zenithal

kotaku.com
Blade Runner Is Getting A Short Anime From Cowboy Bebop's Director
Shinichiro Watanabe of Cowboy Bebop and Samurai Champloo fame is directing a short Blade Runner anime. Sony Pictures Japan has uploaded a sneak peek of the short.
By Brian Ashcraft

“Shinichiro Watanabe of Cowboy Bebop and Samurai Champloo fame is directing a short Blade Runner anime. Sony Pictures Japan has uploaded a sneak peek of the short.

The short anime is called Blade Runner Black Out 2022. It’s takes place a few years after the first movie and, according to NetLab, is set during a power outage.

‘The work that has influenced me the most in my anime profession would be, of course, Blade Runner,’ Watanabe says in the teaser clip, which shows test animation, concept art, and a few seconds of animation. He adds that in making this short, he’s keeping two things in mind: paying maximum respect to the original Blade Runner and trying not to create an imitation.”

CANCER: Lately it seems like everywhere you look there’s another promise shattering at your feet and you can’t even think about cleaning it up yet because that makes it official. That makes it irreparable. You want to hang onto the person you were when these pacts were made, when you still believed that the people you loved were incapable of hurting you. I know it’s difficult to accept that the summer night buzzing with cicadas in your chest is going to fade to autumn, and then to winter. But sometimes you need to let things die in order to try again, and that doesn’t mean you’re giving up. It means that you’re choosing yourself over the shards at your feet.

LEO: It’s terrible that no matter the length of time that you manage to hold onto something beautiful, it always takes twice that amount of time to forget about it. It’s been weeks since your heart was ripped from your chest and you’re still dreaming nightly about icicles and dark movie theaters and other things that can’t stay. I know that this is something you’ve heard before and have refused to believe, but you deserve people that don’t leave. You deserve people that know what to do with everything that you give them. You deserve more than what you think you do.

VIRGO: You’re starting to wonder if you really made the right decision, all of those months ago. Forgetting the love that you buried under an unmarked gravestone has been more difficult than you thought it would be, even with your cement-infused heart. How long has it been since you’ve washed your mirror? You should know better than anybody that trying to evaluate yourself under a sheen of dirt is next to impossible. It’s okay to go back through the photo albums just like it’s okay to discard anything that makes you feel as though you’re trying to run through quicksand. Choose for yourself.

LIBRA: There’s a big part of you that wants to climb atop the nearest mountain and scream until your voice gives out. Scream until your efforts make a difference. Scream until your family decides to let you make your own choices. Scream until the world notices you. Scream until something, anything, works out. I don’t blame you for feeling angry or upset, or as though you’ve been shorted happiness that you deserved to get back. Things haven’t been working out but you need to remember that it isn’t your fault. It isn’t always your fault. Don’t bottle up your frustrations.

SCORPIO: You’ve brushed so much under the rug that it’s become noticeable. There’s now a lump to avoid in the center of your floor and the only thing left to do is confront it. But it’s been so long since you’ve let yourself ruminate on the cobwebs in your memory that you’re scared to acknowledge the spiders that made them. There’s no telling what’s waiting for you, and putting it off is so much easier, I know. You’re so much stronger than you think you are, though. You survived the mess its first time around and you’ll survive it throughout its victory lap. The house will feel so much safer once you get this done.

SAGITTARIUS: The best and worst days of your life tangle up so often that you’re beginning to wonder if they’re secret lovers. It seems like you can only ever be rewarded after something is taken away, like your happiness is a set of scales that somebody with a bad sense of humor is in charge of regulating. The fact that you manage to prosper despite these odds is a reason to be proud of yourself each and every day. I know that you don’t hear this too often, but I mean it when I say that you’re doing incredibly well despite the moonless nights you’ve had to endure. Don’t be afraid to let joy run rampant in your life. She’s kind.

CAPRICORN: The future feels like an avalanche that’s barreling towards you without any sign of slowing down and lately laying down in front of it has been looking like a better and better option. I know that it’s discouraging to see people younger than you are putting their life together without an instruction manual, but it’s okay to not know how everything is supposed to connect yet. You have so much time to determine who you want to be, and where you want to be it. Anybody that pushes you to think faster isn’t worth the effort to think about them. Stand tall when the storm hits, you’ll be surprised by how much you can handle.

AQUARIUS: It’s difficult to mask your impatience when it comes to personal reinvention. You’ve been waiting for so long to feel this free and susceptible to the world, you want your skin to pick up its pace: shed and regrow into something that feels more like a home and less like a body. You’re forgetting that everything meaningful takes time to reach its zenith. You know, you deserve something that doesn’t bite back when you try to feed it. And this time the universe is actually attempting to give you that. Good things are here, embrace them.

PISCES: You’ve been feeling more grateful than ever for the experiences you’ve had and the people that you’ve met, and I’m so happy that you’ve been feeling that type of light. Too often you’ve found yourself in situations not worth remembering and with people not worth your friendship, but not now. It’s okay to let your guard down, to bask in the rays of what you’ve sown. It’s improbable to believe that you will never again feel the wound of sadness, but it’s okay to live as though you won’t. You’re allowed to be happy about what you have.

ARIES: You’ve never felt this free before. It’s almost as if the past few years were all just leading up to this current era of your life. With all of this change I know that it can be difficult to decide what you should keep in your life versus what you should discard, but you have to trust yourself and your instincts. It may be easy to prioritize the happiness of those around you but prioritizing yourself should always come first. If something is causing you great stress, you’re allowed to get rid of it. You’re allowed to do what’s best for you.

TAURUS: Lately the past has been digging into you like a shovel to the earth and you’re tired of waking up with new reasons to remember what you’ve been trying to forget. The good news is that these incoming negative thoughts are no longer a cruel surprise. The bad news is that these incoming negative thoughts are no longer a cruel surprise. Sure, the distance between you and the last person you gave a piece of yourself to might be endlessly fluctuating and uncertain in its boundaries, but that doesn’t mean its grip is powerful enough to stop someone like you from thriving. Go on a road trip. Control your own space. Tell yourself that it’s okay to let go of what’s already let go of you.

GEMINI: You’ve been finding yourself on your own a lot more than usual and this isn’t something you’ve been coping with in the healthiest of ways. It doesn’t seem fair that you always have to wonder about your expiration date, about how long it’ll take for people to deem you rotten and toss you in the trash. I don’t want to lie and say that this will definitely be the last time that you lose someone you believed to be permanent, because it most likely won’t be. But I can assure you, the people that are capable of meshing with your vibrant personality will know how to stick around. You don’t have to worry about being alone forever.

chelsea clinton asking the arch racist dude in charge of an entire racist alt-right media empire to not fat shame the white house press secretary is the fucking zenith of how ridiculous liberal idpol is and how fucking bleak the future is going to be

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“Ostara”, in which baby opossum is birthed from the earth, gouache & watercolor. Tonight is the opening for Zenith & Nadir, my show with Lindsey Carr at Antler Gallery in Portland. Stop by 6-9pm and hang out with us! I have two giclée prints for sale, as well as copies of my new risograph zine 🌟 Thanks so much to Neil and Susannah for having me in your lovely gallery!

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.