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#maybe there are just different styles and yes levels of expertise and skill but also a high degree of subjectivity
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the fact that shakespeare was a playwright is sometimes so funny to me. just the concept of the "greatest writer of the English language" being a random 450-year-old entertainer, a 16th cent pop cultural sensation (thanks in large part to puns & dirty jokes & verbiage & a long-running appeal to commoners). and his work was made to be watched not read, but in the classroom teachers just hand us his scripts and say "that's literature"
just...imagine it's 2450 A.D. and English Lit students are regularly going into 100k debt writing postdoc theses on The Simpsons screenplays. the original animation hasn't even been preserved, it's literally just scripts and the occasional SDH subtitles.txt. they've been republished more times than the Bible
#due to the Great Data Decay academics write viciously argumentative articles on which episodes aired in what order#at conferences professors have known to engage in physically violent altercations whilst debating the air date number of household viewers#90% of the couch gags have been lost and there is a billion dollar trade in counterfeit “lost copies”#serious note: i'll be honest i always assumed it was english imperialism that made shakespeare so inescapable in the 19th/20th cent#like his writing should have become obscure at the same level of his contemporaries#but british imperialists needed an ENGLISH LANGUAGE (and BRITISH) writer to venerate#and shakespeare wrote so many damn things that there was a humongous body of work just sitting there waiting to be culturally exploited...#i know it didn't happen like this but i imagine a English Parliament House Committee Member For The Education Of The Masses or something#cartoonishly stumbling over a dusty cobwebbed crate labelled the Complete Works of Shakespeare#and going 'Eureka! this shall make excellent propoganda for fabricating a national identity in a time of great social unrest.#it will be a cornerstone of our elitist educational institutions for centuries to come! long live our decaying empire!'#'what good fortune that this used to be accessible and entertaining to mainstream illiterate audience members...#..but now we can strip that away and make it a difficult & alienating foundation of a Classical Education! just like the latin language :)'#anyway maybe there's no such thing as the 'greatest writer of x language' in ANY language?#maybe there are just different styles and yes levels of expertise and skill but also a high degree of subjectivity#and variance in the way that we as individuals and members of different cultures/time periods experience any work of media#and that's okay! and should be acknowledged!!! and allow us to give ourselves permission to broaden our horizons#and explore the stories of marginalized/underappreciated creators#instead of worshiping the List of Top 10 Best (aka Most Famous) Whatevers Of All Time/A Certain Time Period#anyways things are famous for a reason and that reason has little to do with innate “value”#and much more to do with how it plays into the interests of powerful institutions motivated to influence our shared cultural narratives#so i'm not saying 'stop teaching shakespeare'. but like...maybe classrooms should stop using it as busy work that (by accident or designs)#happens to alienate a large number of students who could otherwise be engaging critically with works that feel more relevant to their world#(by merit of not being 4 centuries old or lacking necessary historical context or requiring untaught translation skills)#and yeah...MAYBE our educational institutions could spend less time/money on shakespeare critical analysis and more on...#...any of thousands of underfunded areas of literary research i literally (pun!) don't know where to begin#oh and p.s. the modern publishing world is in shambles and it would be neat if schoolwork could include modern works?#beautiful complicated socially relevant works of literature are published every year. it's not just the 'classics' that have value#and actually modern publications are probably an easier way for students to learn the basics. since lesson plans don't have to include the#important historical/cultural context many teens need for 20+ year old media (which is older than their entire lived experience fyi)
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supop · 2 years
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j-hope: most rounded and talented in 875; the real golden member and ace. what are your thoughts?
Yes, I agree. What is an ace? Someone who is objectively considered an all-rounder. What is an all-rounder? A person that is generally good at a wide range of things. In this case let’s stick to music for our analysis, because after all BTS are musicians, not models, influencers, or comfort characters. Since you specifically asked for my thoughts, I’ll be brutally honest this time around.
j-hope: the only member who can do it all. And not just do it and say he can do it, but do it extremely well, to the point where you can objectively say his skills and expertise are far above average.
j-hope is a rapper, dancer, singer, lyricist, producer, performer, choreography leader, and that’s just with the music side of things. He’s the best dancer in the group (by technical standards), his rapping style is way more versatile than namgi’s, he has excellent live vocals and great vocal control/stability (better than most of the vocal line members), his lyrics are brilliant, colorful, and thought-provoking, his production skills are enviable, he leads the group’s performances, and don’t even get me started on his stage presence, not to mention he’s out here saving BTS’s songs one ad-lib at a time (hidden vocals anyone?) People will argue that some of the other members are aces, but I strongly disagree.
To start with, many consider Jungkook an ace but the reason he isn’t is because he’s no where close to j-hope’s level of skill in many areas. Sure JK could be considered a lyricist, but there’s a reason why he doesn’t even have 1/7 of the amount of writing credits j-hope does. The same thing applies to producing. He also can’t dance as well as j-hope, and JK can’t rap to save his life (and no sorry that early debut fast talk he did doesn’t count, especially when he’s never written his flows himself). He also has no stage presence, if it weren’t for the golden maknae, center time, shippers, tattoos and piercings agenda, there are many instances he simply fades into the background. Jungkook sticks to singing for obvious reasons. Which is, once again, arguably the only area of music he might be better at than j-hope (listener’s preference). Then again, j-hope does have great vocals, and doesn’t get nearly as much chance to showcase that side of himself as JK does, so who are we to judge. So, is Jungkook an ace? Yea, maybe if j-hope wasn’t a member of BTS he would be. But you can’t compare a jewel to a piece of rock, when one clearly shines much brighter than the other.
Edit 2022/01/17: It’s come to my attention that previously, I said Jungkook doesn’t have 1/3 of Hoseok’s credits, but that was an overstatement because he doesn’t even have 1/7. Lol meaning when it comes to the group’s discography, he’s contributed less than a single member BTS. According to KOMCA, Hoseok has 119 credits total and Jungkook has 16 credits total. You do the math.
Yoongi isn’t an ace. His production skills are arguably the best in the group (the only person I’d say is comparable in this area is Hoseok and that’s only because Yoongi wins when it comes to quantity, whereas Hoseok wins when it comes to quality. Meaning Yoongi could probably make beats in his sleep because he always sticks to a specific sound that’s proven to be profitable for him, whereas Hoseok likes to explore different genres and make things challenging for himself. If Yoongi is simple and to the point, then Hoseok is complex and multi-layered. At the end of the day, they’re both great producers, it just depends on the personal tastes of the listener). Okay, back to ace talk: Yoongi has his own rapping style as well, that’s undeniably him and the same applies to his lyricism. However, his dancing and singing skills are below Jungkook’s. So, if Jungkook isn’t an ace, then Yoongi surely isn’t either.
Namjoon, his lyricism is elite. He also has his own rapping style that sets him apart from the rest. But he’s absolutely subpar when it comes to everything else, so again, not an ace.
Jimin, his dance and performance skills are great, but behind the scenes? He has the least writing and production credits in the group. His singing skills need work (especially his live vocals) and he can’t rap to save his life, so he’s definitely not an ace.
Taehyung for sure isn’t an ace. His dance skills aren’t even close to Jungkook’s much less Hoseok’s and Jimin’s. His live vocals needs just as much work as Jimin’s and his performance skills tend to look lazy/sloppy at times. He also can’t rap to save his life. His lyricism is peculiar. Some may like it, some may not. Most of his songs aren’t my cup of tea and the only song of his I’m really a fan of is Blue & Grey (and that’s thanks to the other members’ contributions).
Jin is probably the least aceiest member of all. I know aceiest isn’t a word but you get my point. He has one of the more likable personalities in the group but that doesn’t excuse everything else. Jin is interesting though. Dance skills aside, his (and JK’s) voice is the most stable of all the vocal line members. Abyss is also a really well-written song. Jin will never be an ace, but he does have a lot of potential as an artist. A potential I doubt will ever be fully explored because he simply doesn’t have as much passion, drive and motivation towards self-improvement (in the music industry) as some of the other members, but I digress.
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demonslayedher · 3 years
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I've been thinking a lot about Nichirin swords recently (cuz swords are neat), and that got me to thinking about the Hashira swords. is the 'Destroyer of Demons' Kanji engraved on their current blade, or do they receive a new blade upon reaching the rank of Hashira?
Swords! SWOOOOORDSSSSZZZ---I mean, *cough* yes, let's talk swords.
I've also wondered about whether they get new swords upon becoming Pillars, or perhaps more say in the unique characteristics and modifications of their swords, or if the swordsmen in general do as much as possible to preserve their swords. After all, an engraving can be added to an otherwise completed blade, so this doesn't tell us much about whether the blades are new or not.
My conclusions are, "hmm, yeah, probably" to all of the above.
Haganezuka may give us the mistaken impression that all swordsmiths are passionately offended when bad things happen to their hard work. Since they were all raised with the mission of supporting the swordsmen who are regularly putting their lives on the line, I'd like to think the others are more accepting of the fact that the battles their works are subjected to are powerful enough to necessitate the ongoing production of swords, even if they'd ideally like to make swords that would never break and fail the Corp members out on the battlefield.
While Pillars might have special privileges for getting very specific in their requests, or perhaps requesting more swords over and over to suit their desired modifications, I don't think most normal swordsmen would be told "no" if they made requests to better suit their Breath style. Ultimately, it's about taking down demons, and the swordsmiths are there to make that happen. Sure, maybe some of them may get annoyed by fussy swordsmen, but others may embrace how it challenges their creativity and craftsmanship.
As a couple examples, Shinobu and Mitsuri were already using swords suitable for their unique Breaths before they earned the Pillar title. Furthermore, their swords were made by the most esteemed swordsmith in the whole village. Granted, their special sword treatment might had only because they were cute girls with highly specific needs, but still.
As another example, Inosuke had double swords from the start. It's possible Kanamori only made two standard swords in the first place because he was given two pieces of ore, and then made adjustments later on according to Inosuke's tastes based on how Inosuke might had removed the hand guards and handles himself. Or, it's possible Kanamori was sensitive to his new client's needs from the very get-go, having listened carefully to a crow who watched Inosuke in the Final Selection so he could build a good understanding of this unheard of Beast Breath. He might had heard how Inosuke used his flexibility and preferred a rough grip, and made the handles as simple as possible so nothing would get in his way. Upon knowing how beat up the blades were, he might have been thoughtful in making adjustments to prevent that wear and tear on future blades. Poor Kanamori.
CORRECTION: Kanamori did bring Inosuke more swords with beautiful handles. Poor, poor Kanamori.
Conversely, since we never see anything of Zenitsu's swordsmith, it's possible that was a once-and-done sort of deal, like "oh, Thunder Breath? One solid Thunder Breathing sword, coming right up. Those never stay out of their sheath long enough to need replacing." And, since Zenitsu has perfected the one strike he makes with it, he's probably never needed much maintenance on it.
Going back to the question of Pillars getting new swords or keeping their old ones, I feel it's all up to personal preference. Muichirou doesn't seem attached at all to any given sword, it just needs to be one that suits him. Mitsuri, requiring a very unique sword, probably isn't able to use anything else temporarily while waiting for a replacement or maintenance. Giyuu, on the other hand, looked for any Water Breath swords once his broke in the battle with Muzan, he can work anything basic. Even if he had the swordsmiths engrave the one sword he's always carried, he probably borrowed another standard sword (like Tanjiro did while staying in the village) to keep working during those times. (I feel like Iguro may be one of those swordsmen who abuses his privileges, sending swords back over and over until they're up to his standards.)
For Rengoku, at least, I've looked into that in more
detail here. Tl,dr; since he uses a different sheath before and after becoming a Pillar, I find that makes a good case for him using a new sword after becoming a Pillar. His hand guard does remain consistent, and it matches his fathers', while his father still has his own sword (not the same one passed from father to son, entirely different swords in the first place, just with identical characteristics upon Pillarhood). Senjuro's sword had a simpler overall design, not the usual Flame Breath handle either. (Was that Nichirin blade like his training wheels, or something? Aw... that's okay, Senjuro, I never learned how to ride a bike either.)
While we're talking swords, in real life nowadays, different parts of the sword are usually entrusted to different craftsman. After the blade is forged, it's sent off to the handle maker, while someone else will make the hand guard, someone else would make the sheath unique to each sword, someone else still would be the expert engraver, etc. Someone else would had made the iron ore in the first place, too. I wonder about the division or labor or expectation of expertise in multiple skills among the KnY swordsmiths, especially given how this is such a way of life for them. Kotetsu's family having a particular skill set they've been entrusted with makes me think there may be some specialization for different parts of the process to make them churn out blades faster, but with the level of pride they take in their individual works, it also wouldn't surprise me if they're expected to be able to take full responsibility for a product, right down to delivering it personally, maybe even performing all the upkeep and repairs at whatever location is convenient for their clients. Or it could also be that Haganezuka's perfectionist obsession is what drives him to go that far, and maybe Kanamori only went along that one time to keep an eye on Haganezuka and meet this Beast Breath fellow he was curious about. Poor Kanamori.
Since engraving blades really started to take off once swords were treated more and more as works of art, and since only Pillars have their swords engraved, my guess would be they don't have anyone solely responsible for engraving. Instead, this may be a skill common among the swordsmiths, so that should any of their clients become a Pillar, they're ready to make that adjustment, be it to an existing sword or to a new one.
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vaultedvagabond · 2 years
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thoughts on homebrewing dnd?? (in response to the “what could you infodump about” post, id love to hear the infodump if you’re interested in sharing 👀)
Yes! I have a ton of thoughts about how dnd is split into combat and non combat, with 2 different styles for each. In combat you have pre set ACs for enemies and pre set damage for your weapon and you know what it takes to hit and what a result of a hit is. Outside of combat the results of skillchecks (outside some like picking locks) are really flexible. Asking a guard to sneak you in has a much wider range of DCs depending on how they ask, if a player spends 5 minutes flirting and then gives a plausible reason to be let in to go eat in their employee cafeteria thats way easier than "hey can I come in?" and if they don't quite hit the DC I may go "I can't bring you inside but my shift ends at 5 I could maybe leave a bit early and we can go out to dinner" which isn't what they /want/ but it gives a new opening. DND mixes a hard ruleset for combat and a soft ruleset for social interactions, which I like.
HOWEVER only a few classes have ways to deal with the soft part of the game. Rogue is basically the strongest combat class, and they also by end of the game have no chance at failing any skill check they choose to be good in. Compare this to fighter which has about as good damage as rogue but no social abilities at all, nevermind ranger or paladin which have worst of both worlds. Bards also get really good social stuff (those 2 get expertise and I know they now give ranger 1 expertise but if ur using core ranger u also suck in combat). and also have spells which excel in social situations.
My fix to this is 2fold. 1 every single character gets 1 free expertise at level 1. This means the DCs can be more consistent, any character can be amazing at their chosen skill and u wont have ur sorcerer getting out persuasioned by a 14 cha rogue. This also allows really interesting choices, a fighter investing in strength and con can put their free expertise into intimidation and hit a +12 to those rolls and let them be reliably good at them. Your barbarian can go "actually I am gonna be the best in the party at insight" and have it be true without maxing out wisdom.
Secondly rogues get a nerf. First they get the standard expertise for rogues, not an additional 1. Secondly I make their uncanny dodge be once per long rest they just make an attack flat out miss. Third Reliable Talent is now Prof times per long rest you may change an ability check roll to a 10. These changes let rogues still be very very good both in combat and out of combat but now rogues have abilities dependent on rests and they can make a choice. Being really stealthy is cool but if ur min stealth roll is 27 its basically impossible for a DM to challenge you. Now you need to think "is the 4 I rolled here enough or should I save my reliable talents".
Also me and my friend completely reworked ranger. Now rangers get 1 expertise aside from their free level 1 expertise, and on a short rest they can move that expertise to another skill they are proficient in, or use it to gain proficiency in a skill they are not proficient in at all. In addition rangers get a Favored Enemy die, once per short rest they can determine their favored enemy and then all attacks against said enemy gain the die as bonus damage. Finally rangers now get to change spells on a long rest. This lets rangers be fun to play in combat and also makes playing a ranger be about adaptability and preperation.
I also completely reworked warlock to not be a hexblade/eldritch blast only class and I changed up the rest system to match a campaign I am running based on exploration but those are other topics and I have already info dumped so much.
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On the Web Music Theory Lessons - You Can Learn in a Much More Fun and Interactive Way
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Let us not beat around the bush in regards to taking best tabla player in india, it isn't always easy to find the correct teacher for your requirements, nor can it be easy to get a teacher whose program can accommodate yours, or viceversa. Often, students will miss too many courses, the majority of times for valid reasons. If you reside in a small town, the degree of expertise of private teachers might not satisfy your demands, or suit your learning style. Teacher - student relationships are based on a beneficial learning experience. Many people have wasted time attempting to study on books independently. This"experience" most usually ends up being very bothersome as the learners hardly ever really reach the level they wish to achieve.
Attempting to study musical theory from your self is like trying to invent a new math; you simply require the assistance of a teacher to describe theories. Certainly, the hunt is bothersome and also you can easily give up in your goal to learn music theory. Don't give up! In the event that you recognized yourself at one of the above mentioned scenarios, (which you probably did in the event that you're taking to this time to read this article), there is a remedy. (Yes, now's the time when you can begin feeling relief about not having to give your goal). That remedy is on the web lessons. A hunt on the internet using simple key terms in Google will immediately reveal the vast amount of advice and courses available. Quite impressively, the key words"online music lessons" provide 1 140 000 search results in 0.30 seconds!
Is it really that good? Some popular subjects found in online lessons include how to learn the guitar, guitar moves for beginners and how to play the keyboard. You can also find on the web instructions on a variety of different instruments, like woodwinds and brass. However, on the web lessons are far from offering tutorials on tool playing with only. Theory lessons teach crucial theoretical concepts in depth which every great artist should understand and know.
You can literally find lessons on any part of music theory. Newer learners can study basic concepts like note pruning, easy rhythms, ear training, scales, chords and intervals. If you're at a higher level, you'll find courses on more advanced concepts such as complex and syncopated rhythms, 1-2 tone and modal scales, as an instance, the traditional pentatonic scale often within Claude Debussy's music. Other notions include different caliber of chords, transposition and chemical time signatures to list a couple different advantages.
In addition to this vast availability of concepts made accessible through online theory courses, many different advantages think about: the simple fact that you can study anywhere, anytime and at your own pace isn't a small one. It's not necessary to take a weekly lesson, especially for adults who have an active career, or even for younger people that participate in extracurricular activities or sports teams. Maybe not being forced to travel to and from courses is especially crucial for the adult who needs to commute to work everyday, or to get the parent who's come to be a private cab service for their children's numerous activities.
For a lot of youngsters, the fact of accomplishing interactive theory on the web will likely soon be sufficient to motivate them to help expand their own musical interest. Moreover, it instructs the young learner to be independent and participate in their or her own education, hence understanding how to be considered a self-taught student, an art that is likely to be most useful in every area of life. In addition to that, he or she will be learning and improving on computer and Internet skills.
Most sites provide premium quality lessons at an extremely reasonable price. You may even get video lessons, and take quizzes and tests. You get the outcome at the click of a mouse. The accessibility to a teacher can be available nearly 24 hours each day on a number of the websites. In case you compare price versus quality and availability of the instructor, you can certainly figure out that it may be well worth it. In actuality, having a teacher available for you anywhere and at anytime... is priceless! The importance of the theory itself Exactly why is music theory so essential? It is imperative to your general musicianship and of one's understanding of music irrespective of the instrument you are playing with. Consider your self playing street hockey and being the ideal goalscorer on your team.
So, you try the local team at the arena... simply you can't skate. See where this is going? The same is true for your own musician. You can learn to play an instrument quite well, but provided that you don't understand and appreciate the theory behind it, your music-playing will probably never really get any sense. You could be tempted to think differently, however you'll even realise how wrong you're for thinking so once you"see the light" supporting the theory of this music. Quite a few things can be accomplished by analyzing and understanding music theory. As an example, understanding recurrent chord progressions where you will get familiar will help you in memorizing a song, or in understanding"at which in fact the music is going". You will acquire a better understanding of their interpretation, as well as a thorough understanding of scales and key specifications.
This facet is crucial for every aspect of music and cannot be stressed enough! It's the foundation of western music. Recognizing time signatures in order to help you determine where in fact the powerful overcome ought to be executed is also essential. Mentioned above are a few essential concepts, however the more you study, the more you will detect and be more cautious! Yes, but... Things are just not the same in a traditional setting, with the one hour per week, where you want to follow along with everyone else's pace (frustrating if they are slower OR faster). In either scenario, you are not getting the money's worthit.
The teacher is available for your requirements (also to most of the additional students) just 1 hour each week. Perhaps you'll feel shy to ask the teacher for clarification infront of dozens of youthful minds... However, using an online setting, there would be no need to feel misplaced about requesting a"dumb" question. (even though, we all understand such questions do not exist, right?) 1 obstacle Don't panic! The single requirement to online lessons would be also, well, to gain use of the Internet. But I am presuming that if you are reading through this at the moment, chances are this aspect is already looked after. Therefore, this internet site you're on today maybe the clear answer. Best of luck with your internet studies! Oh, something else, will love learning the pentatonic scale.
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hellyeahheroes · 4 years
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Building Gwen Poole in D&D 5e
Hey, guess who just got told my company is not working next week. Well, let’s celebrate by doing another D&D build, I had lately few ideas, including a character that makes me smile, unless she is making me feel bad for her
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Let me quickly list the Goals for this build. First of all, we need to be able to enter Whitespace, cross beyond panel borders and then back. Second, we need to have knowledge only someone from real world entering a fantasy one could have. Finally, we need to summon Gwens from previous books to aid us. And one more for me is to not make this identical to Tulok the Barbarian’s Deadpool build, since the man already been an inspiration so much for these posts. Which will be hard since Gwen does lend herself well to similiar combination of two classes, spoiler alert.
As always, Ability Scores will be determiend by Standard points Array of 15, 14, 13, 12, 10 and 8, if you or your DM prefer point buy or rolls, go ahead and treat these as guidelines.
Strength: 10, we really don’t need it but Gwen carries a lot of weapons around so I cannot give this an 8
Dexterity: 14, despite the big boots I really doubt your suit is a medium armor, what with those bare legs and all.
Constitution: 13, hit points aren’t meat points and you survive in dangerous situations just fine.
Intelligence: 12, you are well-read in world of your heroes
Wisdom: 8,  you let Ms. Marvel convince you you’re an enteirly different species and your life is a lie and you also tried dating Quentin freaking Quire.
Charisma: 15, people like you and even if they don’t believe your claams of being from another world, they’ll likely dismiss them with a heartfelt laughter than trying to book you a psychologist appointment.
Now for Race, I hinted I don’t believe the “Gwen is a mutant” retcon so I’m going with Variant Human. If you think everything must be a mutant now, then go with any Aasimar or Half-Elf. Variant Humans get to be bitter about X-Men, add +1 to two Ability Scores, go with Charisma and Constitution, gain one free language and one free Skill, pick History since you know it because you’re a human from our world, and a feat. Crossbow Expert lets you ignore loading quality of crossbows, let’s you shoot creatures within 5 feet of you without a disadvantage and make an attack with a loaded crossbow as a bonus action after you hit a foe with a one-handed weapon attack. Crossbows are easy to reskin as guns but be warned that this does not turn a crossbow into an automated gun - you still need a hand to reload the crossbow after every shot, which now counts as a part of your attack, but requires a free hand. Which means you cannot wield two crossbows or fire more than one shot in a single round without a free hand. It could be fixed with some Artificer levels but we’re not doing that here, so make sure you’re on good terms with Riri Williams if you want to shoot two guns or use gun and a blade in an accord.
For Background, Far Traveller is someone who came from far, far away and you are literally from real world. You get Insight and Perception proficiency, can pick any free language of choice and one musical instrument or gaming tool and world has All Eyes On You - people notice you’re not from around and take interest in you.
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Time to go with Class Levels
1st Level: We’ll kick things off as a Bard, letting gets to be proficient in any 3 skills, let’s go with Persuasion, Deception and Acrobatics. You are also proficient with Dexterity and Charisma saving throws, light armor, shields, simple weapons, hand crossbows, longswords, rapiers, shortswords and three musical instruments of your choice. 
You also get Bardic Inspiration, giving you a number of d6 dices equal to your Charisma modifier per long rest that you can hand over to someone that they can add to any ability check, attack roll, or saving throw that they make in the next 10 minutes. They can do it after they roll but before DM declares result of the roll. So you can now cheer on your heroes while fighting alongside them.
Bards are also spellcasters. You get to know a number of spells and have a number of spell slots per long rest that you can spend to cast them and if you cast one from higher level spell slot, it will be stronger. You learn more spells as you advance but cannot know a spell of level higher than highest spell slot you can use. You also get Cantrips which you can cast always and scale with your level, getting stronger at 5th, 11th and 17th character level. If a spell requires you to make an attack roll you sum up your Proficiency Bonus and your Charisma modifier to add to the roll. And if you add 8 to those two values you get your Save Difficulty, which a creature has to beat if your spell forces them to make a saving throws.
A Bard starts with two Cantrips and 4 known spells
Vicious Mockery is a staple for Bards, it lets you mock someone so bad, they must make a Wisdom saving throw or take 1d4 psychic damage and have a distadvantage on next attack roll they make before end of its next turn.
Message is a spell functioning as a magic phone, letting you send a short message to someone within the range and then can make a short reply.
Identify lets you see if you recognize an item as something you once read in a comic book - it tells you if the item is magical, magic-imbued, what magical properties it has or what spells are affecting it, how to use it, if it requires attunment and how many charges it has.
Tasha’s Hideous Laughter makes you tell a joke that forces the target to make a Wisdom Saving Throw or fall prone and be incapitated and unable to stand up due to overwhelming laughter. Target gets another save at end of each of its turns or a save with an advantage whenever someone deals damage to it.
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2nd Level: We stick to Bard to gain 2nd-Level feature Jack of All Trades, letting you add half of your Proficiency modifier to all skills you are not proficient with. You also gain Song of Rest, letting you play some music when your team is resting and rolling hit dice to regain hitpoints, letting everyone roll an additional 1d6. I don’t think it is a power per se that Gwen has, but could totally see her try to cheer up her friends and heroes.
And speaking of cheering up, you get one new spell - Heroism let’s you instill the bravery in one willing creature, making it immune to being frightened and on each of its turns letting them gain temporary hit points equal your Charisma modifier. Again, Hit Points can represent someone’s luck or will to fight so if you see Batroc having a hard time against Captain America, you can cheer him up to keep fighting. I mean, you would but you like Cap too, so maybe hope Batroc fights Taskmaster or something?
3rd Level: And it’s still a Bard, on 3rd Level gaining admission to something Gwen never got in real life - a college. Bardic College, to be more specific. I was thinking of College of Satire but really, College of Lore fits our needs much better. You gain profficiency with three more skills, I’d go with Athletics, Stealth and Sleight of Hand. Since all bards also gain Expertise, letting you choose two skills for which your Proficiency Bonus is doubled, use it on Athletics and Perception which depend on two lowest Ability Scores you have.
Your spell for the level is Invisibility, which lets you skip through eniemies you don’t feel like fighting, we can refluff this as early “slipping out” to the whitespace, but some creatures can still see you and you are “pulled back” (read: made visible) if you try to interact with something or attack anyone. 
College of Lore also gets Cutting Words, which lets you say something that spooks or confuses a creature. Mechanically it lets you use your Inspiration die the opposite way they are normally used, letting you roll to subtract from attack roll, saving throw or an ability check.
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I mean, that’s basically how it works
4th Level: Still sticking with the Bard for an Ability Score Improvement, go for your Charisma, since not only your spells but also Bardic Inspiration relies on it.
You also get a new spell and a new Cantrip
Prestidigitation lets you make a number of smaller effects you can play as you messing around with Whitespace. Knock let’s you unlock one nonmagical lock on door or an object. Maybe play it as you “skipping” the door through Whitespace or cutting out to when the object is already unlocked?
5th Level: Surprise, surprise, it is still Bard. 5th Level mostly improves Bardic Inspriation - now it uses d8s and you regain them on a short rest as well. You also gain the access to 3rd level spell - Nondetection can make you or someone else immune on being spied by magical means for 8 hours. Situational? Yes. But something Gwen can do as a person capable of walking out of the reality where people like Doctor Strange or Professor X cannot find her? Very. You can also use it on objects. 
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6th Level: Bar...oh hey, we’re doing Fighter now. 1st Level fighter gains proficiencies with light and medium armor and martial weapons as well as Second Wind, letting you once per short rest as a bonus action regain 1d10+your Fighter level hit points. You also get to choose a Fighting Style - Archery grants Gwen +2 to ranged weapon attacks.
ALTERNATIVES: As you can see, I decided to do Gwen as someone gun-toting, if you’d rather her use a sword then picking Defensive Duelist at first level and Dueling style now. Mind you, you need to have a free hand for spellcasting so unless you take a War Caster feat (which is also an option) you cannot duel-wield either sword and crossbow (which would also require sacrificing your Ability Score Improvement for Crossbow Expert) or two swords and use many of your abilitties. On a side note, Gwen is also profficient now with heavy Crossbow, so you can use that as a shotgun.
7th level: 2nd Level Fighter gets Action Surge, letting you once per Short rest gain an extra Standard Action
8th Level: 3d Level Fighter gains a Martial Achertype. I was thinking which one Gwen would choose. Wade went with a Champion but we don’t want Gwen to be exactly like him even if we’re already mixing two of the same classes Tulok did. I have a better pick. Gwen is suppsoed to represent the modern fandom that jumped into comics during New 10s, right? If that’s the case then, without streotyping here, we should ask ourselves what would likely be her possible gateway to D&D.
Echo Knight has been introduced in Explorer’s Guide to Wildemount, the world designed by Matt Mercer for his Critical Role games. You can use your bonus action to Manifest Echo, letting you pull an echo of yourself from another timeline or, in your case, another book you were in. This Gwen has AC 14+ your Proficiency modifier, 1 hit point and immunity to all conditions, uses your saving throws and you command her to moves on your turn. She vanishes if she dies, you’re incapitated, you dismiss her, summon another Gwen or find yourself more than 30 feet away from her. 
As a bonus action you can  sacrifice 15 feet of your movement to swap places with other Gwen, you can choose if your attacks originate from your position or her and you can use your reaction to have her make an opportunitty attack if an opponnent would trigger one. And a number of times equal your Constitution Modifier per Long rest you can make her take an extra attack as a part of your attack action with Unleash Incarnation.
Now, to get third Gwen we would need 18 levels of Echo Knight, but we would lose or all other abilitties about Whitespace then. Instead I suggest you circle through Gwens, as it seems that Echo Knight can summon an Echo as many times as they feel like, just not at once. 
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9th Level: 4th Level Fighter gets an Ability Score Improvement, Round up your Charisma
10th Level: 5th Level Fighter gains an Extra Attack, letting you attack twice as a part of the same action. Meaning you can make up to seven attacks with Action Surge, two uses of Unleash Incarnation and Crossbow Expert, provided you’re having a free hand. Unless DM allows it I do not think you can have other Gwen reload your guns, so all problems of Crossbow Expert still apply. Dual Wielding meele or mixed meele and ranged Gwen would get to the same level of attacks.
11th Level: 6th Level Fighter gets another Ability Score Improvement, start focusing on your Dexterity - even a meele Gwen is better off using finesse weapons and it adds to your AC.
12th Level: The Bard returns! 6th level Bard learns Countercharm, letting you use your action to give everyone you consider friendly an advantage on saving throws against being frightened or charmed - I guess it’s Gwen cheering other heroes up more or warning them she read about the baddie they’re facing and he has mind altering powers
You also get one more spell. It is sad we are behind with the spells...or are we? College of Lore Bard can gain Magical Secrets - a Bardic feature we will gain later as well, but this is an additional one and early. It lets you add two spells from any spell list to your spells known, as long as they’re on a level you can cast. Unlike the standard Bard version we will get later, the two spells we get now do not count to our maximum of spells know. Meaning we get three new spells
Tongues will let you read world baloons translated to English for the American readers and apparently let you add translation to  your own dialogues for an hour.
Blink lets you roll at the end of each of your turns and if you get 11 or higher you slip into Whitespace a.k.a. Etheral Plane and reappear in space no more than 10 feet away from where you were at the beginning of your next turn. When you are in whitespace you cannot be attacked or interacted with creatures on material plane. It is not as powerful as in Pathfinder but still - don’t cheat on this, don’t be an asshole and if you are pray you never see a spider.
Fireball is your grenade/rocket launcher. Creatures within range are dealt 8d6 fire damage, half on a succesful Dexterity saving throw.
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13th and 14th level: 7th level Bard gains an acess to 4th level spells and 8th Level bard gains an Ability Score Improvement, invest in Dexterity again. I’m doing the two together since each gives you one more spell too add:
Dimension Door lets you teleport anywhere with range of 500 feet, as long as you can see, visualize or know the area. You can bring anything up to your carrying capacity and one creature also carrying no more than its maximum with you. However, if another creature occupies the selected space, you run into it and get knocked back through Whitespace, taking 4d6 force damage.
Greater Invisibility works like Invisibility, but now you can take things with you or attack until it ends naturally. Play it as you slipping in and out of Whitespace.
15th Level: 9th Level Bard gets to improve Song of Rest, now using a 1d8 instead of 1d6. And you gain access to 5th level spells. Legend Lore is a spell seemingly tailor-made for a fangirl - you can gain (or in your case, recall that you’ve read) knowledge about specific person, object or location. It may be vague, the more you already know the better results. This lets you put fun in your fangirl...wait.
16th Level: 10th Level Bard improves Bardic Inspriation dice to d10s, gains Expertise in two more Skills, I’d go with History and Persuasion, and learns one more cantrip and Magical Secrets - this works like before but these spells count to your maximum of spells know.
Blade Wards grants you until end of your next turn resistance agaisnt bludgeoning, piercing and slashing damage from weapon attacks. Your armor is at best light, this may help if you want to go into meele.
Banishment let’s you force a creature to make a Charisma saving throw or let you send them into Whitespace. They get to come back like Paste Pot Pete did after it ends, but if they’re not from this plane and if you don’t break your concentration for one minute, they’re banished for good.
Banishing Smite is similiar - next time you hit a creature with a weapon attack, and it does not specify it must be a meele attack, you deal it extra 5d10 force damage and if you reduce it to 50 or less hit points, you send them to the Whitespace. There is no save, but there is no chance to keep target permamently out. Either spell still can save lives against tough enemies.
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17th Level: 11th Level Bard learns to cast 6th level Spells, but I don’t see any so we will grab one more from 5th level - Scrying let’s you poke through Whitespace to find a person and observe them and their activities. They get a Wisdom saving throw to resist being spied on, I guess trying to reassert that their current narrative place is off-page. The better you know them and better materials connecting to them you have, the harder resisting your prying eyes gets. Just please don’t use it to stalk your friends, okay?
18th Level: 12th Level Bard gets last Ability Score Improvement, round up your Dexterity.
19th Level: 13th Level Bard improves Song of Rest to 1d10 and gains access to 7th level Spells. Etherialness lets you just hop to the Whitespace...I mean, Etherial Plane, for up to 8 hours, effectively saving you from an encounter if you would die othertwise. It let’s you regroup, regain your strength, plan ahead, move away or even bypass whole area, effectively skipping to different pages, and doesn’t require concentration to do it.
20th Level: And we wrap things up with 14th Level of Bard. College of Lore grants you Pearless Skill, letting you now use Bardic Inspiration on your own rolls. You also get two more Magical Secrets
Delayed Blast Fireball is a bomb - you put on a fireball in a place. Any creature that touches it must succeed on a Dexterity saving throw to be able to throw it in a different place. Whenever they suceed or not, it explodes anyway, same if your spell ends or you break concentration. It deals 12d6 fire damage plus an extra 1d6 for each of your turn that ended without it detonating, half on a succesful Dexterity Saving Throw.
Plane Shift lets you and up to 8 creatures move to a different plane of existence, meaning you can now team-up with Squirrel Girl to kick Mephisto’s butt. Teleport could be more useful as it let’s you move within a single plane, but then you don’t get to freak Squirrel Girl out by pointing there is no reason someone isn’t punching the devil in the face at all times.
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Overview: So this is how I’d do Gwenpool - College of Lore Bard 14/Echo Knight Fighter 6. Let’s see how valid this build is
Pros: You have a pretty decent amount of hit points, somewhere around 160 on average, while having multiple ways to avoid damage. You are a good utility caster with multiple ways to gather information or scout ahead and you have a pretty good array of skills on top of that, making you a good use for non-combat situations. You also have pretty good mobility options, letting you move as you wish across the battlefield. Finally, whenever you picked meele or ranged options, you can dish out a lot of attacks if needed, or even blast out some foes.
Cons: Your Constitution is mediocre, meaning your Concentration and use of Unleash Incarnation could be better. Second, your spell selection is somewhat situational, some of the options we took may not always be useful, even if they are in character. Third, your Wisdom saving throw is horrible so charming, frightening or just Hold Person will be your bane. Finally, you do not have any ways of dealing magical damage, unless your DM throws a magic rapier and/or crossbow your way and your fireballs deal fire damage, which many creatures are resistant or even immune to.
However overall you are able to fill or support in multiple roles, from scout to party face to damage dealer to information gatherer, which makes you great to have. Remember, however, that this is not one-person show and you work better as a part of a team.
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For example
-Admin
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rebelcourtesan · 4 years
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My D&D Build for Kipo
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The titular character of Dream Works Kipo and the Age of Wonderbeasts.  This girl was raised underground in a Burrow city with other humans until an incident (or Destiny?) brings her to the surface to meet other humans and mutes!
With this build, we’re going to create a character who is a musical peacemaker as well as someone that can transform to help in a fight!   
Long Post below and also spoilers for season 2. 
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***Stats***
Charisma:  Highest stat.  Kipo is able to turn enemies into friends; from Timbercats to Umlaut Snakes.  This is her most important stat.
Wisdom: Second Highest.  Kipo is able to perceive others in ways that no one else can.  She notices that Yumyum Hammerpaw was hiding in shame from hius people and Scalemagne was still in pain over being abandoned.  And she has strong will . . .unless it’s resisting the urge to pet cute things.  
Intelligence: Third Highest.  Kipo is very educated with a deep knowledge of astronomy and advance mathematics. 
Dexterity:  Fourth Highest. Kipo can be quick on her feet when the need arises.  
Constitution: Fifth Highest. A bit low.  In her human form, Kipo isn’t as tough as her best friend Wolf.  
Strength: Dump stat.  Kipo doesn’t rely on violence brute force to resolve her problems. 
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***Race***
Kipo is half human and half mute, so we’re going to go with Half-Elf for her race.  This nets her +2 to Charisma and two additional points to put into two different ability scores.  Put one in Wisdom, and maybe put the other into Constitution to round it out.
With Darkvision Kipo can see 60 feet in dim light.
She has advantage on saving throws against being charmed and cannot be put to sleep through magic.  Yes, there was a whole episode of her succumbing to Tad Mulholland’s dream, but I’ll argue that she’s more on guard against it.
Half-Elf race gets proficiency in two skills.  Select Performance and Persuasion.  Kipo is able to talk her way out of most confrontations and is skilled with a guitar and singing.
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We’re starting off in Bard.  Kipo is a performer and talks her way through conflict.  
***Bard Level 1***
Bards gets three more skills to be proficient in.  Select Insight, Investigation, and Perception.
As a Bard, Kipo has Bardic Inspiration: on a bonus action, Kipo can lend aid to a friend which lets them add a 1d6 to an ability check, attack, or saving throw.  Kipo can do this as many times as her Charisma modifier and regains them all after a long rest.    
Kipo also has access to Bard Spells and Cantrips.  Select spells that allow her to use her charm others and/or help her allies.  I recommend:
Cantrips:
Friends - Advantage on Charisma checks against one creature.  
Mending -  This spell repairs a single break or tear in an object you touch
Spells:
Cure Wounds and/or Healing Word Note:  I know we never see Kipo heal anything, but I always recommend this as it never hurts to have a healing spell if the situation requires it).  
Charm Person:  You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it.
Identify:  You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them.
Unearthly Chorus: Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.    
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***Bard Level 2***
With Jack of All Trades, Kipo can add her proficiency rounded down to a skill she isn’t proficient in.  She’s an educated girl who learns quickly.
Also, during a short rest, Kipo can use Song of Rest, members of the party can roll and additional 1d6 to regain hit points.  
Kipo can learn an additional spell.  I recommend:
Sense Emotion: You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm. 
***Bard Level 3***
Expertise: Two of Kipo’s skills she already has proficiency in can have the proficiency bonus doubled when she uses them in an ability check.  Choose Performance and Persuasion.   
At level 3, Bards can choose a College.  For Kipo the best College for her would be College of Eloquence (UA).  This give Kipo a bonus spell, Calm Emotions, that she can cast without spending a spell slot.    
Calming Emotions: You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. 
Universal Speech allows Kipo to speak with and understand any creature.  Spending a Bardic Inspiration, Kipo rolls a 1d6 and can select as many creatures on the roll to have an advantage on Charisma checks against.  
At 3rd level, she can access 2nd level spells.  I recommend:
Suggestion :  You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you.
Enhance Ability: You touch a creature and bestow upon it a magical enhancement. 
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***Bard Level 4***
Ability Score Improvement: Put points into Charisma.  Let’s get this maxed out as soon as possible.
***Bard Level 5***
Bardic Inspiration goes up from 1d6 to 1d8s!  And with Font of Inspiration, Kipo can regain all uses after a short rest!
Also, third level spells are available to Kipo.  I recommend:
Tongues: This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.  
***Bard Level 6***
If Kipo and her friends come across Scarlemange or Tad Mulholland, she can use Countercharm.  As an action, Kipo can put on a performance that gives her and her allies advantage on saving throws against being charmed or frightened. 
With Undeniable Logic Kipo can hurt her enemies while aiding her allies.  As a bonus action, she can use one of her Bardic Inspirations to deal physic damage or heal.  
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Now we come to Kipo’s shape shifting abilities.  Because sometimes words and kind acts can’t bring everyone around, that’s when shape shifting for defense and combat comes in.  
***Druid Level 1***
Nothing we see in the show, but useful to have.  Kipo can now speak Druidic, a secret language of Druids.  
Kipo can not cast spells from the Druid spell and cantrip list.  Select spells that allows Kipo to shapeshift or help help others.  I would recommend:
Primal Savagery: You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
Speak with Animals: You gain the ability to comprehend and verbally communicate with beasts for the duration.
***Druid Level 2***
Now we come to Wild Shape.  Kipo can use her action to transform into an animal.  She can use this to transform into any animal, but if you want to stay true to what you’ve seen in the show, use the Panther stats from the Monster Manuel to serve as a Jaguar.
Now she can choose a Druid Circle.  We want Kipo to be able to change at will and into stronger version of the Jaguar.  Go with Circle of the Moon.
Combat Wild Shape allows Kipo to transform as a bonus action.  While she’s transformed, she can spend a spell slot to heal herself for 1d8 points.      
Circle Forms let’s Kipo transform into more dangerous animals with a Challenge Rating of 1.  This means that Kipo can transform into Tiger that has a CR of 1.  You can work it with the DM that the tiger is a stronger version of the Jaguar.     
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***Druid Level 3***
Kipo can now use 2nd level spells.  My recommendation: 
Barkskin: You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.  
***Druid Level 4***
Ability Score Improvement: Max out Charisma.  However, if Charisma is already maxed out, put points into Wisdom. 
***Druid Level 5***
Kipo can now use 3rd level spells.  Recommendation:
Dispel Magic:  Useful to have in your spell list just like healing spells. 
***Druid Level 6***
 Attacks in Kipo’s Jaguar form is now considered magical with Primal Strike.  It’ll cut through resistance and immunity to non-magical attacks.
Even better, at this point, Kipo can use Wild Shape to transform to animals of CR equal to her Druid level divided by 3.  At this point, she can transform to beasts of CR 2.    
***Druid Level 7***
Kipo has access to fourth level spells.  Recommendation: 
Guardian of Nature:  Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits: • Your walking speed increases by 10 feet. • You gain darkvision with a range of 120 feet. • You make Strength-based attack rolls with advantage. • Your melee weapon attacks deal an extra 1d6 force damage on a hit.  
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***Druid Level 8***
Ability Score Improvement: Charisma should be maxed out by now so put points into Wisdom to improve Druid spells. 
***Druid Level 9***
Fifth level spells are not available to Kipo.  Recommendation: 
Awaken:  Grants intelligence and the ability to talk to animals and plants.    
***Druid Level 10***
Elemental Wild Shape:  Kipo can spend two uses of the Wild Shape to change into an Elemental.  Not really something we see in the show, but may prove itself useful in certain situations. 
***Druid Level 11***
Sixth level spells are open.  Recommendation:
Heal: Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. 
***Druid Level 12***
Ability Score Improvement: Max out Wisdom as soon as possible.  If by chance it’s already maxed out, round out odd number ability scores.
***Druid Level 13***
Seventh level spells are not available.  Recommendation:
Regenerate: You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). 
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***Druid Level 14***
Now we come to a Thousand Forms.  Kipo can cast the Alter Self at will.  This will allow her to change her body into having natural weapons.
You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
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Kipo transitions from being the weak, but charismatic member of the party to the most powerful.  This build will let you role play as someone who tries to resolve things peacefully, but can transform into a force to be reckon with if peace talks fail.  The selection of spells will allow her to charm others while altering her body and shape to deal with challenges and threats.  
Downside is that her constitution is low, but she gains the hit points of her transformed creatures and regains her original hit points until changing back. 
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maquekenzie · 5 years
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A D&D (5th Ed!) Character Survey!
Made because my WoD one doesn’t work well for D&D which is what I’m mostly playing now! I love doing these after I’ve played my character a few times as they let me develop them - and I love redoing them later to see how much they’ve changed. I imagined other people do too!
 The Sheet
What is your character's full name? Why did you choose it and does it have any special significance in or out of character?
Does your character have any nicknames or alternate names they go by? How did they get them?
What race is your character? How/Why did you choose it for them? Was it just for stats reasons - or was it because of the back story you had in mind? Explain it to us!
What class(es) is/are your character? How did they come to be that?
If you had to sum up your character in five words or less, how would you do it?
List your characters attributes, and then head over here and copy paste what each level corresponds to. 
Now, looking at above - would you say that matches how you think of your character in your head? Why did you choose to make your character's lowest stat their lowest stat?
List what skills your character has proficiency and expertise in. How did they gain proficiency/expertise in these skills? I don't mean like "I dunno, I chose them," they had to develop them at some point through their life, right? As an example: if they have arcana proficient - did they study with a wizard? Were they having to work with a lot of magical items?
What is your character's alignment? Why did you choose it? Head here and copy paste the description of your character's alignment. Does it sound fitting?
Before we continue on: have all these things always been the same for your character? Has their race ever changed due to a reincarnation spell? Did they always intend to multiclass? Have you altered their alignment? Don't explain thoroughly yet - just say yes/no, and if yes, note what changed, but not why.
Describe the realm in which your character's game takes place. Are you playing in a pre-made world like Faerun, is it homemade by your DM, etc. What's the area like? How’d your character get to where they are now?
Brawny or Scrawny
So earlier, you talked about your character's race. In D&D, races can age and die fast (half-orcs generally only last 50-60 years) while some last forever (elves can live centuries.) You can see the general age range of races here. So how old is your character? Do they look older or younger than their age? How do you indicate their age?
What gender does your character identify as?
How tall is your character? Is this tall or short for their race?
Describe your character's body type - slender, overweight, gangly, stubby-limbed, pear-shaped, stocky, etc.
Describe your character walking in three totally different locales: First, describe them walking in a place they feel comfortable and safe. Second, describe how they walk through a dungeon laced with traps. Third, describe them walking in a place where they feel extremely out of place - say a druid who hates cities in the middle of a city at a party, or a rogue who hates spotlight walking across a stage.
What's your character's skin color and general appearance otherwise - example: blotchy, ashy, covered in boils, etc?
What's your character's hair color/style/general appearance? If they vary it, give us some examples of styles.
What color are your character's eyes?  Do their eyes stand out in any special way (for the sorcerers out there!)?
Describe your character as purple prosey as possible - as if someone who considers them the love of their life has just spotted them across a room and is writing it in a romance novel.
Look, in D&D, most races don't stand out - like sure, dragonborn and tiefling are rare in most games, but people are still used to them so they don't cast a second glance. Thus: what is your character's most distinguishing feature, basic "well I'm an X!" aside? What’s the first thing someone notices about them?
Does your character have any scars, tattoos, or birthmarks? Describe ‘em, as well as how/why they got them.
Describe your characters general clothing style. What do they wear when relaxing and not on an adventure? What do they wear on an adventure? See if you can find some outfit examples.
What weapons does your character carry? Please note for our magic users, this means your arcane foci and pouches too!
Does your character have any magic items? What are they? What do they do?
Does your character have any other accessories they commonly wear?
Describe your character’s voice - what’s the tenor, is it scratchy like they smoke nine packs a day, do they have any specific accent? It's a fantasy world, sure, but that doesn't mean you can't add an accent. Also on that note - does it ever change? Example: some people have a customer service voice where things are suddenly peppy and bouncy.
Friends, Families, and the Jerks You Travel With
You're born to a family whether you love them or hate them - in most cases, anyway. In D&D you can have all sorts of starts to your life. What did your character’s family consist of as they grew older - and are they still around now? Describe each family member - or if they were orphaned, the people at the orphanage, or if they were adopted, that. Does your character miss them - hate them - love them - want to avoid them? Describe your character's relationship to them.
Who's in your character's party, and what are their real, honest opinions of them? If you're in a West Marches style D&D game - where you have a much larger group of 10+ and you travel on an adventure with whoever you can gather each week - just choose the characters who would make the ideal party for your PC here.
Are there any NPCs (Non-Player-Characters - those people the DM plays) who aren't part of the aforementioned party your character is attached to? What does your PC think of them, and why are they close?
Got any other - maybe not friends, but positive relationships aside from the aforementioned? What's your relationship with them?
All righty - in a D&D game you ALWAYS have monsters to fight - but who's the big bad, if you have one? Why does your character want to put a stop to them? Are there any smaller villains in your campaign your character wants to put a stop to?
So you may have mentioned a love interest or two before this point - if so, describe a little more about your character's relationship with this/these person(s), and how they became love interest(s). Does your character have any crushes outside of their love interest(s)? Why?
The Past
We know where your character's game takes place. Is this the same place they grew up - or some place they came more recently? What do they love or hate about it?
Does your character have any notable family history they have to live up to, or an infamous ancestor, or some sort of ancient legacy they have to take the mantle up on? Have they been gifted any sort of destiny super quest from their god of choice? Basically - has something extremely notable happened to set up your character? Are they going to follow it - or try to subvert it? If they don't have one - do they wish they did?
What was your character's childhood like? Was it traumatic - or happy? Pick three memories from their childhood and describe them in a paragraph - try to vary them.At least one happy and one sad. The third should lean toward how their childhood was - that is, if traumatic, make it sad, etc.
D&D games aren't rife with proper schooling, but there are mage colleges and towers and some countries have schooling - so what was your character's education like?   How were they in school, how much school did they complete? I don’t even just mean the academic side here, I mean, the social side. What were their cliques (as much as you can compare them to Modern Teen Movies, anyway), their stereotypes, etc.
What’s your characters vocational life like? Have they worked a bunch of jobs, or just one - did they intern? What’s their dream job, did they ever get fired, etc. Are they too young to have had a job?
I'm presuming you've been on this adventure for at least a little bit at this point. Let's go back to your party members. List each one, and then a short line referencing a memory or scene that cemented your character's relationship with that character - or a moment that defined their relationship. For instance, say your relationship with Horb the Half-Orc was fine - but you became friends once when he approached you while you were losing at cards and he subtly stood behind a guy and made him nervous, helping you win. Etc.
What have been your character's two happiest moments on the adventure?
What have been the two most traumatic moments on the adventure for your character?
What are two moments that had you - the player - laughing aloud during the adventure? Equally, have you ever cried? Was it at the traumatic moments - or something else?
So - earlier I asked if things on your character's sheet had always been the way they are now. Not counting feats/basic mechanical upgrades that changed things - what happened that caused your character to change? If they changed alignment, why? If they changed race, gender - what happened? Why did they multiclass?
What's Inside Your Heart
Give me six words that describe your character. Three positive, three negative. Adjectives or nouns work. Make sure your negatives are actually negatives. "Too nice :)" isn't a negative. Don't try to explain away anything. Just state it, leave it. Don't include "sort ofs." Sort ofs are BORING.
What's your character's sexual orientation? Romantic orientation? What is your character into romantically (by which I mean - what do they want out of a date and a relationship)? Do they have a TYPE?
How has your character changed over the course of the adventure? Have they changed a lot, or more remained the same?
Beyond the adventure: what are your characters dreams or ambitions?  After all is said and done, what sort of life does your character want to live?
Player, what are your goals for the character? These don't have to match the above - they can just be torture for your character to have to deal with. Are there any specific moments you want your character to have? This can be as general or as specific as you'd like - from "I want Jolly the Dwarven Barbarian to encounter his ex-husband and find out that his husband joined the Crusading Knights which sends Jolly into a spiral to join the villain's side and lead an army of wights! - to "I want a scene where my character meets the tsundere NPC and they have an angsty talk that results in them CRUSHING HARD."
What do you think your character's biggest strength is?
What do you think the others in your character's party would say their biggest strength is? Feel free to ask your party members to answer for you! It may surprise you.
What do you think your character's biggest flaw is?
What do you think the others in your character's party would say their biggest flaw is? Feel free to ask your party members to answer for you! It may surprise you.
Has your character's strength or weakness been defined in any particular scenes? Tell us about them!
Does your character believe in a higher power of any sort, or have any sort of specific belief or code they follow? Describe ‘em and how they feel about them.
Your character is in D&D so they've killed before. That said - what does your character find morally unjust? What kind of murder would they never commit - or would they kill without a care?
What’s your character’s view of authority? Do they not mind it? Do they follow orders? Do they want to be on top and panic at the sheer idea of anyone having status over them?
Does your character have any habits that someone may not notice at first blush?
How does your character react to being made fun of - or, less specifically, to failure in general? How would your character feel if they worked hard at something and it failed? I mean, obviously shitty, but any specific actions? Do they accept it, get defeated - etc.
Hey, I’m a lyrics dweeb, what’s up with you? Pick six songs with lyrics - link them and quote those lyrics, and then note why you think that song really suits your character be it for personality, their history, their general feelings…Feel free to point out specific lyrics or musical moments.
What would you say your character’s comfort zone is - that is, how do they feel with touching and physical affection, how do they feel with more squeamish matters like talking about periods or committing violence, etc.
What role does your character fill within their group - if they have one? If you need help here, check out the five-man band trope on TV tropes. But in general, how do they feel about this role, and what do they have to do to maintain it, and is there someone in the group who’d be better at it? Are they envious of anyone else’s skills?
Stupid Quizzes!
Take these as your character! First is the question, second is the quiz link, THEN your answer. Add as many as you like - I like to do ones about “What element is your character?” and “What Sailor Moon character are you?” etc - but I try to keep it short cause most people I know who actually use this  prefer fewer.
What Hogwarts house is your character? Do you think the one you got fits - or were you surprised? CLICK HERE
What D&D character would you be? Does the class match your class? CLICK HERE
What D&D alignment are you? Does the alignment match yours? CLICK HERE
What’s your character’s Myers-Briggs personality type? CLICK HERE
What is your daemon? (at the end of the first quiz, it will link to a second quiz that will make it more specific - don’t miss it!) CLICK HERE 
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callmemoprah · 5 years
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Source: http://mobimatic.io/2018/12/25/the-best-disregarded-reply-to-for-simple-publication-say/
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bites-s-blog · 6 years
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Gladiator Heroes Hack
Gladiator Heroes V1.8.1 ?? Developer Menu
Gladiator Heroes fuses together interesting and detailed base building parts with tactical combat. In the event you're a big fan of RPG video games and you benefit from the design, and customization that goes into city-building Gladiator Heroes may be an excellent alternative for you. Above all, gladiatorial fight was a display of nerve and skill. The gladiator, nugatory when it comes to civic standing, was paradoxically able to heroism. Below the Roman empire, his job was one of the threads that certain collectively the whole social and financial cloth of the Roman world.
The really excellent news right here that we can share is that Gladiator Heroes guarantees to help the brand new Augmented Actuality features on day one. Which means that when iOS eleven releases on September 19, Gladiator Heroes will update to then help one of the lesser talked about options of iOS eleven. Gladiators: Heroes of the Colosseum is produced by Expona and Contemporanea Progetti and options artefacts from seven Italian museums and establishments.
The premise of the sport to carry a model new strategic game into the market is fulfilled once you enter the world of gladiators, training grounds, arenas, and glory. It's advanced and incredibly addicting. The sport gladiator heroes hack cheat for free itself is daring and experimental. Perfect while you want to cling to 1 game for a long time. This recreation is a joy to fans of this style.
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Gladiator Heroes is the most recent RPG recreation with a difference. Launched by Spanish developers, Genera Games, this new titles boasts an original stability between RPG and building simulation. Most gladiators have been slaves. They had been subjected to a rigorous training, consumed a high-power food regimen, and given professional medical consideration. Hence they have been an expensive investment, to not be despatched calmly.
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bestofshopping777 · 5 years
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Becoming A Travel Writer
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Imagine this – you have been writing for years. From the desk in your office. You look at the same plants, the same books, and the same view from your window for years. You write about a lot of things, it is your job, and you love it.
And your area of expertise means that you can work from anywhere, you are wanted, you have steady work, but you’re not challenged. You want to branch out.
So it might just be time to take your skills on the road and position yourself as a travel writer.
Easier said than done? Maybe, but here are some tips that can help you get started.
Travel
Shock! Yes, in order to be a travel writer, you need to travel. You need to go to multiple locations and check them out. But not check them out on a base level – it needs to be more profound than that. You need to know the culture, the best food, the hidden gems – the temperament of the people. Which is tough if you are only in one place for a few short days.
Think ‘base’. Consider that you might just need to create or buy a base in some continents, that allow you to travel around but always have a ‘home’ to come back to. An excellent way to decide on your first location is to check out things like new property launch or housing developments. This will give you time to check them out in advance, time to wrap up at home and get ready for the big adventure.
Write
You already write, so this won’t be any different for you. And of course, you need to keep the clients you have because they pay the bills (or the airfare soon). But you need to make space in your life to write about travel and culture now. Set up a space online, buy the hosting and the domain, and begin working on the foundations of your travel writing space. This is also the time to check out different travel magazines and pitch that you’ll be in X location for a while and would love to cover Y story.
Things To Consider
While you might be incredibly well versed in writing about films, food or investments – food may not be your forte just yet. Consider a travel writing course, you might be able to find a great one online that will give you the tools you need to get started. You might want to invest in some gear too. Below we touch on photography, but there are some other things that can make this much easier for you. A dictaphone is probably going to be a must – because a notebook and pencil aren’t always around and transcribing, later on, is pretty great because you can hear the atmosphere and the tone of your voice. A great backpack – light with plenty of pockets. The book that almost all travel writers recommend is Lonely Planet’s Guide to Travel Writing. But if you want some super inspiration check out anything by Anthony Bourdain.
Gramatikally Currect & No Speeling Mistakes
This is going to be essential for your whole career. As we’ve said before you have been writing for a while, so you know the drill. Research, draft, writer, edit, remove, proof and check again. But you want this to be bigger, to be more. So you need to find a style and tone that is so ‘you’ that people fall in love with your writing and could pick out your piece without the by-line. Quality matters, grammar matters, spelling matters… so do your best to get it right.
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Photo by Element5 Digital on Unsplash
Photographs
Along with your words, you are going to need to produce beautiful photographs. They will need to tell as much, if not more, of a story. Exceptional photography will get attention and then keep it. The photo can be enough for people to read the whole article. In some cases, travel photography can be as lucrative (if not more) than the writing itself.
If you want to pitch to travel editors then you are going to need a number of photos for every piece that you submit – because they need the images to match the article – and what better to use than the ones that the writer took? Of course, you are going to need to spend some time working on it, and a decent camera – and the right lens, but that comes with time.
Niche
While travel writing is pretty broad, it is worth considering a niche within that. This might be a particular city, or continent, food travel or maybe even budget travel. Think about what you want to achieve with your writing, who you want to inspire, and that will give you all of the key indicators of the niche you should go for. Over time you will position yourself as an expert and be able to pitch that way too.
Industry
It is very important that the information you give is as accurate as possible. The travel industry changes quickly, companies opening and closing – and the protection people get when it happens. You also need to be aware of the information that is being given out by tourist boards in terms of any laws or rules that people need to be aware of before they arrive. It might mean that you have to spend hours reading press releases and updates – but the information you give will have that deep knowledge that will set you firmly in the expert remit.
When it comes to travel writing, you will need to refine and define your style. Know what you want to deliver in terms of content. Have a space to do so when the magazines or bigger travel sites don’t pick up your pitches and consider having more than one base. And remember when you pitch, if you have a series in mind – have more than one piece ready to go – editors move quickly when they find something they like and want to run.
The post Becoming A Travel Writer appeared first on Cheap Store.
source https://cheap-store.website/blog/becoming-a-travel-writer/
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vulpesvulpex-blog · 6 years
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extremely detailed character sheet beneath cut
BASICS
FULL NAME:
Official name (current): Vixen Carlos
Past official names: Vixen, Vixen Österberg, Todd Österberg, Ravona (verse specific)
MEANING:
Vixen, Todd, Ravona- literally all mean Fox ; Österberg- eastern hill ; Carlos- manly... ironic, names herself after the transgender composer Wendy Carlos, also on my side in reference to Bun E Carlos from Cheap Trick
NICKNAME: Vix, Bunny
MEANING: diminutive; Bunny is in reference to her appearance mostly, and playboy bunnies 
AGE APPEARANCE: threads work anywhere from 18-68, older than age when she’s younger, younger when she’s older
BIRTHDAY: Summer solstice, unspecific, year varies per thread
ASTROLOGICAL SIGN: Cancer cusp
SPECIES: Human in most verses; Modified homo Sapiens; homo Sapiens mutant
GENDER: female
ALLERGIES: nothing major, dust
SEXUAL PREFERENCE: bisexual, predominantly with a preference for women, more so over time. identifies as lesbian. somewhat kinky, but repressed, conflicted
THEME SONG(S): have a gander in the tag- ‘midnight radio’ (music) 
APPEARANCE
HAIR COLOR: naturally- dark brown, typically- dyed multiple colors 
HAIR STYLE AND LENGTH: shoulder length or longer, never short. worn loose usually, periodically in a ponytail, wavy, fine. relatively unstyled or untreated beyond dying
EYES COLOR: Steely blue, pale, pretty uniform EYESIGHT: Average but weakens with age, more farsighted than nearsighted
HEIGHT: 6′1
WEIGHT: 120-160 pounds, muscular but struggles with anorexia
OUTFIT/CLOTHING STYLE: ranging from high femme to business butch, follower of glam, always in heels, tight usually form fitting clothes, rarely wears skirts
ABNORMALITIES(TAIL): depends on what you’d call abnormal, transgender
DISTINGUISHING MARKS(SCARS,MOLES): Scars verse-dependent, mostly accidents, fights, self harm, nothing major, a few surgical scars from breast implants (verse dependent) has not had bottom surgery and is reluctant to despite distractingly prominent features 
SELF CARE(MAKE UP): Rarely seen without makeup, eyeliner, some mascara, lipgloss or lipstick, foundation blush etc, tries to minimize that forehead and chin
FIRST IMPRESSION ON PEOPLE: Flirty, guarded, indecisive, attempting confidence
SKIN COLOR: Very fair, freckled, thick veins show up easily
BODY TYPE/BUILD: Tall, slim build, feminine but athletic: small toned waist, muscular ass, lean legs, flat/prominent chest (verse dependent), somewhat of an narrow hourglass
DEFAULT EXPRESSION: bored, not quite resting bitchface, but almost sad
POSTURE: Will correct frequently, pushing chest out and standing straighter. Tends to try and make herself smaller subconsciously, slouching.
PIERCINGS: verse dependent, nothing more risque than the ears
DESCRIBE THEIR VOICE: singsongy, relatively deep, soft
RELATIONSHIPS
SIBLINGS: doesn’t mention them, verse dependent 
HOW WELL DO THEY GET ALONG: distant, detached 
OTHER FAMILY MEMBERS: closest with grandmother, but no longer. rarely speaks with parents. 
PAST LOVER(S): verse dependent, likely no one notable
CURRENT LOVER: verse dependent, a bit repressed
REACTION TO MEETING SOMEONE NEW: Somewhat standoffish but usually polite, to the point, concerned with appearances
ABILITY TO WORK WITH OTHERS: Can do fine but rather work alone and do everything or someone else do all the work
HOW SOCIABLE(LONER,ETC): Superficially social, most of the time rather introverted but turns up the charm to 11 when feeling like it/wants something
FRIENDS: Doesn’t make friends easily, verse dependent, largely coworkers but not closely
PETS: Not usually financially/socially stable enough for pets. likes cats, rats, birds, rodents, nothing too big or noisy
PARENTAL TYPE(PROTECTIVE,ETC): Anxious, unwilling. Careful but somewhat neglectful, not someone who intended to be a parent. Somewhat strict.
FAVORITE PEOPLE: Smart people who might be smart asses but aren’t know it alls, someone with a sense of humor who doesn’t think they’re the funniest person in the world
LEAST FAVORITE PEOPLE: remove the buts and replace them with ands. people with no respect or sense of boundaries 
PERSONALITY
..WHEN YOU FIRST MEET THEM: Kind of blunt and weird, quiet, awkward. Very... tall. Girlish, not too tactful. 
..AS YOU KNOW THEM BETTER(AND THEY LIKE YOU): Nicer, quite intelligent, an eager learner, open minded but stubborn, playful and energetic, loves jokes and clever references, generous. 
..AS YOU KNOW THEM BETTER(AND THEY DISLIKE YOU): Vixen, if you’re lucky, pays you no mind, will not talk to you, and generally ignores and avoids you, too busy to be bothered by anything you do. If you’re a real asshole then you get the ruder more aggressive side who will let people know she doesn’t like you and why. Rather self centered and impatient. 
FAVORITE COLOR: pink, orange, warm colors
FAVORITE FOOD: gelato
FAVORITE ANIMAL: rabbits
FAVORITE INSTRUMENT: organ, analog synths
FAVORITE ELEMENT: hydrogen
LEAST FAVORITE COLOR: grey
LEAST FAVORITE FOOD: not big on seafood 
LEAST FAVORITE ANIMAL: centipedes
LEAST FAVORITE INSTRUMENT: ukelele
LEAST FAVORITE ELEMENT: surprise 
HOBBIES: music, continued education, gardening (usually indoors), bodybuilding, fashion, museums, misc
USUAL MOOD: observational, snippy/sarcastic 
DRINK/SMOKE/DRUGS: debatable, verse dependent. in moderation in most verses, avoids hard drugs but may abuse prescription medication. not big on cigarettes. 
HOW SERIOUS ARE THEY: serious in her work, but a little more lighthearted on a friendly basis. 
CLASS IN AN RPG: Sorcerer 
BELIEVE IN GHOSTS: No, adamantly 
(IN)DEPENDENT: Pretty independent but privately needy
SOFT SPOT/VULNERABILITY: Being seen as ugly, unwomanly, inferior, fake, a poser, a pervert, undesirable
OPINION ON SWEARING: Swears to the point of issue 
DAREDEVIL VS CAUTIOUS: thinks she’s/wants to be a daredevil, probably more cautious 
MUSIC TYPE: Art rock, electronic music, music concrete, disco, would probably listen to vaporwave 
MOVIE TYPE: Artfilms, yes, seriously. Very 80s young adult crap. Documentaries that are just left on all day. Hates most action films, romance, and family films. 
BOOK TYPE: Nonfiction and pop culture/fashion magazines 
GAME TYPE: Strategy, rpg adventure
COMFORTABLE TEMPERATURE: Indecisive, lukewarm
SLEEPING PATTERN: Poor. Stays up too late, sleeps too little, will take mid day naps
CLEANLINESS/NEATNESS: Vixen is kinda a slob
DESIRED PET: a leopard or something ridiculous like that
HOW DO THEY PASS TIME: More work, needs to be occupied at all times, that or junk, work out, window shop, sleep, want to do things and not do them
BIGGEST SECRET: That she’s trans but thinks everyone already knows. or Verse dependent nastiness, not always a ‘good’ person
HERO/WHO THEY LOOK UP TO: verse dependent, famous scientists/humanitarians 
WHAT ANIMAL WOULD THEY BE: Fox
FEARS: Rejection, being alone, failure, men
COMFORTS: reading, coding, listening to music, exercise, animals, gardening, garbage tv, shopping, swimming
HOW DO THEY ACT WHEN THEY ARE…
SAD: distant, quiet, disinterested, tired
HAPPY: Excitable, playful, easygoing, diligent 
ANGRY: aggressive, impatient, mouthy
AFRAID: Watchful, anxious, guarded, hesitant
IN LOVE: Silly, nervous, touchy, affectionate, talkative 
HATE SOMEONE: blunt, dismissive, avoidant 
WANT SOMETHING: manipulative, cheeky, flirtatious
CONFUSED: doubtfulness, anxiety, frustration
HOW DO THEY REACT TO…
DANGER: Overstimulation 
SOMEONE THEY HATE WHO HAS A CRUSH ON THEM: Disgust
PROPOSAL TO MARRY: Bewilderment, disbelief, hesitation 
DEATH OF LOVED ONE: Quietude, depression, neglect
DIFFICULT GAME/MATH/ETC: A challenge to be beaten
INJURY: Surprise
SOMETHING IRRESISTIBLY CUTE: Loss of composure, squealing and repetition
KNOWLEDGE
LANGUAGES: English and or Swedish, verse dependent (eg. Japanese, German)
SCHOOLING LEVEL: College educated
FAVORITE SUBJECT: Science
INTERESTED CAREERS: Mechanical/Acoustic engineer, biologist, bioengineer, geneticist, musician, artist, model, programmer, trophy wife, nothing that involves too much talking or dealing with people
EXPERTISE: technical skills such as working with machines, languages- especially code and mathematics, music, verse dependent sciences
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thehipperelement · 7 years
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10 Things Only Shitty Designers Do
The more experienced I get, the less I seem to matter in the design process. More importantly, I am not alone. Senior designers experience that shift over time and it makes certain behavior by other designers more transparent. Know this: if you are a junior designer, or if you haven't spent time learning your craft, we see right through your bullshit.
There is probably a version of this list for any profession, because the more you do something, the less amazing it feels to do it, and the more amazing it feels to do it well.
Each of the things below will make you feel more important, more persuasive, or more senior, but by doing them you actually achieve the opposite effect in the eyes of everybody else.
If you want to look like you don't know what you're doing, here are some tips:
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1) Ask for a long job title.
Young designers want all the fancy words on their business card (and they are excited about having a business card). They prefer UX/UI Interaction & Delight Designer instead of just Designer. 
But think about it: a Designer could be designing cars or chairs or wireframes or hobbit costumes. You ONLY design UX/UI interaction, apparently. Sounds pretty narrow to me. When you add more words to your job title, you are reducing your responsibility, not increasing it.
Nobody gives a shit about your job title. Pick something simple and focus on your work.
2) "I worked on this for so long, it’s awesome!”
Would you say that you did a great job in high school because it took you 5 years to finish? Would you say that you had an amazing visit to the toilet because you needed 45 minutes to push it out? 
Time isn’t always an indicator of quality.
It’s totally ok to take your time! Work on things. Improve them. Learn stuff. Practice! It’s a good thing. Skills take time to build, and it’s always good to build more.
But remember that the person you’re bragging to might be able to make the same thing better and faster than you can. Instead, just say you're proud of what you have done, and ask for feedback to make it better. You can always make your work better.
3) Call yourself an expert.
There is a 99% chance that someone sucks if they introduce themselves as an expert. The job title of “UX Expert” makes me nauseous. And yes, it exists.
None of the best people I know call themselves an expert. And ironically, the reason is something you can only understand when you are really an expert: the amount of knowledge needed to be an “expert” compared to the average person is not that much information.
Einstein didn’t walk around telling everybody that he was a "physics expert", because all the people he respected were also physics experts. Compared to them, he was normal. He just worked on hard things, like real experts do. If you spend all your time with non-designers, you’ll seem like a design genius. But if you are in a room full of design experts, do you want to talk about how much expertise you all have, or do you want to talk about something hard, that none of you really understand yet?
Other people should call you an expert. Just do what you do, well enough to deserve it.
4) Argue over little details.
Caring about details is a good thing. Arguing about small details that won't really change the big picture is a waste of time.
I was once asked which traits set a senior UX designer apart from a junior designer. My answer is here. The short answer: junior designers can’t really see the big picture, so they obsess over the details. If small things seem really important to you and you can’t connect them to a brand thing, or a strategy thing, or a psychology thing, or a scalability thing, then you probably don’t understand how those details fit into the master plan.
They are just your favorites.
Personal favorites are boring when you see the big picture. Master craftspeople understand details as part of the whole. When you see design as a system, your random favorite details might seem out of place, so they lose their “magic”. In a good way. You will also understand that there are 4 or 5 ways to do everything, and all of them might achieve your goal. Instead of arguing, ask questions about the different options that exist, so you learn the ups and downs of each one.
5) Feel validated by famous clients.
Every few years I will end up in a conversation about design awards or designing for famous brands. It is true that famous clients only work with good agencies, so in that sense it’s ok to have those brands on your LinkedIn profile or whatever. Some agencies only want to hire people that have worked at that level before. That’s not what I am talking about here. 
I’m talking about designers who think everything they do is good, because they worked with a famous brand. That’s bullshit.
Feeling talented because your clients are successful is like feeling important because your parents are rich. You’re drinking someone else’s Kool-Aid.
I worked at an agency with a hallway that was just for displaying awards. We literally had conversations about where to put new plaques and trophies because the walls were “full”. 
Lots of our projects won something, because we had big budgets and skilled people. I couldn’t even tell you how many times my work (as part of talented teams) has won awards, or been a “Top 10 something something”. That agency worked with Swedish House Mafia, created real lightning (Nikola Tesla style), and spent three days throwing flower petals in the air to get a really great photo of a cocktail, which was designed by a professional cocktail stylist. And that was for one client.
So when a young designer thinks they are hot shit because they did a 3 month internship at Spotify, it doesn’t go well. It is very possible to do shitty work or be a shitty designer while working for a great client/company with a big budget. It happens every day.
On the other hand, if you re-designed a website for a company I have never heard of, and you can prove that your design sold twice as much as the old site, I will be listening carefully, and I will have questions.
6) Force your ideas into the project. Repeatedly.
Ok, so here’s the scenario. You have this great idea, and you present it to the team. The team shuts down your idea because it is unrealistic, technically. You fight for a bit and then let it go. But you don’t understand why it is technically unrealistic.
A week later, the conversation is about the same topic, and you see it as an opportunity to mention your idea again. Maybe they will like it more now that they have had time to consider it. Nope. Still unrealistic, but slightly more annoying this time.
A week later it happens again. Now it’s worse than annoying. Now they’re realizing that you have no idea why they’re not doing it, and you’re not trying to understand, because your main goal is to get one of your ideas into the design.
Everybody knows what you’re trying to do, and it doesn’t look smarter the fourth time.
7) Ignore the brand, the business, and the paperwork.
When you start designing, it takes a few years just to start designing nice things. There is nothing wrong with that, and it’s normal. There is honor in being a beginner. But part of being a good designer is understanding why you’re designing something, who you’re designing it for, and what your designs are supposed to solve.
Always look for ways to design the right thing, for the right audience, in the most effective way. And understand that you will probably have to create boring documentation for your wireframes, name and organize your layers just to make the developer's life easier, follow brand guidelines that could look better if you broke a few rules, and create presentations that ignore your best work, just to make it understandable for people who don't have your skills. It will be boring sometimes. It will be painful sometimes. You will feel unmotivated sometimes.
And you’re not a professional designer unless you do it anyway. 
8) Say you have “a lot of experience” when you don’t.
This one is hilarious to me. Every time someone tells me they have “a lot of experience” with something because they worked on it for a year, the interview is over.
Remember that you might be talking to someone who has been designing since you were 8, so relative to that, you don’t have a lot of experience with anything. Instead, talk about what you have spent your time on and what you want to learn in your next project/job. It will give the other person an idea of what you know and what you will need help with. And there is nothing wrong with that! It's not bad advice for senior designers either!
9) Treat trends as rules.
This one is a little more subtle, but it’s important. When you don’t have a lot of experience, it means that current trends have existed during a major part of your career. If you don’t realize that — and trust me, senior designers always realize that — then it means you haven’t spent any time learning about other styles of design.
Did you know that flat, geometric design featuring Helvetica used to be called “Swiss Design” like, 70 years ago? Did you know that art and design tend to happen in cycles, so one trend is like a reaction to the trends before it? Did you know that UI “rules” like Apple’s iOS guidelines and Material Design are something that every mature brand has? (And it's alot more than colors and logo downloads.)
Would it concern you to know that VR interfaces will probably go through a skeuomorphic phase first, and then change into something else? So next time you see an Android app that "isn't doing Material Design right", take a moment to realize that you might be the one without all the information.
10) Get defensive when you're not perfect.
One of my favorite quotes is: “A beginner gets excited when they know the answer. A master gets excited when they don’t.” It’s very true. 
The other side of this is also true: a beginner feels insecure when they don’t know the answer and a master doesn’t feel much at all when they do. A master has seen a lot of shit, so it’s not interesting to understand normal things. They want to learn more about the parts they don’t understand. They want to experiment. It’s interesting to be wrong!
Senior designers expect junior designers to make some mistakes. 
So when you miss something, or when your design loses the A/B test, or when your idea doesn’t work, relax! Learn something from it! Get more information. And when you don’t know stuff, just say that! When you’re experimenting for a client, tell them why you’re experimenting, and what the possible results are. And try again!
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Most of things on this list are simply a matter of ego over results. Instead of acting like it is an achievement to be a designer, start achieving things with design. If you focus your time, effort, and energy on making your work good, instead of making yourself look good, everything else will fall into place. Over a whole career, that’s the difference between great designers and everybody else.
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