range weapons

Ranger Week: New Spells

image source: The Last Witch Hunter

Arrow Mind

  • 3rd level divination Ranger spell
  • Casting Time: 1 Action
  • Range: self
  • Duration: 1 hour
  • Components: V, S

Whenever a creature leaves any creature’s threatened area, if it is in the range of a ranged weapon you are currently wielding, you may make an attack against that creature using your reaction.

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Ok but can we talk about how the Paladin’s bayards don’t just suit them, but actually ARE them? THE BAYARD PICKS THE PALADIN, MR. POTTER.

The bayards are frankly the coolest metaphorical device happening in this show and I haven’t seen anyone talk about it yet (I’m sure someone has, but I feel like it’s not really… a thing??), and if my major has taught me any(useless)thing it’s to get stuck on functional motifs in storytelling so

Keith

I mean this is just fun. You’re probably not surprised that he gets the big blade because he’s main-character-red and the emo/possibly-Asian-one, but let’s consider a few things: 

The fact that it’s sharp on both sides acts as a physical reminder of the duality happening within his character (he cuts others down, but internally he’s cutting himself down just as much: a double-edged sword). 

Furthermore, that double edge reminds us that it’s a loner’s weapon: he needs to be able to attack with each swing, in any direction, because no one’s coming to back him up. It may be space, but dude is clearly rockin’ the lone wolf/samurai vibe. The length backs that up a bit as well–it keeps everyone he sees as an ‘enemy’ or a ‘rival’ at a distance (//side-eye @ lance). 

What’s even more interesting is that if you look at Keith’s relationship with his bayard compared to his Marmora blade, they represent his hidden and public selves: who people see him as/expect him to be vs. who he truly is and wants to be (is afraid to be) himself. 

Most people only see his bayard, a classic warrior/knight weapon that represents strength and grace and leadership. Keith brings this out in battle, in front of his friends, before enemies, etc. But when he’s alone at night or when he’s holed up in the desert, the blade on his mind and in his hand is his Marmora dagger. Despite being a secret for so long, it is actually this blade (and not the bayard he got from Voltron) which Keith always keeps close to him (and which he keeps strictly concealed). 

He covers up the mark on the hilt as if to cover his own hidden thoughts and feelings (and maybe even dubious past). In public, he feels he can proudly show his bayard but doesn’t want anyone to know he has the dagger, even before he himself knows what it might mean. 

Even more interestingly, this blade also represents close combat–letting people get close to you–and the desire to protect others, showing that these are things Keith thinks about, feels, and even wants, but is afraid to show to those around him. What’s more, while the obvious skills and general cool-dude-ness associated with the bayard are something Keith has earned/achieved by his own merit, the Marmora dagger (and all the things it represents) were something he was born with; something inherently part of him. Ironically, once Keith learns more about his dagger and what it represents, it becomes longer–it adds distance, just as the truth about his past puts distance between him and the other paladins.

Like, I could literally (gladly) write an entire essay just on the symbolism of how Keith treats these blades, but you get the idea. 

I was gonna do Shiro next but his is even sadder than Keith’s so let’s do

Pidge

So some things about this are obvious: it bears a (kind of adorable similarity) in shape to her head. It’s small, she’s small, but if you underestimate either of them you will be sorry. It’s an incredibly quick/nimble weapon (a great parallel for her stinging wit). Her bayard is designed for quick, surgically precise movements, which is exactly how Pidge works (both mentally and metaphorically).

However, while it has great attack capabilities, that’s clearly not the bayard’s (or Pidge’s) main purpose; it’s a necessary consequence in the pursuit of other goals. Rather, the transformative and flexible uses of Pidge’s bayard emphasize the desire to be useful and to solve problems over attacking. This is belied by the fact that Pidge forms Voltron’s shield. Pidge would much rather think her way out of/around a problem than charge in head-first

Her bayard is a reflection of that. Pidge’s bayard is also the most technically complicated, which is another great parallel for her mind. Furthermore, the grappling hook function of her bayard echoes her desire to find things out of reach, and cast out into space and bring those things close to her, or herself to them (*cough*MATT*cough*). 

TL;DR: it’s an all-purpose, unassuming weapon meant to perform multiple tasks in an efficient, creative way, and it focuses on problem solving/extraction more than brute attack (though it packs plenty of punch when cornered). And, of course, though she be but little, she is fierce.

Lance

As his swagger (and even his name, like talk about being on the nose) suggests, Lance is totally in-your-face, up-in-your-business blabbermouth who seems pretty simple to understand. So why does he have the weapon that arguably requires the most finesse, patience, and also has a long range? Because that’s what Lance is really like under all that talk. It may seem like Lance lives with the words “are we there yet” on his tongue, but consider this: Lance wanted to be a pilot, but was originally relegated to commercial-class ranks. Did that stop him? Nope. He kept at it until he made it to the top of those ranks (it’s safe to assume that if they only promoted one pilot to fighter-class after Keith’s expulsion, it would be the top of the commercial-class students). That’s more patience than any of the other paladins have shown.

As a gun in a team that has close-combat weapons, Lance’s bayard automatically assumes a supportive role (despite all his talk about beating Keith and being the best), and we see this multiple times throughout the show. His first day as a fighter-class pilot, what does Lance do? Talks to his team and says they should stick together. How does he find out about Shiro? He’s following Pidge and asking about what she’s up to–crazy theories that others wouldn’t care to hear out. There are a lot of other examples of this (notably, when he throws himself in front of Coran), but from the get-go we’re slyly shown that Lance actually cares about and pays attention to those around him (even though he keeps talking about kicking their butts and being #1). It makes sense, then, that his weapon would be one designed to support and provide cover for others. In fact, we see Lance doing exactly this in the first episode when Pidge mouths off and he rushes in to cover for her.

Sadly, as one of the longer-range weapons, Lance’s bayard is also one of the loneliest metaphors in the group, and we see the reason for this just as much in VLD: Lance doesn’t feel appreciated (or sometimes even accepted) by the people around him. He often feels distant, though not by choice. He may shoot (ha) his mouth off a lot, but at the end of the day it’s pretty apparent that this boy craves love and attention, almost as much as he wants to be perceived as a ‘top gun’ (double ha) within the group.

A gun–especially the rapid-fire type that Lance has–further mirrors his tendency to be impulsive (and even impetuous) rather than controlled and thoughtful. On the bright side, though, it is exactly that willingness to pull the trigger that has catapulted the gang forward on a number of occasions.

Shiro

Between Shiro’s arm and his bayard there are so many different things going on here I don’t even know how I can touch on all of them. If I could write an essay on Keith’s weapons, I could write a BOOK on Shiro’s.

First, let’s talk about Shiro’s actual bayard. In Zarkon’s hands, you can read this as a physical extension of Shiro’s freedom, or even as Shiro himself: Zarkon took the bayard–something meant to be used for good–from another world, and then warped it in the hopes of using it to cause destruction. 

The good news is that both Shiro and the bayard escape Zarkon’s clutches because of Voltron, and though Zarkon intended to use them, they instead become the strongest weapons to fight against him. They will always feel the effects of Zarkon’s influence and ownership–the bayard because of Zarkon’s former paladin connections, and Shiro because of his arm and PTSD–but they still fight. In the end, it is Zarkon’s obsession with them as his former ‘possessions’ that becomes his downfall. So deep is his trauma that Shiro actually waits until it looks like they’re about to die (when Voltron is in an electric headlock) to activate his bayard. Why? Because he doesn’t trust his arm, he doesn’t trust his hold on the bayard or the lion (don’t even get me STARTED on how the lion–down it’s right-hand weapon and still somewhat under Zarkon’s control–represents Shiro himself), and as a result he doesn’t trust himself to be stronger than Zarkon. 

Even when Shiro finally gets the bayard back, he doesn’t call it his bayard, or the black bayard; he calls it Zarkon’s bayard (and it looks the part). This can be seen as a mirror for how Shiro sees himself: even though it’s a bayard, Zarkon tainted it, and now it doesn’t belong to him even though it’s rightfully his and he has it in his hands (which, ironically, is still technically Zarkon’s hand… you get the picture).

However, as Keith corrects him (”you’ve got your bayard”), the bayard rejects the changes Zarkon forced upon it, and reverts to a form that matches Shiro and the other paladins (likely how it looked before Zarkon started using it for evil). Just as the paladins healed Shiro by rescuing him and making him part of Voltron, Shiro does the same for the black bayard. Indeed, he only pulls out the power necessary to retrieve the black bayard once he wakes up to find the team fighting to protect him. It might be telling symbolically that Shiro leaves his bayard behind when he goes missing at the end of the season–perhaps he’s won his freedom only to have it taken once again.

 Which leads me to… 

The black bayard could also represent Shiro’s memories: both are known to exist, and we get hints/flashes/teases throughout the show, but both are initially “lost”. Slowly, it is revealed just how both Shiro’s bayard and his memories have been taken/corrupted by Zarkon. We see this in the way Shiro’s memories haunt him, only to frustratingly elude  him when he needs them. When Shiro finally tries to find out more about why Zarkon has the bayard, he’s also facing his own mind–his memories, his insecurities, and his apprehension at what fate awaits him–as well.  In this sense, when Shiro reclaims the black bayard, he is also reclaiming so much more: the hold/fear Zarkon held over him, the insufficiency and anxiety he felt because of it, etc. 

You can also read the bayard as a mirror for Shiro’s arm: Zarkon took Shiro’s arm and replaced it with something Galran. Shiro joins Voltron only to find that Zarkon also has his metaphorical right hand–his weapon. Shiro can’t use the weapon he should be holding (in a hand he doesn’t have because of Zarkon) because Zarkon took it. Talk about a vicious cycle. This symbolism is supported all through season 1 and parts of season 2 where we see Shiro simultaneously struggle with controlling Zarkon’s lasting effects on Voltron and coming to grips (ha) with controlling his arm. It’s hinted–both during battle and through PTSD–that if Shiro doesn’t control his arm, it will control him, just as Zarkon demonstrates that if Shiro can’t reclaim the bayard, Zarkon will use it to kill him (we see a similar parallel with his memories). 

I’m just going to stop here because the black bayard and Shiro’s arm can represent so many different things that it totally distracts me and I can only really do it justice by literally sitting down and writing out a full on dissertation on it.

But TL;DR: Shiro’s arm and his bayard are in a crazy, soap-opera drama with Zarkon on so many different levels and it is symbolistically incredible.

Hunk

Hunk’s bayard, much like Hunk, is pretty straight-forward and simple. Physically, it’s a big weapon. A big, hulking (Hunking????) weapon. It looks incredibly imposing, but its chief function isn’t destruction, but preventing destruction. Just as Hunk likes to avoid violence, his canon is mostly used to disable enemy weapons as part of Voltron, and individually Hunk uses it to provide long-range cover fire for his team (when he tries to use it in a more actively combative role, he just ends up almost shooting Pidge… gg, Hunk). 

Unlike Lance’s more nimble and quick-fire weapon, Hunk’s takes a lot of strength to move around and a long time to power up–this mirrors Hunk’s own well-rooted stance (he’s not easily swayed), and his cautious nature. He doesn’t do things off-the-cuff or on a whim; he thinks them through first. Indeed, it’s almost always Hunk warning the others of the possible outcomes of their proposed escapades. 

He’s also slow to anger, just as his weapon is slow to fire. However, once he has decided to take a shot, his firepower is incredible, just as when he does decide to take action (like with the Balmerans), his will is unstoppable. 

I could go on for days, guys. I have so much stuff I had to cut out because even the hardcorest Voltron fans don’t care about underlying motifs this much, I know, but AGH. GUYS. GUYS. THE BEAUTY??? OF THIS WRITING??? IN A KIDS’ SHOW????? 

Bless.

PS this is long I didn’t proof read it SO SUE ME

me, softly, at 7am: i would kill a man for percahlia

youtube

Keanu Reeves being an absolute beast during his weapons training for “John Wick 2″.

Starfinder: The Classes [COMPLETE EDITION!]

Meet the new guardians of the galaxy.

In Starfinder, the average adventurer looks much different from average party on old Golarion. Understandings have shifted, old disciplines have faded out of vogue, and everyone has friggin’ laser beams.

So while it’s possible to convert some of the old Pathfinder classes, the bulk of adventurers in the Pact Worlds will likely adhere to one of these six new disciplines. Check it!

Envoy

Envoy is Starfinder’s intrigue and tactics focused class. They possess the most skills out of any class (tied only with the Operative) and their Skill Expertise feature allows them to specialize in certain favored skills; granting them an extra 1d6 insight bonus, and allowing them to perform acts that skill doesn’t usually grant. For those of you familiar with Pathfinder, think of it as a cross between an Investigator’s inspiration feature and the skill unlocks of an Unchained Rogue.

Their main class features are Improvisations; non-magical abilities which allow the Envoy to manipulate the battlefield; they can make enemies Flat Footed, warn allies of impending dangers, or even grant their friends additional actions in a turn. 

Play the Envoy if you…

  • Want to be a social butterfly.
  • Enjoy using unexpected tactics both on and off the battlefield.
  • Want to be the undisputed master of a narrow set of skills (without sacrificing other proficiencies).

Mechanic

Mechanics are masters of machines. Unlike the more academic Technomancers, Mechanics aren’t afraid to get their hands dirty working with the futuristic technology of the Pact Worlds. Some even go so far as to augment themselves with advanced cybernetics!

A Mechanic’s best friend is their trusty artificial intelligence; a digital construct they personally designed. At first level, the Mechanic can choose between implanting this AI into a drone (granting them an autonomous robotic ally who can fight alongside them) or into an implanted exo-cortex (augmenting the Mechanic’s cognitive abilities and allowing them access to stronger armor and weapons). As the Mechanic levels up, they can augment their AI (or themselves!) even further. A high level Mechanic can even split their attention between a drone and an exocortex, becoming a cybernetically augmented mastermind with a personal robot honor guard. 

When they aren’t trying to turn themselves into the singularity (or just make a really sweet robot), Mechanics are masters of technology in all forms; they’re master hackers, brilliant engineers, and can make that ray gun work really well in a pinch.

Play the Mechanic if you…

  • Want to play a pet-focused class.
  • Don’t want to play a pet-focused class, but would love to play a heavily armored ranged combatant with a wide array of skills.
  • Want to be a master of technology in all its forms.
  • Want your character to be more machine than person. 

Mystic

Mystics are the spiritual successors of Golarion’s divine and occult spellcasters, and often fill similar societal roles. Understanding magic to be a manifestation of the connection between all living things, the Mystic channels the fundemental nature of the universe to a variety of effects.

Mystics are one of Starfinder’s two spellcasting classes, viewing the fundamental forces of magic through a more esoteric and philosophical lens than their Technomancer colleagues. Their spells tend to be focused more on living things; affecting both the mind and body. Of course, this doesn’t mean they can’t draw upon natural forces as well; Mystics are more than capable of flooding a room with gamma radiation if they feel like it.

All Mystics can establish a link with other creatures, which manifests first as a healing touch, and then eventually evolves into a party-wide telepathic network you can use as a conduit for their other abilities.

Mystics also all have a connection to a force they see as the source of their power; they may choose to be an akashic, empath, healer, mindbreaker, overlord, or star shaman, with each connection changing the lens through which a Mystic views the universe. An Akashic may view their powers as coming from the divine records that govern reality, while a Star Shaman may take a more religious viewpoint. Healers focus on restoring the vitality of their allies, while Mindbreakers focus on crushing the psyches of their foes. 

Play a Mystic if you…

  • Want to play a support focused character with strong healing potential.
  • Want to be a psychic or similar character.
  • Want to play a more magical character with minimal scientific influence. 
  • Love enchantment spells like charm person.
  • Want to have a connection with natural forces. 
  • Want to define your own supernatural tradition (in SPACE).

Operative

Operatives live on the fringe of society. More than just simple thieves and assassins, the Operative represents any sort of character willing to utilize underhanded tactics and dogged determination to get the job done.

Every Operative chooses a specialization (daredevil, detective, explorer, ghost, hacker, spy, or thief) which grants them access to unique exploits; similar to the talents of a Rogue or Vigilante in Pathfinder. 

Their most unique ability, however, is the trick attack. Unlike the Rogue, an Operative has need to hide in the shadows to surprise their enemies. Instead, they use a skill (usually Bluff, Intimidate, or Stealth, but some specializations can use other skills) to gain an advantage over their enemies; allowing them to deal extra damage and inflict a variety of detrimental effects on their foes. Operatives are also one of the only classes capable of becoming snipers, granting them additional combat options.

Like the Envoy, an Operative is a master of skills. Unlike the Envoy, they lack the same level of focus; the Operative’s edge class feature grants them a bonus to all skill checks (and initiative checks) and they can gain special bonuses to skills in which they’ve taken the Skill Focus feat for. Of course, Operative specializations can grant uses for skills that an Envoy could never hope to accomplish, so perhaps its all relative. 

Play an Operative if…

  • You want to play a character on the fringe of society, like a spy, vigilante, or assassin.
  • You want to be the ultimate skill monkey. 
  • You enjoy stealth and subterfuge (or dashing derring do)
  • You love the massive payoff from a perfectly set up attack.

Solarian

Solarians believe in the power of the stars; that they are the ultimate expression of the powers of creation and destruction. They guide worlds with their gravity and give life with their light and heat, yet can also obliterate with supernovas and black holes. Solarians seek to be agents of this cycle of preservation and annihilation, channeling the forces of their stars themselves in battle.

All Solarians have a mote of fundamental energy or entropy that accompanies them, which can either transform into a lightsaber Solar Weapon, or augment the Solarian’s armor. 

In battle, Solarians are one of the few classes who specializes in melee combat (indeed, while they gain access to Advanced Melee Weapons, they lack proficiency in any ranged weapon more complicated than a blaster pistol). To make up for this, Solarians are capable of making more melee attacks than other classes (three in a round, rather than the normal maximum of two) and can utilize the power of the stars for a variety of spectacular at-will effects.

Solarians can choose to attune themselves to either Photon or Graviton energy; each of their powers is connected to one of these two energies, and as they build up their attunement these powers grow stronger. After spending three rounds attuned exclusively to a single type of energy, the Solarian can activate a spectacular manifestation of cosmic force known as a zenith power. Even at level one, a fully attuned Solarian can explode in a miniature supernova, or draw distant enemies closer to them with the power of a black hole. These powers only grow stronger as the Solarian’s experience and understanding of the cosmic balance grows.

Play a Solarian if you…

  • Want to play a knight attuned to the cosmic forces of the universe.
  • Want to be a melee focused combatant with a variety of at-will effects that can shift the battlefield.
  • Want to wield the very power of the cosmos themselves.
  • Enjoy characters with a more philosophical bent.

Soldier

If the Solarian is a master of melee combat, the Soldier is a master of combat, period. Heavily armored, proficient in every kind of weapon, and trained in the culmination of thousands of years of tactics, the Soldier’s skill in a fight is unparalleled. Not only do they have access to more combat options than nearly anyone else.

All Soldiers specialize in a combat style to specialize in (arcane assailant, armor storm, blitz, bombard, guard, hit-and-run, and sharpshoot), and can pick up a second fighting style at level 9. In addition, they can pick up gear boosts that increase the effectiveness of their equipment, representing the modifications they’ve made to their favored combat kits. It doesn’t matter if it’s magic or technology; if it can give a Soldier an edge in combat, they’re willing to give it a shot.

Of course, they wouldn’t be the main combatants of Starfinder if they didn’t have access to bonus Combat Feats. Unlike in Pathfinder, combat feats in Starfinder are far more streamlined (requiring at most one other feat and some BAB and ability score requirements to access). This allows Soldiers to gain access to advanced combat options quickly and easily; for instance, a second level soldier could gain Weapon Focus with every single weapon they are proficient in (which is to say, all of them) with only a two feat investment. And since Weapons in Starfinder are capable of a wide variety of effects (including creating beams, cones, and bursts that would make a Wizard jealous), a Soldier can prove to be one of the most versatile and effective combatants in the game. 

Play a Soldier if you…

  • Want to be a bad-ass power-armored space marine.
  • Want to be a melee combatant but don’t like all that weird cosmic stuff.
  • Want to modify your weapons and armor to fit your combat style.
  • Want to combine magic, technology, and martial prowess.
  • Want to be able to use almost any weapon you can pick up.
  • Want to have a jetpack. Anyone can have a jetpack, but you’re the best at jetpacks.
  • Want to take a variety of combat feats while still having slots left over.

Technomancer

In the Pact Worlds, Magic and Science are effectively the same thing; a fundamental set of rules that governs reality. While Mystics and Solarians focus on the esoteric connections between things, a Technomancer’s approach to magic is much more practical. Using a combination of the scientific method, advanced technology, and a bit of old-fashioned wizardry, Technomancers can hack into the very fabric of the universe to achieve a variety of effects. 

Unlike the Mystic (who is more focused on connections between nature and living things) a Technomancer’s spells are more focused on interfacing with technology, or fiddling with the laws of physics. They can conjure small technological devices, hit things with logic bombs, bend light to create illusions, and drop fireballs like no one’s business.

What makes the Technomancer unique is their approach to magic; by viewing it as a scientific force, they can break the rules of magic as they’ve been known in the universe since the days of ancient Golarion. They have access to a spell cache, which starts out as a way to bypass the need for a spell slot, and can eventually be used to keep certain spell effects running for 24 hours. They can also fuse lower level spell slots together to achieve higher level effects; the most powerful Technomancers can even fuse two of their 6th level spell slots to cast 9th Level spells like the fabled wish.

Technomancers also have access to Spell Hacks, special abilities focused on manipulating magic, technology, or both. Fueled by spell slots, these magic hacks can modify how your spells and equipment function. You can drain the battery from your weapon to power up a spell, modify how a spell functions, force technology to do things that shouldn’t even be possible, or even fabricate equipment from nothing. 

Play a Technomancer if you…

  • Want to play a dedicated spellcaster.
  • Like your magic with a healthy side of science.
  • Want to blend both magic and technology into a single discipline.
  • Are willing to mess with your class resources to achieve an optimal effect.
Here’s a thought

*This post has spoilers from Zelda botw, the divine beasts.*

So I was doing the boss battle for Divine beast Naboris (the Thunderblight) and I noticed that this was the only Blight I couldn’t beat by just stuffing them with arrows. In fact arrows were completely useless against them. 

That got me thinking. 

Wouldn’t a Blight with this fighting style be better against Revali, who’s primary weapon is a bow, instead of Urbosa? It seemed like an odd choice on Gannon’s part. Then I realised, the Tunderblight fights with a short sword and shield, which is the exact weapons that Urbosa fought with and that you get given after defeating the divine beast. Then I realised, it’s the exact same for every other divine beast. 

Mipha excels at fighting with a spear, the Waterblight also fights with a spear.

 Daruk fights with a heavy weapon, which for Link to carry requires two hands but I’m pretty sure Daruk could handle with one. 

Which would again match the Fireblight’s weapon.

Revali fights with a bow and the Windblight’s main weapon also fire’s projectiles at you. Heck it even copies Revali’s Gale in creating it’s own tornadoes. 

Even the Thunderblight can summon lighting just like Ubosa’s fury. Along with the same weapons as I mentioned before.

Gannon’s not fighting fire with water. He’s fighting fire with fire. He’s copied the four champions and created better versions of them. Better versions that could defeat them in their acclaimed strongest skill. The skill that supposedly no one else could beat them in.

He’s humiliating them. 

Revali is no longer the best bowman “even among the Rito”. Mipha’s spearmanship “in a class all its own” has met it’s match. And because the champions lacked the diversity of using a range of different weapons they couldn’t counter the overwhelming strength with a different style. It’s almost as if Gannon is teaching them a lesson. Not to be too overconfident in their own skill. After all “Jack of all trades, master of none, but is oftentimes better than master of one.” Which Is why you (Link) have a much better chance at defeating them.

So does that shed new light on Gannon’s character? 

You probably new at least half of this already. Anyway thanks for reading if you made it to the end. 

My Personal Headcanons for Avi (Because why not)

- He’s really fucking good at Math guys.

- Hard calculations, pin pointing coordinates, the whole nine-yards.

- Good at reading and making maps too.

- You could ask “What’s 407 x 76?” And he’ll immediately shout from across the room not even looking up from his magazine “30932.”

- It comes as a surprise to people because he’s like this chill dude who likes his alcohol. But he’s really this math genius and he kind of has to be because launching those cannon balls from the moon requires precise calculations.

- He’s good at close-range combat, but give him a long range weapon and he’s a fucking master sniper.

Ask muse how good they are at..

💋 - kissing
👼 - babysitting
🍛 - cooking
💃 - dancing
🎭 - acting/performing arts
🍻 - tolerating alcohol
😠 - managing with their temper
📝- planning and following their plan
🎤- singing
🙊 - keeping secrets
🌷- taking care of plants/pets
😈 - manipulating with others
🏊 - swimming
😂 - telling jokes
📰 - keeping track of world news
📚 - worlds history knowledge
⌚- keeping track of time
💪 - staying fit
😏 - lying
🚗 - driving a car
👗 - dressing with style
🔮 - magic
🔪 - melee weapons
🔫 - ranged weapons
💞 - expressing their feelings
😓 - acknowledging mistakes
🎺 - playing an instrument
🎁 - making gifts
✊ - keeping promises

on allura and the castleship

So like the show often stresses that Allura is needed in the castle to run it, since it’s linked up to her quintessence. Coran seems to be able to pilot it to an extent in a fix (like when Allura and Keith ran off in that pod), but it looks like the castle doesn’t have its full range of weapons and abilities without her. Including wormholing, which is like. A really big deal.

With Shiro likely to be gone from the team for at least a little while, we’re probably going to need someone to pilot one of the lions. But with all that about Allura and the castle in mind, the question is: can Allura actually pilot a lion at all?

It turns out we might actually already have an answer: it depends on Slav. Because the castleship’s probably going to get some sort of an upgrade next season.

Slav’s already shown shitting on the castle during his first scene in it, which is a fun hint of what could be coming. Allura and Coran have said it several times throughout the series: the castle’s old. Its technology is almost definitely outdated, if Slav’s complaints are any indication, and it breaks down often, to the point where it doing so is a major plot point in season 2. Compared to its Galra counterparts, which have 10000 years worth of technological advancement on their side, the castleship is probably the equivalent of bringing like. a pointy stick to a knife fight.

But now they have the means to update it. 

Keep reading

PSA about women walking alone at night

Hey, everyone! I was walking home late last night and I just felt like I needed to say some stuff. Yes, it is inspired by true events.

Dudes, let me give you some advice on how to interact with women walking alone late at night. This advice is intended to help you make them feel comfortable and safe from…yeah, you. And also for you to avoid getting your dick kicked into your chest cavity. My females, I’m putting out some tips that I learned from my daddy (who was a cop) that have helped make me feel safer while walking home. (Obviously subject to editing if people have some reliable source they’d like to share that contradicts what I’ve said. It’s about being safe, after all).

My dudes…

If you see a woman walking alone late at night, don’t walk behind her. If you’re going the same way as her, try crossing to the other side of the street, or making it really clear you are not paying any attention to her. If she looks back at you, politely say that you are keeping your distance and wish her a good night. If she stops to let you walk by her, it’s not an insult. It’s for her safety, because she has been trained not to trust men late at night. She is protecting her six, and if you’re a decent guy, you will let her. Don’t ask a woman you see walking late at night for a cigarette, a dollar, or to use her phone. Don’t say shit to her unless it’s to tell her to have a good night and be safe. If you see a woman being harassed, loudly offer to call the police, or just go ahead and do so. Don’t offer to walk her home, because that’s a familiar line and will put her instantly on the defensive. Instead, ask her if you can call her a taxi or contact a friend. If a woman gives you a dirty look when she’s walking home at 2 AM, please don’t call her a bitch. She’s protecting herself, and if you think she has that right, then just take it with an understanding nod, instead of acting like a fucking baby. If you’re a professional driver, don’t follow beside her slowly, like you’re casing her. If she needs a cab, she will make that obvious. If you’re a bouncer, and she is leaving your protection, give her advice on the safest ways to walk. If a woman asks for your help, and you consent to giving it to her, please be respectful of boundaries and make it clear you are not helping her for any reason other than to make sure she is safe.

Women…

Firstly, I know how fucking obnoxious it is to have to tailor your entire life to the sexual urges of predators. I know you just want to say “Screw this” sometimes and go out for a walk because why should you have to stay cooped up? I also know that sometimes, you can’t help it. Sometimes your ride ditches you and you don’t have cab fare. i am not going to lecture you, because you know what you’re doing.

So maybe instead I can give you some things you maybe haven’t thought of before.

1) Take off your high heels. If that grosses you out and you don’t want to carry spare shoes, carry a pair of socks in your purse (or your bra. Come on, they make great hoists) and wear them over your bare feet. I’ve seen those little rubber shoe things too, that look like flats…those are dope.

2) Avoid dark places. Even if it means you have to walk a little out of the way. You need to be able to see everything around your for at least a hundred feet, because a man can clear 100 feet at a dead run, very quickly.

3) Always look around, constantly. Predators want an easy mark, and if you’re paying attention, you cannot be an easy mark.

4) Pass by as many ATM’s as possible and look directly at them. They have continual activity on their cameras, so if you are snatched, the police can document your movements.

5) Only carry cards. If the place you’re going only takes cash, then have a specific amount and no more than that. The idea is to minimize incentives to rob you. If a man approaches you to rob you, and you have nothing to give him, he will likely leave at once, because he is usually nervous and doesn’t want to be identified, so be prepared to empty that bag out on the road and show him you have no valuables.

6) Should you have a weapon? Only if you know how to use them and are willing to do so, otherwise they end up being taken from you and used on you. Long range weapons like pepper spray are better.

7) Don’t talk on your cellphone in the standard way. I know you think that it’s a good idea, but the fact is, it distracts you and holding it can block your line of sight. A man can grab you and smash it and no one can track you. Instead, put it on speaker, tuck it in a pocket, and give constant location updates, if you feel threatened. Or prearrange a text appointment with someone who can call authorities if you don’t reply.

8) No music. Do not be that girl, walking in the dark, with her phone on a loud song to take her mind off the scariness of it. Music draws attention to you and distracts you. It can also mask noises of a confrontation.

9) If a man walks behind you, you have two options. You can put your back to a wall and allow him to pass by you, or you can cross the street. If he follows, find a public place immediately. If this isn’t possible, the fact is, he’s a threat. If it were me, I’d look him right in the eye and make sure he can see that I’m willing to kill. Don’t ignore a threat, and ladies, walking alone at 2 am means every man is a potential threat. Run, if you feel threatened. Who the fuck cares if he isn’t “actually a bad guy” or thinks it’s weird? Just ask yourself, “What if he is a bad guy?”

10) Be willing to drop everything in your hands. If there’s something you don’t want to leave in the street, shove it in your bra or your pocket.

11) There’s a lot of debate about how to deal with an attacker if it does happen. Some say to do what you’re told, and some say to fight like hell. I can’t make that decision for you, but you have to be aware, and try and understand the attacker. Ask questions. If you think they aren’t listening…it’s up to you. Personally, a guy better not try to put his dick in my mouth, because I will bite it the fuck off and see what happens, but thats me. Don’t go with him. If he has a weapon, then he is willing to kill you. So make the choice. If you go with him, you stand a much higher risk of never coming back, because in solitude, with no threat of discovery, he can do whatever he wants. If he wants you to leave where you are, it means that place is safer, so stay in that place.

12) Do learn self defense. If a man can hit you once, he can win. Learn how not to get hit. Learn how to get out of suppression holds. Learn what to do if grabbed from behind.

13) Minimize physical risk. Take off all jewelry, Ponytails are just convenient handles. (I had a friend get grabbed from behind by her ponytail and lifted off the ground, with a knife to her throat. She couldn’t get free because he had all her hair in one hand. Hair is VERY strong. So take your hair down, because if he can only get a handful, you can usually tear free, but if he has all of it, you can’t go anywhere.) Same with loose clothing or clothes with strings. Keys are weapons, rings are weapons. High heeled shoes can kill a man.

14) The cops will not be angry with you if you call them because you feel threatened, and it turns out nothing is wrong. They just won’t. In fact, I can think of at least ten famous cases where a woman called the cops because she was being followed and it turned out the guy was like some horrible rapist or murderer they finally caught.

15) You have the right to defend yourself. Better to be alive and dealing with assault charges than dead in a gutter.

One time I flipped a jogger upside down because he came up behind me really fast while I was walking home from work at midnight. He laid on his back looking up at me like “WTF DID I DO” and I just said to him, “Hey man, I am really sorry, but you scared the shit outta me.” And helped him up. 

And you know what? He was totally cool about it. Said he completely understood and asked me what martial art that was. I told him it was Aikido and then offered to pay his cleaning or medical later if he needed it. He shook his head and goes, “No, ma’am, we’re good.” and jogged on. 

I’m not telling you that so that you kick every man you see at night in the balls. Men have to walk home at night sometimes, same as us. I’m telling you that because women have been taught they have no right to be fierce. And they absolutely do. It’s better to defend yourself first and ask questions later, to run first and feel silly later, to strip down or button up first and let loose later.

Be safe. Women, be smart. And dudes…don’t take this personally. If you agree that women should be equals, then treat them with respect.

Keith unintentionally spies on Lance in the training room  ...

where the Blue Paladin is kicking ass. And Keith’s kind of mesmerized by it. Then he’s more than mesmerized — he’s freaking out because he’s actually kinda sorta into this brutally efficient soldier version of Lance.

Keith rubbed his sore neck and considered whether or not it was worth putting in his usual two hours on the training deck. He’d only just got out of the healing pod that morning, and then spent the rest of the day sleeping in a very uncomfortable position on his bed.

Really, if he missed out on one day of training would it be so … And his obsessive nature reared its ugly head and roared at him no, stop, go because if you slip up, you will feel guilty for days, I’ll make sure of it. 

So he stopped lingering outside and walked in, already mentally picking out which program he wanted to — except a program was already running. One of his custom battle simulations — he could tell because of the fortified positions the gladiators were taking. He tensed, but unless he was introduced as a combatant, the robot gladiators would not attack him.

Unlike Lance. Lance, who was sliding into cover, and then emerging to fire three precise shots, and taking down exactly three robots.

Keith stood off to the side, watching with amazement as Lance took on an incredibly difficult combat scenario Keith had designed. It forced him to use ranged weapons, since he couldn’t always rely on close-combat (though he usually ended up rushing the last few gladiators, taking them out with his sword and shield). The goal of the program wasn’t to eliminate all combatants, but to reach a specific point behind enemy lines.

And Lance was doing it. 

He was pushing forward even as the second phase of the battle sim kicked in, introducing reinforcements. Lance didn’t have his helmet on, his hair plastered to his forehead with sweat, and whenever he emerged from cover, he always hit what he aimed at — and in the exact same spot. Each gladiator went down to a headshot. 

Every single one. 

And Keith was not only impressed, but also vaguely alarmed. He had never seen Lance be this vicious in battle. This relentless. This merciless. But his dark blue eyes were narrowed, focused, and his mouth set in a grim line. Except when his shots hit. Then Keith could see a slight smirk lifting the corner of his mouth. 

For reasons unknown to the Red Paladin … he started to sweat. Keith wasn’t even doing anything other than standing there, slack-jawed, yet warmth was blossoming on his skin, moisture collecting at his temples. What the hell was happening?

Author’s note: More to come, maybe — this idea just hit me out of nowhere.

Author’s Edit: And now there’s a Part Two Here.

At some point (when this is finished?) I’ll gather it all up as one and post on my AO3 profile— thank you @etoari​ for encouraging me to do so :)

Fighter Week: New Magic Items

A list of magic weapons and items specially designed with fighters in mind.


Beacon of Heroism

Wondrous Item (neck), Rare, requires attunement by a fighter

A gold amulet with an amber gem clasped by a dragon claw. When you use your Action Surge, all enemies in a 40 ft. radius that can see you must make a CON saving throw with a DC of 15 or become blinded for 1d4 rounds.

Belt of Deflection

Wondrous Item (waist), Uncommon, requires attunement

A belt of deflection comes in three different materials, each with a slightly different property.

  • Snakeskin: The wearer has resistance to piercing damage.
  • Tiger Fur: The wearer has resistance to slashing damage.
  • Rhino Leather: The wearer has resistance to bludgeoning damage.

Cape of the Oracle

Wondrous Item (back), Rare, requires attunement

A knee-length, rectangular purple cape with intricate swirling patterns converging on a large central eye motif. The cape alerts the wearer’s intuition whenever an attack comes from their rear. Flanking attackers do not gain advantage on attack rolls against the wearer, and simply being behind the wearer does not grant advantage as if the attacker was unseen.

Deadfall Hammer

Magic Weapon (warhammer or maul), Very Rare, requires attunement

A heavy hammer with a head that looks like a giant ram’s horn, with the cross-section of the base forming the front face of the hammer. The weapon is treated as a +1 magic weapon. Whenever the attuned creature hits an enemy with the hammer, the creature must make a STR saving throw with a DC of 16 or be knocked backward 5 ft. On a critical hit, the creature is automatically knocked back 15 ft. and falls prone.

Deadweight Gloves

Wondrous Item (hands), Uncommon, requires attunement

A pair of supernaturally heavy gloves that look and feel like lead, yet are malleable as leather. While wearing the gloves, the attuned creature deals 1d6 base damage when making unarmed attacks with their fists. Also while wearing the gloves, spellcasters have a 25% chance that any spell that they cast fails. This damage does not stack with other bonuses to unarmed damage such as from a monk’s Martial Arts feature or the Tavern Brawler feat.

Energy Weapon

Magic Weapon (any), Rare

This weapon is wreathed in a set energy type chosen when the item was created. Variations include fire, cold, lightning, thunder, acid, poison, necrotic, and radiant. The energy is visible but can be dismissed as a free action. When the weapon’s wielder hits with an attack, the weapon deals a bonus 1d4 damage of the energy type.

Energy Burst Weapon

Magic Weapon (any), Very Rare

This weapon acts like an Energy Weapon (see above) but on a critical hit it deals 1d4 energy damage of the same type to all enemies within 5 ft. of the enemy struck.

Energy Blast Weapon

Magic Weapon (any), Very Rare

This weapon acts like an Energy Weapon (see above) except once per short rest, the wielder can speak the command word and use an action to fire a 60 ft. line of energy of the same energy type. Creatures in the area of effect must make a DC 14 DEX saving throw to try and dodge it. Creatures that fail their save take 8d6 energy damage or half that much damage on a successful save.

Extending Weapon

Magic Weapon (any melee), Uncommon

Once per short rest, this weapon’s range increases by 5 ft. for one round.

Gauntlets of Inevitability

Wondrous Item (hands), Rare, requires attunement

A pair of metal gauntlets studded with tiny claws on the back of the hand. They seem to guide your hands towards those trying to escape you. Creatures taking the disengage action to move outside of your threatened area still provoke an attack of opportunity as if they had not used the disengage action.

Helm of Blindsight

Wondrous Item (head), Uncommon, requires attunement

This bucket helmet has a single opal in the center of the forehead. The wearer has blindsight but only with a range of 5 ft.

Mimicfriend

Magic Weapon, Uncommon

This weapon in its basal form is a glob of silvery clay. With a command word, the wielder can cause it to change its shape into any nonmagical weapon that the wielder can imagine. Regular rules for proficiency apply when wielding a weapon. The weapon still counts as magical when taking the form of a nonmagic weapon.

Pauldrons of Wailing

Wondrous Item (shoulders), Rare, requires attunement by a fighter

These shoulder guards are made of iron and depict screaming ghouls with sharp teeth. When the attuned creature uses their Second Wind ability, all creatures in a 10 ft. radius must make a DC 17 WIS saving throw or become frightened for 1 round.

Rapid Weapon

Magic Weapon (any Finesse weapon), Very Rare

This weapon is bright silver and sparkles with veins of blue light. The weapon is treated as a +1 magic weapon and when the wielder lands a critical hit, the hit becomes a regular hit and then the wielder gains another attack immediately afterward against a creature within 5 ft.

Sandals of the Surging Waves

Wondrous Item (feet), Rare, requires attunement by a fighter

This set of calf-height sandals are patterned with undulating strips of tough fish leather lined with satin. When the attuned creature uses their Action Surge, an illusory surge of water follows you in your wake. Until your next turn, your movement does not provoke attacks of opportunity and creatures you pass through must make a DC 15 STR saving throw or be knocked prone.

Trueheart Crown

Wondrous Item (head), Rare, requires attunement by a fighter

A gold crown with a starburst motif at its front depicting rays of light emanating from a rearing lion. When the attuned creature heals themselves with their Second Wind ability, all allies within 20 ft. of the creature heal for an equal number of hit points.

Trifold Blades

Magic Weapon (shortsword, dagger, battleaxe), Legendary, requires attunement

This blade produces two spectral duplicates, one red and one blue, that float a few feet away from each other with a command word. The weapon itself is a +2 weapon. When the attuned creature makes an attack against a creature with the Trifold Blades, they may also choose to let the attack affect a creature to their immediate left and immediate right. The secondary attacks use the same roll as the original attack against the new targets’ AC. The shadowy blades can be withdrawn as a free action.

Wheel of Pain

Magic Weapon, Very Rare, requires attunement

This thin wheel has spikes emerging from its circumference. The wheel can be used as a martial melee weapon with 1d8 slashing base damage. The wheel can also be thrown up to 30 ft. away to deal similar base damage. Once thrown, the wheel spins wildly in place and obeys the attuned creature’s mental commands. The wheel can be moved up to 30 ft. as a bonus action on the attuned creature’s turn, attacking all creatures’ spaces it travels through. The wheel can only move in a straight line in this way. When the wheel attacks a creature in this way, it uses the attuned creature’s proficiency modifier plus their CHA modifier for the attack roll, and the CHA modifier for the damage roll. If not commanded in any way, the wheel spins in place and threatens the space it is in. The wheel will stop moving if the attuned creature wills it to stop, or after 5 rounds.

Everything you (n)ever wanted to know about archery

Originally posted by disneypixar

Don’t watch Lord of the Rings, the Hunger Games, or Avatar. At least, not for the archery. Hollywood is stock full of misinformation and misrepresentation about archery. Sadly, not a lot of writers have the opportunity to really delve into the practice. So here is my all you wanted to know primer from how bows are constructed, to lining up and releasing the shot, to treating your friend’s nasty broadhead wound.

Edit: expanded the debunking section. 

Keep reading

the bayard is the paladin is the lion: a season 3 prediction

Alternatively titled: Watch This Child Jeopardize Her GPA in Real Time As She Ignores Her Midterms to Write Yet Another Fucking Meta

The lovely @littleblackchats already wrote an awesome post about the symbolism of the bayards for each of the characters in Voltron. But I was wondering: could we take it a step further and use the weapons - and what they say symbolically about the paladins wielding them - to make an informed guess about who’s going to end up in what lion next season?

(even if the answer to that question is no, i’m already writing this so whatever)

Since Allura, Keith, and Lance are the most likely to be swapped into new lions (or, in Allura’s case, to be put into a lion for the first time), I thought it’d be cool to take a look at what the weapons each of them wields says about their personalities, and whether that can give us hints as to who’s gonna be the Black Paladin next season while Shiro’s gone.

Alright, so in episode 1, Allura tells us that a lion’s quintessence is mirrored in its paladin, and that the paladin shapes the bayard. So lion = paladin = bayard. The lion and paladin should be similar in personalty, and the bayard should be compatible to the paladin’s style of fighting and personality as well. This is shown really well in Hunk and Pidge: Pidge’s weapon is small (like her), electric (reflecting her interest in computers), and made for precision (Pidge is more interested in finding clever solutions than just brute-forcing problems), while Hunk’s is big (just like him), long-range (reflecting his wish to stay distanced from conflict), and packs a punch (Hunk is the strongest character on the team, after all).

So the weapons tell us something about the personalities of the ones using them. But what can their respective weapons tell us about Keith, Lance, and Allura?

Keep reading

anonymous asked:

Some swordsmen I guess 'wear' their swords on their waist or strapped them to their backs. Most of the time people put them on their waist because it seems practical and rarely for the backs. Is there any pros and cons to the position of their swords? Or this is just merely aesthetic purposes?

“Wear” is the correct term.

Carrying a blade on your belt, (usually on opposite side from your dominant hand) is an entirely practical consideration. It’s not really possible to draw from the back in combat. You can do it, but it involves either some juggling of the blade, or unslinging the scabbard, pulling the blade, and then returning or discarding the scabbard.

Alternately, you can simply reach across your waist and draw a sword. Faster, simpler, easier to do in combat. It’s also going to be out of your way most of the time, while one on your back could become an issue. Finally, while drawing it, you’re putting the blade between yourself and your opponent almost instantly, which can have sometimes have applications in defensive situations.

It’s hypothetically possible to design some kind of scabbard that would hold a blade on the back for easy access. For instance, a sci-fi setting where they use strong electromagnets. It would also be possible to store a collapsing sword on the shoulder, or across the small of the back.

In the real world, slinging a sword (or other weapon) across your back usually meant you intended to ready it before combat, rather than during the melee. Remember, historically, swords were actually a sidearm, and almost never used as a primary weapon. So a soldier would need their sword someplace they could get to it quickly, should their primary weapon (usually a polearm or ranged weapon) fail.

If your character carried a sword as their primary weapon, for example a Zweihander or claymore, then it’s entirely possible they’d carry that across their back, with a sidesword on their waist while traveling. Before a battle, they’d unsling their primary, prepare it for use, and then put their scabbard with their kit. If they were ambushed on the road, it’s far more likely, they’d simply use their sidesword, rather than trying to get at a weapon on their back.

-Starke

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