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uniquexblogs · 10 months
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Jabra Elite 4 Active in-Ear Bluetooth Earbuds – True Wireless Earbuds with Secure Active Fit, 4 Built-in Microphones, Active Noise Cancellation and Adjustable HearThrough Technology – Black
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FEATURES:
Brand: Jabra
Model Name: Elite 4 Active
Color: Black
Form Factor: In Ear
Connectivity Technology: USB, Bluetooth 5.2
CLICK HERE TO BUY: Jabra Elite 4 Active in-Ear Bluetooth Earbuds
About this item
COMFORTABLE AND SECURE FIT — These durable, wireless earphones with a secure active fit and wing-free ergonomic design are specifically designed for an active lifestyle. IP57 water- and sweatproof.
INNOVATIVE NOISE CONTROL — These noise cancelling earphones have four microphones for clear calls on-the-go. Hear your surroundings with adjustable HearThrough technology or activate ANC to suppress ambient noise to keep you focused.
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OPTIMAL PERFORMANCE — Customizable equalizer and bass boost for powerful sound. Use only one earbud with Mono Mode. Each earbud offers up to 7 hours battery; up to 28 hours of battery life total with the case and fast-charge.
SEAMLESS CONNECTION VIA BLUETOOTH 5.2. — Connect your Android phone with Google Fast Pair, quickly play your songs with Spotify Tap Playback or ask Alexa (Android 6.0 or higher), Siri or Google Assistant whilst on-the-run.
IN THE BOX – 1x Jabra Elite 4 Active In-Ear Bluetooth Earbuds, Charging Case, EarGels in 3 sizes, USB-C to USB-A Cable, Earbud Weight: 5 g, Color: Black . All in frustration-free packaging.
CLICK HERE TO BUY: Jabra Elite 4 Active in-Ear Bluetooth Earbuds
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crazydiscostu · 3 months
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Soundpeats Go Free 2 Earbuds
Enter the GoFree2 Open-ear Earbuds, a promising contender in the realm of wireless audio technology. The company has a proven track record for optimising their designs to fit the needs of the consumer and today we’re going to look at their latest offering. Product supplied for review purposes Go Free 2 At the heart of the GoFree2 Open-ear Earbuds lies a commitment to optimal fit and all-day…
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sunderwight · 19 days
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SV AU where after Shen Qingqiu's self-destruction and apparent death, Luo Binghe decides to pursue a time travel option after several resurrection attempts come up short.
Said time travel option sadly isn't customizable. It's an unstable time vortex that can only take the traveler back a fixed 30 years into the past. In PIDW, by the time Bingge found it, he had already ruled his kingdom for centuries and it was only used as part of a wife acquisition plot. So going back thirty years didn't make much of a difference to him. In Bingmei's case, thirty years might be further than he'd choose to go, but it will get him back to a point in time when his Shizun is still alive. This is the most important thing.
He'll have to reintroduce himself, and carefully rebuild a relationship, but at this point that might even be for the best. This time he will successfully disguise his demon heritage. He'll greet Shen Qingqiu as an equal and potential friend and ally, fix all of his past mistakes, and make everything right! Though he realizes during the planning stages that he's still assuming at first that he'll meet Shen Qingqiu as Qing Jing Peak Lord because in Luo Binghe's head, his shizun must have been on Qing Jing Peak for a hundred years at least. Intellectually, though, he knows that the Qing generation of peak lords didn't ascend until like 20-ish years ago, which means he's more likely to be meeting Shen Qingqiu as a disciple.
Which is a mind trip! That's very bizarre for him to contemplate, actually! Shizun might even be younger than him! But it's still his best chance at getting his shizun back, so in the end it doesn't deter him.
The System, of course, isn't interested in losing its power source. So it goes along for the temporal journey, and drags along its users.
Shang Qinghua is very confused to wake up and find himself 30 years in the past, once again the Head Disciple of An Ding Peak instead of its lord, with a young Mobei Jun glowering at him for daring to pass out randomly in his presence.
Shen Yuan is very confused to wake up alive, back in the bamboo house, with Yue Qingyuan hovering at his bedside and telling him about a qi deviation -- wait, did he reset his entire transmigration somehow? But then, why does Yue Qingyuan look so young? Dressed like a disciple, no less! And why are they in the side room of the bamboo house instead of the main one...? Who dared redecorate Binghe's room?! Questions that will have to wait because a moment later, the disembodied voice of the original goods is screaming in his head, accusing him of being a demon who has snatched his body! What the heck is "system error: double occupancy" supposed to mean?!
Luo Binghe thinks he knows what to expect by the time he makes it to Cang Qiong mountain (after a brief detour to visit a certain washerwoman and gently trick her into eating a miraculous medicinal pill + taking a ton of money off of him).
But as with most things in his life, it doesn't go according to plan.
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aroaceacacia · 2 years
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minecraft is the perfect video game, actually
when I say that I don't mean it doesnt have its flaws, because it does - but it feels to me like the platonic ideal of a video game.
there are monsters to fight, but they're completely optional. the game is fully customizable. theres a suggested path, but nothing forces you to do it. it's just you and an empty world and absolutely anything you could want to do; it's the truest form of sandbox. even the world itself could be anything you want it to be
its kid friendly but not for kids only; it includes challenges that young players can overcome without getting too horribly frustrated and it encourages creativity (which means it will get support from children's guardians because it mostly keeps away from violence). but importantly, it's not sanitized - the nether is a hell dimension, one wrong move in the end could cost you everything, the terrifying warden - this fulfills children's desires to be scared in a safe environment! its exciting!
while this can sometimes bite mojang in the ass, I love that they try and include the community in the creative process, showing progress and ideas and asking for feedback and help with finding bugs. when minecraft is finally considered "complete", if that ever happens, it will feel like such a time capsule of the hard work of the devs and the desires of the player base, the special little thing that we made together
speaking of kids, I love that during Mojang's live events, it feels like they treat all players equally: adults and their questions & ideas feel just as included as kids and their questions & ideas. they speak to everyone at once, in ways that are easy for kids to listen to and be engaged with (shoutout to lydia) but that dont feel alienating to adults like myself. that's a pretty hard line to walk and I feel like they do it really well!
minecraft encourages players to be kind, to be constructive, to look at the world around them and think "what can this become?" minecraft wants players to make art, to become artists; it's a tool, it's an engine, it's a platform, it's a canvas. it's cozy. it's frighteningly lonely. it's a world that evolves seemingly on its own. it's something really beautiful
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MOODY.INK | DASHINGDON | FORUM NEWEST UPDATE (01/04/24)
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You still remember it.
Burnt into the back of your eyelids like a scar.
The orphanage.
The cold, lifeless, barren gray walls. The creaky wooden floorboards that groaned and moaned in each step.
A place you used to call home.
But you escaped.
Perhaps in your new life at Launwyce Academy you could start anew, find a way to heal the invisible scars on your soul.
For now, all you can do is walk forward.
One step at a time.
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Lightweaver: Chosen is an upcoming modern fantasy IF for 18+ players and older. Use of elemental powers is inspired by Avatar: The Legend of Aang/Korra.
A world where elemental deities share a fraction of their powers to their chosen, bringing upon the age of weavers; humans with the ability to manipulate the elements of their patron.
You have been chosen by a mysterious lightning deity—blessing you with the power to weave lightning. But with a troubled childhood haunting your every step, your new abilities present a double-edged sword.
The choices you make, the support you receive, and the inner strength you harness define your journey—a journey fraught with anguish, but one that promises a life outside Mother’s grasp.
Two divergent paths lay ahead.
Will you let yourself heal and grow, or will you fall deeper into the void?
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Play as a touch-averse customizable MC with a troubled past, male or female.
Learn how to use your newfound lightning powers to its fullest potential. Anything’s possible if you’re smart enough!
Use your powers for good and be admired. Or use them to become a menace in society and be feared.
Participate in Launwyce’s many academy events and competitive tournaments. Show the weaving world what you’re made of.
A potential pet has also chosen you as its human; teach it a trick or two!
Shape your MC’s personality however you want. Certain choices also help shape the rest of your past.
How the MC deals with their trauma is entirely up to you.
Push away or make new relationships. Everyone has their own inner demons you can unveil.
Character-driven narrative and slow burn character development.
Eventually face the monster from your past, Mother.
3 different endings to branch into!
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Luna/Leo Bancroft | 18 | Fire Weaver | Freshman | A’s childhood friend If MC is shorter than L, they’re shorter than all ROs
They were the first to notice you falling.
A warm and gentle soul. But there’s a certain air about them, the kind that makes them seem untouchable. It’s a type of muted cheer, one that carries the tension of maintaining a persona, but perhaps not a façade.
Despite their unusual aura, they’re attentive and smart, not to mention remarkably insightful.
Alice/Alec Langley | 18 | Water Weaver | Freshman | L’s childhood friend If MC is taller than A, they unlock height choices for J
They were the one who made sure you landed safely; and with flourish.
Behind their snark lies a certain vulnerability, hidden by a layer of frost and caution. You suspect that they wear the act like a mask; even if the flecks of passion flickering beneath the surface reveal a fiery heart.
They’re quick-witted and equally sharp-tongued. They never hesitate to speak their mind.
June/Juno Patel | 19 | Earth Weaver | Sophomore If MC is taller than J, they’re taller than all ROs
Ever present on their features is a stern expression; jaw set and eyes sharp. Even with little words uttered, they carry themself with confidence that demands respect.
Their intimidating presence often gives people pause, but those who dare meet them head-on will find a stubborn and proud spirit that refuses to yield.
Surprisingly, they’re easy to read, and it makes interacting with them oddly satisfying.
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tears-of-amber · 5 months
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Witchy Ways To Navigate This Holiday Season
(Regardless of what you celebrate, it’s highly likely that you’ll be meeting with or engaging in some sort of holiday sometime during the year, so you might find this helpful. Reconnecting with family and friends can be a joy, but can also be draining for people who are easily overwhelmed by other people’s energies). THESE IDEAS ARE CUSTOMIZABLE BUT ARE INFLUENCED BY MY PERSONAL BELIEFS.
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🌲Enchant your perfume or cologne with a specific intention. (Example: Ward off uncomfortable conversation, ward off nerves, energize your social battery).
🌲When choosing what to wear, include a necklace, jewelry item, or accessories (such as a tie) that you consider protective of your energy. For me, I wear a pentacle bracelet, but for you it might be something different. You can even ask spirits or deities you work with to charge it overnight on the night before with protection.
🌲I like to draw the rune Wunjo or the rune Gebo on every present I gift with invisible ink or just trace it with my finger, so it brings joy to the person receiving it! You could draw a symbol that represents joy in a similar fashion!
🌲Knot magic is an easy way to incorporate love into the gift exchanging. Tie your presents you’re giving with decorative ribbons and charge each one with love or chant over it this short chant “With love I tie thee, may all be merry!”
🌲If you’re making a special drink (hot-chocolate, mulled wine, etc) be mindful of the energy you put into it while stirring it. You can invite or banish (you’ve probably heard that stirring clockwise is inviting energy and stirring counterclockwise is banishing). But you can also stir simple sigils of calm and peace into it!
🌲If you’re into using crystals, I recommend these crystals for navigating the holiday season:
-Strawberry quartz (for enjoyment and extra enthusiasm)
-Smoky Quartz (for gentle protection and comfort)
-Howlite (for calming during chaos and being present)
-Opal (both non precious and precious, for inspiring generosity and equal exchange of energy)
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dustymeadows-if · 3 months
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Dust particles flow in the air, shimmering with golden light of the sun. They rise to the sky, equally golden and hazy. Your mind is empty. There is no single memory in your head. Only one thought is ringing in your brain.
You must walk forward. Walk until your feet begin to bleed. Walk until your shoes fall apart.
And for some reason you can't oppose this thought.
This is your road to Damascus.
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Dusty Meadows is a short interactive story set in post-WW1 world. It's a small psychological adventure that will take you through the scarred European fields. Wander the abandoned trenches, scorched forests, poisonous valleys and silent, deadly no man's land.
You don't remember anything. The feelings, however, still linger. Feelings like pain, grief and bitter longing. Your body is mutilated, but you feel no physical pain. It's your soul that aches. It's as if an important piece of it was heartlessly ripped off. This pain urges you to go forward. The answers might lie just behind the next hill or river. Your life depends on returning. Returning your soul. Returning your memories. Returning your life. Returning home.
That is, if there's anything left for you to return to at all.
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Customizable MC: choose your gender, appearance, personality and name (if you can remember it, of course).
Meet the cast of various charachters: you're not the only one wandering and seeking these desolate lands. Talk to other wayfaring souls, listen to their stories. Maybe even share the same road and experience strangely deep bond with some of them...
Return your memories: remove the shroud from your past. Remember how you got here. Remember what hides behind the scars on your body. But be wary: some memories are forgotten for a reason.
Explore different locations: travel through the remains of war, learn what happened there and remember what binds you to these places.
Maintain your sanity: nobody said that battlefields are safe even after the war. Your mind is as scarred as your body, and sometimes memories crash like tidal waves. Whether you'll hold the line or succumb to the dark depths - is up to you and you only.
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Tired Infantryman - Basile (M)
This man could be a definition of word "apathy". Everything about him is grey: both literally and figuratively. Dressed in grey-bluish trenchcoat, covered in grey dust, he looks at you with dull grey eyes. Even in his dark brown hair you can see grey strands, although he's still pretty young. He doesn't seem to be interested in anything around him, except for his cigarettes. His left arm is missing, and you can't help but wonder what's the story behind this.
Frozen Operator - Johann (M)
He is... a weird man. Tall and muscular like someone working in the fields all day long. But at the same time his skin is the palest and the coldest you've ever seen, and his eyes are sunken as if he was spending many sleepless nights doing paperwork. He's also the only one without any visible wounds, which is very unusual to see in this place. Johann seems like a kind and outgoing man, but he hides something deep in his heart.
Blind Journalist - Gelsomina (F)
Upper half of her face is covered with bandages, but even so you can tell she's a very beautiful woman. Dark blood stains over the place where her eyes were never seem to fully dry. She is much alike that blood: restless almost to despair. This woman will either find peace or die, and the least seems to be most likely. Losing her eyes was a hard hit: she can't see, she can't write, she can't do her job which had always meant life for her. She lost every reason to live, but the fire of her stubbornness is blazing hard, keeping her alive and eating her from inside at the same time.
Wayward Nun - Jolan (F)
She is a strange sight. Dressed in nun robes which covers her whole body, she also wears a gas mask which she refuses to ever take off. This woman is like a walking fortress of her own, cutting off every direct contact with the outer world. She barely speaks, preferring simple gestures, or rather, not communicating at all. You don't know what she looks like, what she sounds like, but here's one thing you know for sure: guilt is seeping through every crack of her thick defense.
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Demo - TBA
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valkyriesaga-if · 1 year
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Built a few years after the Collapse, the city of Yggdrasil was meant to be a haven, a refuge. A utopia, where everyone could find their place and be equals.
But that’s the thing with utopias and ideals; they don’t last very long.
Yggdrasil was barely 20 years old when the Magi Council rose above their human brethren, firmly splitting society in two: the magi on one side, who wield privilege like a sword, and the humans on the other, whose only privilege was to stay alive and quiet.
After all, how can you deny Magi what they want, when they are the only thing protecting you from what’s outside the walls?
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You’ve been living in the Helheim district for almost as long as you can remember, raised amongst crooks, conmen and criminals all your life. While this hardly seems like ideal conditions to raise a child, it was better than having the Council find out your secret. Helheim was the best place for secrets. You knew it, your mother knew it, everyone in Yggdrasil knew it.
You’re an undeclared Magi. In a city where showing the barest hint of magic can get a child taken away from their parents and chain them forever to the Council of Magi, raising a child under the watching eyes of kingpins, thieves and prostitutes was a shield, an armor. The best protection love could offer.
Every day, you live on the edge of the razor. One wrong move and your life could be upended entirely. But when your mother is on the verge of losing her house, her business, her entire life to Greed, you can’t just sit there and watch it happen.
Being hired to steal the Eyes of The Watcher, the most precious gems in all of Yggdrasil, located right in the heart of the Council Chamber, didn’t seem like such a bad idea, at the time.
Genre
Post apocalyptic, urban fantasy, heist
Content Warning
The story will be 18+ for violence, potential sexual themes, explicit content and gore.
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Fully customizable MC: name, gender identity, sexuality, appearance, personality and demeanor
Interact with a varied cast of NPCs
Shape your relationships with your fellow gang members, from lovers to platonic besties, all the while keeping in mind that they are all criminals and liars, just like you.
Experience the Nightmares™
Engage in highly illegal, highly dangerous activities, and maybe some light rebellion and overthrow of authority on the side
Polish your skills such as stealth, combat or knowledge, and discover more about your magic
Spend some time in the luxurious streets of Asgard and other delightful places such as a Helheim fighting ring, the city sewers or a defunct meat factory
Hallucinate?
Pet the cat
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The selfish mercenary - Lònan [M, he/him]
Money is the only thing that matters to Lònan. He has made that very clear since the beginning. Obviously, he doesn’t seem to care that much about his own life, otherwise he would have found another way to make a fortune. One that doesn’t involve going into the heart of the enemy territory to steal the most valuable and well guarded artifact in town, for example. Just a thought.
The disgraced Magi - Yugō [M, he/him]
Magi have virtually everything they might want. Money, luxury, and an unending hoard of lackeys to cater to their every need. So you can’t help but wonder what might lead one of them to hide amongst the rats in the dark alleys of Helheim, and Yugo is not inclined to answer your questions.
The unwelcome guest - Halloran [M, he/him]
No one really knows who Halloran is or what he wants, but he seems to keep inviting himself in your dreams, taking great pleasure in playing with you and your sanity. Only he is a cat playing with a mouse, and you can only hope that he won’t eat you whole.
The estranged friend - Mavis [F, she/her]
Back in the time you lived in Midgard West, you and Mavis used to be friends, practically joined by the hip. While she remained as kind and gentle as you remember her, there is a hard edge to her eyes that wasn’t there before.
The mysterious outsider - Koyal [F, she/her]
A courier from outside of town, you’re not sure why she joined your ragtag group of criminals. Calm and quiet, she mostly keeps to herself, but you can’t help but feel her watchful gaze on you every time you have your back turned.
The disembodied voice - Morgane [F, she/her]
You’ve never met her in person, your only contacts with her being over the phone, as she gives instructions to you and the rest of the group. She seems to be the only one in direct relation with the person who hired you for some trivial B&E in the most secure facility in Yggdrasil.
Lònan/Yugō and Koyal/Halloran are potential poly routes.
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TBA
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This is my first IF and English is not my first language, so feel free to send any constructive criticisms and corrections my way.
This is very early development, so many things are subject to change as i work on the story
Asks are welcome and reblogs appreciated!
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infamous-if · 8 months
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Calling the mc unattractive is so silly bcs they're customizable 😭 but also it reminds me of your plan to let mc have 'special' attribute like whether they're conventionally attractive or charismatic. Will that be a choice later or is it scrapped?
I still want to do that! But tbh I can't seem to find a place to put it + can't really think of where it would really help beyond a few instances and for very specific attributes. And I can't really think of many attributes that are sort of equal in terms of how much they benefit in the story, if you get what I mean?
It's one of those things that I have to look at my outline and see if it works. I don't want it to be an empty choice haha which is why I haven't implemented it yet! Probably won't, if I can't think of it </3
but!! I could probably add it as a flavor text thing. So, yeah if you choose to be especially attractive it will actually be acknowledged. If people like that??? I might make it a poll on patreon and see!
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rpgsandbox · 8 months
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kickstarter
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Wilderfeast is an RPG about becoming part of the natural world by making it part of you.
Players assume the role of “wilders”: monster hunters/chefs who wield gargantuan kitchen implements and gain powerful mutations from each monster they eat. Using those powers, they seek harmony between humanity and the wild.
All creatures, be they humans or monsters, obey the One Law of the One Land…
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In Wilderfeast, players take on the role of the mutated rangers who roam the land trying to stop the frenzy, an eldritch virus which makes kaiju-esque monsters violent and self-destructive before leaping to stronger hosts.
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Gameplay alternates between Journeys (high-intensity, travel and combat) and Downtime (low-intensity, rest and roleplay). In both phases, you resolve conflicts with a simple but flexible dice pool system, built around a central idea…
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Wilders are both, so they can choose which of their sides to embrace when taking Tests: will you focus up, and stay true to your human side, or go wild, and unleash the monster in you?
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The world of Wilderfeast is the One Land - a post-post-apocalyptic supercontinent, both familiar and fantastic, beautiful and harsh, where food is magic.
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The One Land is vast, wild, and old. It’s populated by humans and monsters, extraordinary creatures who take inspiration from paleontology, cryptozoology, and works like Monster Hunter and Godzilla.
The One Land is also vulnerable. Humans, relative newcomers here, have unleashed the frenzy, an eldritch virus which makes coexistence between humanity and the creatures everyday more difficult.
The One Land is not an easy place to live. It is littered with both the bones of extinct species and the ruins of fallen civilizations. But after each apocalypse, something new and green grows from the ashes.
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Wilderfeast’s system is fast, customizable and easy to learn.
All creatures, both humans and monsters, have these attributes:
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When something’s at stake, you roll a Test. Every Test combines a Style with a Skill, such as a Mighty Call to intimidate a monster into backing away or a Swift Search to follow tracks in the undergrowth.
Wilderfeast has a simple but flexible dice pool system. The mechanics are built around a central idea: humans use d8s and monsters use d20s. Wilders are both human and monstrous, and they can switch between these dice sizes.
To build your dice pool, gather a number of d6s equal to your level in the Test’s Style (such as “Mighty”, “Precise”, “Swift” or Tricky”). These are called your Style Dice. Every 5+ on your Style dice grants you a Success on the Test.
Then, add your Action Dice, which determines the quality of the Success you eventually achieved. Humans use a d8 for their Action Die, while monsters use a d20. However, wilders are both. During this step, you choose which side of yourself to embrace. 
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If you focus up, you stay true to your human side: add a d8 Action Die to your dice pool. This option is consistent and reliable.
If you go wild, you embrace your monster side: choose one of your Traits and describe how it helps you in this situation. Then, remove 1 Style Die and replace it with a d20 Action Die. This is risky, as it lowers your overall chance of success, but it could make your action an order of magnitude more effective. Now, roll your dice pool for a Test.
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Tests create a spectrum of results beyond binary success and failure. The range of choices when making Tests also accommodates different playstyles. You can aim for big numbers, deep strategies, and tactical play. Or you can get creative and add details to the fiction.
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Wilders are the ones most capable of stopping the spiral of fear and death that’s consuming the One Land. They’re not a formal order: some look like cavemen, others like wandering knights. Each is free to decide how to take on the job, but they all share some common attributes:
Each wilder has a Tool, enormous kitchen implements to produce mind-boggling amounts of food. Wilders repurposed those artifacts as weapons, though they still come in handy as cooking aids. There are 6 Tools in total (Cleaver, Pan, Mitts, Spit, Torch and Twine), and they define a wilder’s “class”: your training, disposition, and approach to being a wilder.
Each wilder has a Specialty, which corresponds to one of the monstrous lineages. Your choice of Specialty indicates your character’s expertise in both hunting and caring for members of that lineage. There are eight Specialties in total, like Roaster, Fisher, Butcher or Gardener.
Each wilder has a three-course Background. Your backstory, initiation and drive, framed through food: what meal defined your childhood? What meal made you a wilder? What meal do you crave the most?
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These mutated rangers work in packs and have taken on the duty to stop the frenzy. Packs are free to decide both what harmony with nature means and how they hope to achieve it. For example, bounty-packs resemble the grizzled mercenaries of The Witcher, while free-packs evoke the wolf-raised warrior of Princess Mononoke.
As a wilder, what path will you walk?
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The One Land’s ecosystems are original, but not alien. All monsters celebrate and exaggerate the features of real animals, from dinosaurs to dogs. Their supernatural abilities are grounded in the struggles they face to survive. A breath-taking variety of creatures that share this world with humans and wilders: 30+ different creatures, each with its own Traits, body Parts and Behavior that make every hunt different.
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Wilderfeast features a modern and versatile style of combat that blends puzzle-solving thrills and fast-paced action strategy. Every pack of Wilders can take a different approach to the Hunt: will you split in groups and attract the monster’s fury to expose its weak spots, or will you growl at its face and go full frontal?
Each creature gains 3 Actions at the start of their turn during combat, which they can spend on the following Activities, each with a variable cost:
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Combat orbits around the Monster, so you measure all distance in combat using Strides. Wilders spend combat between 0 Strides, where you’re right on top of the Monster, and 4 Strides, where you just barely register as a threat.
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This number represents the distance you’re maintaining, not your static position. At all times during a hunt, you’re circling the Monster, chasing after it, or driving it toward more favorable terrain. Two wilders who are the same number of Strides from the Monster could either be right next to each other or on opposite sides of it, but that’s intentional. Moving around or with the Monster is automatic; moving towards or away from it takes effort.
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The iconic meals of the wilders combine the roughness of campfire cooking with the ceremony of a holiday festival. These wilderfeasts are celebration and mourning, all wrapped up in one. During this phase, you clean, prepare, and cook the Monster where it fell, turning it into a meal that honors its legacy and gives you strength. In doing so, you learn about it. The more you know about the Monster, the better informed your decision when you choose what mutation to inherit: after you eat The Feast, choose a Style, Skill, or Trait in which the Monster has more levels than you do, or which you don’t have at all. You permanently gain a level in that Style, Skill, or Trait. 
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Not every meal gives such dramatic mutations as a wilderfeast, but food is always magic in the One Land, even the most casual of snacks. Before setting out on the road, a merchant eats a meal full of hardy greens to give them the endurance for a day of travel; a guard, beginning their shift in a watchtower, chews on raptor jerky to sharpen their eyesight; a student brews tea with a night-blooming flower so they can stay up late studying. The changes caused by these meals are subtle and temporary, and they're woven into the fabric of everyday life.
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When you have a cooking opportunity, such as when you Camp during your Journeys, you and your packmates can make a meal. To cook, you select Ingredients, determine how much Stamina the meal restores (typically 1 for each Ingredient used), and determine the meal’s effect, choosing among those of the Ingredients you used.
These meals can either be served fresh or saved for later and turned into Snacks (so that you can consume a portion when you need to restore Stamina or trigger other effects but you don’t have the time to stop and cook). Once you’ve cooked the meal, be sure to describe it! Tell everyone enough about the dish’s flavor, textures, or appearance that they can taste it in their head.
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Wilderfeast is a letter-sized, hardcover book of 250+ pages, with full-color art throughout. It includes:
Fast and robust character creation, with 6 Tools (each with their own set of unlockable Traits), 8 Specialties, and suggestions for your three-course backstory. No matter how you build your character, you start with connections to the One Land and your fellow players.
Streamlined and accessible rules for each phase of the game.
A Bestiary with 30+ monsters, each with their own art, stats, and ecological information.
A travel guide, exploring the One Land and the Sen Coast, with detailed maps and extensive tables of cooking ingredients.
The Last Chamig, a set of four standalone scenarios also playable as an overarching campaign. These accessible and easy to set up scenarios are designed to introduce Guides and Wilders to the game system and come with full-detailed maps, stat blocks, pregenerated characters, an a set-list of events. The pitches for each chapter of The Last Chamig will be revealed over the course of the Kickstarter campaign!
Essential advice for running the game, including recommended safety tools, tips for creating your own monsters and regions, and player-empowering mechanics to help the group define the adventures they want to have. Do you want to steward the wild, get stronger, protect your community, or explore ruins from the ancient past?
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Kickstarter campaign ends: Tue, September 26 2023 10:59 PM BST
Website: [Horrible Guild] [facebook] [twitter] [instagram]
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sheikzine · 6 months
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Preorders for Harp in Shadows: A Sheik Zine are now open!
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Harp in Shadows: A Sheik Zine is a collaborative digital fanzine featuring the works of 40+ artists and 10+ writers, dedicated to Sheik from the Legend of Zelda series.
⭐ Get your bundle here! ⭐
Preorders are open from now until December 15th, 2023. All proceeds will be donated to GATE: Global Action for Trans Equality, an organization that works towards justice and equality for trans, gender diverse, and intersex communities. All products will be distributed in late December 2023.
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💜 Digital Zine Bundle: $15
◆ 1 Digital Zine PDF
❤️ Merch Bundle: $10
◆ 35 icons & 22 icon pieces (customizable) ◆ 3 Notepads (weekly & monthly calendars) ◆ 3 Wallpapers* ◆ 2 Animations* ◆ 2 Bookmarks ◆ 1 Digital Soundtrack
💙 Full Bundle: $20
◆ 1 Digital Zine PDF ◆ 35 icons & 22 icon pieces (customizable) ◆ 3 Notepads (weekly & monthly calendars) ◆ 3 Wallpapers* ◆ 2 Animations* ◆ 2 Bookmarks ◆ 1 Digital Soundtrack
*Different sizes included
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Video edited by @t33th-t00th
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janmisali · 1 year
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Tournament Hype Optimization
after spending the past several days running a number-themed tournament bracket (which at the time of writing is currently on the championship match), I've had a lot of thoughts about what makes a tournament exciting, and how to theoretically organize one in a way that ensures that it's as exciting as possible. bear with me, this is going to get very long and technical.
unpredictability
excitement (or "hype") is a subjective emotional experience that cannot be given an exact definition. nonetheless, it's still a little bit possible to make a mathematical model of what it means for a competition to be more or less hype than another competition.
here is my key assumption: the more predictable an outcome is, the less hype it is. this should make intuitive sense, I think.
imagine a competition between two competitors A and B where A has an 80% chance of winning, and B has a 20% chance of winning. I reckon that it would be generally more hype if B won than if A won, specifically because A winning is more predictable.
similarly, imagine an evenly matched competition, where two competitors C and D each have a 50% chance of winning. both outcomes are equally unpredictable, and I think either outcome would be more exciting than A winning against B, but less exciting than B winning against A.
so, a major factor of hype is what I'm going to call "unpredictability", equal to the estimated probability that a different outcome could have happened instead. so, A winning against B has 20% unpredictability, B winning against A has 80% unpredictability, and either of C or D winning has 50% unpredictability.
from here, we can define the oxymoronic-sounding notion of "expected unpredictability", a weighted average of the unpredictability of all possible outcomes of a competition.
the C vs D match would result in 50% unpredictability no matter what, so that's also its expected unpredictability.
then for the A vs B match, there's an 80% chance of 20% unpredictability (A wins), and a 20% chance of 80% unpredictability (B wins), which adds to an expected unpredictability of 32%.
for an event with n possible outcomes, the expected unpredictability cannot be greater than 1/n, the expected unpredictability in the case where all outcomes are equally likely.
unpredictability and hype aren't exactly the same thing, for some obvious reasons and some less obvious reasons. most of the remaining major factors can't be easily modeled with math (it's more hype when the competitor you're rooting for wins, it's not hype when something unpredictable happens if you just don't care about the competition at all, etc) but what can be turned into math is the idea of long-term consequences.
this is actually pretty straightforward to define. all we need to do is consider the average unpredictability across every match in a tournament.
formal definition
so, now that I've explained the basics of my idea, here's the formal definition of my hype-optimized tournament structure. note that a lot of things are "customizable", in particular the "elimination rule" and "scheduling rule". anyway, definitions and assumptions first:
a tournament is a sequence of matches, played between a set of competitors.
a match is a single event involving a set of competitors (specifically a subset of the competitors in the tournament), ending in some outcome.
the state of a tournament consists of the set of competitors in the tournament and the sequence of matches (including their outcomes) which have already occurred.
given the state of the tournament, there is some deterministic process (the elimination rule) for deciding which, if any, competitors are eliminated.
given the state of a tournament, it is known which subsets of the set of competitors would be allowed to participate in the next match. (the scheduling rule)
given a set of competitors and the state of a tournament, it is known which outcomes for a match between the given competitors would be possible, and it is at least approximately known what probability each outcome has of occurring.
the unpredictability of an outcome is one minus the previously determined probability of that outcome occurring.
the average unpredictability of a sequence of outcomes is the sum of the unpredictability values of the outcomes, divided by the number of outcomes.
the average unpredictability of a tournament is the average unpredictability of the tournament's sequence of outcomes.
the expected average unpredictability of a tournament, given its current state and a method for determining from any state which match happens next (and when the tournament ends), is the weighted sum of the average unpredictability values of all possible ending states for the tournament, with each multiplied by its probability of that ending state occurring.
okay, and now here's the actual tournament structure rules.
if there is exactly one competitor remaining, the tournament ends, and that competitor is declared the champion.
otherwise, use the scheduling rule to determine which subsets of competitors may compete in the next match. let S be the set of these allowed subsets of competitors.
if S is empty (meaning a "next match" is impossible), the tournament ends without declaring a champion. as a special case (to discourage this from happening), a tournament that ends this way is considered to have an average unpredictability of zero.
otherwise, for every set of competitors C in S, determine the expected average unpredictability of a tournament starting from the current state where the next match is between the competitors in C, continuing from that point by following the rules outlined here.
hold a match between whichever set C in S was found to have the maximum expected average unpredictability in the previous step.
use the elimination rule to determine which, if any, competitors should be eliminated, and remove those that should be.
return to step one.
potential issues
this definition is recursive, and also very general. there is no guarantee that it would actually like, work. I also haven't actually been able to get a simulation of this working, but that's probably just because I'm not very good at coding.
for some rulesets, it's possible for a tournament to never end. theoretically, the rules for determining which matches are more unpredictable discourage this already (the definition of the expected average unpredictability of a tournament implies that if there's a nonzero probability of a tournament never ending, then that would count as a tournament with average unpredictability zero), but that's still a pain to actually calculate.
the fact that the matches happen in a linear order means that this tournament structure isn't very parallelizable. you kinda need to do all the matches one at a time. however, this can be worked around by crafting a scheduling rule that avoids having the same competitor go twice in a row whenever possible.
counting the unpredictability of every match equally means that the hypeness of the championship match is given the same weight as everything else. this could be addressed by altering the "average unpredictability" metric to give more weight to later matches, but I'm not sure which method of doing that would have the best results.
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passionesolja · 3 months
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It’s so crazy to me that Seelah and Sosiel from Pathfinder are given more equal treatment in a cast of 12 optional companions than Wyll is in a smaller cast. Wrath of the Righteous isn’t as companion storyline heavy but I never got the impression that they were forgotten by the game. Seelah’s pretty much with you from the start and Sosiel’s mission is literally the closest to the Act 1 Garrison Hub. The game is doing everything but forcing you to go over there. Seelah’s questline hub is close to Sosiel’s so you can do both effortless, propelling their storyline. Location wise, it isn’t really like that with the other companions. You have to go on a voyage-and-a-half for Daeran’s quest and can miss it if you don’t speak to the right mf. Both of their quests are way more involved.
I hate to drag BG3, but Pathfinder: Wrath of the Righteous didn’t snub it’s PoC cast. Paladins and Clerics are heavy hitters in Pathfinder, like Seelah as a Paladin and Sosiel as a cleric are both way more useful than Daeran’s low HP, no customizable spellslots having ass. I love him but he’s useless once I get Sosiel in the party. Hell, Seelah gets her unique questline sword within the first hour or so of the game. Seelah be carrying the party in the beginning because she has a cold iron sword so if you want those Dretches gone, she’s the best way to go.
I don’t think that Pathfinder: Wrath of the Righteous is the most perfect game ever (granted it’s more varied cast wise), but I think that WOTR passively and actively encourages you to have Seelah and Sosiel in your party and involves them in the story wayyy more than Wyll is in BG3. Hell, Seelah is your first companion. Even as far as settings go, Sosiel and Seelah’s stories are more intertwined with the main quest. They’re both in the Crusade for various reasons. WOTR wouldn’t be the same without Seelah and Sosiel. Meanwhile, BG3 is virtually the same without Wyll when he should be the most focused on companion. Dawg, his daddy is Duke of Baldur’s Gate, he should be Jehaira and Khalid BG1 levels of important to the game. If any companion should be the most vocal and active, it’s Wyll. Estranged or not, he has the highest stakes because his city is under threat.
The only excuse for the severe underuse of a character like Wyll Ravengard is racism. His father is the Duke of Baldur’s Gate, he should have the most dialogue, most content, and most screentime of any character. Wyll as a character is incredibly interesting and has a lot of potential, but they’d rather give a mf like Halsin more attention.
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Daily Reminder
Coping mechanisms don't have to be boring, or work intensive to help. Sometimes, imaging your life or daily tasks as something fun, like a video game or a D&D session, can help just as much if that's what matters to you.
Roll a dice with numbers corresponding to chores and treats, 20s are automatically your favorite thing. (so if you roll 20, do something you enjoy. If you roll a 1, you gotta do a chore etc) And you can chose the rules and boundaries to suit you best.
Enjoy video games? Make an exp chart and give yourself points for daily tasks or you can also do 10 20 10, which is 10 minutes of a chore, 20 minutes of gaming, then 10 more minutes of another chore. Either way, you did equal amounts of both.
These things are highly flexible and customizable. Make your healing journey a fun one!
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quartz-tsw · 1 year
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Demo | Forum
You are a high school student passionate about writing interactive fiction novels. Grammar, story structure, character design, and story design are foreign concepts to you, but that won’t slow you down because you have passion and the power of friendship on your side. A tragic accident sends you into a coma, transporting you into the world you have created.
Explore a world filled with bugs, excessive stats that cancel each other out, and ambiguous choices. Romance one-dimensional characters, overcome poorly designed challenges to escape the hell you’ve created, and become the Strongest Writer!
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The game is primarily narratively driven, even though there will be silly challenges sprinkled here and there. Some random elements are present, but they won’t stonewall your progress. You will never be forced to replay an encounter because you had a bad die roll. Ridiculously difficult or poorly worded mini-games will pop up here and there. But the ones that have “correct” solutions are accompanied by a skip button that can be used without any punishment.
You will have a mobile base of operations, a castle that can fit in your pocket, where you can grow plants, make potions, train with your companions and decorate your rooms. After you reach a certain point in the game, time will advance when you complete quests, making the plants grow. The plants can be used for brewing potions that will add more flavor to future encounters but aren’t a prerequisite for progress.
At the end of each chapter, you will enter a dream-like state where you can communicate with the Real World via a powerful artifact. However, the communication is limited to sending updates to the game you’re trapped in and reading the player’s feedback on the forum.
After the first part of the game, you will get to have a say on how the Empire grows over the course of the story by voting on policies. These policies will get enacted if you and your crew complete quests that will sway the citizens in your favor. You will be free to tackle specific issues from a progressive or conservative lens without having the game punish you for making the wrong choice. Scratch that. Whatever you choose will have catastrophic consequences on the Empire but in different ways. By the end of the story, the Empire will be in crisis.
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The game is split into three parts: Escape from the Underworld, Rise of the Empire, and Fall of the Empire. In the first part, you will escape the Underworld, the hell of your fictive world, with the aid of your fully customizable romanceable companion, Olympia/Olympus. You will gather a party of virtuous souls and traverse the Great Barrier into the surface world. Upon escaping the Underworld and entering the MC’s fictional world, the “Real” World, you and your companions become Immortals, overseeing the fate of the Empire for centuries to come.
At the time of writing the story, the MC was sick of all the medieval fantasy stories that resort to misogyny for the sake of realism, so they wrote an “inclusive” setting that “solves” inequality issues only on a surface, superficial level. The Empire is a mishmash of Ancient Rome and Ancient Greece under constant assault by progressive barbarian hordes who enslave and torture citizens equally, regardless of gender, race, or sexual orientation. Political decisions in the Empire are ultimately made by a supreme ruler, Caesar, but every citizen has a right to express their grievances and opinions in the Forum (an actual roman style forum, not an online one).
As generations pass, you and the Immortals will oversee the Empire grow from antiquity to a steam-punk future near its decline.
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Olympus/Olympia
age: unknown/ timeless
race: unknown
gender: player selectable
appearance: custom
Olympia/Olympus is the first immortal that the MC encounters in the Underworld. The self-proclaimed soul mate of the main character, Olympia/Olympus, is the primary romantic option for the player. Kind-hearted, straightforward, overpowered, and with a non-existent sense of personal space, Oly will accompany the MC almost everywhere. The only times when you will be apart is when you have to do challenges alone.
Bellona
age: 27
race: human
gender: female
appearance: average height, athletic build, olive skin, brown eyes, long brown hair in a high ponytail.
Bellona is one of the finest warriors of the Empire, who knew no equal on the battlefield until she found her end at the Kālá’s hand, whom she managed to take down with her to the Underworld. Abandoned at a young age by her parents, she had to learn to fend for herself and develop a can-do attitude that no one rivals. Impulsive by nature, she has no regard for diplomacy - her creative swear words are common in any heated discussion. The one thing she hates more than whining and weakness is others picking on her friends, even for the most trivial things.
Athena
age: 30
race: human
gender: female
appearance: tall, slim build, fair skin, green eyes, undercut, blonde hair.
Athema is a scholar, politician, and equal rights activist. She died at a banquet where a political adversary poisoned her wine cup. Outspoken and articulate, her opinions have sown the seeds of critical thinking within the Empire, prompting a vocal minority to question whether the Empire will be remembered as a bastion of enlightenment in history or a shameful asterisk. Competent in rhetorical debates, she never backs down from a winning argument, even if it means losing political currency. Although she stands her ground firmly in intellectual standoffs, physical confrontations are a no-go for her, looking for cover at the first sign of danger.
Hera
age: 22
race: human
gender: female
appearance: petite, light skin, heterochromia eyes (blue and green), braided, black hair.
Hera is a quiet, reserved young woman whose life ended in mysterious circumstances. She does not remember how she died or does not want to tell anybody. Although she does not enjoy getting involved in politics too much, she is convinced that the best way to organize society is through clearly defined gender roles. Family is the most important thing to her, and she hopes that she will be able to start one as soon as possible. Her cooking and organizing skills are unmatched, which is why she was often employed by wealthy nobles to host their lavish banquettes.
Vulcan
age: 46
race: human
gender: male
appearance: burly, gray hair, groomed silver beard, dark skin 
A respected inventor, this reclusive self-reliant man found his end at the hand of an ambitious experiment to replicate the sun in his forge. Even though he feels more at home with his inventions than with people, he is kind and gentle despite losing his temper from time to time. Vulcan will be the main driving force behind the rapid technological advances that the Empire will go through during the game, and you will have a say in what innovations take priority.
Plutus
age: 33
race: human
gender: male
appearance: tall, thin, blond messy hair
This neurotic treasurer got on the wrong side of a knife after uncovering a circle of corrupt aristocrats who were siphoning gold out of the treasury. His obsessive compulsion to account for every penny spent makes him an excellent financial advisor for your team. His expertise will be invaluable in growing the Empire over the centuries.
Kālá
age: unknown
race: unknown
gender: unknown
appearance: short legs, wide hips, elongated torso with thin, long arms, large hands. Dark skin, black eyes, bald. Wears extravagant clothes.
Little is known about them besides their affiliation with the Barbarian hordes and unorthodox fighting style. Before the encounter with Bellona, Kala was undefeated in combat. Has the role of the main antagonist of the story.
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Olympia/ Olympus will be the only RO with which you can have a meaningful, long-term romantic relationship. There will be the possibility of having flings with minor, episodic, one-dimensional characters. But you will not be able to be in a relationship with other immortals (but that does not mean you can’t try). As far as the attraction to Oly is concerned, you have multiple options: regular attraction, no attraction, “platonic” attraction, “asexual” attraction, too much attraction, and attraction once you get to know each other better. There will be no explicit sex scenes, but you can expect bizarre scenes that kind of resemble it.
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apricorned · 11 months
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PLUTO BIRTHDAY!
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gave him pie (pokemon safe recipe below)
I love making my pokemon treats on their gotcha/birthdays. Pluto's was actually last week but I had the flu (he waited so patiently). Decided to make one of his favorites: Mini Pokepies.
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These are super easy to make and are very customizable! All you need is:
Berry puree of your choice (I use a mix of custap and occa for texture and flavor!)
Moomoo milk yogurt (unsweetened, or naturally sweetened with combee honey. depends on what your partner prefers!)
~1 1/2 cup or 200 grams of Oats (or oat flour, but oats are cheaper)
Unsweetened Pechasauce
Blender or food processor
Muffin tin
Pulse your oats in a blender until a powder like consistency.
Slowly add pechasauce (can be subbed for another berry sauce) and mix until you get a sort of dough ball.
Divide the dough into equal parts and press into a lined muffin tin. Now you have pie crusts!
Bake the crusts at 350F/175C for 5-8 minutes (ovens are different! just keep an eye on them. You just want them to crisp up enough to hold a filling.)
While cooling, mix some moomoo milk yogurt with your berry puree (proportions don't matter here, see what your partner prefers).
Fill your crusts with the mixture. You can top them off with some thickened yogurt (use a cheese cloth or paper towel), but this is optional!
These treats are safe for most healthy pokemon! Just be sure to always check with your local pokemon center or professor if you're unsure. :-)
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