turning point 2

fashionable bfs

2

messing around with new black and white pens!!

youtube

roasted gently, served with care

6

Master Devil Do Not Kiss Me 《恶魔少爷别吻我》 Season 2 Ep. 18

Even if I say things that may hurt you, do hateful things, no matter how bad my attitude, please don’t ever leave me.

im gonna say it: the charming simplicity of the pilot and the first season of su will always be what made the show great. adding all these new gems and gem lore (that not even the crew can keep up with) is bringing it down

Destiny D&D Class: Titan

Titan:

Description: A hardened and disciplined warrior that places an emphasis on protection and mayhem, utilizing arcane abilities and brute strength.

Primary Ability: Strength

Saving Throw Proficiencies: Strength and Wisdom

Armor and Weapon Proficiencies: Medium Armor, Heavy Armor, Simple Weapons, Warhammer, Battleaxe

Skills: Choose two from Athletics, Intimidation, Insight, Perception, and Survival.

Leveling Up:

Hit Die: d12

Hit Die at 1st Level: 12 + Constitution Modifier

Level One:

Starting Equipment:

  • (a)Warhammer or (b)Battleaxe
  • One simple weapon
  • (a)Breastplate or (b)Chain Mail
  • Explorer’s Pack

Natural Leader: You can use your Wisdom modifier for Persuasion or Intimidation checks.

Headstrong: You may add your Strength modifier to Initiative rolls.

Level Two:

Mayhem: At level 2, you gain a number of Mayhem Points equal to your Wisdom modifier + your Titan level. With these Mayhem Points, you can use abilities and maneuvers with a bonus action that can either aid your teammates or deal devastation upon your enemies. You regain a Mayhem Point upon scoring a critical hit or killing an enemy. At level five, this increases to 1d4 Mayhem Points regained, 1d6 regained at level 10, 1d8 regained at level 15, and 1d10 regained at level 20. You regain all Mayhem Points upon a Short or Long rest.

Heavy Strike - 1 Mayhem Point: Add 1d4 force damage to any melee attack. You can increase the damage by expending more Mayhem Points for an extra 1d4 force damage per Mayhem Point used, to a maximum of half your Titan level (rounding up).

Lift - 1 Mayhem Point: You can increase your long jump distance by 10 feet, and your standing jump distance by 5 feet for one turn.

Charge - 1 Mayhem Point: Give yourself advantage on the next melee attack in the same turn.

Barricade - 2 Mayhem Points: Create a temporary barrier for 1 round of arcane light that is 5 feet wide and 3 feet tall. You and any allies standing behind this barrier gain +2 to their Armor Class against ranged attacks.

Level Three:

Element of Mayhem: Choose an Element of Mayhem from Striker (Lightning), Sentinel (Necrotic), or Sunbreaker(Fire), (Listed in another document). Your Element of Mayhem grants you more Mayhem Abilities, as well as increases the power of your existing abilities at 3rd level, 8th level, 13th level, and 18th level.

Level Four:

Ability Score Improvement: You may increase one of your Ability Scores by 2, or two Ability Scores by 1, up to a maximum of 20.

Level Five:

Strong Mayhem: Mayhem Points regained upon a critical hit or upon killing an enemy increases to 1d4.

Level Six:

Unyielding Discipline: You can use an action to rally your teammates, giving all allies within earshot 1d4 + your Wisdom modifier Temporary Hit Points, as well as Advantage on Saving Throws against being Frightened or Charmed for 1 round. This requires concentration, and you cannot use this feature again until a long rest.

Level Eight:

Ability Score Improvement: You may increase one of your Ability Scores by 2, or two Ability Scores by 1, up to a maximum of 20.

Element of Mayhem Abilities: You gain more Mayhem Abilities per described by your Element (described in another document).

Level Nine:

Unbreakable Will: You can use your reaction to protect a teammate who is attacked within 30 feet or yourself with your sheer force of will. This adds your Wisdom modifier to your teammates or your Armor Class for the attack, which could cause the attack to miss. You can use this ability a number of times equal to your Wisdom modifier, which return upon a long rest.

Level Ten:

Powerful Mayhem: Mayhem Points regained upon a critical hit or upon killing an enemy increases to 1d6.

Level Eleven:

Unnatural Haste: You can spend an action to grant yourself or a teammate a temporary boost to their swiftness. This grants a +1 bonus to Armor Class, adds +10 feet to walking speed, and enemies cannot make attacks of opportunity towards the target for the duration. This ability lasts 1 round, and cannot be used again until a short or long rest.

Level Thirteen:

Ability Score Improvement: You may increase one of your Ability Scores by 2, or two Ability Scores by 1, up to a maximum of 20.

Element of Mayhem Abilities: You gain more Mayhem Abilities per described by your Element (described in another document).

Level Fourteen:

Unmatched Fury: You can use a bonus action to grant yourself the ability to add your Wisdom modifier to damage rolls with melee attacks for 1 attack. You can use this ability a number of times equal to your Strength modifier, which return upon a long rest.

Level Fifteen:

Indomitable Mayhem: Mayhem Points regained upon a critical hit or upon killing an enemy increases to 1d8.

Level Sixteen:

Unbeatable Resolve: You can choose once per short rest to reroll a failed saving throw. You must use the new number. If the saving throw is a success, you regain a number of Mayhem Points as if you had scored a critical hit or killed an enemy.

Level Eighteen:

Ability Score Improvement: You may increase one of your Ability Scores by 2, or two Ability Scores by 1, up to a maximum of 20.

Element of Mayhem Abilities: You gain more Mayhem Abilities per described by your Element (described in another document).

Level Twenty:

Godlike Mayhem: Mayhem Points regained upon a critical hit or upon killing an enemy increases to 1d10.

Unbroken: Your Strength and Wisdom scores now become 22, unless they are already higher. Once per long rest, you can will a feat of strength to succeed, automatically causing a Strength based attack to hit, a Strength check to succeed, or a Mayhem Maneuver to have no cost.

Troy was lead to believe- by Gabriella- that Ryan was trying to move in on Gabriella and steal her from Troy.

Gabriella breaks up with Troy.

The next time that Troy speaks to Ryan, he apologizes to him for all of Ryan’s hard work choreographing an act for the Wildcats in the Lava Springs talent show seemingly going to waste,

expresses that he’s “looking forward” to watching Ryan play baseball, and caps it off with-

FYI: Troy was single, at this point in the movie. 

6

This is my message to the USA (x)

Emerald City Comicon Schedule!

Friday: Pirate Aranea!

Saturday: Dead-god tier Vriska!

Sunday: Flarp Terezi!

if i have any followers attending, please feel free to stop and say hello! I’d be more than happy to chat it up and meet you! 

If you’re ever fighting someone who has the power over your mind…whether light or dark…play pazaak. Start listing hyperspace routes. Recite engine sequencers.

And when they try to use their powers on you, suddenly it’s not as easy as they thought.

Because you’ll be right here with me, playing pazaak, where they can’t reach you.

—  Atton, Knights of the Old Republic II

Red Velvet to make a comeback in FEBURARY! it is “expected to be a turning point for both red velvet the team and the agency.”

Nightmare

The clock read 2:13. How were you not asleep yet? You were tired, but you’d body willed against any rest. You lay on your back, staring at the ceiling, trying to drift off. You tossed and turned, desperate at this point. 2:46. You glanced at the clock again, its red digital numbers glaring back at you. Finally, you could feel yourself slipping into a comatose state.

A dream sucked you into an alternate reality. Every fear you had lingered there, pinned against your nerves.

‘Wake up.’ You urged. Useless.
‘Wake up. Wake up. Wake up.’ You needed to get out.
'WAKE UP!’ You shrieked, terror paralyzing you.

“(Y/N)?” A distant voice called. You opened your eyes, brought back to consciousness. Bucky was leaning over you, his eyes heavy with fatigue.
“Bucky…” You choked out, near tears. He wrapped his arms around you. He understood how pain could follow you in your most vulnerable state.
“Shhh.” He whispered, stroking your hair. You clung to his shirt, dampening it with your tears. He let you cry for as long as you needed. You were shaking, and your face was stained with tears. Your chest felt heavy from all of the crying, and drowsiness washed over your body.

Bucky slowly shifted his weight so that he could lay down with you, holding you closer. You were calming down now, but you still held a death grip on his shirt. His metal arm traced small circles on your back, but he didn’t say a word. You buried your face in his neck, appreciating that your best friend was always there when you needed it.

“Bucky?” You mumbled, half asleep.
“Hmm?” He answered.
“How’d you know?”
“My room is across the hall. I couldn’t sleep. I heard screaming.” He held you tighter. A few moments of silence pass.

“Buck?” You whispered, almost asleep.
“Yes?” His voice came quickly.
“Don’t leave me, okay? Don’t go.” You snuggled deeper into him, feeling safe. Nothing bad would happen if be was there.

“I wouldn’t dream of it, doll.”