanted objects breaks they lose their gained abilities
- Ally abilities also go away when the Omnitrix Transformation ends
Planet/Species Fact: Lunakessho is a magical planet where all the inhabitants would practice magic, protected by an order of Usegin knights. However dark forces used by villains and monsters would arise practicing this dark magic and almost threatened to corrupt the universe. The Usegin order managed to fight them off but with a threat on that kind of scale and some remaining presence of their enemies they decided to seal of the planet into another realm. However, now there is an occult group mages summoned the order on various points of different moons using a ritual that was meant to be used in case they’re needed. While the Usegin heroes did manage to get involved in their traditional hero work. They’ve learned too late that this ritual will eventually corrupt them once all the full rituals is complete, and they’re powerless to stop them. So they now go to various planets and recruit and train other magical warriors to stop them when the time comes.
submitted by
Mountain_Counter929 to
Ben10 [link] [comments]
2024.05.15 17:42 theCannonBallZ Used shoe question
| Just received a pair of used Converse I was inspired to buy for a costume (they'll definitely be wearing them all the time.) My girlfriend has concerns though that I make it athlete's foot from the shoes if I don't clean them. Unfortunately for the look of the costume I don't want the shoes to lose their dirty, worn outer look( hench buying used.) Are there any sprays or anything that everyone would recommend? If not, and a full washing is necessary, am I at risk of destroying the shoes all together if I wash them in the washing machine? I've seen mixed answers on this. submitted by theCannonBallZ to Converse [link] [comments] |
2024.05.15 02:10 xtlhogciao Rabbit-holed into a clip, which got me wondering: Do current recent decades (e.g. this century) still have immediately definable characteristics/identities - where you can EASILY place them etc?
| For example, I could easily throw together a half-assed “50s (through 90s) Guy” Halloween costume, including being in character (50s - crew cut, say “golly,” “that’s swell” etc.; 60s - generic hippy, say “groovy”; 70s - either disco outfit or like Foghat; 80s - dress like young people think everyone dressed back then…ie like backup dancers on MTV videos; 90s - grunge, or Jncos w/chain wallet and undercut etc…feel like early 90s could be mistaken for latter-half of 80s)… But if you said “go as ‘2000s guy’,” I’d literally have no clue what to do. Note: If they do have notable identities, I might be the last guy who’d notice - Worn the same exact jeans, clothes in gen (t-shirt…put collared shirt over it if going out) for >20 years; don’t have a single album or song on iTunes from this millennium; I can tell you within 2 years of when a movie came out or who were NBA champs from 80-2000, rock album from 60s to 2000…but now I answer same questions with “idk, btw 2 to 15 years ago?” submitted by xtlhogciao to Xennials [link] [comments] |
2024.05.15 00:39 davidhunternyc The Gilded Age - An Amateur's Thoughts
[no spoilers]
I binged watched both seasons of The Gilded Age in two long nights. I loved it. Though this series is fictional, it is based in the real historical years, between 1880s - 1900. I don't know what parts of this series could and could not have been accurate. My following comments are general and don't give away the plot.
First off, I must applaud the casting director! Every actor did a brilliant job. There wasn't a weak link. The Gilded Age is an acting tour de force, and I kept trying to find flaws. I couldn't. I am familiar with Cynthia Nixon, Audra McDonald, and Christine Baranski. All of them played characters very distant from previous roles, as if to say to Daniel Day Lewis, "We too can become invisible and match your method acting." I was stupified.
All of the other actors were great too and, because I didn't know the actors, they felt like real people in a real world. Carrie Coon, as Bertha, I mean... Mrs. Russell, was excellent. In a world of women, Morgan Spector takes advantage of his limited screen time and lets the viewers know who's really boss. As George Russell, he clamped down on aggressive, predatory manhood the way we would expect a robber baron to do. The excesses of The Guilded Age were made, not from tea and crumpets, but by slavery and the exploitation of forced labor.
I am not a historian but I am not convinced of the believability of Peggy and the Scott family's storyline. The racism the Scott's face was written into the screenplay but the friction was not felt to a large degree. Perhaps black families in this area of Brooklyn could lead relatively peaceful lives? Perhaps Peggy could live among high society with little pushback. I don't know. These are thoughts and questions I have. In defense of the screenwriters, there is no directive for them to write about the "typical" black experience. This is the Scott family how they envisioned it. Accept it.
There are more pressing issues for me. As much as I loved all the different dress changes on the women, I didn't see the same dress worn twice. This didn't seem believable. Of course, Bertha Russell had unlimited resources and wouldn't wear the same dress twice but Ada Brook, who moved into her Aunt Agnes's house would surely have a limited collection. I would expect Peggy Scott to have a limited wardrobe too. All the wardrobe changes seemed unrealistic to me, though it was a feast for the eyes. The costume team deserves great applause.
Another critique is that the cinematography and special effects teams worked on too tight of a budget, and it showed. Sometimes it felt as if we were watching a Merchant Ivory film through the lens of Mary Poppins. The production teams did their best but naturalism and realistic rendering of light, shadow, and absolute believability was suspended to save money. Outdoor scenes were especially shaky. There was a time when HBO spared no expense for the production teams, for instance, in Carnivale, Rome, and Deadwood. I'm glad that HBO is bringing back The Gilded Age for a third season but I also hope that they give the lighting team, cinematographers, and special effects team more money to create a more realistic and immersive experience. Back off the artificial lighting.
I'm very excited to see Season 3, as I'm sure you all are. If you've gotten this far, please share your thoughts about my critique. What did I leave out? Where was I wrong? What was your experience of The Gilded Age?
Thank you.
submitted by
davidhunternyc to
thegildedage [link] [comments]
2024.05.14 23:33 Making_flowers [US-MD][H]SO MANY NEW HUGE ARRIVALS AND PRICE DROPS, PLEASE HELP I CAN’T STOP: Major Keys, Minor Keys, Iconic Covers and Silver Age, Golden Age, Horror, a bit of everything. $10 issue included free with purchase. [W] PayPal
Adding new books every week! Added an inventory list (newly arrived issues in bold at the top) then you can scroll further for more details on condition and key facts.
I’m always open to bundle deals and reasonable offers. I’ve also taken on a lot of random fillers as I fill inventory, so I’ll be including a random comic valued around $10 in each order. Just some examples of the issues I will randomly include in packages:
- Marvel Super Heroes Secret Wars #4 (iconic Hulk cover)
- What If #37
- Our Army at War #238
- From Beyond the Unknown #13
- House of Secrets #109 (low grade)
I’m selling off a portion of the collection to fund the next portion of the collection. Still looking for enablers! These prices include shipping (Gemini mailers whenever possible). I've tried to provide condition explanations, photos of everything (even the ones below $100) and detailed photos.
Please take a look. Up to 7 imgur albums at this point to cover it all:
https://imgur.com/a/4Vs2PvN (Newly Listed Items) https://imgur.com/a/Oq8vHnw https://imgur.com/a/atKGE1G https://imgur.com/a/eu9hXc9 https://imgur.com/a/CbVrE6w https://imgur.com/a/3RtKPXR https://imgur.com/a/rowfZD9 https://imgur.com/a/YfgSMEa Inventory (new items since last post at the top in bold, scroll below list for details on each): - Amazing Spider-Man #33 - $190
- Amazing Spider-Man #98 - $SOLD AT $56$66$SOLD
- Amazing Spider-Man #121 - $200
- Amazing Spider-Man #361 Newsstand (slice damage) - $38
- Journey into Mystery #125 - $49
- Early Man-Thing lot: Astonishing Tales #13, Adventure into Fear #11-13: $80 (willing to split this lot up)
- Flash #113 - $75
- Werewolf by Night #8 Mark Jewelers Insert - $26
- Werewolf by Night #18 - $22
- House of Secrets #91 - $32
- Amazing Adventures #13, #16 & #17 - $42
- Invaders #31 (Nazi Frankenstein) - $17
- Action Comics #263 - $33
- Giant Size Chillers #1 (1975 not 1974) - $20
- Daredevil #184 Newsstand - $22
- Astonishing Tales featuring Dr. Doom & Kazar #1 - $15
- Detective Comics #355 and 2 copies of #375 - $25
- Green Lantern #59 - $125
- Wolverine (1988) #1 - $65
- Amazing Spider-Man #29 - $140
- Amazing Spider-Man #40 - $185
- Amazing Spider-Man #64 - $90
- Amazing Spider-Man #72 - $35
- X-Men #221 - $75
- X-Men #4 (1992) - $20
- Daredevil #157 - $15
- Daredevil #164 (Newsstand) - $55
- Plastic Man #1 (#19 free with purchase) - $SOLD AT 35 $41 $SOLD
- Detective Comics #259 - $175
- Batman Annual #14 - $15
- Detective Comics #324 and Batman #410 - $32
- Amazing Adventures #11 - $100
- Incredible Hulk #105 - $SOLD$45$SOLD
- Incredible Hulk #179 - $SOLD$15$SOLD
- Incredible Hulk #250 (Newsstand) - $38
- Tales of Suspense #94 - $50
- Captain America #110 - $60
- Flash #129 - $95
- Flash #147 - $95
- Aquaman #11 - $95
- Mystery in Space #68 - $25
- Strange Adventures #138 - $18
- Golden and Silver Age Lot of 12- $85
- Tower of Shadows Annual #1 - $25
- Dead of Night #1 - $35
- Tomb of Dracula #27 and #63 - $23
- Sub-Mariner #15 and #31 - $22
- Marvel Feature #1 - $49
- Fantastic Four #150 - $25
- Tales to Astonish #58 - $19
- Marvel Team-Up Annual #2 - $30
- Spider-Man vs. Wolverine #1 - $19
Amazing Spider-Man #33 - 1966 - Classic story and iconic cover. You know it, I know it.: $190 This iconic book is in good to great shape, see the photos for the details. Solidly attached and great colors.
Amazing Spider-Man #98 - 1971 - Non-Code Approved Drug Issue, Green Goblin cover: $SOLD$66$SOLD Great condition. Some minor wear and ticks on the spine, but overall a great, beautiful, solid book.
Amazing Spider-Man #121 -1973 - Death of Gwen Stacy: $200 The cover is worn, has some holes but despite that the staples are attached,colors are good, and everything is attached and complete. The inside looks good, too. See photos for details.
Amazing Spider-Man #361 Newsstand - 1992 - First appearance of Carnage - Slice at top, $38 Here's a tragedy. This otherwise beautiful high grade major key book has a clean scissor cut at the top through the whole book. Included photos and closeups.
Journey into Mystery #125 - 1966 - Iconic cover and last Journey into Mystery before Thor title change: $49 Very good condition, has a small chip out of the bottom left cover but other than some cover wear it’s just a solid book with great colors.
Early Man-Thing lot: Astonishing Tales #13, Adventure into Fear #11-13: $80 (willing to split this lot up) Third cover appearance of Man-Thing in awesome condition. The Fear 11-13 are in good condition, but a little more worn than the Astonishing.
Flash #113 - 1960 - First appearance and origin of the Trickster: $75 This one looks good until you realize it has tape up the spine holding the loose staples on. Included pictures of the staples and tape. It is complete and has good colors otherwise, but still low grade because of the tape/staple issue.
Werewolf by Night #8 - 1973 - Has Mark Jewelers insert included: $26 Is in great shape and includes a Mark Jewelers insert making this regular issue a little more rare.
Werewolf by Night #18 - 1974 - $22 Worn condition but great colors. See photos.
House of Secrets #91 - 1971 - Iconic Neal Adams cover: $32 Book is in great condition. There is some minor chipping on a portion of the bottom edge of the cover but other than the wear on the cover it is a beautiful book.
Amazing Adventures #13, #16 & #17 - $42 Good to great condition on these Beast issues, including the Juggernaut vs Beast cover. Bundle with Amazing Adventures #11 (first furred Beast) and I'll give you a great deal.
Invaders #31 - 1978 - Frankenstein is a Nazi. Come on: $17 In awesome condition. Also did I mention Captain America fights Nazi Frankenstein?
Action Comics #263 - 1960 - Last appearance of Bizarro world. End of Bizarro world not told. Not good deal.: $33 Cover has pen on it and is worn but interiors are good, complete and attached and colors are great.
Giant Size Chillers #1 - 1975 - John Romita art: $20 Not the more valuable 1974 with Drac but this is in awesome condition and still some great classic horror.
Daredevil #184 Newsstand - 1982 - Iconic cover: $22 In fantastic condition. Newsstand variant that has been very well kept.
Astonishing Tales featuring Dr. Doom & Kazar #1 - 1970 - First issue in series: $15 In great condition. Great colors and quality. Doctor Doom.
Detective Comics #355 and 2 copies of #375 - $25 Some classic old Batman. Good but a cleaning is needed on 355, two copies of 375 one clean and great condition one worn in but complete and attached.
Green Lantern #59 - 1968 - First appearance of Guy Gardner: $125 Worn but complete. Attached at top staple, bottom staple detached.
Wolverine (1988) #1 - 1988 - Can’t have the 1982? Take this instead!: $65 Also in awesome condition. Very, very clean.
Amazing Spider-Man #29 - 1965 - SLAB CGC 4.5 - Second Scorpion: $140 Slabbed. See photos.
Amazing Spider-Man #40 - 1966 - Origin of the Green Goblin, Iconic Cover: $185 Looks great, clean, bright colors. Complete and solidly attached. See photos
Amazing Spider-Man #64- 1968 - Romita Spider-Man vs. Vulture Cover: $90 Great condition. Bright awesome colors.
Amazing Spider-Man #72 - 1969 - Shocker cover: $35 Is a bit worn and the centerfold is detached (see photos). But it is complete and still has good colors on the interior.
X-Men #221 - 1987 - First Appearance of Mister Sinister: $75 Awesome condition. Just a couple of minor spine ticks. Other than that, beautiful. See photos.
X-Men #4 - 1992 - First Appearance of Omega Red: $20 Awesome condition. Not even any spine ticks. See photos
Daredevil #157 (Newsstand) - 1979: $15 Awesome condition. No spine ticks, creases, color breaks or bends.
Daredevil #164 (Newsstand) - 1980 - Iconic Cover: $55 In awesome condition. Great colors on cover despite all the white. No spine ticks, creases, color breaks or bends.
Plastic Man #1 (#19 free with purchase) - 1966 - First appearance of Plastic Man (son of original): $SOLD AT 35$41$SOLD Hole in cover, worn, needs a cleaning. But come on, it’s Plastic Man!
Detective Comics #259 - 1958 - First Appearance of Calendar Man: $175 Worn but expected for its age. Solid staples and fully attached. Great colors.
Batman Annual #14 - 1990 - Iconic Neal Adams Two-Face Cover, Origin of Two-Face: $15 Amazing condition, almost unused. See photos.
Detective Comics #324 (1964) and Batman #410 (1987) - $32 324 in good condition but could use a clean and press. Batman 410 is in awesome condition, but considering the prices of these I figured I’d just throw them together.
Amazing Adventures #11 - 1972 - First furry beast: $100 In awesome condition. Minor, tiny blemish (possibly a tape pull?) on the bottom of the A on cover. See photo, but very tiny blemish.
Incredible Hulk #105 - 1968 - First appearance of Missing Link, iconic cover: $SOLD$45$SOLD In really good condition, with minor wear to the cover and some breaking on it. White interiors, solidly attached, great colors.
Incredible Hulk #179 - 1974: $SOLD$15$SOLD In great condition.
Incredible Hulk #250 (Newsstand) - 1980 - Iconic Hulk vs. Silver Surfer cover: $38 Awesome condition. See photos.
Tales of Suspense #94 - 1967 - First appearance of M.O.D.O.K.: $50 In good condition, with a little edge wear and marks on the cover in places. Other than that it has bright clean pages and good colors.
Captain America #110 - 1969 - Rick Jones dons Bucky Costume, first appearance of Madame Hydra: $60 Iconic Jim Steranko cover and art. In OK condition, a bit worn, could definitely use a cleaning. See photos.
Flash #129 - 1962 - First team-up of golden age Flash and silver age Flash; first appearance of golden age Green Lantern and JSA in silver age: $95 Good condition! Very solid, great colors, complete and attached.
Flash #147 - 1964 - Second appearance of Professor Zoom: $95 Good condition! Very solid, great colors, complete and attached.
Aquaman #11 - 1963 - First appearance of Mera: $95 Worn condition but solid, complete and attached.
Mystery in Space #68 - 1961 - 10c Comic Goodness: $25 Cover is detached, but hey, it’s a 10c comic. Otherwise good colors and pages.
Strange Adventures #138 - 1962: $18 Good condition, good colors.
Golden and Silver Age Lot of 12- $85 Came into a lot of worn golden and silver books I know little about. Would like to offload them all together, so take a look at the album. Includes Little Lulu, Cheyenne Kid, the Flintstones, Tarzan, some other Gold Key and Dell stuff and an Adventures book from 1945. Did some research to get prices, take a look.
Tower of Shadows Annual #1 - 1971 - Romita cover and Neal Adams art: $25 Great condition. Good colors, solid book.
Dead of Night #1 - 1973 - Romita art: $35 Really great condition, with a minor color rub or stain or something (can’t tell what) to a spot on the bottom of the front cover and top of the back. Fantastic colors, white pages.
Tomb of Dracula #27 and #63 - $23 Non-key issues in great condition, just throwing together to move.
Sub-Mariner #15 and #31 - Silver Age Namor bundle: $22 Great colors and interiors. Fading on spine cover on #15, #31 in great condition, see photos.
Marvel Feature #1 - 1971 - Origin & First Defenders: $49 Has tape pull on cover, subscription crease color break (see photos)
Fantastic Four #150 - 1974 - Wedding of Crystal and Quicksilver: $25 In awesome condition. No spine ticks, creases, color breaks or bends.
Tales to Astonish #58 - 1964 - Silver age Giant Man: $19 Worn condition but complete and attached. See photos.
Marvel Team-Up Annual #2 - 1978 - Spider-Man & The Hulk team-up: $30 In awesome condition. No spine ticks, creases, color breaks or bends.
Spider-Man vs. Wolverine #1 - 1987 - Death of First Hobgoblin: $19 Awesome condition. Pressable non-color breaking crease on back cover. See photos
submitted by
Making_flowers to
comicswap [link] [comments]
2024.05.14 23:04 judita_27 getting tired of fragrance in general?
i’m wondering if anyone else has experienced this and how they dealt with it. recently i’ve been completely put off fragrance — in fact, i’ve been nauseated by most of the perfumes i’ve worn lately, despite them all being very different. nothing in my collection excites me anymore, not even my samples, and overall i don’t seem to enjoy perfumes as much. this makes me pretty sad since i used to LOVE perfumes and my collection has always been very special to me. some notes i used to love i now hate the idea of (especially vanilla) and yet nothing else appeals to me either. if i’m not nauseated by the scent, then it just feels like i’m wearing a costume in the form of fragrance. overall i’m just wondering what this could be caused by, and if anyone else has experienced it before. it’s worth noting that i’m going through a pretty stressful period in my life, mainly related to important exams. could this be causing my related fragrance stress? any advice/discussion is welcome!
submitted by
judita_27 to
fragrance [link] [comments]
http://activeproperty.pl/