Place pineapple juice and ½ cup sugar in a small saucepan. Add lime zest and ginger and bring to a boil. Turn off the heat and cover, allowing the syrup to steep for 30 minutes.
Add a little drink mix and stir it in. Strain. Pour into a fairy pot or mason jar and keep in the fridge.
To make a Chili Elixr beverage, pour a few tablespoons into a the bottom of a glass. Add a little club soda and stir. Add ice and top with more soda, stirring all the while. Garnish with mint if desired.
Exclusively sold at the April event, the clear files split up the characters in the main visual (Seen in the sixth photo above). Nishigori even makes a rare appearance as his seiyuu, Fukuyama Jun, attended the event!
The brochure is really beautiful, with interviews and great photo sets of all the male seiyuu other than Hosoya Yoshimasa (Otabek) and Miyano Mamoru (JJ), who did not attend the event. I mainly took shots of the main trio (Toyonaga Toshiyuki, Uchiyama Kouki, Suwabe Junichi) and Kubo’s pages for this post, but I also wanted to highlight Hatano Wataru (Georgi)’s page, because as the YOI ED singer as well, his photos and autograph are all quite funny XD
Update (October 9th, 2017): Added the official event t-shirt featuring Makkachin!
Leo & Guang Hong’s seiyuu, Toki Shunichi and Honjou Yuutaro, also got cute photos together!
Summary: You’ve been secretive around Tom and he’s finally had enough.
Warnings: Angst, Emotional Tom
A/N: I’m back and ready to attack xx Hope you all enjoy this Imagine :,)
Today seemed to go by slowly as you sat around watching people pass around in a blur. Minutes seemed to merge into hours as the morning started turning into the afternoon. Tapping your foot against the bar of the chair you were sitting on. A small hum filling the space around you.
“Have you seen Tom around?” looking up to the familiar voice you see Chris Evans standing in front of you. Shaking your head no he frowns before taking off towards a different direction. Unlocking your phone you start scrolling through Pinterest again. Your nails tapping against the screen of your phone.
There’s a temptation when writing YA, particularly YA where
they are fighting in some sort of war and the main character has a decent
amount of power, to dismiss some degree of their responsibility because they’re
a child. This happens in stories with young children who, for various reasons, have
a lot of power; their culpability is considered limited because they’re not
fully grown. They’re shielded from the impact of their actions, as well as the
possible risks, by the adults in the story.
And to some degree, that’s fair. There’s a reason children
aren’t allowed to sign contracts and aren’t considered adults.
But at the same time, it makes your entire system reek of hypocrisy
if children are allowed great power but aren’t made to answer for it. And that
might be want you want. It’s an interesting critique of a concept to have a
child who is able to do and does to great damage but isn’t actually held
responsible or in check for those actions. But then do it as a critique.
Because adults have to answer for their actions, and the more power they have
the more they’re responsible to answering for. So decide if you’re going to
treat your child/teenage characters like children/teenagers or like adults, or
acknowledge the inconsistency of it.
A dragonborn-only arcane tradition for Dungeons & Dragons fifth edition.
As a book wyrm, you possess a voracious hunger for knowledge verging on avarice. You journey with your hoard piled high atop your shoulders, an assortment of precious tomes, scrolls, and treasures. Clutched between your claws is the hoard’s crown jewel, your spellbook. Driven to amass an ever-growing trove, you plumb the deepest archives, scale the tallest shelves, and leave a trail of missing library books in your wake.
Restriction: Dragonborn Only Only dragonborn can choose the book wyrm arcane tradition. Your DM can lift this restriction.
Wealth of Lore
At 2nd level, you while away endless nights under the glow of your wand, poring over tomes of valuable lore. You gain the light cantrip if you don’t already know it. You also gain proficiency with one skill and one tool of your choice.
Hoard Knowledge Beginning at 2nd level, you have a number of hoard points equal to your wizard level, and regain all spent hoard points when you finish a rest. You must spend at least 30 minutes of the rest studying your spellbook to regain expended hoard points. While your spellbook is on your person, you can use the following features. Peruse. You can spend 1 hoard point to take the Search action as a bonus action on your turn. Borrow. You can spend 1 hoard point to make a Dexterity (Sleight of Hand) check as a bonus action on your turn. Possess. You can spend 1 hoard point to take the Use an Object action as a bonus action on your turn.
Magic by the Book Starting at 6th level, with your spellbook in hand, you can use your action to spend 3 hoard points and choose one of the following benefits.
Your carrying capacity is doubled
You have darkvision out to a range of 60 feet
You don’t need to spend extra movement to climb
You can read one written language of your choice
Each time you use this feature, exchange your chosen benefit for a different one.
Illuminate Hoard At 10th level, you can use your action to spend 5 hoard points and emanate an aura of brilliant candlelight that lasts for 10 minutes or until you dismiss it (no action required). You emit bright light in a 20-foot radius and dim light 20 feet beyond that. Each friendly creature in the bright light (including you) has resistance to psychic damage, and is considered proficient in Constitution saving throws to maintain its concentration. In addition, invisible creatures and objects are visible in the bright light.
At 14th level, your hoard of knowledge grows so vast you seldom err. Whenever you make a saving throw or ability check that lets you add your proficiency bonus and fail, you can spend 1 hoard point to reroll it and take the second result.
DAI companions react to someone calling child Lavellan a knife-ear
Cassandra: Her response is immediate and instinctual– she has never been one to check herself when the correct action is clear. It will be a miracle if the stranger escapes without a broken jaw, but no matter their injury she immediately hauls them up to make vicious eye contact.
“Another word and I will silence you for good. The Inquisitor is saving the world and you will show them respect.”
Solas: It’s certainly not the first time he’s heard that insult or variations of the theme, and when it is directed at him he has no problem ignoring it. But when the bile is spit at the young Herald his reaction is decidedly different. Clearly the stranger is not expecting an elven mage to Fadewalk to stand before them, but the minute he is there it’s too late to run. The staff’s head is rested almost gently on their chest, though Solas’s voice is hard.
“No one here would expect this child to defend themselves to you, for there is no shame in their heritage. The only shame here is what you bring onto yourself– and the shame that I- as a far more dangerous knife ear- can not make you pay for those words.”
Varric: The whirl of Bianca’s gears come so fast at the end of the sentence that is almost cuts the words, and the no longer confident speaker finds themselves pinned to the wall behind them– and looking down the barrell at another bolt and a very unhappy rogue.
“Care to repeat that, friend? Actually, don’t bother– this story doesn’t end well for you.”
Sera: Like Varric she has an arrow out of her quiver and on the string in a heart beat, but there is no joke in her tone as the tip of the arrow tickles the speaker’s nose.
“Give me a reason, friggin’…friggin’…arsebicuit. Say one more word about the little Herald that isn’t ‘hanks your worshipness’ and I’ll turn you into another squishy one and have you sayin’ what.”
Vivienne: The ice is called quickly to hand, but unlike with the Marquis there is no chance of mercy. She takes their chin in her hand for just a moment, angry disdain in her voice, and then gives a mockingly sad sigh.
“Such a shame to waste good mana on someone as foolish as you, but at least it removes the problem from our Inquisitor’s day.”
His sword makes a hiss that is almost as angry as it’s owner, and the would-be Warden has no issue with resting the tip of the blade on the speaker’s collarbone– and applying a bit of pressure.
“The Inquisitor is taking on problems no child should ever face, and saving the bloody world for people like you. But they are a better person than I am– I’m going to give you a chance to run.” The sword drops, and he drags them close to just a moment. “I suggest you take it.”
Iron Bull: The force behind the blow that follows those words would level small trees, but the qunari gives the speaker no time to recover before he is lifting them off their feet and at eye level with him.
“Bad idea, friend. This world would be all demons without the Inquisitor. I don’t like demons– prefer to meet them with an axe. Don’t much like you either. Trying to make yourself look big by attaking the imereki– big mistake. But maybe you just don’t understand how serious it is– come sit down with me and my boys, and we’ll explain it better.”
Dorian: His disapointed sigh is mocking and dramatic, but the anger is his face and the wave of his hand is very real. He speaks no words, and as the speaker screams in the sudden grasp of Horror they are not needed. But when the spell finally passes the ‘Vint leans down to meet the now terrified eyes.
“Do not ever try to frighten the Inqusitor. Scaring children is the purview of the big bad magister– and I’ll be happy to demonstrate again.”
Can you recommend some podcasts for me? I liked The Morified, My Dad wrote a Porno, My Favorite Murder and Welcome to Night Vale. I'm looking for something is very dramatic like Welcome to Night Vale or even anything similar to the podcasts listened above. Plz help! xx
Aliens, murders, conspiracy theories, and more! Warning: not all their language is what we’d consider politically correct, and the humor is rather … crude … maybe a bit harsh sometimes? Also there is swearing, sometimes a lot. So if that’s something you’re not sure about, proceed with caution.
All about “the secret and/or forgotten history of Hollywood’s first century”; not a true crime podcast, but due to the nature of Hollywood’s first century, there is quite a lot of crime in it, like the Black Dahlia case, or a whole season about Charles Manson!! (I couldn’t stop listening!!)
Since I so often think of fibromyalgia in terms of Constitution, Dexterity, Wisdom etc. I wanted to try and formalise that into some potential rules.
Please note that these are based on realism, not on playability! I have no idea how well this would actually work if used in a game.
But here we go!
Each time a player recovers from an illness or from more than 2 levels of exhaustion, they must roll a D100. On a roll of 01, they develop fibromyalgia.
For an advanced version of these rules, each player who develops fibromyalgia rolls a d100. On a roll of 01-10 they develop severe fibromyalgia, 11-65 normal, and 66-00 mild.
Fibromyalgia consists of the pained condition and a number of other symptoms. To determine secondary symptoms, roll a d100 on the chart below until you have selected five different symptoms. (For mild fibromyalgia, select three secondary symptoms; for severe, select eight.)
Pained - At all times while experiencing fibromyalgia, you are in constant pain, which reduces your ability to function. Gain a permanent -2 to constitution and reduce your number of hit dice by 25%, to a minimum of one hit dice.
01-15 - Hyperalgesia (pain sensitivity) - You are hyper-sensitive to pain. Whenever you take damage, you must make a Constitution saving throw of DC 10. On a failure, you become Incapacitated for 1 turn. If you fail by 5 or more, you become Stunned, and must make a Constitution saving throw of DC 15 at the start of each turn. On a successful saving throw, you then become Incapacitated and recover fully at the end of that turn.
16-28 - Fatigue - You quickly become fatigued. You take one level
of exhaustion at the end of each combat encounter or after each hour of non-combat
activity. You may reduce your level of exhaustion by 1 during a short
rest by expending a hit dice. Each long rest removes 1d6 levels of
29-41 - Stiffness - Your muscles are constantly stiff. Your movement is reduced by 10 feet and you have a permanent -2 to Dexterity.
42-53 - Non-restorative Sleep - You struggle to sleep restfully. Each time you take a long rest, make a Constitution saving throw with DC 10. If you fail the throw, you gain the benefits of a short rest instead.
54-65 - Fibro Fog - Your mind is muddied and you have difficulty focusing on the world around you. You have disadvantage on all Intelligence checks. When performing an action that requires Concentration, including non-magical actions as determined by the DM, you must make an Intelligence saving throw of DC 15 at the start of each turn. If you fail your throw, your Concentration is broken.
66-75 - Hypersensitivity - You are very sensitive to bright lights and
loud noises. You have disadvantage on all checks against being Blinded
or Deafened. When experiencing any bright light or loud noise which does
not usually require a saving throw, you must make a Constitution saving
throw with DC 10 or else become Blinded or Deafened as appropriate.
76-84 - Headaches - You are prone to migraines. Once per hour or
at the start of each hour, roll a d20. On a natural 1, you have a
migraine. At any point during the next hour at the DM’s discretion, you
become Incapacitated for a duration of up to 1 minute.
85-89 - Irritable Bowel Syndrome - You develop allergies to some foodstuffs. The DM selects three common food ingredients in your setting. When eating food that contains these ingredients, you must make a Constitution saving throw of DC 10. If a failure, you become Poisoned for a duration of 3 hours. Once per month of game time, the DM may change one ingredient on the list.
90-94 - Clumsiness - You are clumsy and uncoordinated. Whenever you make an ability check to perform an action that includes physical motion, a natural 2 also counts as a critical failure.
95-97 - Poor Temperature Regulation - You are unable to properly regulate your body temperature. In cold or hot weather conditions such as high winds, snow or a heat wave, you must make a Constitution saving throw of DC 10 each hour or gain a level of exhaustion. If improperly clothed, you automatically fail the saving throw.
98-00 - Restless Leg Syndrome - You experience compulsions to fidget and tap your leg. You have disadvantage on all Dexterity checks.
There is no natural cure for fibromyalgia. Magical cures should be equivalent to a Level 6 spell or above, with appropriate cost (min. 2500GP) and rarity. Such cures must be tailored to the individual and cannot be used on multiple sufferers simultaneously.
Fibromyalgia symptoms may be treated using a combination of spells, potions and medicine as appropriate. However, these treatments are of limited duration and each treatment can only counter-act one of the symptoms listed. Each time a treatment is used, roll a d20; on a natural 1, the treatment experiences a critical failure and you instead experience a mild negative side effect as determined by the DM.
(Sort of a halfway joke race I intend to actually be balanced. The main trait im worried about being overpowered is the consuming grapple.)
Mimics are born and live in dungeons and various other places for many years, it would be no surprise that after witnessing the heroics and boons of passing adventurers that a handful might want to participate themselves, forming their pseudopods to function as arms and legs when necessary.
Ability Score Increase. Your Constitution increases by 1, your Wisdom increases by 2
Age. Mimics reach maturity after just a year and can live to be up to 200 years though most are able to seclude themselves into a dormant state where they age much slower.
Alignment. Mimics feed off of passing adventurers and treasure making them not much for civilized rules. Most mimics are neutral or evilly aligned and are rarely lawful if at all.
Size. A mimic is about the size of a standard chest and can sprout spindly arms and legs that cause it to stand about as tall as a dwarf. Your size is medium.
Speed. You have a base walking speed of 30 feet
Chest Form. As an action you can shape change to look like a common chest, in order for a creature to discern whether this form is an illusion or not they must make a Perception check equal to 8+ your Stealth skill. If you are wearing armor that gives you disadvantage on stealth checks, the creature gains an advantage on their perception check. You immediately shed this form upon a successful perception check, making a movement action or being subjected to spells and spell like effects similar to find traps or locate creature.
Consuming Grapple. If you are in a situation where a creature would normally provoke an attack of opportunity while you are in chest form, you can instead grapple the creature, the creature has a disadvantage on escaping the initial grapple. While you are grappling a creature you may make an attempt to swallow it whole if it is your size or smaller. The creature must succeed a Dexterity save equal to 8 +your Proficiency bonus+ your Strength modifier, on a failed save the creature takes 1d8 piercing damage and takes half as much on a successful save. On a failed save the creature is considered grappled and must make an athletics or acrobatics check equal to the initial saving throw DC or take 1d4 acid damage, the creature repeats this save at the beginning of each of its turns, upon succeeding this save they emerge and appear 10ft away from your current location. If a creature falls to 0 hit points while inside you, you regain hit points equal to half the acid damage the creature took
Darkvision. Your senses are naturally adapted to the dim atmosphere of a dungeon. For up to 60 feet you see dim light as bright light and darkness as dim light. While in darkness or dim light you cannot discern color, only seeing shades of grey.
Unsuspecting. You are proficient in the Stealth skill
Languages. You can read and understand common, undercommon and terran but you can only speak terran
//This race is hilarious. I would probably change Consuming Grapple to just be akin to a real mimic’s ability, where if you hit, the creature becomes restrained. You will gain advantage assuming you attack the targeted creature “from hiding.“ You should probably make it a static escape DC to represent how sticky you are (a set value), maybe something in the range of 14. Not overpowered, but weaker creatures will have problems with it. You could then make a melee attack against a creature you are restraining to swallow it, then deal 1d6 acid damage each round it is restrained (up from 1d4). Only restrain/swallow one creature at a time, yadda yadda, other rules minutia about attack-grapples and swallowing whole.
//Otherwise I think the class is fairly average. I mean, there’s a doppelganger/changeling race already, I think, so this is just another form of it that’s even more restricted to only being a chest and being unable to speak to the party!
Insecurities are so good at disguising themselves as other things. Disdain, jealousy, fear, anxiety…all of them can come from the same place of feeling unsure or self-hating. My insecurities manifest as judgment more often than not. Of myself, and of others.
So I’m trying to step back and ask: Am I judging this person bc I’m insecure in my ability to do what they’re doing? Am I projecting a facade of strength bc I actually feel weak but don’t want to admit it? What does it mean to feel strong without comparing myself to others? I’m tired of my confidence being built on the backs of others’ insecurities. And I’m tired of searching for and reveling in others’ insecurities just to feel better about mine.
I’m human and I’m allowed to feel insecure. I am not allowed to treat others poorly or judge them (OR MYSELF) because of it. I must check my actions to make sure they aren’t rooted in my own insecurity.
Yeah, forgot to mention this yesterday during the ex-girlfriend/ex-gang member thing with Red Action, the second i pressed play it was clear that Enid only checked out Red Action and apparently there was not backstory there. But we can pretty much get clear that Enid digs girls… only girls, though? *shrug* who knows…
even if trump wins, it doesn’t mean it’s over. congress will not let him do most of what he wants to do (i mean, a lot of it’s unconstitutional, lmao). even if they do, it will a take a long time, perhaps even bleeding over into the next president’s term (and i hope to god that next president is a democrat). so do not assume that everything he proposes will happen! and voting is not our only way to participate in the government. protest. lobby. fight. don’t just accept a trump victory. if he wins, we need to fight harder than ever. we can’t give up. we can mitigate the effects of a trump presidency, but we need to fight.
millennials are a powerful group. we can make our voices heard. i know it’s scary. but it’s more important than ever to fight. don’t give trump an easy victory. fight as hard as you can for the entire 4 years he might be president. and help each other, protect each other. lift up your head and fight together. it’s easy to be discouraged, but the fight is not over.
i’m scared, too. i’m scared for my life. and take the time you need to take a deep breath and get away from everything for a little while. but in the end, if trump wins, we cannot make that easy for him. people are making a trump presidency seem like doomsday right now, but congress, checks and balances, and the actions of people – like us – can stop most of it from happening. the only bad thing that is really guaranteed to happen under a trump presidency is the appointment of some conservative supreme court justices (but even then congress has to approve them).
so tl;dr: if trump wins, the fight is not over. take a deep breath and hold your head high. he cannot, and will not, do everything that he’s proposed. so keep fighting and don’t let him destroy everything we’ve worked for.