being durable is a useful skill


Incom UT-60D U-Wing Starfighter/Support Craft

Never officially released, a so-called “lost shipment” of Incom U-Wings was acquired by the Rebel Alliance thanks to careful shipping and record manipulation. In these ships, the Rebels gained valuable craft to use for lightning-fast troop insertion and evacuation from hotzones. 

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Chaotic Good Necromancer

A Necromancer is a spellcaster that harbors the ability to raise, animate, create, or summon undead. They are spontaneous arcane magic casters that are more adept in the arts of magic that twists bodies, minds and souls alike than anyone else.

Making a Necromancer
A Necromancer is a caster that is able to expel negative energies flowing through their veins.

Necromancers are similar to sorcerers, but are more adept with necromancy and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies’ bodies, minds and souls and usually the best thing to do that is by raising/summoning undead from their fallen enemies, skill at which they are unparalleled.

Necromancers are also effective with diseases, poison spells, and affecting opponents with fear, fatigue, exhaustion, pain, negative energy damage, or even gaining mindless supporters through the use of enchantment spells like charm or dominate.

A Necromancer’s strengths are in bolstering undead, summoning or raising undead minions (which they can control up to a number of a large mob) and being able to cast a vast repertoire of various necromancy spells. They are strong spell casters but are not durable in physical combat. A Necromancer should primarily be used for crowd control (and at higher levels, seriously, a ‘crowd controller’) able to curse the enemy while animating different undead to occupy the enemy while their teammates continue to sustain a mass of dead bodies for you.

Abilities: Charisma is the most important as it powers all the necromancer’s spells in addition to granting more ‘rebuke undead’ attempts. A high dexterity can prove invaluable when enemies focus their attacks on rather frail but extremely potent caster. Constitution is also important unless necromancer intends to transform himself into undead at some point in his career via some of the most gruesome necromantic rituals.

Races: Humans are best fit to work as necromancers, due to their particularly short life spans and nonchalant attitudes toward the dead. Elves lack the stomach, and raw power to unearth materials. Gnomes find that the afterlife just isn’t as entertaining as where they are now. Halflings see it to be a waste of time, as many undead weigh a lot and are too bulky to be hauling around everywhere. Many Orc, and half-orc shamans dabble in necromancy, and half elves don’t mind it too much either.

Alignment: ((now the book says they can’t be good aligned. I say they can. Just try not to do certain things to stay away from evil. Like use only the body and not the soul in necromancy. Treat the undead as allies rather than servants. If possible use your power as a last resort. Say prayers over to souls as they travel to your games version of heaven/paradise. Basically using to undead in the name of good.))

Languages: A necromancer may substitute Draconic for any of the bonus languages available to the character because of her race.

Class Skills (2 + int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int) Use Magic Device (Cha).

darthfruitbasket-archived  asked:

Fallout: How has all of this ammunition survived 200 years + nuclear fallout? Go.

I’m going to go ahead and guess a lot of it was in nuclear shelters, particularly the paranoid backyardigan shelters that were semi waterproof. Many bullets are encased in copper which tarnishes but doesn’t necessarily corrode except under extremely specific conditions. Shotgun shells were beginning to use plastic at that time and would have survived especially well.

Ammunition factories and gun stores that were outside the heat radius but within nuclear fallout range would have been left nearly intact, and especially in dry southern areas (such as New Vegas) would have sheltered the bullets pretty well from the erosion of sand, dirt and wind at least for the first 50-100 years or so (more, if we’re talking about a large factory building made of stone or concrete, vs a storefront with a glass window). 

Also, hollow-point bullets and armor piercing bullets would have survived particularly well, being sealed (nothing to wreck the powder) and being designed for redundant durability except in cases where they’re actually being fired (in which case, they’re designed to fuck things up).

In the war and chaos immediately following the big bang, there would have been survivors with the knowledge to continue producing bullets using what equipment survived (although likely not to the same quality as pre-war bullets) and I’d imagine that production began again immediately. The skill would have been passed down to whatever group could secure, supply and operate the location and although many would be wiped out in the years to come, some survived and were maintained to a sufficient degree to continue providing a decent amount of firepower to whoever could afford it. Modern examples within the Fallout universe would include the Gun Runners.

FFXIV - Little Crafting Help VIII

My lasts 5 guides :

Crafting : Red Scrips Rotation
Housing : Sitting differently on a chair

Crafting : Crafting Basics

Gathering : Favor & Concealed Nodes

Crafting : The Importance of Confidence

> Click here for more ! <

Crafting Basics II : Cross Skills and Rotations

Well, I wanted to finish that long overdue guide to level from level 1 to 50 (I swear I began it before even writing the first Crafting Basics guide !) But I just ended to potter around the rotations and cross skills which isn’t exactly about “how to level” though is still useful for those who just begin to craft.
There is no rotation per se under the cut, but more some “mini rotations” to mix together to allow you to create your owns. I believe that as craft go, you will be able to learn how the skills work together which might not happen if you follow a rotation without understanding it.

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