20s 30s DC

Genie AWP Super Series 20-foot aerial work platforms are an industry favorite due to their ease of use, convenience and flexibility. Their lightweight maneuverability and durable design make them a versatile option for a wide variety of rental, light-duty construction and maintenance applications. GatherDC helps Jewish 20s/30s connect to Jewish life and to each other. We’re here to make it easy for you to find your people and place in DC and NoVa Jewish life. Whether you’re looking for Jewish events , people , housing , jobs , rabbis , kosher food – we connect you. With 35,000+ members, we are the ORIGINAL 20s & 30s Going Out Group, and the 2nd largest Meetup group in the world! This social group is for people mostly their 20s and 30s, in the Washington DC metro area, who enjoy dancing, dining, pubs, clubs, outdoor activities, road trips, dinner parties, and other local activities. Nav20sDC is a local ministry (in the DC Metro area) of The Navigators, connecting young adults in their 20s and 30s to each other and to Jesus. A division of The Navigators, Nav20s' mission is to help 20s and 30s in cities to become and stay engaged in God’s Kingdom with the people we’re with every Twenty Questions Virtual Speed Dating for Ages 20s and 30s - Speed Date in the Comfort of Your Home! Date: Saturday, September 26, 2020 from 8:00 PM - 10:00 PM Is The Third Best U.S. City For Men And Women In Their 20s And Early 30s People fly kites near the Washington Monument on March 30, 2013 during the annual Blossom Kite Festival in Washington, DC. The National Cherry Blossom Festival, when thousands of cherry trees given by Japan as a present a century ago start blooming, is the city's top ... al4, al4l, al5, al5l, rl4 (5); awp super straddle (2); awp-20s ac, awp-20s dc, awp-25s ac, awp-25s dc, awp-30s ac, awp-30s dc, awp-36s ac, awp-36s dc, awp-40s ac, awp-40s dc, dpl 25s ac 110, dpl 25s dc, dpl 30s ac 110, dpl 30s dc, dpl 35s ac 110, dpl 35s dc, gr12, gr15, gr20, grc12, qs12r, qs12w, qs15r, qs15w, qs20r, qs20w (1); awp-20s ac, awp-20s dc, awp-25s ac, awp-25s dc, awp-30s ac, awp ... 16 reviews of 20s & 30s Going Out Group 'The organizers for the 20s and 30s group here in DC are the best and very professional. I would even consider them as friends now. The group has many, too many?, events on their calendar. If I want something to do or someplace to go, it's a one-stop no-brainer to check out their calendar. Attending the events has been easy and fun. Product Code: AWP-30S-DC. Be the first to review this product. Estimated to Ship: 11/09/20 - 11/14/20 Calculate Shipping Rate. Qty: $11,730.00 $10,388.09. Add to Cart. Add to List Compare ; Quick Overview The Genie Aerial Work Platform AWP line emphasizes portability and ease of operation. 30s to west to friendship heights. southern ave station + bus bay a. at stop ; southern ave se + valley ter se ; southern ave + mississippi ave se ; 22nd st se + southern ave se. approaching ; 22nd st se + savannah st se ; savannah st se + 23rd st se ; 23rd st se + alabama ave se ; alabama ave + 24th st ; alabama ave + jasper st se ; alabama ...

Modest Mouse

2010.02.22 22:49 jmmack Modest Mouse

All things Modest Mouse.
[link]


2009.06.16 06:07 OsakaWilson Lucid Dreaming

All about Lucid Dreams. How to, sǝɔuǝıɹǝdxǝ, etc.
[link]


2016.09.07 00:38 Fauxtillion Vote Blue - Vote for Democrats!

Vote Blue is a subreddit dedicated to promoting and helping elect down-ballot Democrats all across the United States of America!
[link]


2020.09.24 18:17 generalosabenkenobi [US/NYC] [H] TPBs and Floppy runs - Marvel/DC/Indie [W] PayPal $$$

I’ve got a selection of single issues and trade paperbacks! Just have to adjust for shipping (which should just be an extra $2-4 bucks depending). Most of the DC/Marvel singles are more recent but I can clarify if there are any questions. Pictures available upon request, all singles are bagged and boarded. Always game to bargain, I’ll give you a better deal the more you buy! Have added some extra stuff to this list since my last post!
Indie Single Issues:
-Savage Dragon 250 $6
-Space Bandits 1-5 (B variant B&W) $15
-Alien 3 1-5 $15
-Demonic 1-6 $12
-VS 1-5 $10
-Green Valley 1-5 $10
-GI Joe Sierra Muerte #1 $2
-Decorum #1, #3 - $9
-King of Nowhere #1 $3
-Finger Guns #1 $3
-Lazarus #1 $10
-Death or Glory #1-11 $30
-Lone Wolf and Cub #1 (First) $20
-Ex Machina #35-40, Special #1-2 $15
-Black Science #22-24, #35C (virgin variant), #39B $20
Indie TPBs:
-Invincible Vol 10-15 $40 ($8 each)
-Fear Agent Vol 1-6 $70
-The Star Wars (Dark Horse) $25
-V for Vendetta $12
-The Walking Dead Compendiums 1-4 $90
DC Comics – Floppies:
-All-Star Batman 1-14 (1/2/3b variants as well) $30
-Heroes in Crisis #1-9 $15
-Trinity 1-11 $12
-Young Justice 1-2 $5
-Justice League #1 (Snyder) $5
-Batgirl #1 $2
-The Unexpected #1 $2
-Mother Panic #1 $2
-War of the Gods #1 $2
-Superman Smashes the Klan 1-3 $25 (#1 is B variant)
-New Gods #1 (Vol 3 - Evanier) $9
-The Spectre #1 (Vol 3 - Ostrander) $6
-The Spectre #1 (Vol 2 - Moench) $6
-Metal Men #1 (Vol 2) $6
-Demon Knights #1 $6
-Legion of Superheroes #1 (Waid) $6
-Catwoman #1 (Brubaker) $10
-Animal Man #1 (Lemire) $8
-52 #1/#52 $15
-Catwoman (Joelle Jones) #1-21 + Annual #1 $45
-Strange Adventures #4 (A and B cover) $6
-The Question #4, #36, #17 (first appearance Rorschach) $40
-The Man of Steel #1B (Byrne) $6
DC Comics – TPBs:
-The Question Vol 1 $65
-Superman/Batman: World’s Finest $8
Marvel – Floppies:
-Secret Empire 0-10 + Omega $30
-Meet the Skrulls 1-5 $18
-Despicable Deadpool 287-300 $25
-Astonishing X-Men #1-17 (+ Annual #1) $30
-Fantastic Four #1-11 (+ Wedding Special #1) $18
-Champions #1-7 (+Annual #1) $16
-All New Guardians of the Galaxy #1-12, #146-150 $45
-Infinity Countdown Prime 1 $2
-Infinity Countdown Adam Warlock 1 $2
-Infinity Wars Prime 1 $2
-Infinity Wars 1-6 $12
-Infinity Wars Fallen Guardian 1 $2
(Infinity Countdown/Wars Lot) - $18
(All New Guardians + Infinity Countdown/Wars Lot) - $60
-Captain America 695-704 $10
-Captain America 1-15 $20
($25 for both Cap lots)
-Gamora 1-5 $10
-Cage 1-4 $8
-Death’s Head 1-4 $8
-Unbeatable Squirrel Girl #1 $5
-Fantastic Four 390-391 $4
-Black Panther and the Crew #1 $2
-Daredevil 600 $3
-International Iron Man #1 $2
-Nova #1 $2
-Hulk #1 (She-Hulk) $2
-Tony Stark Iron Man #1 $2
-Falcon #1 $2
-Symbiote Spider-Man #1 $2
-Hunt For Wolverine #1 $2
-Old Man Quill #1 $2
-The Mighty Thor: At the Gates of Valhalla #1 $2
-Spider-Woman #1 (Pacheco) $3
-The Nam #1 $6
-Marvel Legacy #1 (Brooks variant) $8
-The Wolverine Saga #1-4 $10
-Black Panther #41 (Secret Invasion) $2
-Secret Avengers #1 (Spencer) $6
-Thor #1 (Straczynski) $6
-Sectaurs #3 $2
-Black Panther #1-4 (vol 2) $20
Marvel – TPBs:
-Taskmaster Unthinkable $45
-Deathlok The Demolisher (Complete Collection) $15
-Invincible Iron Man: Stark Disassembled $10
-Ghost Rider Resurrected $10
-The Thanos Imperative $16
-Annihilation Conquest Vol 1/2 (bit of weatear on the covers) $75/$90 ($130 for both)
-The Sensational She-Hulk (Marvel Graphic Novel - scuffed up cover) $20
submitted by generalosabenkenobi to comicswap [link] [comments]


2020.09.24 18:09 joshuadwx [Full Specs] Nebula Solar (Portable)

Nebula has revealed the full specifications of its upcoming Solar series projectors… Take a look!

Color

Size

Display

Interface

Control

Hardware

Software

In The Box

Are you interested in Nebula's upcoming Solar series projectors? Be sure to let us know with a comment!
submitted by joshuadwx to anker [link] [comments]


2020.09.24 17:59 RamonDozol Easy Large scale Battles, Mercenary Units and Folowers.

My games tend to be very political, with my players usualy getting nobility tittles, castles and land to protect. And having to deal with adventuring, but also administrating their holdings and lands.
To Fix some of the disparity of the Martial X Caster problem, i give all players the option to asttract folowers and hire mercenary armies. They can conquer land and improve upon it, possibly founding their own kingdom. So most of what a wizard can do by magic, a fighter, paladin or barbarian can do by leadership, mundane wealth and political startegy. The wizard can cast teleportation, or create gates to other planes. The martials can use their armies to conquer locations with these things and hold them for their own use. A bard can be a master of political manipulation. A fighter can be a general or lord with massive armies. A barbarian can unite tribes to create a massive coalition of primitive fighters that will attack whever he choses. A rogue can create his own web of spyes and thieves guilds. And a paladin can create his own holy army, problably similar to King Arthur and his knights.
The Homebrew rules below are inspired by the "Strongholds and Folowers" book from Mathew Colville, but diferent in several aspects.
Attracting Folowers and Mercenaries.
A Character who Has a Nobility tittle or owns a Castle, fort or lands can attract followers and hire mercenary units.
To attract followers or mercenaries, the character performs a Recruitment downtime. The Character pays 50 gp, and spends a week looking for an appropriate follower or mercenary unit willing to serve him. At the end of the week he does a Charisma (persuasion) check + Character level. To search for followers / mercenaries of specific races, add +5 to the check DC;
Followers are represented by a level 1 NPC in the same class as the Character and can be attracted with a DC 25 recruitment check.
Followers. Followers are Lvl 1 NPCs who serve the character as squires, apprentices or helpers. In return, they expect the character to defend and protect them and pay them accordingly. (10 gp per week X Follower level). A character can have a number of followers equal to his charisma + level modifier. Followers can accompany characters on adventures, or be sent on missions. They normally gain XP and levels up to a maximum of half the master's level. Followers obey their master's orders, with the exception of obviously dangerous or suicidal orders. Followers who are commonly injured, abandoned, sent to danger, ignored, or who do not receive their training properly, can at any time abandon their master and seek another.
Mercenary units. Mercenary Units are represented by a humanoid NPC from CR 1/8 to CR 3 of the monster's book and can be hired by the player according to the CDs below:
CDs to hire Mercenaries: CD 15 - CR 1/8 (Bandit, Cultist, Guard, Noble, Tribal Warrior, Commoner). CD 20 - CR 1/4 (Acolyte). CD 25 - CR 1/2 (Scout, Thug). CD 30 - CR 1 (Spy). CD 35 - CR 2 (bandit Captain, Berserker, Cult Fanatic, Druid, Priest.). CD 40 - CR 3 (Knigth, Veteran).
Each Unit has 20 creatures. All members of the same unit have the same stats and equipment. Each unit can receive a weekly order to Work, Camp, Guard, Scout,March, fast march, Attack or Defend an area of ​​4x4 km, or specific locations and buildings designated by their leader. If 50% or more of the mercenaries in a unit die, the unit is disbanded. A disbanded unit will either regroup after a long rest if the battle is won, or return home if the battle is lost, possibly to their lords land. The Cost to hire and maintain Mercenaries depends on the unit's power level: CR 1/8 = 200 gp + 20 gp / week.
CR 1/4 = 400 gp + 40 gp / week.
CR 1/2 = 800 gp + 80 gp / week.
CR 1 = 1600 gp + 160 gp / week.
CR 2 = 3200 gp + 320 gp / week.
CR 3 = 6400 gp + 640 gp / week.
Units X Single Creatures.
A unit that fights a non unit creature will be treated as a single creature and ocupy an area of 20 squares, Make a single attack each turn with advantage and a +20 damage modifier. It will have an HP equal to the base NPC HP multiplied by 20. The unit will flee the battle and be disbanded if they loose more than half its HP and members. A disbanded unit will regroup after a long rest if teh battle is won, or return home if the battle is lost .
Army Orders: Each week the character can give an order to his mercenary units. If he accompanies his troops, those checks are done with advantage.
Work: The work order allows the unit to perform a downtime as a whole. Each unit performs only one downtime action, but the test is done with advantage. (Units have no skills for creating items, or downtimes that require proficiency.) Camp: The camp order allows the unit to collect raw materials and food and build housing (reduces maintenance costs in half).The unit rolls an Survival check. Guard: The order to guard, sends the unit to maintain the security of a person or place. The unit rolls an Intimidation check. Scout: The order to scout, sends small groups of soldiers in different directions to search for places of interest and enemy positions. The unit rolls a Perception check. Attack: Sends the unit to attack an enemy position. In the event of victory, it takes over the conquered territory. The unit rolls a Initiative test. Defend: The unit prepares defenses and fortifications against a possible enemy attack. The unit receives a +2 bonus to CA and Saving throws. March: Send the unit to another area of ​​the map. A unit can safely travel up to 100 km (4 map squares) per week. Fast march: Order a fast march, which forces the units to the limit, they cover 200 km (8 map squares) in a week, but take 1d4 level of fatigue. Rest: Orders the unit to rest, thus recovering 1 HD in hit points and recovering from 1 level of fatigue. The unit performs perception tests at a disadvantage while resting.
Large scale battles: Large scale battles are performed only by units. ( a unit beign groups of 20 soldiers or more). In the battle map each unit is represented by a single normal size NPC, and the combat rules are used as normal. ( 20 goblins fighting 20 guards would be played as a single guard fighting a goblin but in a large scale map.) You can make each turn represent 1 minute, 10 minutes or up to 1 hour to acount for larger scale of the map, or the number and size of the battle. ( Something like tha battle of helms deep (Lord of the rings) that lasted until morning).
submitted by RamonDozol to 3d6 [link] [comments]


2020.09.24 17:51 Sudain ** Monster Discussion ** Seru

Seru

The sound of flapping wings and an angry hiss accompany the appearance of this flying snake.

CR 3

Alignment: NE
Size: Small

Special Abilities

Poison (Ex) Bite or spit venom—injury; save Fort DC 15; frequency 1/minute for 6 minutes; effect 1 Con damage plus blindness for 1 minute; cure 1 save.
Spit Venom (Ex) As a standard action, a seru can spit venom up to 30 feet. This is a ranged touch attack with no range increment. Any opponent hit by this attack is exposed to the seru’s poison.

Ecology

A seru is an underground variety of telepathic venomous snake with the wings of a bat. These creatures have long held a special relationship with serpentfolk, and some legends suggest the snake-god created these winged vipers to assist the serpentfolk in their war against humanity. Intelligent enough to form their own culture, many serus live entirely separate lives from serpentfolk enclaves. Even so, many serpentfolk wizards still seek out serus to bind them as familiars. A spellcaster must have the Improved Familiar feat, be of an evil alignment, and be an arcane caster of level of 7th or higher to gain a seru familiar.
Serus are natural predators that prefer to track prey by scent. When ready to strike, they spit venom into the eyes of a victim and use ambush tactics to wear down their targets. When presented with overwhelming odds or those capable of resisting their venom, serus tend to flee and hide among their cavern rocks.
Serpentfolk often use serus to watch their territorial borders. These creatures serve both as a deterrent and as telepathic spies that can quickly alert their masters to the presence of outsiders. They sometimes enter into friendships with degenerate serpentfolk, participating in raiding parties as equal companions and trackers, or else command them by acting as mouthpieces for purecastes.
An adult seru weighs approximately 20 pounds, with a body nearly 3 feet long and a wingspan of 5 feet. A mated female lays two to five eggs every year, but many fall victim to underground predators before they ever hatch. Serus have an average life span of 25 years.
Environment: any land (jungles, swamps, or underground)
Source Material: Monster Codex pg. 208
Origin Paizo
GM Discussion Topics
*How do/would you use this creature in your game? *What are some tactics it might use? *Easy/suitable modifications? *Encounter ideas
Player Discussion Topics
*Have you ran into this creature before (how did it go)? *How would you approach it?
Next Up Astral Deva, Angel
*Required disclaimer: This post uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. I am expressly prohibited from charging you to use or access this content. This post is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit http://paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit http://paizo.com.
Previous Posts
submitted by Sudain to Pathfinder_RPG [link] [comments]


2020.09.24 16:40 shanabailey Products that I did NOT add to database today (24.9.2020)

https://facebook.com/4019422768074291
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Compilation image: https://i.imgur.com/IeEjH4G.jpg
submitted by shanabailey to couponsfromchina [link] [comments]


2020.09.24 16:38 NunnyTheDog Ideas for buffing or reworking underwhelming perks

Hi! These are my ideas for a lot of problematic perks in this game that people don't seem to like, I tried coming up with simple buffs or reworks to try and keep their basic idea the same, but make them a lot more viable.
Of course, I am not a master at this game by any means. I haven't run every one of these perks, and I don't know the purpose of every one, so I might completely miss the point of one.. sorry if that happens!
In that case, please give feedback on which ideas you think do or don't work, and any ideas you had. I'd love to hear feedback!
And if there is any perks you like on here, feel free to say! This isn't supposed to be a personal attack on anyone, this is just some random guy talking about a game he likes.
Anyway, this is a list of some of the most problematic perks I've heard people talk about:

Left behind
You'll get the job done... no matter the cost.
For every sacrificed survivor, all survivors gain a 1/2/3% boost to all action speeds, as long as there is at least 2 remaining generators.
The last remaining survivor can see the aura of the hatch within 24/28/32m
Left behind has an extremely narrow use case. If you happen to be the last survivor, you can see the hatch if it's close by assuming that the killer hasn't already closed it. Pretty much, you're giving up a perk slot in order to maybe see the hatch if you get lucky.
First off, the boost to all action speeds is supposed to give it a lot more use throughout the game. Sometimes survivors can start off badly, and it can be almost impossible to redeem yourself after that, especially if someone DC's after their first down. This is supposed to keep the game going, but the requirement for at least 2 gens to remain is so that the endgame isn't too easy for survivors either. This is a bit like the old left behind, but supposed to be much more versatile.
Also, the aura of the hatch is shown to all survivors, since that should make the perk have at least a little more use.
I think the idea of Left Behind is a bit fundamentally broken, but I tried.

Deja Vu
Unlocks potential in one's Aura-reading ability. Paranoia paired with your horror of failure helps prepare you from repeating the same mistakes.
For 60 seconds at the start of the trial, you see the auras of generators within 24/28/32m.
The last generator you worked on will be highlighted in yellow to you, and for 30/45/60 seconds after leaving it, the generator cannot regress any further than 20/25/30%.
Deja Vu is usually only useful to newer players, so this is supposed to expand it's use, it's kind of an entire rework.
I like this idea, but I feel like it would have to be balanced perfectly to work, since on its own, the effects may not be substantial enough to warrant bringing it, but if everyone brought it, it could make the game even worse for the killer. I don't know if this is a good idea at all, but I tried.

Slippery Meat
You have developed an efficient way to evade harm.
The odds of freeing yourself from the Hook is increased by 4/5/6%, and you gain 1 extra escape attempt.
The next trap of any kind that you run into will not activate, but Slippery Meat is disabled for 120/90/60 seconds after that.
This is just supposed to make slippery meat a lil bit better since it kind of only has use against The Trapper. (Maybe it will work the same as usual against the trapper though, just to be safe.)

No Mither
You like to take the lead, and buy your friends some time.
You begin fully healed, but suffer from the Broken status effect for the duration of the trial.
While you are in a chase, action speeds for all other survivors are increased by 5/10/15%.
After unhooking an ally, the exhaustion effect will decrease 25% faster for 5/10/15 seconds.
Grants the ability to fully heal from the dying state.
This is supposed to make No Mither a good perk for those who enjoy chases, adding a lot of high-risk, high-reward to it, as well as encouraging them to unhook a lot more. I feel like No Mither is supposed to be a perk for those who really know what they're doing, and this is supposed to encourage it.

Up the Ante
For every survivor on a hook, all survivors gain a 3/4/5% luck increase, are unhooked 25% faster, and have their struggle timer slowed by 5%.
While hooked, survivors see your aura within 32/36/40m range, and the penalty of escape attempts is reduced by 50%.
This rendition of up the ante should be perfect for stealthy survivors who can evade the killer, or altruistic survivors who try to save their teammates with all their might.
This should also be good for early game situations where most survivors have been hooked, in which case there is a 24% chance of escaping.

Autodidact
Your healing speed is reduced by 20% at the start of the trial.
Skill checks are 25% more common
For each great skill check you hit, gain a token, up to a maximum of 3/4/5 tokens.
Each token will increase your healing speed by 20%
Hitting a normal skill check or failing a skill check will remove all tokens.
Autodidact can honestly harm your teammates at the start of the match, and usually doesn't get to the broken phase until later in the game. This rendition is supposed to remove the huge flaw it has, and reward survivors for consistently hitting great skill checks instead of just becoming broken as the match progresses.
submitted by NunnyTheDog to deadbydaylight [link] [comments]


2020.09.24 16:22 Pbrisebois [Recap] MLS Matchday 13

MLS Matchday 13

Wednesday 23 September

New England Revolution 3-1 Montreal Impact
5:00pm Gillete Stadium Foxborough, MA
Farrell 41'
Kessler 45'
Bou 49'
53' Binks
Fagundez 65'
86' Lappalainen
Highlights
Atlanta United 1-0 FC Dallas
7:00pm ET Mercedes-Benz Stadium Atlanta, GA
47' Bressan
Larentowicz 55'
Highlights
New York City FC 0-1 Toronto FC
7:00pm ET Red Bull Arena Harrison, NJ
Callens 23'
25' Piatti
Castellanos 36'
40' DeLeon
56' Altidore
64' Nelson
Sands 72'
Acevedo 89'
90' Pozuelo
Highlights
Chicago Fire 4-0 Houston Dynamo
7:30pm ET Soldier Field Chicago, IL
Beric 15'
Herbers 23'
Medran 40'
Pineda 63'
Shuttleworth 70'
83' Lassiter
87' Struna
Maric 89'
89' Sapong
Highlights
FC Cincinnati 0-0 Philadelphia Union
7:30pm ET Nippert Stadium Cincinnati, OH
Gyau 19'
Waston 47'
59' Bedoya
Medunjanin 63'
79' Przybylko
Amaya 90'
Highlights
Columbus Crew 2-1 Minnesota United
7:30pm ET MAPFRE Stadium Columbus, OH
Zelarayan 31'
50' Aja
61' Metanire
Santos 70'
80'
88' Lod
Artur 90'
Highlights
Sporting Kansas City 1-2 Orlando City
7:30pm ET Children's Mercy Park Kansas City, KS
9' Schlegel
Besler 24'
36' Akindele
38' Michel
Shelton 51'
Russell 53'
77' Pereyra
78' Perea
Kinda 85'
Highlights
Inter Miami 1-4 New York Red Bulls
8:00pm ET Inter Miami CF Stadium Ft. Lauderdale, FL
14' Egbo
Agudelo 39'
49' White
Gonzalez Pirez 62'
Pizarro 64'
85' Mines
90' Royer
Highlights
Nashville SC 1-0 DC United
8:30pm ET Nissan Stadium Nashville, TN
37' Canouse
45' Canouse
Rios 70'
Washington 79'
Highlights
Colorado Rapids 5-0 San Jose Earthquakes
9:00pm ET Dick's Sporting Goods Park Commerce City, CO
Bassett 35'
Acosta 38'
43' Judson
Shinyashiki 44'
Lewis 50'
Thompson 70'
Mezquida 79'
Shinyashiki 84'
86' Hoesen
Highlights
Real Salt Lake 2-0 Los Angeles Galaxy
9:30pm ET Rio Tinto Stadium Sandy, UT
24' DePuy
Baird 62'
64' Bingham
Rusnak 65'
Kreilach 72'
Highlights
Portland Timbers 1-0 Seattle Sounders
10:00pm ET Providence Park Portland, OR
Chara 13'
36' Tolo
Bonilla 55'
56' Ruidiaz
Williamson 76'
90' Roldan
Clark 90'
Highlights
Los Angeles FC 6-0 Vancouver Whitecaps
10:30pm ET Banc of California Stadium Los Angeles, CA
Jakovic 2'
Wright-Phillips 5'
Wright-Phillips 11'
Veselinovic 14'
27' Baldisimo
Rossi 33'
Rose 68'
Harvey 83'
Highlights

Eastern Conference Table

# Team GP Pts. GD
1 Columbus Crew 13 30 17
2 Orlando City 13 25 10
3 Philadelphia Union 13 25 10
4 Toronto FC 13 25 7
5 New England Revolution 13 18 1
6 New York City FC 13 17 0
7 New York Red Bulls 13 17 -2
8 Montreal Impact 13 16 -4
9 Nashville SC 12 15 -3
10 Atlanta United 13 14 -4
11 FC Cincinnati 13 13 -9
12 Chicago Fire 13 12 -6
13 Inter Miami 13 11 -7
14 DC United 13 11 -7

Western Conference Table

# Team GP Pts. GD
1 Seattle Sounders 12 21 15
2 Portland Timbers 13 21 2
3 Sporting Kansas City 13 20 4
4 FC Dallas 12 19 6
5 Colorado Rapids 13 19 5
6 Los Angeles FC 13 18 4
7 Minnesota United 13 18 3
8 Real Salt Lake 13 17 -2
9 Vancouver Whitecaps 13 15 -13
10 LA Galaxy 12 15 -3
11 Houston Dynamo 13 15 -3
12 San Jose Earthquakes 13 11 -21

Golden Boot Leaders

Player Team Goals
Rossi LAFC 11
Zardes CLB 9
Ruidiaz SEA 8
Mueller ORL 7
Wright-Phillips LAFC 7
We're officially into the second half of this very bizarre 2020 MLS Regular Season. LAFC ran rampant at home to Vancouver scoring 4 goals in the first 14 minutes of their match, which set an MLS record for the fastest 4 goals scored in league history. The Whitecaps wouldn't help themselves, failing to record a single shot on target all game.
Over in Colorado, the Earthquakes continued their poor 2020 campaign losing 5-0 to the Rapids. That brings the Earthquakes goal difference to -21 through 13 games.
The Western Conference remains up for grabs after last night's results. Only 4 points separate Seattle in 1st with RSL in 8th.
On the other hand, over in the East, we're seeing a bit of separation. The Crew have opened up a 5 point lead on the chasing pack of Orlando, Philly and Toronto who are all level on 25. 7 points separate that chasing pack from 5th place New England.
submitted by Pbrisebois to MLS [link] [comments]


2020.09.24 15:49 RamonDozol Easy Large scale Battles, Mercenary Units and Folowers.

My games tend to be very political, with my players usualy getting nobility tittles, castles and land to protect. And having to deal with adventuring, but also administrating their holdings and lands.
To Fix some of the disparity of the Martial X Caster problem, i give all players the option to asttract folowers and hire mercenary armies. They can conquer land and improve upon it, possibly founding their own kingdom. So most of what a wizard can do by magic, a fighter, paladin or barbarian can do by leadership, mundane wealth and political startegy. The wizard can cast teleportation, or create gates to other planes. The martials can use their armies to conquer locations with these things and hold them for their own use. A bard can be a master of political manipulation. A fighter can be a general or lord with massive armies. A barbarian can unite tribes to create a massive coalition of primitive fighters that will attack whever he choses. A rogue can create his own web of spyes and thieves guilds. And a paladin can create his own holy army, problably similar to King Arthur and his knights.
The Homebrew rules below are inspired by the "Strongholds and Folowers" book from Mathew Colville, but diferent in several aspects.
Attracting Folowers and Mercenaries.
A Character who Has a Nobility tittle or owns a Castle, fort or lands can attract followers and hire mercenary units.
To attract followers or mercenaries, the character performs a Recruitment downtime. The Character pays 50 gp, and spends a week looking for an appropriate follower or mercenary unit willing to serve him. At the end of the week he does a Charisma (persuasion) check + Character level. To search for followers / mercenaries of specific races, add +5 to the check DC;
Followers are represented by a level 1 NPC in the same class as the Character and can be attracted with a DC 25 recruitment check.
Followers. Followers are Lvl 1 NPCs who serve the character as squires, apprentices or helpers. In return, they expect the character to defend and protect them and pay them accordingly. (10 gp per week X Follower level). A character can have a number of followers equal to his charisma + level modifier. Followers can accompany characters on adventures, or be sent on missions. They normally gain XP and levels up to a maximum of half the master's level. Followers obey their master's orders, with the exception of obviously dangerous or suicidal orders. Followers who are commonly injured, abandoned, sent to danger, ignored, or who do not receive their training properly, can at any time abandon their master and seek another.
Mercenary units. Mercenary Units are represented by a humanoid NPC from CR 1/8 to CR 3 of the monster's book and can be hired by the player according to the CDs below:
CDs to hire Mercenaries: CD 15 - CR 1/8 (Bandit, Cultist, Guard, Noble, Tribal Warrior, Commoner). CD 20 - CR 1/4 (Acolyte). CD 25 - CR 1/2 (Scout, Thug). CD 30 - CR 1 (Spy). CD 35 - CR 2 (bandit Captain, Berserker, Cult Fanatic, Druid, Priest.). CD 40 - CR 3 (Knigth, Veteran).
Each Unit has 20 creatures. All members of the same unit have the same stats and equipment. Each unit can receive a weekly order to Work, Camp, Guard, Scout,March, fast march, Attack or Defend an area of ​​4x4 km, or specific locations and buildings designated by their leader. If 50% or more of the mercenaries in a unit die, the unit is disbanded. A disbanded unit will either regroup after a long rest if the battle is won, or return home if the battle is lost, possibly to their lords land. The Cost to hire and maintain Mercenaries depends on the unit's power level: CR 1/8 = 200 gp + 20 gp / week.
CR 1/4 = 400 gp + 40 gp / week.
CR 1/2 = 800 gp + 80 gp / week.
CR 1 = 1600 gp + 160 gp / week.
CR 2 = 3200 gp + 320 gp / week.
CR 3 = 6400 gp + 640 gp / week.
Units X Single Creatures.
A unit that fights a non unit creature will be treated as a single creature and ocupy an area of 20 squares, Make a single attack each turn with advantage and a +20 damage modifier. It will have an HP equal to the base NPC HP multiplied by 20. The unit will flee the battle and be disbanded if they loose more than half its HP and members. A disbanded unit will regroup after a long rest if teh battle is won, or return home if the battle is lost .
Army Orders: Each week the character can give an order to his mercenary units. If he accompanies his troops, those checks are done with advantage.
Work: The work order allows the unit to perform a downtime as a whole. Each unit performs only one downtime action, but the test is done with advantage. (Units have no skills for creating items, or downtimes that require proficiency.) Camp: The camp order allows the unit to collect raw materials and food and build housing (reduces maintenance costs in half).The unit rolls an Survival check. Guard: The order to guard, sends the unit to maintain the security of a person or place. The unit rolls an Intimidation check. Scout: The order to scout, sends small groups of soldiers in different directions to search for places of interest and enemy positions. The unit rolls a Perception check. Attack: Sends the unit to attack an enemy position. In the event of victory, it takes over the conquered territory. The unit rolls a Initiative test. Defend: The unit prepares defenses and fortifications against a possible enemy attack. The unit receives a +2 bonus to CA and Saving throws. March: Send the unit to another area of ​​the map. A unit can safely travel up to 100 km (4 map squares) per week. Fast march: Order a fast march, which forces the units to the limit, they cover 200 km (8 map squares) in a week, but take 1d4 level of fatigue. Rest: Orders the unit to rest, thus recovering 1 HD in hit points and recovering from 1 level of fatigue. The unit performs perception tests at a disadvantage while resting.
Large scale battles: Large scale battles are performed only by units. ( a unit beign groups of 20 soldiers or more). In the battle map each unit is represented by a single normal size NPC, and the combat rules are used as normal. ( 20 goblins fighting 20 guards would be played as a single guard fighting a goblin but in a large scale map.) You can make each turn represent 1 minute, 10 minutes or up to 1 hour to acount for larger scale of the map, or the number and size of the battle. ( Something like tha battle of helms deep (Lord of the rings) that lasted until morning).
submitted by RamonDozol to DnD5e [link] [comments]


2020.09.24 13:33 massaokoshimizu Receita de amigurumi T-Rex

Este pequeno tiranossauro feroz pensa que ele é o rei do continente. Seus pés grandes o ajudam a se equilibrar enquanto explora a selva e outros terrenos perigosos, como estantes de livros e bancos de jardim. É um mundo grande e poderoso lá fora, para alguém tão pequeno.
Notas da Receita Amigurumi Tudo é trabalhado em rodadas contínuas, salvo indicação em contrário. O produto acabado mede aproximadamente 8 ”de altura e 7” de diâmetro, dependendo da tensão e da marca do fio. O medidor não é essencial, os pontos precisam ser densos o suficiente para manter o recheio no lugar.

Materiais

Abreviações

dc = crochê duplo
ch = corrente dec = diminuição; insira o gancho no laço dianteiro do próximo ponto (2 voltas no gancho) e depois no laço frontal do próximo ponto (3 voltas no gancho). YO e puxe por 2 voltas. YO e puxe todos os loops YO = fio sobre o gancho inc = aumento (dc 2 no próximo ponto)
sl st = ponto baixíssimo

Cabeça

Usando a cor A Rnd 1: pc 2, 6 dc no segundo pc do gancho Rnd 2: inc em cada st (12) Rnd 3: (dc, inc), repetição (18) Rnd 4: (dc 2, inc), repita (24) Rnd 5: (dc 3, inc), repita (30) Rnd 6: (dc 4, inc), repita (36) Rnd 7: (dc 5, inc), repita (42) Rnd 8: (dc 6, inc), repita (48) Rnd 9-15: dc em torno de (7 rnds) Rnd 16: dc 14, dec, dc 7, dec, dc 7, dec, dc 14 (45)

Os dedos dos pés prontos para fazer crochê juntos.

C: Dc 12 ao redor de todo o dedo restante.
Rnd 17: dc em torno de (45) Rnd 18: dc 16, dec, dc 9, dec, dc 16 (43) Rnd 19: dc em torno de (43)
Rnd 20: dc 16, dec, dc 7, dec, dc 16 (41) Rnd 21: dc 15, dec, dc 7, dec, dc 15 (39) Rnd 22: dc em torno de (39) Rnd 23: dc 13, (inc, dc 3), representante 3 vezes, inc, dc 13 (43) Se estiver usando olhal de segurança, insira-os em volta da 23-25. Rnd 24: dc 15, (inc, dc 3), representante 3 vezes, inc, dc 15 (47) Rnd 25: dc 23, inc, dc 23 (48) Rnd 26: dc 16, inc, dc 7, inc, dc 7, inc, dc 15 (51) Rnd 27-29: dc em torno de (3 rnds) Rnd 30: dc 16, dec, dc 7, dec, dc 7, dec, sc 15 (48)
Rnd 31 :: (dc 6, dec), repita (42) Rnd 32: dc em torno de (42) Rnd 33: (dc 5, dec), repita (36) Rnd 34: (dc 4, dec), repita (30) Rn 35: (dc 3, dec), repita (24) Coma firmemente. Rnd 36: (dc 2, dec), repetição (18) Rnd 37: (dc, dec), repetição (12) Rnd 38: dec 6 vezes (6) Terminar, tecer na cauda.

Corpo

Usando a cor A Rnd 1: pc 2, 6 dc no segundo pc do gancho Rnd 2: inc em cada st (12)
Rnd 3: (dc, inc), repetição (18) Rnd 4: (dc 2, inc), repita (24) Rnd 5: (dc 3, inc), repita (30) Rnd 6: (dc 4, inc), repita (36) Rnd 7: (dc 5, inc), repita (42) Rnd 8: (dc 6, inc), repita (48) Rnd 9: (dc 7, inc), repita (54) Rnd 10-16: dc em torno de (7 rnds) Rnd 17: (dc 7, dec), repita (48) Rnd 18-19: dc em torno de (2 rnds) Rnd 20: (dc 6, dec), repita (42) Rnd 21-22: dc em torno de (42) Rnd 23: (dc 5, dec), repita (36) Rnd 24-25: dc em torno de (36) Rnd 26: (dc 4, dec), repita (30)
Rnd 27-28: dc em torno de (30) Sl st para participar. Amarre e deixe a cauda longa para costurar.

Dedos e pés

Faça dois. Usando a cor A Rnd 1: pc 2, 6 dc no segundo pc do gancho Rnd 2: (dc 2, inc), repita (8) Rnd 3: (dc 3, inc), repita (10) Rnd 4: (dc 4, inc), repita (12) Amarrar. Faça mais dois dedos, não amarre o terceiro dedo. Rnd 5: Dc 6 em volta do seu dedo do pé atual (terceiro dedo do pé). Dc 6 diretamente no segundo dedo, conectando os dois dedos. Veja as figuras A e B, página 34. Dc 12 no dedo do pé restante, conectando-o aos outros dois dedos. Veja a figura C. Dc 6 de volta para o 2º dedo do pé. Dc 6 de volta para o terceiro dedo do pé. Agora você deve ter uma peça inteira composta por 36 pontos ao redor. Veja figura D. (36) Rnd 6: dc 5, dec, dc 4, dec, dc 10, dec, dc 4, dez, dc 5 (32) Rnd 7: dc em torno de (32) Rnd 8: dc 7, dec, dc 14, dec, dc 7 (30) Rnd 9-10: dc em torno de (2 rnds) Rnd 11: dc 7, dec, dc 13, dec, dc 6 (28) Rnd 12: dc 6, dec, dc 12, dec, dc 6 (26) Rnd 13: dc 5, dec, dc 11, dec, dc 6 (24) Rnd 14: (dc 2, dec), repetição (18) Rnd 15: pb em torno de (18) Colocar firmemente. Rnd 16: (dc, dec), repetição (12) Rnd 17: dec 6 vezes (6) Terminar. Tecer na cauda. Repita com o outro pé.

Pernas

Faça dois. Usando a cor A Rnd 1: pc 2, 6 dc no segundo pc do gancho Rnd 2: inc em cada st (12) Rnd 3: (dc, inc), repetição (18) Rnd 4: (dc 2, inc), repita (24) Rnd 5-9: dc em torno de (5 rnds) Rnd 10: (dc 2, dec), repita (18) Rnd 11: (dc 4, dec), repita (15)
Rnd 12-16: dc em torno de (15) Sl st para participar. Amarre e deixe uma cauda longa para costurar. Enfie levemente a parte mais larga da perna, encha firmemente a parte mais estreita.

Rabo

Usando a cor A Rnd 1: pc 2, 6 dc no segundo pc do gancho Rnd 2: (dc 2, inc), repita (8) Rnd 3: (dc 3, inc), repita (10) Rnd 4: (dc 4, inc), repita (12) Rnd 5: (dc 5, inc), repita (14) Rnd 6: dez, dc 5, inc, dc 6 (14) Rnd 7: (dc 6, inc), repita (16) Rnd 8: dez, dc 7, inc, dc 6 (16) Rnd 9: (dc 7, inc), repita (18) Rnd 10: (dc 5, inc), repita (21) Rnd 11: dc 6, inc, dc 6, inc, dc 5, dez (22) Rnd 12: dez, dc 7, inc, dc 4, inc, dc 7 (23) Rnd 13: dc 11, inc, dc 11 (24) Rnd 14: (dc 7, inc), repita (27) Rnd 15: dc, dec, dc 12, inc, dc 11 (27) Rnd 16: dc 10, inc, dc 6, inc, dc 9 (29) Rnd 17: dc, dec, dc 8, inc, dc 9, inc, dc 7 (30) Rnd 18: (dc 9, inc), repita (33) Rnd 19: dc 6, inc, (dc 4, inc), rep 4 vezes, dc 6 (38) Sl st para participar. Amarre com uma cauda longa.

Braços

Faça dois. Usando a cor A Rnd 1: pc 2, 6 dc no segundo pc do gancho Rnd 2: (dc 2, inc), repita (8) Rnd 3-7: dc em torno de (5 rnds) Sl st para participar. Amarre e deixe uma cauda longa. Coisas levemente com uma pitada minúscula de recheio.

Barriga

Croché em fileiras, NÃO na ronda. Usando a cor B Linha 1: ch 9, vire. Linha 2: pb em (8) Ch 1, vire. Linha 3: pb em (8) Ch 1, vire. Após cada uma das linhas a seguir, ch 1 antes de virar. Linha 4: inc, dc 6, inc (10) Linha 5: dc transversal (10) Linha 6: dc, inc, dc 3, inc, dc 2, inc, dc (13) Linha 7-9: dc transversalmente (3 linhas) Linha 10: dc, inc, dc 9, inc, dc (15) Linha 11-13: dc transversalmente (3 linhas) Linha 14: dec, dc 5, dec, dc 4, dec (12) Linha 15: dc transversal (12) Linha 16: dec, dc 3, dec, dc 3, dec (9) Linha 17: dec, dc 2, dec, dc, dec (6) Linha 18: dec, dc 2, dec (4) Amarre, deixe a cauda longa para costurar.

Espinhos

Faça seis. Usando a cor C Rnd 1: pc 2, 6 dc no segundo pc do gancho Rnd 2: (dc, inc), repetição (9) Rnd 3: (dc 2, inc), repita (12) Rnd 4: dc em torno de (12) Sl st para participar. Amarre, deixando uma cauda longa para costurar. Pressione plana.

Montagem

Costure em torno da borda da barriga, prendendo-a no corpo. Consulte a página 34. Usando a cauda longa do corpo, costure a cabeça no corpo, como na página 34. Use pinos para ajudar a posicionar a cabeça.
Prenda um longo pedaço de fio nas pernas. Posicione as pernas nas laterais do dinossauro. Eles devem ficar baixos no corpo para que a parte estreita das pernas fique levemente abaixo do corpo.
Usando o fio que você acabou de prender, costure ao redor da “coxa” mais larga da perna, prendendo-a ao corpo. Pode ser necessário esmagar esta parte da perna contra o corpo ao costurar. Veja fotos, acima à direita.
Usando a cauda longa pendurada na parte estreita da perna, prenda o pé na perna. Certifique-se de manter a perna e o pé centralizados; use pinos, se necessário.
Encha a cauda e posicione-a na parte inferior das costas do seu dinossauro. Vai ser difícil para o seu T-Rex ficar usando apenas os pés dele, então você quer prender a cauda o suficiente para tocar o chão e ajudá-lo a se equilibrar quando estiver em pé. Use alfinetes para segurar a cauda no lugar e costure para prender.
Anexe os braços ao corpo.
Mantenha os espinhos planos e prenda-os na parte de trás do seu T-Rex. Deve haver espaço para 3 espinhos na cabeça e 3 espinhos no corpo. Você pode fixá-las para garantir que elas estejam espaçadas uniformemente.
Se você optou por usar olhos de segurança, eles já devem estar no lugar. Para criar olhos de feltro, corte duas ovais em feltro branco. Pinte em um círculo preto e um ponto branco para dar brilho ao olho (os círculos em feltro preto e branco também podem ser substituídos em vez da tinta).
Deixe secar antes de colar ou costurar na cabeça. Olhos de botão também podem ser usados! Usando fio preto, faça dois pontos longos no nariz para criar as narinas.

fonte:https://artesanatosustentabilidade.com.breceita-de-amigurumi-t-rex/
submitted by massaokoshimizu to u/massaokoshimizu [link] [comments]


2020.09.24 10:07 SidInsomniac I categorized the list of a couple of games in the Epic store into 4 parts - Free games, below $5 games, above $5 but below $10 games, and $14.99 games

So I went through all the list of games in the Epic store during Sale going on, and categorized them into four different parts so it would be easier to take a quick decision on which game to play next. They are listed in alphabetic order per category below.

(The $14.99 category is useful if you happen to have a $10 Epic coupon, so you can actually avail the game for $4.99 only! Please note, this list may vary based on the region where you are at, but the bulk of it should be the same. Also this is the list as of today i.e. 24/09/2020.)

Free games (34 games)

  1. 3 out of 10, EP 1: "Welcome To Shovelworks"
  2. 3 out of 10, EP 2: "Foundation 101"
  3. 3 out of 10, EP 3: "Pivot Like A Champion"
  4. 3 out of 10, EP 4: "Thank You For Being An Asset"
  5. 3 out of 10, EP 5: "The Rig Is Up!"
  6. ARK Editor
  7. Atlas Mod Kit
  8. Auto Chess
  9. Battalion Dev Kit
  10. Conan Exiles Modkit
  11. Dauntless
  12. Days of War Editor
  13. Delores: A Thimbleweed Park mini-adventure
  14. Diabotical
  15. Diesel Brothers Truck Building Simulator Editor
  16. Football Manager 2020
  17. Helium Rain Mod Kit
  18. Hello Neighbor Mod Kit
  19. Insurgency: Sandstorm - Mod Tools & Editor
  20. Magic The Gathering Arena
  21. Mars 2030 Editor
  22. Mechwarrior 5 Modding Toolkit
  23. Might & Magic: Chess Royale
  24. Paladins
  25. Path of Exile
  26. Rocket League®
  27. SMITE
  28. Sludge Life
  29. Spellbreak
  30. Squad Editor
  31. Stick It To The Man!
  32. The Cycle
  33. Trackmania
  34. VR Funhouse Editor

Below $5 (109 games)

  1. 7 Billion Humans
  2. A Short Hike
  3. ABZU
  4. AER Memories of Old
  5. Alan Wake
  6. Alan Wake's American Nightmare
  7. Anno 1701: History Edition
  8. Ape Out
  9. Assassin's Creed Rogue
  10. Assassin's Creed Unity
  11. Assassins Creed: Director's Cut Edition
  12. Atomicrops
  13. Axiom Verge
  14. Bad North
  15. Beyond Good & Evil
  16. Carcassonne
  17. Child of Light: Ultimate Edition
  18. Costume Quest
  19. Crashlands
  20. Death Coming
  21. Donut County
  22. Drawful 2
  23. Dread Nautical
  24. Enter The Gungeon
  25. Everything
  26. Faeria
  27. Far Cry
  28. Far Cry 2: Fortune's Edition
  29. Far Cry 3
  30. Far Cry 3 Blood Dragon
  31. Faster Than Light
  32. Fez
  33. Figment
  34. Flower
  35. GNOG
  36. Genesis Alpha One
  37. Ghostbusters: The Video Game Remastered
  38. GoNNER
  39. Gone Home
  40. Gorogoa
  41. Hello Neighbor
  42. Hello Neighbor Hide & Seek
  43. Horace
  44. Hue
  45. Human Resource Machine
  46. InnerSpace
  47. Inside
  48. Into The Breach
  49. Jotun Valhalla Edition
  50. Journey
  51. Kill it With Fire
  52. Kine
  53. Kingdom New Lands
  54. Last Day of June
  55. Layers of Fear
  56. Lifeless Planet: Premier Edition
  57. Limbo
  58. Little Inferno
  59. Metro: 2033 Redux
  60. Metro: Last Light Redux
  61. Milky Way Prince – The Vampire Star
  62. Minit
  63. Missile Command: Recharged
  64. Monopoly PLUS
  65. Mutazione
  66. My Time at Portia
  67. Next Up Hero
  68. Observation
  69. Operencia: The Stolen Sun
  70. Overcooked
  71. Oxenfree
  72. Pathway
  73. Poly Bridge 2
  74. RUINER
  75. Rayman Legends
  76. SUPERHOT
  77. SUPERHOT: Mind Control Delete
  78. Shadow Tactics
  79. Shadowrun Returns
  80. Shadowrun: Dragonfall - Director’s Cut
  81. Sherlock Holmes Crimes and Punishments
  82. Slime Rancher
  83. Steep
  84. Stories Untold
  85. Stranger Things 3: The Game
  86. Sundered Eldritch Edition
  87. Superbrothers: Sword & Sworcery EP
  88. Tacoma
  89. The Alto Collection
  90. The Bridge
  91. The Escapists
  92. The Escapists 2
  93. The Jackbox Party Pack
  94. The Jackbox Party Pack 2
  95. The Last Campfire
  96. The Messenger
  97. The Unfinished Swan
  98. The Wolf Among Us
  99. Thimbleweed Park
  100. Ticket to Ride
  101. Tormentor x Punisher
  102. Totally Reliable Delivery Service
  103. Trials Rising
  104. Uno
  105. Valiant Hearts: The Great War
  106. Wattam
  107. What Remains of Edith Finch
  108. Wheels of Aurelia
  109. Yooka-Laylee and the Impossible Lair

Above $5 but below $10 (127 games)

  1. 20XX
  2. >observer_
  3. A Knights Quest
  4. Afterparty
  5. Ageless
  6. Amnesia: Rebirth
  7. Amnesia: The Dark Descent
  8. Among Trees
  9. Anno 1404: History Edition
  10. Anno 2205
  11. Anodyne 2: Return to Dust
  12. Arise: A Simple Story
  13. As Far As The Eye
  14. Ashen
  15. Assassin's Creed Origins
  16. Assassin's Creed Syndicate
  17. Aztez
  18. Barony
  19. Batman™ Arkham Asylum Game of the Year Edition
  20. Batman™: Arkham City - Game of the Year Edition
  21. Before We Leave
  22. Beyond Blue
  23. Beyond: Two Souls
  24. Bloodroots
  25. Borderlands: The Handsome Collection
  26. Cardpocalypse
  27. CastleStorm 2
  28. Celeste
  29. City of Brass
  30. Conarium
  31. Corruption 2029
  32. Crysis Remastered
  33. Dangerous Driving
  34. Darksiders Warmastered Edition
  35. Disco Elysium
  36. Falcon Age
  37. Far Cry 4
  38. Far Cry 5
  39. Far Cry New Dawn
  40. Far Cry Primal
  41. For Honor
  42. For The King
  43. Foregone
  44. Ghost Recon Future Soldier Ultimate Edition
  45. God's Trigger
  46. Griftlands
  47. Hades
  48. Heavy Rain
  49. Hob
  50. Huntdown
  51. Hyper Light Drifter
  52. John Wick Hex
  53. Journey To The Savage Planet
  54. Killing Floor 2
  55. Kingdom Come: Deliverance
  56. LEGO® Batman™ 2: DC Super Heroes
  57. LEGO® Batman™ 3: Beyond Gotham
  58. LEGO® Batman™ The Videogame
  59. Levelhead
  60. Manifold Garden
  61. Metro Exodus
  62. Might & Magic Heroes VII: Ultimate Edition
  63. Moonlighter
  64. Mutant Year Zero: Road To Eden
  65. Neon Abyss
  66. Nuclear Throne
  67. Offworld Trading Company
  68. Omen of Sorrow
  69. Ooblets
  70. Outer Wilds
  71. Q.U.B.E.2
  72. Railway Empire
  73. Rainbow Six Siege
  74. ReadySet Heroes
  75. Rebel Galaxy
  76. Relicta
  77. Rogue Legacy 2
  78. Rune II
  79. Satisfactory
  80. Shadow Complex Remastered
  81. Shadowrun: Hong Kong
  82. Shakedown Hawaii
  83. Shenmue III
  84. Sid Meier's Civilization VI
  85. South Park: The Stick of Truth
  86. Spiritfarer
  87. Subnautica
  88. Subnautica Below Zero
  89. Super Meat Boy
  90. SuperMash
  91. Superliminal
  92. Surgeon Simulator 2
  93. Surviving Mars
  94. Surviving the Aftermath
  95. The Crew 2
  96. The Division 2
  97. The End is Nigh
  98. The Jackbox Party Pack 3
  99. The Jackbox Party Pack 4
  100. The Jackbox Party Pack 5
  101. The Jackbox Party Pack 6
  102. The Sojourn
  103. The Stanley Parable
  104. The Talos Principle
  105. The Telltale Batman Shadows Edition
  106. The Walking Dead: A New Frontier
  107. The Walking Dead: Michonne
  108. The Walking Dead: Season One
  109. The Walking Dead: Season Two
  110. The Walking Dead: The Final Season
  111. This War of Mine
  112. Tom Clancy's The Division
  113. Torchlight
  114. Torchlight II
  115. Totally Accurate Battle Simulator
  116. TowerFall Ascension
  117. Transistor
  118. Trover Saves the Universe
  119. Untitled Goose Game
  120. WHAT THE GOLF?
  121. Watch Dogs
  122. Where The Water Tastes Like Wine
  123. Wilmot's Warehouse
  124. Wizards: Wand of Epicosity
  125. World War Z GOTY
  126. World of Goo
  127. Yaga

$14.99 games (14 games)

  1. Ancestors The Humankind Odyssey
  2. Assassin's Creed III Remastered
  3. Bee Simulator
  4. Farming Simulator 19
  5. Horizon Zero Dawn™ Complete Edition
  6. Just Cause 4
  7. Maneater
  8. No Straight Roads
  9. Old World
  10. Overpass
  11. State of Decay 2: Juggernaut Edition
  12. Tetris® Effect
  13. Trackmania Turbo
  14. Windbound
submitted by SidInsomniac to EpicGamesPC [link] [comments]


2020.09.24 06:52 scout1032 [USA-TX] [H] Wii/WiiU games, Lego Marvel Super Heroes for PC, Skylander and Disney Infinity figures, Disney Infinity and Skylander portals, WiiU console complete. [W] PayPal

All will include shipping so keep that in mind when making a deal. Also this is my first time doing this so sorry for any inconveniences and such and am willing to make deals if prices seem unreasonable.
Wii/WiiU games
LEGO Marvel Avengers WiiU- $15
Cars 2 Wii- $5
Sing Party WiiU- $5
Just Dance 4 Wii - $5
Batman Arkham Origins WiiU- $15
Transformers Rise Of The Dark Spark WiiU- $8
Watch Dogs WiiU- $15
LEGO Star Wars The Complete Saga- SOLD
Disney Infinity 2.0 WiiU- $15
Skylanders Trap Force WiiU- $10
Disney Infinity 1.0- $15
Iron Man 2 Wii- $5
LEGO Batman Wii- SOLD
LEGO City Undercover WiiU- $15
LEGO Batman 2 DC Super Heroes- $15
Star Wars The Force Unleashed 2- $15
LEGO Star Wars 3- $20
Bayonetta 2(with Bayonetta 1) WiiU- $25
LEGO Batman 3 Beyond Gotham- $15
Sniper Elite V2- $15
The LEGO Movie Video Game- $15
LEGO Jurassic World- $15
Batman Arkham City Armored Edition- $15
Transformers The Game Wii- $10
New Super Mario Bros U- $20 or 25
Epic Mickey 2 The Power Of Two- $10
LEGO Harry Potter- $15
Skylanders Spyro’s Adventure- $20
Mario Kart Wii- $30
Wii Sports- $30
Skylanders Giants- $20
Just Dance 2015- $15
Skylanders Swap Force Wii- $10
Just Dance 3 Wii- $10—————————————————————————
LEGO Marvel Super Heroes for pc- $15
—————————————————————————
Skylander and Disney Infinity Portals- $20 or $25 each
—————————————————————————
Skylander and Disney Infinity figures, disks, traps, etc
Figures- $5 each
Disks for Disney Infinity- $3 each
Other stuff- $5 each
—————————————————————————
WiiU console complete but no box- SOLD
submitted by scout1032 to GameSale [link] [comments]


2020.09.24 05:04 AedorDM challenge rating and wild magic

I've been making a high level NPC who will serve as a kind of lieutenant for the BBEG. I'm a pretty new DM and not entirely certain on the calculations for determining CR. I also failed highschool math lmao. what makes it even more complicated is that I've given him a custom wild magic surge table, metamagic (18th level caster), and a custom +2 sword with 1d6 lightning damage. some of the surges on the table obviously do damage, some of them heal him. some even disadvantage him. I based some of his stats on CR14 'favored chosen' statblock in the statblock compendium. But with the changes, its definitely over 14. As it stands, I'd love to figure out if he's overpowered. I hope its okay to post it here for critique! I appreciate it's long, and a lot of work to look through, so I hope its not too much chutzpah to ask. Here he is....
Takrujar the Wake
Armour class 15 (Breastplate) hit points 247 speed 30ft fly 30ft ______________________________________________________________________________ STR DEX CON INT WIS CHA 20(+5) 13(+1) 20(+5) 15(+2) 15 (+2) 20(+5) _______________________________________________________________________________ saving throws: Dex +6 Con +10 Wis +7 Cha +10 Skills: Arcana +7, intimidation +10, Persuasion +10, intimidation +7 damage immunities: necrotic senses: Passive perception 12 Languages: Abyssal, Celestial, Undercommon CR 14 ____________________________________________________________________________ Sponsor of Means: Takrujar is armed with the longsword *name TBD*. His attacks count as magical
Magic resistance: Takrujar has advantage on saves against spells and other magical effects
Metamagic (18 sorcery points): twinned spell, empowered spell, distant spell, heightened spell
Suffused of Carass D’ul: Whenever Takrujar takes above 10 points of damage, he must succeed on a constitution saving throw, or unleash a wildmagic surge
Spellcasting. Takrujar is an 18th level spellcaster. His spellcasting ability is Charisma (+10 to hit, spell save DC18)
At will: Firebolt, Dancing lights, mending, Ray of frost 1st: level (4 slots) Colour Spray, shield, magic missile, False life 2nd: level (3 slots) Darkness, Hold person, Invisibility, Scorching ray, 3rd level (3 slots) Fireball, Fly, Counterspell 4th level (3 slots) Wall of fire, Banishment 5th level (3 slots) Telekinesis, Dominate person, Teleportation circle 6th (1 slot) Circle of death, Disintegrate 7th (1 slot) Prismatic spray, Reverse gravity 8th (1 slot) Earthquake, power word stun 9th (1 slot) Gate __________________________________________________________________________________________ Actions Takrujar makes two attacks with *longsword name TBD*
Melee weapon attack +12 to hit, reach 5ft, one target 1d8+2 piercing +1d6 +1 lightning damage
_________________________________________________________________________________________________________________________ Takrujar’s magic surge table (1d20)
  1. Necrotic energy bursts from around Takrujar. Each creature within 30 feet of him takes 1d10 necrotic damage, and he gains temporary hit points equal to the sum of the necrotic damage dealt to the creatures
  2. Takrujar teleports up to 20 feet to an unoccupied space he can see.
  3. Takrujar has vulnerability on the next attack that hits him
  4. Arcane energy enshrouds Takrujar. For 1 minute, Takrujar gains a +2 bonus to AC, and whenever a creature within 10 feet hits Takrujar with an attack, that creature takes force damage equal to your Charisma modifier
  5. Plant life temporarily grows around Takrujar: For 1 minute, the ground within 10 feet of him is difficult terrain
  6. Arcane energy taps into the minds of those around Takrujar. Each creature within 30 feet of him must succeed on a Wisdom saving throw or Takrujar sees a glimpse of the creature’s thoughts, learning how it plans to attack him. As a result, the creature has disadvantage on attack rolls against him until the start of his next turn
  7. A beam of brilliant light lances from Takrujar’s chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.
  8. Fog cloud is cast centred on Takrujar
  9. Heat Metal is cast
  10. Bones of the earth is cast at 6th level
  11. Blue-green lightning arcs out frm Takrujar’s body in a 10ft radius. All creatures within range must make a constitution saving throw against Takrujar’s spell save dc. On a fail, the creature is subjected to a ‘flesh to stone’ spell (6th level). However the material into which the creature is transmuted is random. Roll a d4:
    1. Stone
    2. Copper.
    3. wood.
    4. glass
  12. A pulse of blue-green energy blasts outward centred on Takrujar, in the shape of a 30ft sphere. For the next minutem any creatures within the area cannot cast spells in the magical school determined by a D8
  13. Conjuration
    1. Necromancy
    2. Evocation
    3. Abjuration
    4. Transmutation
    5. Divination
    6. Enchantment
    7. Illusion
  14. Takujar casts fireball centred on himself
  15. Takrujar casts haste on himself
  16. Takrujar has vulnerability to Poison damage Until the start of his next turn
  17. Takrujar has vulnerability to Fire damage until the start of his next turn
  18. Takrujar conjures 1d4 living spells
  19. A pulse of blue-green energy blasts outward centred on Takrujar, in the shape of a 30ft sphere. Any creatures within the area heal 2D10 hit points
  20. The next spell that Takrujar casts that causes damage has its damage maximised
  21. Takrujar casts storm of vengeance
Takrujar’s long sword (reskinning the griphon's saddlebag charged rapier)
This blade snaps and crackles with electrical power as it is waved throw the air. While holding the longsword you have resistance to lightning damage. You gain a +2 bonus to attack and damage rolls made with this magic weapon and it deals an extra 1d4 lightning damage to any target it hits
Electric charge if you are proficient in this weapon, when you move at least 20ft in a straight line on your turn while holding this longsword, you can speak its command word as a bonus action to briefly disappear and transform into a bolt of lightning. When you do, choose an unoccupied space you can see within 20ft of you that’s along the same straight line and in the same direction in which you are moving. You form a 5ft wideline of lightning originating from yourself that extends to the unonccupied space. You reappear in that space as the bolt of lightning passes through anything in its path
if there are any creatures in the line of lightning, they must succeed on a dexterity save of 15 or take 1d6+1 lightning damage as you pierce through it.
submitted by AedorDM to dndnext [link] [comments]


2020.09.24 04:47 JonArbunkle7654 I Made an Alastor Stat Block for Dungeons and Dragons 5e

Alastor
Medium fiend (demon), lawful evil
Armor Class 20 (Natural Armor)
Hit Points 432
Speed 40 ft.
STR 15 (+2)
DEX 23 (+6)
CON 18 (+4)
INT 20 (+5)
WIS 20 (+5)
CHA 25 (+7)
Saving Throws DEX +14, INT +13, CHA +15
Skills Deception +14, Persuasion +14
Damage Immunities Fire, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 15
Languages All
Challenge 26 (90,000 XP)
White Noise. Hostile creatures within 30 feet of Alastor are constantly tormented by deafening radio static, resulting in creatures being deafened and taking 10 Psychic damage at the start of each of their turns while within the radius. Alastor can toggle this aura off as a Bonus Action.
Awesome Aura. Alastor exudes an aura of terror or awe within 30 feet of him. He can toggle between these auras as a Bonus Action, or turn them off entirely. Creatures within the aura of awe have disadvantage on Insight checks made against Alastor and Alastor has advantage on Charisma checks made against them. Creatures within the aura of terror have disadvantage on attacks against Alastor and against saves against being Frightened.
Innate Spellcasting. Alastor's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:
At will: Fireball, Vampiric Touch, Arms of Hadar, Vicious Mockery (17th level), Charm Person, Eldritch Blast (17th level), Friends, Detect Magic, Teleport.
3/day each: Fear, Charm Monster, Symbol, Dispel Magic, Telekenisis, Mass Suggestion, Dominate Person.
1/day each: Meteor Swarm, Shapechange, Feeblemind, Dominate Monster.
Magic Resistance. Alastor has advantage on saving throws against spells and other magical effects.
Legendary Resistance (4/day). If Alastor fails a saving throw, he can choose to succeed instead.
Magic Weapons. Alastor's weapon attacks are magical.
Regeneration. Alastor recovers 23 HP at the start of his turn. This trait doesn't function if he takes Radiant damage before his turn. Alastor only dies if he is reduced to 0 HP and doesn't regenerate.
Actions
Brain Overload (recharge 5-6). Alastor overloads the mind of a creature within 60 feet of him with every radio broadcast ever made, including by him. They must make a DC 18 Intelligence saving throw or take 40 Psychic damage and be Stunned for 1 round.
Radio Staff. Melee Weapon Attack: +12 to hit, reach 5 ft., # target. Hit: 20 Bludgeoning damage.
Eldritch Hold (Recharge 6). Alastor summons flailing, ebony tentacles from a portal in the ground. The tentacles flail in that spot and take up a 30 foot radius, which becomes difficult terrain. Any creature other than Alastor within the radius or that starts their turn inside the radius must make a DC 17 Dex save or be grappled by the tentacles until the tentacles are destroyed or until they die. They take 5d6 Bludgeoning damage each round at the start of their turn while grappled. The tentacles linger until they are destroyed. The tentacles have 45 HP, and is considered a Huge Fiend (Demon) immune to Poison, Psychic, Fire, and Necrotic damage, and immune to all conditions.
Maddening Sigil (Recharge 6). Alastor traces a demonic sigil in midair, before firing out 12 streaking beams of demonic energy. Each beam can target one creature, and automatically deals 5 Necrotic damage.
Legendary Actions
Alastor has 4 Legendary Actions which he can use at the end of another creature's turn. He regains all lost Legendary Actions at the start of his turn.
Staff. Alastor uses his Radio Staff action.
Radio Hex (Costs 2 Actions). Alastor hexes a creature within 60 feet of him with a Radio Hex. They must make a DC 18 Charisma Saving Throw. On a failure, they hear the sound of radio static, deafening them, dealing 16 Psychic damage each round. Each round, they can repeat the saving throw, ending the spell on a success.
Sigil (Costs 4 Actions). Alastor uses Maddening Sigil.
Fiendish Speed. Alastor moves up to double his walking speed.
submitted by JonArbunkle7654 to HazbinHotel [link] [comments]


2020.09.24 03:37 mtrodgers99 V9 JIG GREEN EAST: STORMING LE HAMEL

This is a large D-Day scenario that exists in two versions, according to the ASL Scenario Archive. One version comes with the War-Oboe Publications Monster Pack #1.1; the other version appears in an issue of VFFT as scenario V9. V9 is the version that Magnus and I played. I cannot tell if the versions are identical, however, V9 mentions "Taken from the War-Oboe Publications Monster Scenarios Pack".
The scenario depicts some of the British landing on Gold Beach; three boards’ worth (boards 22, 12, 40). About the only thing missing from this scenario is napalm and caves. The scenario has air support, wire, tetrahedrons, pillboxes, A-T ditches, heavy surf, light dust, OBA, NOBA, Sherman Crab, Churchill AVRE, Churchill Bridgelayer, Churchill Crocodile, mines and a seawall.
The victory conditions require the British to clear the Germans out of multi-story building 22G5 and any other eight multi-hex buildings. The VC actually state "multi-hex locations, but that makes no sense).
My experience with seaborne assaults has always been the defender not having enough fortifications to cover the beach well. Not so in this scenario. The Germans have 30 wired tetrahedrons, 12 pillboxes, 25 wire counters, 10 trenches and 12 A-T ditches (which are almost redundant considering no vehicle can cross the seawall until it is breached). The defending troops are of mixed quality: 12 first line, 6 second line and two conscript squads. They are well supplied with SW: 6 LMG, 2 MMG and 2 HMG. The heavy weapons are 2 81mm mortars and 3 75mm PaK 40 A-T guns. The A-T guns are frightening for the British because they can sink a LCVP in one hit. Wait—there is more. A four factor minefield exists in every beach hex adjacent to a hinterland hex. All the outer hex sides of buildings are fortified at all levels.
The map allows the German to set up some assets to enfilade the entire length of the beach. The setup instructions require at least 50% of all MMC and fortifications be within eight hexes of a beach hex. As Rommel said, you need everything near the beach anyway, so no issue there. The scenario forces the German to have no more than three tetrahedrons adjacent to each other, which gives some openings for the British LC.
After seeing all that, one would think the British would have at least thirty squads with which to attack; nope. They have only 20 elite squads (same number as the Germans) with decent leadership, 8 LMG, 2 MMG, 2 HMG, 4 DC, 4 FT, 6 PIAT and two light mortars. They load that stuff on nine LCVP that irritatingly have five MP. Five MP is irritating because 25% of five, FRU, is two MP. Every unload would cost two MP if the scenario didn’t have heavy surf. Since it does, the unload cost is 50%, FRU to three MP. Therefore, beached or fast aground, the LCVP will unload something only once per MPh.
The AFV part of the British OB is the most fun for the British player. The scenario gives two LCT(4) that the British player can fill with a personalized selection taken from the following: Sherman DD, Sherman Crab, Crocodile, AVRE, and Churchill Bridgelayer. The scenario card used VASL images; the PP was missing for the LCT(4), so I looked at the actual VASL counter to find the value of 330 PP. As usual, it is very important to read the LC notes in chapter H. The value of 330 applies to Americans all the time, and to British until July 1943. Starting in July 1943, the PP value increases to 540 PP for only the British. The difference is worth a Crocodile and a Sherman. Stuff that I did not remember before playing this scenario: the PP of a vehicle is based on its weight. Therefore, the Shermans use 60 PP and the various Churchills use 120PP.
It was my turn to attack, so I had the pleasure of filling out the LCT(4) to the maximum. In the first one, I had from front to back a Crocodile, an AVRE, two Crabs, an AVRE and another Crab. In the second one, I had an AVRE, a Crocodile, three Crabs and a Bridgelayer. I wanted smoke makers. The AVRE can do many things, but an important one in this scenario is that it can breach a seawall with its MA. The Crocodile, of course, has its powerful FT. I could see no useful difference between the Sherman DD and the Sherman Crab, so I took all Crabs because of the numerous mined hexes.
The LCT(4) have 5 MP, are double large targets, and they can sustain up to ten damage points. The scenario card shows incorrect information for this LC. Again, the heavy surf means that only one vehicle will unload during each MPh. As well, the unloaded vehicle will have used half+1 of its MP (+1 for starting). The Churchill type AFV will not go far from the LC during the turn that they unload.
One would like, of course, to land these wonderful vehicles ahead of the infantry. The scenario, however, forces the British to bring all the LC in on the same turn and then make for the beach post-haste. I inquired to the forums if maybe an LC could spend all MP to move one hex. The answer I received was "no". All I could do was sort of stagger their setup so they did not all land at the exact same time.
Here is an image of Magnus’ German setup. That is the most heavily fortified and defended beach on which I have ever tried to land troops.

German setup
Here is an image of my LC load-outs to show the complete assets the British have to accomplish their mission.

load-outs
I recommend that one plays as if the British vehicles are waterproofed. Normally, this is specified in an SSR. By default, since no SSR mentions waterproofing, the vehicles are not waterproofed. With the heavy surf, however, the LCT(4) could be sucked off of the beach with its ramp down, thus immobilizing it in a shallow ocean hex. A non-waterproofed vehicle that enters a shallow ocean hex with heavy surf, even while unloading, is immobilized (G13.441). This could be catastrophic for the British; it actually occurred with one of my LCT(4) during our playing.
Here is a recap of our playing. During the run-in the Pak 40 guns had no trouble hitting landing craft and inflicting damage points. One LCVP was immobilized in the first turn. My air support was a total whiff when it first came on; all three planes missed their sighting TC while targeting the static defences. On the next turn, I had more success using the planes to target German units that tried to move quickly towards the beach. A German Pak 40 X’d itself out during an IF on turn two. My NOBA spent much of the game trying to silence the Pak 40 situated on the east end of the beach in a trench. At least it succeeded in hindering shots from the 75.
It may have been a mistake to do so, but I sent most of the LC towards board 22 because of its key victory building and because of the large number of multi-hex buildings on that board. On turn three, the LCT(4) reach the beach, although only one of them can unload a vehicle. Said vehicle, an AVRE, bogs when it touches the beach. Only one LCVP takes the chance of moving into a tetrahedron hex; it is not harmed. The rest manage to use the openings. Several LCVP land and unload some infantry, most of them onto wire. German fire (including a mortar rate tear with a spotter no less) eliminates about half of the five squads that landed in several locations. The LCT(4) in the centre with its ramp down is sucked back into the shallow ocean hex to make it permanently fast aground. This also happens to an LCVP. The other LCT(4) at the west end of the beach is destroyed (I have no notes about how; my guess is the heavy surf caused it to broach), but it is beached and the vehicles survive to unload on a later turn.
Here is the image at the end of British turn three.

end of British turn 3
During German turn three, a Pak 40 sinks an LCVP in deep ocean. A second Pak 40 destroys the bogged AVRE. A British plane point attack versus the Pak 40 in the trench fails to bother the crew with two 12 FP attacks and a missed bomb drop. On the plus side for the British, the LCT(4) 20L weapons, combined with a plane attack take out the German 9-2 and a HMG team permanently. Two LCVP that beached on turn three, but could not unload, are taken off of the beach by the heavy surf in British turn four, thus delaying their infantry from landing. Infantry that landed in the previous turn assault move under the wire and then have the privilege of advancing into the 4FP minefield adjacent to the hinterland. A crocodile unloads from the LCT(4) in the middle and one unloads from the LCT(4) in the west as well. The west crocodile uses its FT to break a German unit adjacent to the beach. In German turn four, a HMG with an 8-1 leader in a pillbox at the east end of the beach has a rate tear to remove a lot of British infantry. Another immobile LCVP is sunk by a Pak 40. Even though it was immobile, the heavy surf was pushing it closer to the beach during every British advance phase.
During British turn five several units with FT land on the beach accompanied by leaders, including the 10-3. They take damage or die causing two wounded leaders to become FT operators. The center Crocodile bogs. The west Crocodile has no luck against adjacent Germans in pillboxes. Two nearby tanks bog. A British HS with a DC manages to get off the beach at the west end. It tries unsuccessfully to close combat the crew of a Pak 40.
During German turn five, more British infantry is eliminated. The British FT do a bit of damage to German units. An AVRE at the west end uses it MA to create a breach in the seawall. The western Pak 40 malfunctions. During British turn six the middle bogged Crocodile uses its MA to place smoke (at last). I remember thinking about smoke mortars during movement phases, but I did not have success. Two more tanks unload. More infantry unloads; more infantry dies. After the AFPh, I count up how much infantry remains on both sides. Counting both broken and good order German units gives 11.5 squad equivalents. Just under half are in good order and most of them are in the required victory building. The British have only 7 squad equivalents, of which only 1.5 have gotten through the mines. The rest are in mines, on the beach or in landing craft (still). I concede.

near end of British turn 6 when I concede
I enjoyed playing this scenario, even though I thought it was a lost cause. It was quite an adventure. Scenario V9 does not have standard balance provisions; it has instead ABS bids. Even if the Germans give up all three levels of ABS, it won’t hurt them much. They would lose one leader, their ELR would change from 3 to 2 and they would lose the OBA (80mm module available starting on turn four). In our playing, I conceded before the OBA ever put down an FFE. ROAR showed only two playings before I added this one. Surprisingly, they were both British victories. I cannot imagine how they happened.

https://preview.redd.it/8xeymrl320p51.jpg?width=994&format=pjpg&auto=webp&s=0ec618212ed5701c5fa8dccdcb9cdd6811f44b3e
submitted by mtrodgers99 to advancedsquadleader [link] [comments]


2020.09.24 02:35 500scnds [Table] I’ve had a 71-year career in nuclear energy and have seen many setbacks but believe strongly that nuclear power can provide a clean, reliable, and relatively inexpensive source of energy to the world. AMA

Source Guestbook
An answer was highlighted about nuclear waste disposal.
Questions Answers
Can nuclear energy power cars and trucks? What’s your thoughts on that? And what do you think, how many years it takes roughly estimating if you it’s possible? Oh, ok. That's a good question! The answer is yes, but they do it by creating the energy in central stations and using it to charge batteries.
There is no question that electricity can drive vehicles. We already know that, we're doing it. It's the source! An electric-transported vehicle, broadly speaking, depends on the source! If you get the electricity from a gasoline engine that's mounted in the car, ultimately the energy is based upon gasoline. If you operate a car with a plug-in that allows you to go two or three hundred miles… it's the source of that electricity!
In DC we have 2 or 3 nuclear power plants that produce maybe 30% of the electricity. People that plug in their electric car are taking electricity from the grid and 30% of that in the DC area is nuclear.
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We have nuclear submarines, why do you think nuclear never caught on with the shipping industry? It seems like a lot of global emissions could be eliminated if we had nuclear shipping vessels. All of our aircraft carriers (which are surface ships) are nuclear powered. There was an attempt 50 year ago or so to establish a commercial surface ship with nuclear power, I think it was called the Savannah, which did a world tour. That particular ship showed off what could be done. But in terms of commercial applications, it never has become important in the US and throughout the world.
The surface ships (other than military ships) that do use nuclear power are very specialized. The nuclear-powered icebreakers of the Russian fleet, that’s a very specialized activity, and nuclear power is particularly useful there, because it can operate for a very long time without refueling.
I don’t know all the reasons why it hasn’t caught on in other surface shipping. It simply has not grown even though it’s technically feasible. That ultimately involves investment decisions by shipbuilders who persist in older technology using, in most cases, oil. So I’m as puzzled as you, and can’t give a logical answer.
With construction costs for large scale plants becoming prohibitive (at least in the U.S.), are small modular reactors the future of nuclear? Interesting question.
There is a large nuclear power plant being built today in spite of the so-called incredibly high prices (and I’m talking about in America). So I’m not convinced that it is priced out of reach.
Small reactors still have a higher cost per kilowatt hour. They are a more expensive source of energy than large reactors. However they have one virtue which really attracts people: They can be built in increments and get online sooner. Big reactors can get delayed and delayed and the whole time you’re paying ongoing construction costs. There’s no question that being able to get online and get some income while doing increments, that is an advantage. In the long run that may turn out to be an overwhelming advantage that gives small-scale reactors a better bet.
the below is a reply to the above
What I've seen as a genuine advantage is the possibility of mass manufacturing these small reactors and delivering them pre-assembled to a prepared construction site on the back of a truck. Do you think that will help SMR's outcompete larger designs which must be assembled on site? Well, we have yet to build even one SMR (small module reactor). It's a vision for the future. Technically it's doable. But at the moment, economically, it's not a strong argument because the factories don't exist.
In the long run, it's an attractive concept. Any system where you create a design, where that specific design has been judged to be safe, and then reproduce the same design over and over, has big advantages.
Incidentally this is one of the attractive things about France's nuclear program. They have multiple nuclear power sites that all have basically the same design.
the below is another reply to the original question
Could small scale reactors become a better option if certain technology was improved? Is it a matter of time or is there some limit imposed by physics/chemistry? There's no limit that I know of imposed by physics, chemistry, or hydrodynamics.
It certainly can be improved, and there are interesting concept being discussed in terms of removal. There's a design involving a boiling fluid which would be transported some distance away for cooling, so you spread out the area in which the heat is being absorbed into the surrounding rock.
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Are you referring to Plant Vogel? If so it’s almost been shuttered so many times I’m surprised they’ve kept the project going! What are your thoughts on the project? Do you think it’s worth it to keep the project going? Yes, I was referring to plant Vogel. And you're right, it has been up and down, and I was surprised to learn that it was continuing. I hope that it will be completed, because last I heard it was in the final stages. That could be several years to completion. But many of the major components have finally been installed, and the final containment vessel has apparently been closed. So it's near completion, and I hope it is completed.
If it were put in a sort of cold storage, incomplete state, completing it in the future is much more difficult, because many things you need are no longer available. So if it's to be completed, it should be done with some continuity.
But it established a very bad reputation for being much longer than originally designed, and much more expensive. And that reputation has certainly handicapped future large plants. It becomes an even larger argument in favor of small plants that are being touted now.
In your opinion which country is leading the charge in nuclear energy and which country do you think will pull ahead in the future? The answer for both of these is China. China is definitely leading the charge at the moment -- they are leading the commitments to design, build, and operate reactors. And I see no slackening of interest in that country for continued expansion.
When my wife and I were there last, the air pollution problem in Shanghai was serious. And ultimately I think what China realizes is the sooner they can expand their nuclear power, the better the environment will be, especially in the larger cities.
Obviously their economy is growing rapidly, and any growing economy requires a growth in electrical energy. Most of China's power currently comes from coal, but nuclear can step in and take some of that burden.
How was the design of nuclear reactors changed through the years? Do you think it will ever be safe to use nuclear power where you might get an earthquake? Improved reactor containment is the most important change that has come about. Very, very good design of reactor containment systems, due to excellent independent analyses of the safety systems. I'm very impressed with the great care the Nuclear Regulatory Commission puts into making nuclear operations more broadly safe (whether it’s nuclear medicine, storing fuel safely, reviewing long-term safety of waste disposal, etc.).
These containment practices include the analysis associated with an earthquake. There was a devastating earthquake on the western shore of Japan that caused the shutdown of many reactors. And those reactors were safely shut down.
This was a good demonstration of the fact that if you design for such an occurrence, you can survive it.
Theoretically, how small do you imagine reactors could become? Well, there's some effort now to develop what is called a microreactor. It's principally for defense use, for locations that might require a power source that can operate several years without having to rely on external supplies like a power grid or flying in diesel fuel. That's under study at Idaho National Laboratory.
But what most intrigues me is the idea that you could provide power in a location and then remove it. There are plenty of places, particularly in Africa, that do not have electricity. It could be supplied nicely in a concept of a transportable system, but we’re looking at decades [for this to be developed].
In your opinion, what are the biggest downsides of nuclear energy? As a layperson I know it costs a ton, but what else? Costs a ton! Haha.
Until we actually demonstrate the will — and I won’t say what kind of will, I just mean the actual backbone — to actually dispose permanently (for the next thousand years) the nuclear waste in the country (we now have in excess of 70,000, probably 80,000 tons of spent/used fuel) — it’s the biggest drawback.
Until we have a functioning disposal system it’s going to continue to be a negative for nuclear power in America. Quite frankly the Yucca Mountain project was killed because of lack of political strength. It was said to be safe by the Nuclear Regulatory Commission and yet at this point we have put off solving that problem.
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Thank you for answering! Regarding the waste problem, how viable is recycling? Recycling is, in the long run, a very interesting and attractive approach. It does *not* eliminate the waste — it concentrates it. It separates the fuel that remains in the waste from the fission products, mostly which simply need to be disposed of safely. But the recycling is something I’ve been interested in for decades. Ultimately, it allows virtually all of the uranium to be used (both U-235, and U-238).
Right now there are economic issues. In order to recycle economically you need to do it at a very large scale. France and Russia actually each have a plant that does at least one round of recycling. India has an experimental program around this. China is leading the pack in terms of future plans. The US does not currently do any recycling.
the below is another reply to the original question
I'm generally curious. Can't we package the waste and launch that shit off into space to never return? Having the nuclear waste in outer space is safe. But getting it into space is dangerous (for example if the rocket explodes). From a safety standpoint it is much more predictable to use deep geologic disposal.
Sending it into space is also expensive. The energy required to put it into space is close to, or more than, the original power generated by the waste!
Where do you see the future of nuclear energy going? It’s hard to tell. For example Germany has decided to abandon nuclear power even though they were one of the early adopters. But there are other countries — my favorite example is China — China thinks that nuclear power is going to be very important for them for a long time. They’re building more reactors than any other country in the world. And I think they’re building safe systems. Some parts of the world have essentially made a commitment that it’ll be an important part of their energy for a long time.
At the moment 75% of all power in France is nuclear. It’s an unusual situation. They don’t have as many reactors as the US but they decided decades ago to make that their primary source of energy. But it’s interesting that they’re shutting down old reactors, and have a commitment to REDUCE their dependence on nuclear power to 50%, whether it’s hydro or coal or natural gas. I don’t think they’re going to save money, and it doesn’t necessarily improve the environment, but much of their constituency feels 75% is just too high of an amount.
Do you have an solutions for nuclear waste? Yes, I worked for 16 years on the Yucca Mountain project in Nevada, which I’m convinced is a safe location to dispose of nuclear waste.
At the Office of Civilian Radioactive Waste Management (OCRWM) we did a site study and identified Yucca Mountain in Nevada as a site for nuclear waste disposal. This was right next to a nuclear test site where 900 nuclear tests had been done with no containment. So a well-contained waste disposal site should have been very safe.
Our research included a performance assessment showing it would handle waste safely for at least 50,000 years. Not only should that should be perfectly safe, but as a backup there could be test wells in the nearby land to monitor the aquifer (1000 feet below the repository site anyway) that would detect if there was any radioactivity present in the aquifer, and if it *were* detected, that could be removed using ion exchange.
But the most important thing about this site, from a long-term perspective, is that the aquifer drained into Death Valley. It didn’t drain into the Colorado River or any other water source that would cause any problems 100,000 years from now.
What happens to a nuclear plant in the event of no humans to maintain it? Would it meltdown and leak radiation like Chernobyl? When humans are gone will nuclear plants have long term, adverse effects on wildlife? In my judgment, no. But that requires some advance work. You have to plan for the cooling process to be done without humans.
Right now the plants we design do require maintenance after shutdown. But we do have plants, for example one I visited in Dresden, which have been shutdown and are safe, with no additional work required to keep them from melting. They still have guards to prevent anyone from tampering with it, but do not otherwise require additional maintenance.
Also, this is important! 1.8 billion years ago there was a natural nuclear reactor that operated in what is now the country of Gabon in Western Africa. It operated for hundreds of thousands of years, shut down itself, produced a ton of plutonium, and life has since done pretty well!
Are you one of those liquid thorium salt reactor guys? I am not a guy associated with any particular reactor design but I happen to know a little bit about liquid thorium. A long time ago, when I was at Oak Ridge National Laboratory, there was an effort to develop a molten salt reactor. A long time ago! I left there in 1972.
In these experimental efforts, the reactor actually operated successfully, and it actually involved thorium. But there are many problems to be solved, and it did not prove a commercial feasibility, and there is a lot of work to do improving materials of construction that will withstand the environment, and long-term stabilizing of the system. It’s a longer shot than other approaches, but is still feasible.
Did you considering leaving the field after Chernobyl, three mile island or fukushima? No, no! What I felt was chagrin and unhappiness that the design features of those reactors contributed to the accidents. For example, in the case of Fukushima, it saddened me that they lost their auxiliary power, when if they had put their auxiliary power up on a hill behind the plant, with simple wire connections, the disaster would have been prevented. But it was located in the basement, and there was a flood.
Japan now has an independent safety review organization, and have 50 shut down reactors that are very very slowly being put back online.
In the US, in 1975 it was decided the Atomic Energy Commission should NOT be both the developer and reviewer of nuclear power plants. And as a result, since then, there have been no deaths of any Americans as a result of our nuclear power grid. That includes all the power that has been generated on submarines and aircraft carriers.
I am 62 and am thinking of retiring later than my cohorts because retirement doesn't look all that interesting. I work in a newer field and know that opportunities will continue to present themselves for many years to come. What has helped you to continue and flourish both physically and mentally in a world that sometimes sees older people as bothersome as opposed to wise? Edit: should not matter but female, business continuity and resilience. I can only speak from experience. I found working increasingly interesting with age. New opportunities and new interesting topics kept emerging. Since the federal government, at least, has a policy of not discriminating on the basis of age, I elected to continue, and I was glad I did. Right up to my 92nd birthday, I was still enjoying going to work and working with others on new and interesting subject matter.
If this present work-from-home would continue indefinitely, I'm not sure I'd be quite as enthusiastic. Because it was the physical interaction with people of all ages and the sharing of their ideas that continued to make it so interesting and exciting.
So I'm hoping that that type of physical interaction will re-emerge, perhaps after the vaccine, and we can go back to things which I found most interesting, namely technical interaction with individuals and groups on a personal basis.
What were the obstacles you faced when Chernobyl happened? Also, were your own beliefs affected by Chernobyl? I was personally not impacted professionally. I was saddened because a preventable accident, and that particular reactor didn't have the kind of containment that *all* of our nuclear power plants have in the US (and that's true of almost everywhere, including Russia now).
What's the dumbest reason you've seen someone give for why we shouldn't go nuclear? Bonus points if it's not the standard mutants/wasteland/cancer shtick The argument that we don’t have a way of disposing of the waste.
People use the argument that we don’t have a good way of waste disposal to say “don’t go down that pathway.” But we do! It is being done today in Finland, and it is being done under conditions that are similar to ours.
It's an opinion and there are going to be other opinions. But that's mine.
the below is a reply to the above
I'm curious about this, can you elaborate of the good way being used currently? I was in the impression that we were always stuck with useless waste for 100's of years, but I might just be uneducated, would love to know where I'm wrong. OK. In Finland, they're about to start deep geologic disposal. The question of "is deep geologic disposal safe?" has been argued for generations. The consensus of the scientific community is that it is safe. I talked more in another answer here about some of the safety details of that approach.
In the US there is a good deal of power in the hands of the states. So there's a question of whether you can do something safely in America, where there might be a national commitment but the states might be resistant, even to transport waste to the site. But that issue does not exist in Finland. They do not have provinces which have almost veto power (which is what really happened in Nevada, with the Yucca Mountain project I talked about in the link above).
Also, suppose a baby is born, and for their whole lifetime the only power they use is nuclear. It turns out the amount of nuclear waste they would generate over their entire lifetime is just two Coca-Cola cans! So the question is, can you safely dispose of something like that? The answer is, yes, with deep geologic disposal.
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There are very few sites that have the right conditions. In Germany we tried multiple salt mines as long-term storage, but there were always problems with water entering them. Another problem is geological activity. How will all countries be able to keep their nuclear waste safe for thousands of years? That's a very difficult question, particularly in cases of small countries with a limited amount of nuclear energy. The basic concept that every country with nuclear power needs to solve the disposal problem within its boundaries has led to a lot of interesting discussion that I've been involved in, such as regional repositories, in which a group of countries work together to select the best location within the group, so that the geology is the most favorable.
That's certainly a possible approach. It's not ever gone very far beyond the discussion level, but it has been discussed as a way of addressing the central issue, which is that it's very good to take advantage of favorable geology, but not all countries have it.
The other interesting concept is one where a country sells nuclear power plants to another, on the basis of accepting the waste as a part of that. That's offered commercially today, in the sense that there are recent examples of that being successfully negotiated. In that case, the country doing the successful export of both reactor and fuel has decided in advance they have the proper geology and can handle the waste.
the below is another reply to the second answer
We know that coal power plants also produce radioactive waste. Can you comment on how a coal-powered life compares (in volume of radioactive waste produced) to a nuclear-powered life? In the normal operation of coal-fired plants, there is gaseous and liquid release which contain radioactive material simply because of the tradition associated with how those plants are designed and operated. There wasn't much attention paid to the fact that radioactivity was being released.
But it surprised many people to learn that nuclear and coal plants, when compared in terms of radioactivity being released, coal plants are much worse sources than nuclear. That's a quantitative fact.
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I think part of the problem is that people don't trust companies to dispose of the waste safely even if it is possible as most companies will cut corners to turn a profit as long as they know they wont get caught or if they do the fine will be less than the cost of safe disposal. So what would you change to ensure that companies do do the right thing in respects to disposal and safety? In the US, I would require that they get approval from the Nuclear Regulatory Commission before they dispose of the waste. And I would require that nuclear waste be *routinely checked* by an independent organization.
And this exists today! Nobody handles nuclear waste today independently (and we have a lot -- we have 70,000 or 80,000 tons). The handling is all checked by the Nuclear Regulatory Commission for whom I have a great deal of respect. And they not only *check* things, if there are errors, the companies pay for it!
the below is another reply to the original answer
I am actually a fan of Nuclear energy, but to say fears over waste is the dumbest reason for opposing it makes absolutely no sense to me, it's the most valid. You say yourself in another answer one thing holding back nuclear energy is cost of disposal. While energy companies are driven by profit margins I don't see how you can be so full of faith that it's not a reason for concern. Just because a clean safe way to dispose it is possible, doesn't mean that is the way it will be done. In America we have over $30 billion in a nuclear waste fund to cover the cost of disposal. Companies must contribute $.001 per KWh of nuclear waste fund. That was built into the original law in 1982.
This is done in many other countries the same way. So the cost of disposal has been, in essence, figured into the system from the start. It is not what has stopped disposal in America. It's not a cost issue, but it is very much an issue of will, of resolve, of going ahead and doing what many people believe to be a very logical and safe way of handling the waste.
My original response still stands -- to say we don't know how to handle the waste, and use that as an argument against nuclear power, is in my judgment, silly. It's not a valid argument. But cost is not the issue.
Once the government decided to drop the work on the Yucca Mountain project around 2012, the nuclear power plant owners in America went to court and got a decision that let them stop putting money into the nuclear waste fund. So that provision is not currently being exercised.
Not just that, but the additional cost of [on-site] storage at site is being charged to the taxpayer. We're actually paying close to half a billion dollars per year out of our regular revenues from tax back to the utility companies to cover the cost of on-site storage. It's a terrible situation. We've lost the income to the waste fund, which pays for disposal, and we're paying extra because of the lack of will. It's not a pretty story but it's what's actually going on.
Most people I encounter are extremely antagonistic or terrified of nuclear power. What do you think can be done to improve public understanding and acceptance of it? I suppose in the long run it would help if the education system we had treated nuclear power in an objective manner. I think it'd be nice if even if the grade school or high school level there was better information available to allow people to understand what's involved in the generation of the power, what the safety issues are, and how to treat them as you do anything else.
Every bit of engineering we do in the country, in any field, involves an understanding of the hazards and a way to address them. It's possible to do that with nuclear.
It seems like the biggest obstacle to widespread nuclear power adoption is the public image after accidents, and we seemed to be doing better for a long stretch since Three Mike Island and Chernobyl… until Fukushima Daiichi. What needs to happen to reactor design or engineering to assure the public that nuclear power is safe, or is it really a matter of PR? What about issues surrounding spent fuel isolation and WIPP? I don't know what WIPP is. Regarding the engineering, current designs in America, France, and China are good, safe design. Take Three Mile Island. There was no significant release of radioactivity, and no one was hurt. It's because it was a good containment system.
The current design of reactors, which is *different* from Chernobyl, and *different* from Fukushima, is safe! I don't want to get involved in public relations issues, but I'm just telling you what the facts are today.
In my country, Italy, we chose to ban nuclear energy with a referendum, just after the Chernobyl disaster. Do you think energy, given the state of the world, should be managed by an entity that supersede governments and politics? Thank you. laughter Do I think that countries shouldn't be allowed to make a political decision like that? Of course not! That's a potato I would never pick up.
Some countries will make this decision and that's fine. That's a national decision. It's their decision to make.
How proud are your daughter and son-in-law of you as they do an AMA with you? (Daughter and son-in-law here) Very proud :)
What do you do with the nuclear waste? Can you dispose of it in a safe way? Yes. There's a technique called deep geologic disposal. The International Atomic Energy Agency (IAEA) in Vienna has for years had seminars talking about safe disposal, and the consensus on those evaluations is that the best way to handle long term disposal of nuclear waste is in deep geologic disposal.
This means putting nuclear waste in a long-lasting metal container with a very, very long life expectancy and placing that container deep underground. It is then backfilled (re-covered with the material that was originally there).
I talked more about safe nuclear waste disposal here.
What can we (non-experts) say in a normal conversation without complicated language to persuade other non-experts that nuclear power isn't as dangerous or scary as its made out to be in media? Basically hoping for an explain like I'm 5 for considering nuclear as an option for world energy. Nuclear energy basically produces heat. No smoke. It boils water. The steam from the boiling water operates turbines. That technology is simple. It's been used for a lot longer than nuclear power. We've also learned how to design containers that keep all the nuclear material in it.
You put in water, and all that comes out is steam.
After highschool I am going into the Navy for the Naval Nuclear Engineering program. Do you have any tips for someone going into this field? There are nuclear power plants in our country that would love to have someone that comes out of the nuclear Navy as a staff member.
My advice is, take the opportunity, learn as much as you can, and look forward to the good possibility that you will be offered civilian employment in the nuclear industry as a result. Keep learning as much as possible about the current status of nuclear learning, and improve it if you can.
Do you think we could do fusion energy within the next 100 years or is it probably going to stay within the realm of science fiction? Fusion energy… it's famous for being always 20 years away.
A lot will depend on the success of the current project in France. We're going to learn an awful lot about long-term feasibility. I'm not enough of an expert to be able to really project. My interest and knowledge is fission, not fusion.
But I'm as interested as anybody in trying to be optimistic. It's a hoped-for technology. But it's obviously a difficult technology or it wouldn't be so slow coming. At 1958, at the second Conference on the Peaceful Use of Atomic Energy in Geneva, which I attended, the main feature was fusion energy, and there was overoptimism.
Why can’t wind and hydro work better than nuclear? In America, interestingly enough, hydro power is not a growth industry, and there are many cases where dams which have been used to produce power in the past have actually been removed in order to recreate wild rivers (rivers without the negative impacts of dams, in order to allow the original specsi to come back.)
And of course the major problem with wind is often the wind doesn't below. So it's not a reliable energy source. The same thing applies to solar -- the sun doesn't always shine.
But there are ways in which nuclear and other renewable energy technologies can work together, and that's increasingly the case. There are plenty of places in America where utility companies take advantage of the plusses of the various technologies that they have available to them and blend them together nicely. So it doesn't have to be an either-or.
Hi jhogan, thanks for your AMA and i fear i am late to the party, but.. how do you see the problem with nuclear reactors and higher cancer rates for people living near them? In Germany we have consistent higher cancer rates of peoples and villages living around nuclear reactors. what would be your proposal solving that? i really hope i get an answer :) because i think nuclear energy is still important, though green energy is also. but without nuclear energy we also loose so much knowledge. Let me just say that that statistic is not available to me, I haven't seen or heard it before. I can say that there is no comparable statistic in the US.
It would imply, though, that radiation levels around nuclear power plants are meaningfully higher than surrounding natural radiation, and that is not true in America.
I find the question difficult to answer because I am not aware of the phenomenon itself in Germany, and I am also convinced that it is not the case in the US.
Hello sir, thank you for doing an AMA about nuclear energy! Last month, a battery company named NDB published a concept for nano-diamond batteries that utilize leftover radioactive material from nuclear reactors to generate electrical energy. Do you think its possible that these batteries could be a long-term energy solution if successfully developed? I've read the news report. I've read no technical details on the subject. I'm skeptical… batteries based upon radioactive materials haven't been, broadly speaking, developed in any meaningful way that I know of. I'd need to know a lot more than what's in the news report. The news reports just say it's been developed but it's not available.
Until someone publishes a paper in which the details and source of energy are described in a meaningful way, it's nothing more right now than an advertising claim.
How many times has someone told you, "it's pronounced nucular"? laughter
President Eisenhower, who invited the "Atoms for Peace" program said "nucular". It's a very common mispronunciation.
What is your favorite Italian dish? (laughter)
[Facilitator comment: he's really thinking about this, and discussing with his wife]
I think eggplant parmesan. When it's well-prepared.
submitted by 500scnds to tabled [link] [comments]


2020.09.24 01:43 Kalivan632 "Everyone is a Bizarre DMPC "

This story happened 2 years ago, I joined a server to play a DND game set in Part 7 of JOJO’s bizarre Adventure. The DM told us to create a character with a “Stand User” homebrew class and everyone was set to start at level 1.
For those unfamiliar with Hiroiko Araki’s work, it can be summarized as “a 1890 horse race from Florida to Manhattan. And instead of using magic or ki, we have punchy ghosts.”
So, the first session started and everything was going great, the players introduced their characters, we did some roleplaying with a few jokes in between about one PC. but like every story in this sub, the good things never last.
Suddenly the spotlight was forcefully taken by the DM, se he could introduce like around 15 NPCs and -I wish I was kidding- it took about an hour and half to describe every little detail about each one of them, concluding the mind-bogging session 0.
**Session 1**
The party was waiting for the race to start. In the meantime, I came up with a brilliant plan: to use my punchy ghost to scare the enemies’ horses and eliminate them through unseen fouplay.
The DM: “Cool, you need a 35 to success.”
Mind you, we were AT LEVEL 1 with standard point array. With me being an idiot, I accepted the challenge and... you guessed it, i failed.
So, the race started and somehow each and every of the NPCs the DM described in the last session was among the first 20 places and everything we tried to do to get a lead was shut down by the DM with the same requierements:
“You need a (insert a number higher than 30) to success” or “You need to challenge and overcome his animal handling, the DC is 40”.
At this point we were a bit upset but we decided to continue. Once the race was over, another NPC (which we’ll call “The Boss”) that was presented as an “all-mighty killing machine” came to chat with one of the PCs. The player tried to avoid this with a stealth roll, but as you might have guessed, and the NPC had a +15 to perception. Not a passive perception of 15, the bonus was litterally +15.
The session ended with this cliff hanger of this PC going with the NPC to talk with him, in private.
*Session 2*
The player is talking with The Boss and I don’t remember much of this session, but somehow ended with an “I will keep and eye on you and your team” or something along the lines. After that we continued our race/exploration...untill we got stuck in a never-ending loop, forcing us into our first scripted bossfight with one of the DMPCs from session 0.
At this point we were lvl 3 tops ... and this boss had 300 HP and 15 AC.
The “boss” had no real reason to fight us other than “wanting a duel”. Persuasion was off the table, the DC was 35. Did I mentioned that this 300 HP monster had the ability to undo all the damage he had received on the last round?
Once the DM realized we weren’t going anywhere except straight for TPKville, he decided to use a shitty homebrew mechanic that made the boss and a PC shoot each other. The highest attack check would KILL (not down, KILL) the other.
The bastard had a +13 on his attack rolls, but somehow and thanks to a miracle, we were lucky enough for him to get a nat 1 on the dice and our marksman to get a nat 18.
And with that, we got our first victory...with no level up (he was using milestone system).
Unsurprisingly, the DM was a bit upset.
Now, let me ask you my dear reader, How would a DM with a serious god complex resolve this issue?
A) Insulting the players
B) Ending the session and never comming back
C) Blaming the players for killing his Gary Stu and making another uber DMPC
If you chose C, You earned a cookie!
So, suddenly, ANOTHER DMPC from session 0 pops out of nowhere and starts blaming the party. We just ignored her and moved on with the race. But spiteful DM wasn’t done, he made this part even worse than before.
On the last race segment, he made us use individually both survival and animal handling to place in the race. Now, he just flat out muttered “one of you roll a 1d100 and that’s placement for the WHOLE group”. One of the players rolled a 1 and we thought “Hey! We made it! We won the phase!” Right? Right??
Wrong.
We eneded on the 11th place and all the higher placements were taken by... yes, those same NPCs from session 0.
I'm going to finish the story here but if you’d like, I'll put the rest of this bizarre game in another post.
Thank you for reading.
submitted by Kalivan632 to rpghorrorstories [link] [comments]


2020.09.24 01:34 solar-cabin My 400 watt off grid system

My 400 watt off grid system

My 400 watt off grid system
My 400 watt off grid system
It has been over 4 years now since I switched over from a 580 watt system made up of mismatched old panels and mismatched flooded cell batts to a 400 watt system of all the same panels and batts and since then I have done zero maintenance to my system. I went to Renogy 100 watt panels and three 125AH AGM sealed batts from Vmaxtank and a small 175 watt inverter without a fan made by Go Power. I use a Bluesky 30 amp MPPT controller and my batts are always full by 10AM if the sun is shining and I can go 3 days with low sunshine from the batts, no problem.
I run a shurflo water pump for showering and sinks and I use an RV style 25 gallon water tank that sits under my sink and is filled from my free flowing well as needed. That pump has never stopped working and was originally out of an old camper so I am not even sure how old it is.
I use an Alpicool C20 12 volt fridge that runs 24.7 off DC and has plenty of room for a weeks worth of food. It can keep frozen food froze at the bottom and cold foods on top. Also good for camping and trips.
I use LED lights and I have some that have their own 5 watt solar panel and LION battery and others that I can recharge from USB. I have several USB ports and cigg lighter style ports in my cabin. I use the inverter for running my laptop computer which is always on because I run a small business online and also used for a fan, small swamp cooler and recharging gadgets.
I have a microwave and power tools and a vacuum and washing machine I run off a 1200 watt Champion genny only occasionally and my heat is a small 10K BTU propane furnace with wood stove back up and I use an Eccotemp L5 propane OD water heater that has never once let me down. I use an RV propane oven range also salvaged out of my old camper.
That is my small off grid system and I have lots of gadgets like most people do but that is all the power I need to live comfortably off grid, going on 20 years off grid next month.
submitted by solar-cabin to SelfSufficiency [link] [comments]


2020.09.24 01:32 solar-cabin My 400 watt off grid system

My 400 watt off grid system

My 400 watt off grid system
My 400 watt off grid system
It has been over 4 years now since I switched over from a 580 watt system made up of mismatched old panels and mismatched flooded cell batts to a 400 watt system of all the same panels and batts and since then I have done zero maintenance to my system. I went to Renogy 100 watt panels and three 125AH AGM sealed batts from Vmaxtank and a small 175 watt inverter without a fan made by Go Power. I use a Bluesky 30 amp MPPT controller and my batts are always full by 10AM if the sun is shining and I can go 3 days with low sunshine from the batts, no problem.
I run a shurflo water pump for showering and sinks and I use an RV style 25 gallon water tank that sits under my sink and is filled from my free flowing well as needed. That pump has never stopped working and was originally out of an old camper so I am not even sure how old it is.
I use an Alpicool C20 12 volt fridge that runs 24.7 off DC and has plenty of room for a weeks worth of food. It can keep frozen food froze at the bottom and cold foods on top. Also good for camping and trips.
I use LED lights and I have some that have their own 5 watt solar panel and LION battery and others that I can recharge from USB. I have several USB ports and cigg lighter style ports in my cabin. I use the inverter for running my laptop computer which is always on because I run a small business online and also used for a fan, small swamp cooler and recharging gadgets.
I have a microwave and power tools and a vacuum and washing machine I run off a 1200 watt Champion genny only occasionally and my heat is a small 10K BTU propane furnace with wood stove back up and I use an Eccotemp L5 propane OD water heater that has never once let me down. I use an RV propane oven range also salvaged out of my old camper.
That is my small off grid system and I have lots of gadgets like most people do but that is all the power I need to live comfortably off grid, going on 20 years off grid next month.
submitted by solar-cabin to livingofftheland [link] [comments]


2020.09.24 01:30 solar-cabin My 400 watt off grid system

My 400 watt off grid system
My 400 watt off grid system
My 400 watt off grid system
It has been over 4 years now since I switched over from a 580 watt system made up of mismatched old panels and mismatched flooded cell batts to a 400 watt system of all the same panels and batts and since then I have done zero maintenance to my system. I went to Renogy 100 watt panels and three 125AH AGM sealed batts from Vmaxtank and a small 175 watt inverter without a fan made by Go Power. I use a Bluesky 30 amp MPPT controller and my batts are always full by 10AM if the sun is shining and I can go 3 days with low sunshine from the batts, no problem.
I run a shurflo water pump for showering and sinks and I use an RV style 25 gallon water tank that sits under my sink and is filled from my free flowing well as needed. That pump has never stopped working and was originally out of an old camper so I am not even sure how old it is.
I use an Alpicool C20 12 volt fridge that runs 24.7 off DC and has plenty of room for a weeks worth of food. It can keep frozen food froze at the bottom and cold foods on top. Also good for camping and trips.
I use LED lights and I have some that have their own 5 watt solar panel and LION battery and others that I can recharge from USB. I have several USB ports and cigg lighter style ports in my cabin. I use the inverter for running my laptop computer which is always on because I run a small business online and also used for a fan, small swamp cooler and recharging gadgets.
I have a microwave and power tools and a vacuum and washing machine I run off a 1200 watt Champion genny only occasionally and my heat is a small 10K BTU propane furnace with wood stove back up and I use an Eccotemp L5 propane OD water heater that has never once let me down. I use an RV propane oven range also salvaged out of my old camper.
That is my small off grid system and I have lots of gadgets like most people do but that is all the power I need to live comfortably off grid, going on 20 years off grid next month.
submitted by solar-cabin to selfreliance [link] [comments]


2020.09.24 01:27 solar-cabin My 400 watt off grid power system.

My 400 watt off grid power system.

My 400 watt off grid system
It has been over 4 years now since I switched over from a 580 watt system made up of mismatched old panels and mismatched flooded cell batts to a 400 watt system of all the same panels and batts and since then I have done zero maintenance to my system. I went to Renogy 100 watt panels and three 125AH AGM sealed batts from Vmaxtank and a small 175 watt inverter without a fan made by Go Power. I use a Bluesky 30 amp MPPT controller and my batts are always full by 10AM if the sun is shining and I can go 3 days with low sunshine from the batts, no problem.
I run a shurflo water pump for showering and sinks and I use an RV style 25 gallon water tank that sits under my sink and is filled from my free flowing well as needed. That pump has never stopped working and was originally out of an old camper so I am not even sure how old it is.
I use an Alpicool C20 12 volt fridge that runs 24.7 off DC and has plenty of room for a weeks worth of food. It can keep frozen food froze at the bottom and cold foods on top. Also good for camping and trips.
I use LED lights and I have some that have their own 5 watt solar panel and LION battery and others that I can recharge from USB. I have several USB ports and cigg lighter style ports in my cabin. I use the inverter for running my laptop computer which is always on because I run a small business online and also used for a fan, small swamp cooler and recharging gadgets.
I have a microwave and power tools and a vacuum and washing machine I run off a 1200 watt Champion genny only occasionally and my heat is a small 10K BTU propane furnace with wood stove back up and I use an Eccotemp L5 propane OD water heater that has never once let me down. I use an RV propane oven range also salvaged out of my old camper.
That is my small off grid system and I have lots of gadgets like most people do but that is all the power I need to live comfortably off grid, going on 20 years off grid next month.
submitted by solar-cabin to OffGridProjects [link] [comments]


2020.09.24 01:03 christopher_g_knox A Tale of Two Minion Types - OC

I love running large combats in DnD 5e. Here are two flavors of minions (a concept first introduced in 4e) I use to help make those combats easier / faster to run. Hope you enjoy!!
HORDE MINIONS
Running one ogre, against four 2nd level PCs can be fun; running twenty ogres against four 10th level PCs can be tedious, with all those different hit-point totals to track. But fighting a horde of ogres should be dramatic and challenging, not tedious. To help relieve this issue, I might use something I call horde minions.
Horde Minions - When your PCs face monsters 8 or more "level / CR steps" below their level (Examples: 10th level PCs facing CR 2 Ogres, or 19th level PCs facing CR 11 Efreetis (sp?), you can treat the monsters as horde minions. Horde minions have the same stats as a regular monsters, with the following modifications:
The idea behind horde minions is making their challenge essential the same as the "stock version" of the monster in question, but making the bookkeeping much simpler, allowing the DM to easily run exciting and dramatic combats, with scores horde minions.
With a +2 bonus to AC and saves (across the board), the monster will become closer in line to the attack & defenses of a PC eight "level / CR steps" above them. If you don't believe +2 is enough, (maybe because of ASI's or powerful magic items the PCs have) feel free up the bonus to + 3, or dare I say +4 to all attacks, skill checks, passive skills, AC, DCs and saves.
Mind you, within the reality of the campaign world, the monster is unchanged: As far as characters living within said campaign are concerned, a horde minion version of an ogre is no different than a regular version of an ogre, only the game mechanics describing said ogre have changed, something only the players and DM (as opposed to the characters) are aware of.
This is the reason for these rules only kicking into place once the PCs have out paced the monsters by 8 "level / CR steps"; by then PCs have out stripped the enemy so much, they can now defeat them very quickly.
Designer note: Another of this concept was originally introduced in 2nd Ed. Maybe some grey beards remember it.
HARDENED MINIONS
If my party size is getting large, and the number of enemy combatants is getting large in response, I might substitute hardened minions in place of regular monsters, just to make tracking hit point totals easier.
Hardened Minions - have the same stats as a regular monsters of the same type, with the following modifications:
Again, as above with horde minions, within the secondary world, the monster is unchanged: A minion minion version of an ogre is no different than a regular version of an ogre, only the game mechanics to describe said ogre have changed.
WHEN TO (AND NOT) USE MINIONS
You will have to use your best judgement on when and when not to use minions. Every situation is different. As much as I love the above ruleset, I acknowledge there will always be cases where these house rules are not the best solution.
Minions (horde or hardened) as a rule, should not be used as bosses, mini-bosses, solos, elites, champions or leaders of NPC groups. Extra credit is you can sight source for all those terms :)
When using Harden Minions, be aware of what the base monster's Con Save is & what your average player damage is, and adjust accordingly.
If your group uses henchman or hirelings, using the minion rules (hardened or horde) to help lessen the burden of running them is a great solution.
HISTORIC PROBLEMS WITH 4E MINIONS & (Why the XP / challenge of minions vs stock versions of the monsters should remain the same)
One of the recurring issues with minions in both 4e and 5e is DMs having to find ways to "telegraph" to players, that these monsters are weaker than their stock version, and are in fact minions, e.g. describing them as smaller, meeker, sickly, poorly equipped, etc...
It breaks immersion if players see a group of monsters, and then have to metagame to figure out how challenging this encounter will be.
Example: If a tier 1 party sees four orcs, they would assume they are stock orcs; if they see thirty orcs, they will assume they are the weaker minion version of orcs, because there is no way the DM would throw 30 orcs at us.
By making stock and minion versions of monsters essentially the same challenge, you solve the above problem.
FINAL THOUGHTS
Hit points are a great mechanic for monsters, and should be used in 90+% of combat encounters. Players love doing damage and grinding the enemy down.
However, for very large encounters (such as storming a castle, which was the climax to my last campaign), with 10s if not a hundred combatants, using the above minion rules can save the DMs and players' day.
--
Thank you for reading.
C & C welcome.
Good luck & have a great game!
- Knox
submitted by christopher_g_knox to dndnext [link] [comments]


2020.09.24 00:52 christopher_g_knox A Tale of Two Minion (Types) OC

Matt has spoken many times about his great love using minions and using 4e rules in 5e.
I too love using minions, as well as running large combats. Here are two types of minions I use to help make those combats easier / faster to run.
HORDE MINIONS
Running one ogre, against four 2nd level PCs can be fun; running twenty ogres against four 10th level PCs can be tedious, with all those different hit-point totals to track. But fighting a horde of ogres should be dramatic and challenging, not tedious. To help relieve this issue, I might use something I call horde minions.
Horde Minions - When your PCs face monsters 8 or more "level / CR steps" below their level (Examples: 10th level PCs facing CR 2 Ogres, or 8th level PCs facing CR 1/4 Kobolds, or 19th level PCs facing CR 11 Efreetis (sp?), you can treat the monsters as horde minions. Horde minions have the same stats as a regular monsters, with the following modifications:
The idea behind horde minions is making their challenge essential the same as the "stock version" of the monster in question, but making the bookkeeping much simpler, allowing the DM to easily run exciting and dramatic combats, with scores horde minions.
With a +2 bonus to AC and saves (across the board), the monster will become closer in line to the attack & defenses of a PC eight "level / CR steps" above them. If you don't believe +2 is enough, (maybe because of ASI's or powerful magic items the PCs have) feel free up the bonus to + 3, or dare I say +4 to all attacks, skill checks, passive skills, AC, DCs and saves.
Mind you, within the reality of the campaign world, the monster is unchanged: As far as characters living within said campaign are concerned, a horde minion version of an ogre is no different than a regular version of an ogre, only the game mechanics describing said ogre have changed, something only the players and DM is aware of.
This is the reason for these rules only kicking into place once the PCs have out paced the monsters by 8 "level / CR steps"; by then PCs have out stripped the enemy so much, they can now defeat them very quickly.
Designer note: Another of this concept was originally introduced in 2nd Ed. Maybe some grey beards remember it.
HARDENED MINIONS
If my party size is getting large, and the number of enemy combatants is getting large in response, I might substitute hardened minions in place of regular monsters, just to make tracking hit point totals easier.
Hardened Minions - have the same stats as a regular monsters of the same type, with the following modifications:
Again, as above with horde minions, within the secondary world, the monster is unchanged: A minion minion version of an ogre is no different than a regular version of an ogre, only the game mechanics to describe said ogre have changed.
WHEN TO (AND NOT) USE MINIONS
You will have to use your best judgement on when and when not to use minions. Every situation is different. As much as I love the above ruleset, I acknowledge there will always be cases where these house rules are not the best solution.
Minions (horde or hardened) as a rule, should not be used as bosses, mini-bosses, solos, elites, champions or leaders of NPC groups. Extra credit is you can sight source for all those terms :)
When using Harden Minions, be aware of what the base monster's Con Save is & what your average player damage is, and adjust accordingly.
If your group uses henchman or hirelings, using the minion rules (hardened or horde) to help lessen the burden of running them is a great solution.
HISTORIC PROBLEMS WITH 4E MINIONS & (Why the XP / challenge of minions vs stock versions of the monsters should remain the same)
One of the recurring issues with minions in both 4e and 5e is DMs having to find ways to "telegraph" to players, that these monsters are weaker than their stock version, and are in fact minions, e.g. describing them as smaller, meeker, sickly, poorly equipped, etc...
It breaks immersion if players see a group of monsters, and then have to metagame to figure out how challenging this encounter will be.
Example: If a tier 1 party sees four orcs, they would assume they are stock orcs; if they see thirty orcs, they will assume they are the weaker minion version of orcs, because there is no way the DM would throw 30 orcs at us.
By making stock and minion versions of monsters essentially the same challenge, you solve the above problem.
FINAL THOUGHTS
Hit points are a great mechanic for monsters, and should be used in 90+% of combat encounters. Players love doing damage and grinding the enemy down.
However, for very large encounters (such as storming a castle, which was the climax to my last campaign), with 10s if not a hundred combatants, using the above minion rules can save the DMs and players' day.
--
C & C welcome.
Hope you enjoyed reading.
Good luck & have a great game!
- Knox
submitted by christopher_g_knox to mattcolville [link] [comments]


Invicta  DC Comics Collection (30s) - YouTube DC 30s Paper - YouTube Dating In Your 30's Worse Than 20's? 20 Differences Between Your 20s And 30s Jazz Bands From the 1920s, 30s & 40s (Past Perfect) - YouTube GENIE IWP-20S BATTERY POWERED MANLIFT

Professionals in the City :: Washington DC

  1. Invicta DC Comics Collection (30s) - YouTube
  2. DC 30s Paper - YouTube
  3. Dating In Your 30's Worse Than 20's?
  4. 20 Differences Between Your 20s And 30s
  5. Jazz Bands From the 1920s, 30s & 40s (Past Perfect) - YouTube
  6. GENIE IWP-20S BATTERY POWERED MANLIFT
  7. Day in the life of Washington, DC (1930s)
  8. 20s 30s music - YouTube

Honoring the heritage of comic character culture, and in collaboration with DC Comics, Invicta Watch announces the limited-edition DC Comics collection. The ... 2009 JLG 20MVL Personal Man Lift 292 Hours Charger For Fix Up For Sale Mark Supply - Duration: 4:30. ... Genie IWP 20 DC -2001 - Duration: 2:54. Patrick McArdle 1,644 views. Everyone knows life in your 20s is drastically different from life in your 30s. One minute you're in your carefree 20s, living up your youth and staying out until 2 am every night. Then, before ... Source: U.S. National Archives. HD Historic Stock Footage THE CITY - AMERICA IN THE 30s and 40s - Duration: 7:15. Buyout Footage Historic Film Archive 33,910 views Small Group Swing: Jazz Bands From the 20s, 30s & 40s inc Stuff Smith, Chick Webb, Louis Jordan by Past Perfect Vintage Music. 1:05:24. Tommy Dorsey - Deep Night by Past Perfect Vintage Music. Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. Unmarried Women Over 30: How to Get a Boyfriend in Your 30s or 40s and Get Married - Duration: 18:08. Elliot Scott 39,319 views Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.