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Card of the Week Gnoll Soothsayer by Chuck Shocho Kallenbach You want to talk about a bleak future? Look at this poor guy. His main asset is card drawing, but it comes at the expense of his own health. Drawing cards is important for decks that play lots of cards. The unit rush deck is a pretty standard deck type so far. It s easy to build, having about 50 percent units that cost 1 or 2 (a few 3 s are okay). Of course, playing that many cheap units, even though you re drawing 2 cards each turn, you can run out of cards after a few turns. Especially if you go first. You need a good, cheap way to get more cards into your hand, and that s where the Gnoll Soothsayer comes into the spotlight. Paying 2 for 2 cards is a good deal, and getting a unit that might just block a raid in the mean time can t hurt. How do you damage this card-drawing Gnoll? Luckily, there are a few methods for accomplishing this curious goal. Orc Taskmaster whacks one of your guys when he shows up. Why not slam your Soothsayer and draw a card when he does? Orc Fanatic wants to hurt us and them, so you might as well draw a card by directing some friendly pain at your Soothsayer. That crazy Gnoll Shaman really needs some practice with his spell casting, but while he s damaging every unit near him, make sure you have a Soothsayer or two... or three or four, let s draw lots of cards! Pummel provides a nice effect, at the cost of 1 damage to one of your combatants. Again, your Gnoll Soothsayer steps up to say, Hit me first! Cards are designed to work together to produce combos. When you see what seems to be a drawback like the text of the Gnoll Soothsayer, take a stroll through the deck builder and see if you can find an interesting way to make that work for your deck. This is where you find a lot of the fun in TCGs. Discuss this card in the forums. 戻る
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INTO YOUR HEART (Ruffage remix)(激) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 INTO YOUR HEART (Ruffage remix) NAOKI feat.YASMINE X 激11 135 291 / 12 STREAM VOLTAGE AIR FREEZE CHAOS 63 61 23 25 31 楽譜面(5) / 踊譜面(8) /激譜面(11) / 鬼譜面(-) 属性 渡り、ひねり、同時踏み 譜面 http //eba502.web.fc2.com/fumen/ddr/ffp/in_heart_8m.html プレイ動画 http //www.youtube.com/watch?v=mu5QlKQy2Qc (x2.0, NOTE) 解説 8分はやや複雑な配置だが入足をしっかりと見極めればスライドすべき箇所は一つも無い。挑戦レベルでの見極めはかなり難しいのである程度は暗記も必要か。 -- 名無しさん (2010-01-10 14 05 39) 逆に見極めが確実に出来るレベルの人はリズムが一定なためスコアが出しやすい。しいて難関を挙げるとすれば二箇所ある三連符地帯がスコアが出にくいが、曲のリズムは明快なので覚えやすい。 -- 名無しさん (2010-04-17 14 04 37) SPより同時始動8分が減った良譜面。遠距離渡りからのビジの練習に最適な譜面で、全交互は是非とも出来るようにしておくべし。2回ある12分は音合せで踏めばそこまで忙しく無い筈(BPM200の8分換算) -- 名無しさん (2014-03-09 18 28 05) 名前 コメント コメント(私的なことや感想はこちら) 最初のサビが終わった後のFA3本を含む8分15連が最大の難所。動画では右足入りで超捻りを使っている。左足入りで中央交差と言う方法もある。もちろんスライドを使っても構わない。 -- 名無しさん (2013-12-08 10 29 35) 名前 コメント
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第11回 EZ2AC 5KEY ONLY Weeks Ranking R.D.M. -Rain Drops in My mind- HD LV11 Rank Name Score Comment 1 kai 332550 トリル光ったのに他で出ちゃった 2 minute 329482 トリルが難しいです… 3 みつくり 327723 やっべ出し忘れた 4 미사토o(`ω´o){} 323400 WGC에서 재밌게 놀다갑니다~ 5 shizuru 320306 EZ2ACが無事治りますように。 6 JLさん 310543 久しぶりに参加 登録者一覧 JLさん kai minute shizuru みつくり 미사토o(`ω´ )o
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Introduction [katrina] Youkoso! Welcome! So you ve made it to ICU! Congratulations! Allow us to applaud you for making the decision to be part of this unique international environment that ICU offers. We re sure you re excited to take your first steps into this new world and meet people from different cultures and backgrounds. It won t be easy... but we assure you it will be fun. All you need is a dose of postive attitude, a desire to make friends, an open mind and this little step-by-step guide that we have created just for you. So if you re ready to make friends and enjoy your life at ICU, take a deep breath and dive in! So what is this guide really? This website is dedicated to newcomers and those who may still feel like newcomes to the ICU environment. Our goal is to present a step-by-step guide to allow you to make the most of ICU s culturally diverse community and help you build genuine friendships that go beyond languages and borders. ) How do I use this guide? It s simple! This guide consists of five parts 1. Motivation 2. Language 3. Initial Meetings 4. Everyday Conversations/ Manners 5. Social Interaction We are presenting these steps in the form of a staircase, wherein each part represents a single step. Feel free to move up and down the staircase depending on your own needs. We suggest starting from the very first step for maximum learning experience. (Besides, don t we all take the first step when we climb the stairs?) Read each module carefully and try not to skip any of the steps! About the creators This website is the product of the joint efforts of April, September and OYR students for our Intercultural Communication and Relations class. That being said, you need not worry that this guide would not be applicable to you. We ve all been there, done that. Trust us in this one. Courtney Smith an OYR from California! I owe a lot of my understanding of the Japanese culture to this project ) Daisuke Nakamura a super super senior April student. Never studied abroad, but loves american culture. Jin Katrina Soliman, 113890 an OYR from the Philippines. This is her first time abroad, and she s LOVING it. Masumi Moto 09 September student, majoring in Education! I lived in USA (MA) for 8 years and graduated hs there. I think I can understand both Japanese and American culture! and of course, I can accept both! Megumi Sato a sophomore April student, and studied at Toronto by SEA program. I love talking with people even who have different cultures! Miki Kansai April student. Don t worry! If you are poor English or Japanese speakers, somebody support you like this company supports me. Yoshimi 08 September student. I lived in Canada for 2 years and graduated Canadian public high school. I can accept both cultures and of course I have curiousty in ANY CULTURE. For the conclusion, it has been decided that everyone will write a paragraph about their own experiences about barriers and making friends at ICU. (please post this on the "intro" page on the wiki as soon as possible!) ← This page? Miki When I become a freshman at ICU, I was little bit nervous. I warried whether I could have good relationships with students who are younger than me (=making friends) or not, because I am older than other freshmans and I am not a good English speaker. I did not mind how old friends are or good speakers, but I thought that they may mind how old friends are or good speakers. This thinking is my barrier to make friends. Although there are not many, I have good friends here now. I am very satisfied with it. Through this group work, I think that it is not that barriers have already presented. Barriers are made by you and me. In addition what I learn it is that knowing and appreciating the differnces amoung people prevent us from barriers. Megumi I entered ICU with wish for making many non-Japanese friends. However, April, September, and OYR students have their own groups; there are big barriers. I thought if I spent my ICU life with only April students, it would be really hard to make other cultural freiends. Therefore, I tried to speak with OYR students at Bakayama, in class, and Library. Even though I was not a good English speaker, they talked with pleasure. Now, I have many friends all over the world. In addtion, my friends and I have cultural differences. In order to keep good relationships, we always try to understand each other, and talk a lot. With a little courage and comprehensive mind, you can make good relationships with people who are in other culture!! Just do it☆ Katrina Being neither a native speaker of English nor Japanese and considering that my stay in ICU would only be for a year, I was kinda hesitant about making friends. However, entering ICU somehow changed my perspective on things. My world suddenly expanded and I knew I had to pick either of these two choices to shut myself from this new world or take the risk and discover what it has to offer. I chose the latter and I m glad I did. I learned that you don t have to be afraid of making mistakes or try so hard to be someone you re not to make friends. Just be yourself, be open-minded and don t let all your differences freak you out. Lastly, don t let your broken Japanese/English hold you down! Believe me, most people don t mind! It s your willingness to make friends that counts! Courtney Breaking all the barriers and climbing all the steps on your own is a scary thing. And no one can live without others, which is why you must seek out people who are also interested in crossing barriers and cultures, because mutual motivation is the only that can truly break down walls between cultures and even groups within cultures. In some cases, you will have to change, and in some cases, it will be the other people who will change, and you can t just "be yourself" and expect to successfully fit into another culture. It takes effort and courage...you WILL make mistakes, and end up looking silly sometimes, but it s a small price to pay if at the end of the day you can call a foreign culture "home." Masumi If everyone at ICU is so desperate to make friends, don t you think that ALL the students at ICU are friends at first sight (although not love at first sight)? Why is it not possible to become friends with all the people in the same university? At first, they are all strangers…but we have all entered ICU with the same goal – study and graduate. There are similarities. Of course, there are differences, too. Different personality, hobbies, fashions, taste, interaction, culture… but because the similarities and differences coexist, there are varieties of people. When you get to know someone, don’t miss the chance of becoming more familiar with each other – keep in contact! People will love you, so don’t be afraid to meet new people – it changes the whole world around you and even your future! Thanks a lot to my group, my friends! Daisuke I ve held a party for OYRs last September, and more than 40 people attended the party.(mostly OYRs) Why could I meet that many OYRs? Because I really wanted to be friend with them, and also I really liked to hang out with them. Of course you need energy or efforts to get close with them, but if you are highly motivated, it s like nothing. Because energy or efforts means just go out with them and it should be fun! They are always "open" for you. If you want a chance, find a voluntray work for JLP. Once you make a friend, you will be the friend s friends. Or you can dive into their community. Which I did, and it was exciting! Yoshimi ICU is not the only place that has barriers making friends. From my experience in Canada, there definitely were barriers between local students and international students in Canada. And, of course, we would face unexpected barriers anywhere we go... man and women, old and young, handsome and ugly (just kidding) etc... However, We can learn how to deal with it and try to improve the situation! Our members, we all had luckily strong motivation to make friends from various cultures so that we became really good friends through this project. If you have strong motivation, it s there. I hope our website helps you to make friends at ICU and wherever you go. Jin The international environment that ICU has is very unique. I came into ICU, expecting some kind of an international culture like an melting pot. But however, I ve found out that the groups were bordered between the foreigners and April students, and there were not much people who could pass through those barriers existing between the groups. I was also one of those who wanted to make friends with OYRs, but didn t know how to go beyond the barrier. This is why I presented this title of "Making friends beyond the barriers". What we ve earned through the group discussion, with a wide variety of members including OYRs, April, ex-Shakaijin, super-super-senior, September students, was very fruitful. I realized how mutual understanding is important in intercultural communication, and each discussion was full of new findings. I hope our project will be an useful tip to your step beyond the barrier! Edit this page
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念術修養 Psychic Disciplines Bleaching Bleaching 出典 Heroes from the Fringe 18ページ You draw power from a void in your emotions, a yawning and empty chasm where your hopes and dreams and fears should be. It is very rare for any creature besides a gnome to have this psychic discipline—usually a bleachling or a gnome with a particularly strong fear of the Bleaching—but in occasional cases members of other races have been known to develop such a strong nihilistic ennui or depression that they can tap into the vitality-draining effects of this discipline as well. 心的蓄積能力:【判断力】 ボーナス呪文:decrepit disguise (1st), steal voice (4th), cup of dust (6th), enervation (8th), pessimism (10th), disintegrate (12th), waves of exhaustion (14th), greater spell immunity (16th), energy drain (18th). 修養能力:Your emotional malaise combines with your psychic ability to allow you to drain the vibrancy from the world around you. Draining Touch/Draining Touch:As a standard action, you can make a melee touch attack to drain vitality from a creature. If the attack hits, the target must succeed at a Fortitude save (DC = 10 + half your psychic level + your Wisdom modifier) or take 1d2 points of Charisma damage. If a creature is affected, the colors of its skin, hair, and eyes dull and become less vibrant. Whether or not the save is successful, a creature cannot be the target of this power again for 24 hours. You regain 1 point in your phrenic pool each time you successfully drain a creature this way. You can use this ability a number of times per day equal to your Wisdom modifier. Emotionally Distant/Emotionally Distant:At 5th level, your emotions have atrophied such that you rarely have any genuine feelings at all. You gain a +4 bonus on saving throws to resist charm, emotion, and fear effects. Drain Vibrancy/Drain Vibrancy:At 13th level, you can drain the color and vitality from the world around you. Three times per day, as a standard action you can drain vibrancy within a 30-foot radius, causing the area and all creatures within it to become pale and sallow. Each living creature in the area must succeed at a Fortitude save (DC = 10 + half your psychic level + your Wisdom modifier) or take 1 temporary negative level as their life force drains away. If you’re at least 17th level, a creature that fails its saving throw takes 2 temporary negative levels instead. Enlightenment Enlightenment 出典 Occult Origins 16ページ Your quest for enlightenment has opened your eyes to new concepts and heights of spiritual awareness. You seek learning that allows you to evolve in mind and spirit, improving your next incarnation. 心的蓄積能力:【判断力】 ボーナス呪文:acute senses (1st), identify (4th), clairaudience/clairvoyance (6th), thoughtsense (8th), atonement (10th), greater arcane sight (12th), circle of clarity (14th), protection from spells (16th), overwhelming presence (18th). 修養能力:Your enlightened mind eases your burden and allows troubles to harmlessly wash over you. Expanded Awareness(超常)/Expanded Awareness:As a move action, you can focus on your senses and gain one of the following sensory abilities blindsense (10 feet), darkvision (30 feet), low-light vision, or scent. This new sense lasts for 1 round per psychic level. You can use this ability a number of times per day equal to your Wisdom modifier. At 11th level, you can use expanded awareness to gain see in darkness or thoughtsense (20 feet). At 15th level, you can use it to gain lifesense. Patient Insight(変則)/Patient Insight:When you attempt a Heal, Knowledge, Sense Motive, or Survival check, you can spend 1 point from your phrenic pool to roll the check twice and take the higher result. Focused Trance(変則)/Focused Trance:At 5th level, you can enter a deep meditation, allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can take only move actions and gain a bonus equal to your psychic level on all saves against sonic effects and gaze attacks. When you come out of your trance, you can attempt a single Appraise, Knowledge, or Spellcraft check with a +20 circumstance bonus. You can enter a focused trance a number of times per day equal to your Wisdom modifier. Empty Mind(超常)/Empty Mind:At 13th level, you can clear your mind by focusing on a sense of emptiness, purging yourself of doubt and discomfort. You can spend 1 point from your phrenic pool on your turn as a free action to remove the blinded, confused, dazed, deafened, staggered, or stunned condition from yourself. Hag-Called Hag-Called 出典 Blood of the Coven 23ページ A hag’s call echoes through your mind like a siren’s song, enticing you to surrender and become something horrible. Even after you’ve resisted the call or even killed your hag mother, those echoes remain, shaping your mind into something else and telling you who you were meant to be. While you’re almost certainly a changeling, you might be a latent psychic who came into accidental psychic contact with a hag’s call through a changeling associate, or your dreams might have long been infested by a night hag’s machinations. 心的蓄積能力:【魅力】 ボーナス呪文:ill omen (1st), enthrall (4th), bestow curse (6th), charm monster (8th), threefold aspect (10th), veil (12th), control weather (14th), trap the soul (16th), dominate monster (18th). 修養能力:The echoes of the hag’s call shapes the psychic potential of your mind, granting you exceptional abilities that might one day exceed the hag’s own. Threefold Casting(変則)/Threefold Casting:While you cannot join a true witch’s coven, you are nonetheless skilled at casting magic in conjunction with others. You gain a +2 insight bonus on skill checks for ritual magic in which you have at least two secondary casters. In addition, whenever you are within 30 feet of another hag, psychic, or witch, you can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round. Mother s Embrace(超常)/Mother s Embrace:The hag’s call grows stronger as you grow more desperate, promising protection and release if only you would succumb. When you would fail a Will save, you can add 1d4 to your result; whether or not this causes you to succeed at the saving throw, you take 2 points of Wisdom damage. When you perform an act of cruelty, you regain 1 phrenic pool point. You can use each aspect of this ability a number of times per day equal to your Charisma modifier. Deceptive Shapes(超常)/Deceptive Shapes:At 5th level, you learn the hag’s art of concealing your true face to get what you want. You can change into any Small or Medium humanoid at will as alter self, though you don’t gain any special abilities or ability score adjustments. You can’t replicate a specific person using this ability. Curse Mastery(擬呪)/Curse Mastery:At 13th level, you have made the accursed magic of the hags your own. You become immune to spells of the curse subschool and curse effects. Furthermore, the DCs of your spells with the curse descriptor increase by 1, and you can apply the overpowering mind and synaptic shock phrenic amplifications to spells with the curse descriptor so long as you have learned those amplifications. Haunted Haunted 出典 Haunted Heroes Handbook 18ページ You attract the attention of spirits as naturally as a lodestone attracts iron filings. Testing your power leads you to develop some control over undead forces, despite the inherent defenses such creatures have against psychic abilities. Meanwhile, those spirits clinging to your life essence become increasingly protective, channeling their abilities to aid you and warn of threats. Psychics of this discipline are most common in Ustalav and Shenmen, where so many spirits are stuck in the transition between life and death. 心的蓄積能力:【魅力】 ボーナス呪文:Detect undead (1st), calm spiritOA (4th), halt undead (6th), speak with haunt ACG (8th), disrupting weapon (10th), undeath to death (12th), ethereal jaunt (14th), greater possession (16th), etherealness (18th). 修養能力:Your powers interact with the spiritual world, attracting the attention of minor spirits and undead. Lingering Spirits(擬呪)/Lingering Spirits:Numerous minor spirits find themselves attracted to you. Your connection with these spirits allows you to manifest any of the following spell-like abilities as a swift action mage hand, ghost sound, grave wordsOA, or telekinetic projectileOA. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Spiritual Bulwark(超常)/Spiritual Bulwark:At 5th level, you develop a deeper attachment to your lingering spirits, and learn to rely on their presence as protection from external spiritual attacks. You gain a bonus equal to your Charisma modifier on saving throws against effects generated by haunts, incorporeal undead, incorporeal outsiders, and on saving throws against possession attempts. Phantasmal Assault(超常)/Phantasmal Assault:At 13th level, you learn to harness your psychic force against all forms of haunts and undead creatures. Your mind-affecting spells that deal damage can now be used against haunts and undead normally immune to mind-affecting effects (including mindless undead). These spells are treated as though they dealt positive energy damage. This affects only spells that deal purely psychic-based damage (such as psychic crushOA, mind thrustOA, or synapse overloadOA); effects based on physical effects (such as telekinetic projectileOA or telekinetic stormOA) don’t benefit from this ability. Additional non-damaging effects from such spells don’t affect the haunt, unless it would be normally affected. When you use a mind-affecting effect that deals damage against a possessed creature, the possessing entity takes a –4 penalty on the saving throw against the mind-affecting attack. Mindtech Mindtech 出典 Occult Realms 13ページ You are innately tied to and can communicate with electronic machinery and similar technological objects, through which you can funnel your psychic power like flowing water. You can amplify and focus your psychic energies using the technology that surrounds you— even certain kinds of technology that might not be obvious to others. 心的蓄積能力:【判断力】 ボーナス呪文:technomancy (1st), protection from technology (4th), irradiate (6th), malfunction (8th), lightning arc (10th), destroy robot (12th), memory of function (14th), prismatic wall (16th), time stop (18th). 修養能力:Your powers relate to uniting technology with psychic energy. Synergized Energy(超常)/Synergized Energy:Whenever you use a battery (Technology Guide 39), a generator (Technology Guide 62), or the ability described in the psychic battery psi-tech discovery (see above) to restore charges to any piece of technological equipment, you regain 1 point in your phrenic pool. The maximum number of points you can regain in your phrenic pool in this way per day is equal to your Wisdom modifier. Attune Implants(超常)/Attune Implants:Starting at 5th level, you can spend a full-round action once per day to harness and channel the power of your cybernetic implants into your psychic spellcasting. This increases the saving throw DCs of your psychic spells by 1, and the increase lasts a number of minutes equal to your psychic level. You must have at least one piece of cybertech (Technology Guide 35) implanted in you to use this ability. Additional implants do not increase the duration or the number of uses of this discipline ability. Dominate Technology(擬呪)/Dominate Technology:At 13th level, you can meld your mind with a piece of technology and temporarily control it, even if you had no hand in creating it or anything like it. Once per day, you can target one construct with control constructUM (as per the spell), except the DC of the Spellcraft check each round to maintain control of the construct is equal to 15 + the construct’s HD. If you must attempt opposed Spellcraft checks against the construct’s creator, you take a –5 penalty on your Spellcraft checks while you concentrate on this ability. Pageantry Pageantry 出典 Heroes of the High Court 16ページ The act of ritual, no matter how ostentatious, can be a route to mental strength. By engaging in esoteric and intricate routines, you have unlocked potent psychic power. 心的蓄積能力:【魅力】 ボーナス呪文:bless (1st), calm emotions (4th), slow (6th), overwhelming presenceUM (8th), seeming (10th), heroes feast (12th), mage s magnificent mansion (14th), divine vesselAPG (16th), heroic invocationUC (18th). 修養能力:Your mastery of intricate rituals allows you to wield great power, given time. Ritual Unity(超常)/Ritual Unity:You receive a +2 bonus on all skill checks attempted as part of an occult ritual (Pathfinder RPG Occult Adventures 208). When you take the aid another action to assist an ally with a skill check and succeed at a DC 20 check, you impart a +4 bonus to your ally instead. When you successfully aid an ally in this way, you regain 1 point in your phrenic pool. Power from Pageantry(超常)/Power from Pageantry:When casting a spell with a casting time of 1 standard action or less, you can spend 1 point from your phrenic pool to extend the casting time to 1 full round. If you do, the caster level and saving throw DC increase by 2. Force of Habit(超常)/Force of Habit:At 5th level, you are so accustomed to complex tasks that you can maintain focus on multiple mental foci simultaneously. If you spend 1 point from your phrenic pool as you cast a psychic spell that requires concentration, you can maintain concentration on that spell as a swift action. In addition, you can cast other psychic spells while concentrating on that spell. Unrivaled Focus(超常)/Unrivaled Focus:At 13th level, your powers of concentration become unmatched. Whenever you attempt a concentration check, you can spend 1 point from your phrenic pool to treat the result of your die roll as a 20. You must choose to use this ability before rolling the check. Rebirth Rebirth 出典 Occult Realms 17ページ The rebirth discipline grants retrocognition as a bonus spell in place of reincarnate. Any spell selected with the divine the mysteries archetype ability or mnemonic esoterica discipline power must follow the same guideline used for determining the spell level for a scroll found on page 25 of the Pathfinder Society Roleplaying Guild Your mind is forged from the most powerful memories of a multitude of lifetimes. You have fragmentary knowledge of your prior lives and can leverage the experience gained during these lifetimes into raw psychic power. 心的蓄積能力:【魅力】 ボーナス呪文:burst of insight (1st), false life (4th), contact other plane (6th), ancestral memory (8th), reincarnate (10th), transformation (12th), ethereal jaunt (14th), bilocation (16th), akashic form (18th). 修養能力:Your myriad lives inspire diverse exceptional abilities. Past-Life Memories(変則)/Past-Life Memories:You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained. Mnemonic Esoterica(変則)/Mnemonic Esoterica:By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic (Pathfinder RPG Occult Adventures 144). You can decide to change the spellcasting class from which you draw this spell each time you gain a new level. Resurgence(超常)/Resurgence:At 5th level when you would be reduced to 0 hit points or fewer by an attack, you can spend 2 points from your phrenic pool as an immediate action to regain a number of hit points equal to 1d8 points of damage + your psychic level. At 10th level, this ability’s healing increases to 3d8 + your psychic level. If this healing is insufficient to bring you above negative hit points, you are automatically stabilized. If you would still be killed by the amount of damage taken, you erupt with positive energy and heal all allies within 30-foot-radius burst for the amount you healed yourself. Physical Regression (Sp) At 13th level, you can spend 2 points from your phrenic pool as a standard action once per day to take on the form of one of your previous incarnations. This ability functions as the polymorph spell, but its range is personal and its duration becomes 10 minutes per caster level. Shadow Shadow 出典 Blood of Shadows 17ページ You perceive the space between light and darkness, and draw power from it. Shadows conceal and protect you, while revealing the locations of those who dare to hide within them. Over time, you develop the ability to deny the warmth of light or life to your enemies. 心的蓄積能力:【判断力】 ボーナス呪文:blurred movement (1st), fear the sun (4th), deeper darkness (6th), shadow step (8th), shadow evocation (10th), shadow walk (12th), lunar veil (14th), umbral strike (16th), polar midnight (18th). 修養能力:Your powers give you authority over light and shadow. Twilight Influence(超常)/Twilight Influence:You can channel spell energy into spells drawn from the Darkness cleric domain. This ability functions similarly to the cleric’s ability to spontaneously cast cure or inflict spells, but you instead spontaneously cast Darkness domain spells. The domain spells don’t count as being on your psychic spell list for the purposes of any other effects (unless they are independently on your psychic spell list, such as blindness/deafness). Each day, you can convert up to one spell from each spell level you can cast. Each time you use this ability to convert a spell, you regain 1 point in your phrenic pool. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier. Dark Defense(超常)/Dark Defense:At 5th level, light and darkness become your allies, moving around you to protect you from your enemies. You gain a +2 deflection bonus to Armor Class against any attack while you benefit from concealment against that attack. If you have full concealment from that attack, this deflection bonus increases to +4. Adumbration(超常)/Adumbration:At 13th level, shadows move to conceal you. You gain a bonus on Stealth checks equal to half your level. In addition, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. You gain no benefit from adumbration in areas of bright light. Superiority Superiority 出典 Disciple s Doctrine 19ページ You know that you are far better than average creatures of your kind. The more you leverage your psychic talents to prove yourself superior, the more powerful you become. 心的蓄積能力:【魅力】 ボーナス呪文:moment of greatness (1st), deflect blame (4th), unflappable mien (6th), majestic image (8th), mage’s private sanctum (10th), transformation (12th), project image (14th), clone (self only) (16th), overwhelming presence (18th). 修養能力:Your unflappable sense of self-worth grants you powers that your rivals can’t hope to countermand. Self-Assurance(超常)/Self-Assurance:Overwhelming confidence in your success brings you closer to your goals, and you know that your superiority has destined you for greatness. As an immediate action, you can gain a morale bonus equal to half your psychic level (minimum 1) on a single ability check, attack roll, saving throw, or skill check. You must declare that you are using this ability before attempting the roll in question. If you succeed at the check, you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Charisma modifier. At Arm’s Length(変則)/At Arm’s Length:At 5th level, you gain Reach Spell as a bonus feat. Additionally, when using this feat, you can spend 1 point from your phrenic pool for each increase in the spell’s range category. If you do, the spell does not use up a higher-level spell slot than normal. (For example, a spell with a range of touch increased to long range via this feat would normally use up a spell slot 3 levels higher, but if you spend 3 points from your phrenic pool, the spell does not use up a higher spell slot.) Magical Hoarder(超常)/Magical Hoarder:At 13th level, whenever a creature within 30 feet of you casts a spell intended to benefit its targets, you can spend 1 point from your phrenic pool as an immediate action to include yourself as a target of that spell. If the creature is not your ally, you must be able to clearly see the spell’s effects and you must succeed at a Spellcraft check (DC = 15 + the spell’s level) to identify the spell before using this ability. If you are not within the normal range of the spell, then you must spend 1 additional point from your phrenic pool to use this ability. If the spell has a range of personal, then you must instead spend 2 additional phrenic points from your pool to use this ability. This ability does not affect spells with an instantaneous or permanent duration. Warp Warp 出典 Blood of the Beast 24ページ Ratfolk mythology claims they were appointed by the gods to sniff out the ragged edges of creation. Whether the art of ranatagi descended from this glorious role or formed the source of such myths, this psychic tradition among the ratfolk of Vudra and eastern Casmaron unlocks the psychic potential in trainees, teaching them to sniff out folds and tears in reality. Ancient practitioners of ranatagi even claimed that the art once allowed ratfolk to guide great caravans to the stars. 心的蓄積能力:【魅力】 ボーナス呪文:entropic shield (1st), apport objectOA (4th), displacement (6th), dimension door (8th), dismissal (10th), ethereal jaunt (12th), greater teleport (14th), dimensional lock (16th), interplanetary teleportUM (18th). 修養能力:Your powers allow you to sidestep obstacles, defend yourself, and assault others by tearing holes in reality. Planar Scent(超常)/Planar Scent:You can intuitively sense disruptions in the cosmos. This ability functions as a constant detect magic, but only for effects of the conjuration (calling), conjuration (summoning), conjuration (teleport), and illusion (shadow) subschools. You gain a +2 insight bonus on Spellcraft checks to identify such effects. Rift Reach(超常)/Rift Reach:As a move action, you can tear open a small rent in reality just large enough to reach an arm through. The far end of this portal must be within 10 feet of you, but otherwise allows you to manipulate objects, perform melee attacks requiring a single hand, or even cast spells. If you cannot see your target, standard concealment penalties apply. You cannot move either end of the portal once it’s created, and the opening collapses immediately when you leave your current space or withdraw your arm, but it otherwise lasts for 1 round per psychic level. Your disembodied hand uses your AC with a +4 size bonus, should opponents target it. This size bonus does not apply to disarm combat maneuver checks. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, the range of your rift reach increases to 20 feet. At 15th level, your range increases to 30 feet. Turn Aside(超常)/Turn Aside:You can compress or inflate enough space around you to turn aside ranged attacks. At 5th level, you gain Deflect Arrows as a bonus feat. You can expend 1 point from your phrenic pool as an immediate action to gain a +4 deflection bonus against a single ranged attack. Sidestep(超常)/Sidestep:You can push your way through holes in reality, crossing vast distances in a single stride. At 13th level, you can teleport up to 10 feet per psychic level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature transported.
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Curb Your Enthusiasm The Complete Sixth Season (シーズン6) 発売元:HBO 発売日:2008年1月29日 DVD枚数:2枚 リージョン1 ゲスト Bob Einstein, John McEnroe, Ted Danson, Mary Steenburgen, Gina Gershon, Ben Stiller, Vivica A. Foxほか →Amazon.co.jpで購入 ディスク1 1 Meet The Blacks 2 The Anonymous Donor 3 The Ida Funkhouser Roadside Memorial 4 The Lefty Call 5 The Freak Book 6 The Rat Dog ディスク2 7 The TiVo Guy 8 The N Word 9 The Therapists 10 The Bat Mitzvah 特典映像 1. A Conversation with Larry David and Susie Essman(約23分) Larry DavidとSusie Essmanによるトークイベントの模様。後半にはJeff Garlinも登場。 2. On the Set Curb Your Enthusiasm(約11分) メイキング映像とメインキャスト・スタッフらのインタビュー 3. Gag Reel(約5分) NG集
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Pacific Coliseum, Vancouver, British Columbia, Canada, June 3, 1972 ■Vancouver First Night (2CD) Off Beat Records XXCD20 ■Vancouver 72 (2CD) Idol Mind Productions IMP-CD 022-23 ■Vancouver First Night (2CD) SODD 038/39■Touring Party Vol. 1 (2CD) DAC-079 Seattle Center Coliseum, Seattle, Washington, June 4, 1972 (1st show) ■A Fair to Remember Revisited (4CD/disc 1, 2) VGP-141 Seattle Center Coliseum, Seattle, Washington, June 4, 1972 (2nd show) ■The Loveliest Night of Seattle 72 (2CD) Idol Mind Productions IMP-CD 034-35 (source 1) ■A Fair to Remember Revisited (4CD/disc 3, 4) VGP-141 (source 1) ■Seattle Superfonic 1972 (2CD) DAC-013 (source 2) ■Germany 1973 (2CD/disc 2/10 tracks) DAC-072 (source 3) Winterland Palace, San Francisco, California, June 6, 1972 (1st show)■Winterland Stars (2CD/disc 1) VGP-338 Winterland Palace, San Francisco, California, June 8, 1972 (2nd show) ■Midnight Magic (2CD) VGP-188 ■Juiced Up Sloppy (1CDR) Coast 2 Coast C2C 04 Hollywood Palladium, San Francisco, California, June 9, 1972 ■Hollywood 1972 (1CD) Shaved Disc Trash-02, A copy of LP Burning at the Hollywood Palladium 1972 ■Live at the Hollywood Palladium (1CD) LATHP 1972, A copy of LP Burning at the Hollywood Palladium 1972 ■Two Great Albums Cheap (2CD/disc 2) VGP-348 Pacific Terrace Center, Long Beach, California, June 10, 1972 ■Long Bitch (1CD) Risk Disc RD-010 Inglewood Forum, Los Angeles, California, June 11, 1972 (1st show) ■Welcome to the Breakfast Show (2CD/disc 2) VGP-337 ■The Great Western Show (2CD/disc 1) Exile Original Masters EXM-012AB ■Kickin the Forum All Night (1CDR) Pignose Records PGN 030 Inglewood Forum, Los Angeles, California, June 11, 1972 (2nd show) ■Get Your Rocks Off (2CD) King Snake Records KS-002-2CD (vinyl) ■Live at the L.A. Forum 1972 (2CD) Idol Mind Productions IMP-CD 038-39 ■Get Your Rocks Off (2CD) VGP-242 ■The Great Western Show (2CD/disc 2) Exile Original Masters EXM-012AB Community Center, Tucson, Arizona, June 14, 1972 ■Ain t Touched a Drink All Night (1CD) Weeping Goat WG-007 (source 1) ■Exile on Tuscon St. (1CD) Risk Disc RD-009 ■You Know What These Are (2CD) Cannonball CA-2003013/4 (source 2) ■Winterland Stars (2CD/disc 2), VGP-338 (source 2) Univercity Of New Mexico, Albuquerque, New Mexico, June 15, 1972 ■1972 US Tour (2CD/disc 2) Stones of Fire SOF 9010A/B ■Sweet Home Chicago (2CD/disc 2) VGP-256 International Amphitheater, Chicago, Illinois, June 19, 1972 ■Chicago 72 (1CD) Contra Band Music CMB-19 International Amphitheater, Chicago, Illinois, June 20, 1972 (2nd show) ■Sweet Home Chicago (2CD/disc 1) VGP-256 ■She Liked the Way I Held the Microphone (1CDR) Coast 2 Coast C2C 15 Tarrant County Convention Center, Fort Worth, Texas, June 24, 1972 (1st show) ■Ain t No Angel on Main Street (4CD/disc 1, 2) VGP-133 remastered gold CD limited edition ■Sweet Black Angel (4CD/disc 1, 2) no credit ■A Few Hearts Broken, A Few Strings Busted (2CD/disc 1) no credit ■Fort Worth 1972 (2CDR/disc 1) Sound of Satisfaction SOS-720624 Tarrant County Convention Center, Fort Worth, Texas, June 24, 1972 (2nd show) ■Mick Taylor We Miss You (2CD) VGP-092 (source 1) ■Ain t No Angel on Main Street (4CD/disc 3, 4) VGP-133 remastered gold CD limited edition (source 2) ■Sweet Black Angel (4CD/disc 3, 4) no credit (source 2) ■A Few Hearts Broken, A Few Strings Busted (2CD/disc 2) no credit ■Ahmet Ertegun, Thank You Kindly (1CDR) Coast 2 Coast C2C 01 ■Fort Worth 1972 (2CDR/disc 2) Sound of Satisfaction SOS-720624 (source 2) Municipal Auditorium, Mobile, Alabama, June 27, 1972 ■Mobile 1972 (1CD) Morganfield MG-003 (source 1) ■Kangaroo Mobile (2CD/disc 2) Risk Disc RD-005 ■Alabama Jubilee (2CD/disc 1) VGP-306 (source 2) ■Stick Inside of Mobile (1CDR) Mainstreet CDR 003 ■Touring Party Vol. 2 (DAC-080) (2CD/disc 1) Robert F.Kennedy Memorial Stadium, Washington D.C., July 4, 1972■Washington 72 (2CD) Idol Mind Productions IMP-CD-043-4 ■Grass Widow (1CD) Black n Blue RSBB-1006 ■Jack Daniel s on Tour (1CD) VGP-111 Scorp, Norfork, Virginia, July 5, 1972 ■Goin Back to the Roots American Tour-July 1972 (1CD) GBTTR 72001 (vinyl) ■Drive Me Crackers (1CDR) Black n Blue RSBB-1001 ■Going Back to the Roots (2CD/disc 1) VGP-062 (source 2) Coliseum, Carlotte, North Carolina, July 6, 1972 ■Back to 1972 (1CD) Power Stick POW-901502 ■Going Back to the Roots (1CD) ■Bring it Back Alive (1CD) VGP-054 ■Drippin Honey (2CD/disc 1) VGP-294 Civic Arena, Knoxville, Tennessee, July 7, 1972 ■Drippin Honey (2CD/disc 2) VGP-294 ■Touring Party Vol. 2 (DAC-080) (2CD/disc 2) Rubber Bowl, Akron, Ohio, July 11, 1972 ■Akron-Rubber Bowl 72 (1CD) Idol Mind Productions IMP-CD-029 ■Alabama Jubilee (2CD/disc 2) VGP-306 Convention Center, Indianapolis, Indiana, July 12, 1972 ■Indianapolis 1972 (1CD) Shaved Disc Trash-04 ■Going Back to the Roots (2CD/disc 2) VGP-062 Maple Leaf Gardens, Toronto, Ontario, Canada, July 15, 1972 (1st show) ■Standing at the Kitchendoor (2CD/disc 1) VGP-304 Maple Leaf Gardens, Toronto, Ontario, Canada, July 15, 1972 (2nd show) ■Street Fighting Men in Toronto 1972 (1CD) VGP-042 ■Standing at the Kitchendoor (2CD/disc 2) VGP-304 Forum, Montreal, Quebec, Canada, July 17, 1972 ■1972 US Tour (2CD/disc 1) Stones of Fire SOF 9010A/B Boston Garden, Boston, Massachusetts, July 18, 1972 ■They re Really Rockin Boston (1CD) VGP-020source 1 ■They re Really Rockin Boston (1CD) VGP-020source 2 ■Midnight Gamblers (2CD/disc 1) Exile Original Masters EXM-009AB ■Jailhouse Rock (2CD/disc 1) DAC-026 Boston Garden, Boston, Massachusetts, July 19, 1972 ■Ginsoaked Barroom Queen in Boston (1CD) Weeping Goat WG-008 (source 1) ■Midnight Gamblers (2CD/disc 2) Exile Original Masters EXM-009AB (source 2) ■Jailhouse Rock (2CD/disc 2) DAC-026 (source 2) Civic Arena, Pittsburgh, Pennsylvania, July 22, 1972 (Soundboard Recording) ■An American Affair (1CD) VGP-083 1st-issue ■Plane Sex on the Way to Pittsburgh (1CD) Montserrat Records BRCD 1911 ■The Royal Dragon (1CD) VGP-083 remastered Madison Square Garden, New York City, New York, July 24, 1972 ■M.S.G. 72 (2CD) Idol Mind Productions IMP-CD-024-025 ■M.S.G 72 Revisited (2CD) Exile EXCD-011/012 ■A Slice of Rock n Roll (2CD) VGP-244 Madison Square Garden, New York City, New York, July 25, 1972 (1st show) ■New York Garden (3CD/disc 1) Darthdisc DD-029/30/31 ■New York New York (3CD/disc 1) Exile EXCD-033/035 ■(Five English Gentlemen Spend a Day in a) New York Garden (3CD/disc 1) Futher Along FAP-007/008/009 ■Cold English Blood Runs Hot (3CD/disc 1) VGP-372 Madison Square Garden, New York City, New York, July 25, 1972 (2nd show) ■New York Garden (3CD/disc 2, 3) Darthdisc DD-029/30/31 ■New York New York (3CD/disc 2, 3) Exile EXCD-033/035 ■(Five English Gentlemen Spend a Day in a) New York Garden (3CD/disc 2, 3) Futher Along FAP-007/008/009 ■Cold English Blood Runs Hot (3CD/disc 2, 3) VGP-372 ■Cold English Blood Runs Hot (2CDR) Sister Morphine Records MORPH 09 ■The Great Lost Live Album (2CD) DAC-047 Madison Square Garden, New York City, New York, July 26, 1972 (Soundboard Recording) ■Welcome to New York (1CD) The Swingin Pig TSP-CD-038 ■Jumpin Jack Flash (1CD) RSC 012 CD ■Happy Birthday Mick! (1CD) Montserrat Records BRCD 1918 ■Welcome to New York (1CD) TMOQ-02/003 ■Welcome to New York (2CD) VGP-312 ■Welcome to New York (2CD/disc 1) SODD 022 ■Nasty Songs (2CD/disc 2) DAC-065 Ladies Gentlemen Soundtrack (Soundboard Recording) ■Dragon Slayers (1CD) S.B.R. 003 (VGP-001) ■Dragon Slayers (1CD) VGP-001 ■Ladies Gentlemen (1CD) TMOQ-02/006 ■Ladies Gentlemen (1CD) Mighty Diamonds MD 2002 ■Ladies Gentlemen (2CDR) Pignose Records PGN 011 ■Ladies Gentlemen...The Rolling Stones (2CDR) Sister Morphine Records MORPH 25 ■Lonestar Shooters (1CDR) Sister Morphine Records MORPH 34 ■You Can t Do That Baby (2CD) VGP-314 1st edition ■You Can t Do That Baby (2CD) VGP-314 2nd edition ■Ladies Gentlemen (2CD) Halcyon Cocksucker Blues Soundtrack (Soundboard Recording) ■Cocksucker Blues (2CD) Exile EXCD-001/2 The Greatest Lost Live Album (Soundboard Recording)■Philadelphia Special (2CD) The Swingin Pig TSP-CD-050 ■Philadelphia SpecialⅡ(2CD) The Swingin Pig TSP-CD-060 ■Philadelphia Special (1CD) VGP-260 1st-issue ■Philadelphia Special (1CD) VGP-260 remastered ■Philadelphia Special (2CD) SODD 004 ■How s Your Lungs (1CD) Stones of Fire SOF 8002 ■Ft. Worth Express (1CDR) Turd on the Run TOTR-006 ■Fort Worth Express (1CD) VGP-205 ■A Hard Shot to the Body (1CD) Super Sonic SS 200016 ■The Return of the Exiles (1CD) Halcyon ■Keep Your Motor Runnin (1CD) King Snake Records KS-004-CD (vinyl) ■Keep Your Motor Runnin (1CD) VGP-243 1st edition ■Keep Your Motor Runnin (1CD) VGP-243 2nd edition ■Keep Your Motor Running / The Lost Album (1CDR) Sister Morphine Records MORPH 45 ■The Greatest Lost 1972 Live Album (2CD) SODD 016 ■Plug in Flush Out (4CD) VGP-259 1st edition ■American Tour 1972 (5CD) VGP-259 2nd edition ■Touring Party 1972 (7CD) Rattle Snake RS 048/054 ■Plug in Flush Out (3CD+1CDR) SODD 056/057/058 Compilation ■From the Vault (1CD) VGP-100 ■Very Ancient, Thank You Kindly (1CD) Scorpio ■Love in Vain (1CD) Great Dane Records GDR CD 9007 ■Unreleased Decca Live Album 1972 (1CD) Stonehenge STO 003 ■Turn the Heat Up! Stones Touring History Vol. 3 (2CD) Bad Wizard BW6-24/25/27-72 ■Deuces Still Wild (2CDR) Sister Morphine Records MORPH 33 ■Gonna Bust Another Bottle (2CDR) Sister Morphine Records MORPH 35 ■Best of Live in Concert (1CD) Living Legend Records LLRCD 070, 1972-1979 ■Honky Tonk Women (1CD) Starlite CDS 51148, American Tour 1969 1972 ■Live USA (1CD) Imtrat imt 900.033, 1964-1972 ■Hell s Stones (3CD) Lobster Records CD 033/3, 1963-1972 BACK / NEXT
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【登録タグ CD CDM shindyCD ぼーかりおどPCD キョー介CD 全国配信】 前作 本作 次作 Alternation No.3 MINDZ ファスト・ジ・エンド ぼーかりおどP キョー介 shindy 流通 即売 同人 配信 発売 2011年11月19日 価格 ¥1,000 サークル Studio Ark Attack CD紹介 ぼーかりおどPのセカンドアルバム。 なんでZなのかはそのうちわかります(作者のツイート転載)。 10曲目は「メテオブリンガー」のロングバージョン。 THE VOC@LOiD M@STER 18(ボーマス18) にてリリース。 現在はBOOTHにてダウンロード販売が行われている。2020年4月3日〜30日までの期間限定で、通常価格の半額である¥500で頒布している。 曲目 BIND MIND attack on XXX 黄色いシャツの少年 その先へ MIND(instrumental) my small life RUN 嘘がホントになるように 498 -dive into the gravity- meteorbringer Re-entry リンク 作者ブログ とらのあな ニコニコ直販 BOOTH コメント 名前 コメント
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ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^Morale's greatest impact is on a party's behaviour in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in Westeros and Essos need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of Westeros and Essos, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leather-ware, and, of course, arms, armour, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisan goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Westeros and Essos is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a centre will be healthy and energetic, and migrants will flock from the nearby regions. The centre will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of Westeros and Essos' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a short cut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Westeros and Essos as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Westerosi society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The continents of Westeros and Essos, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarrelling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favour of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in Westeros and Essos makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defence.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a nobles loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in Westeros and Essos may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in Westeros and Essos are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all Westeros and Essos, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Westeros and Essos go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of Westeros and most of Essos do not field standing armies, which remain in the field as long as the ruler desires. Rather, these realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in Westeros and Essos often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honour, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Westeros and Essos rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_prisioner_system|Prisoner System ip_prisioner_system_text|The skill 'prisoner management' has been removed from A World of Ice and Fire, as it seems unrealistic to manage the number of prisoners in terms of a skill. In A World of Ice and Fire the number of prisoners that the player can have depends on the size of his/her army. That is, the more troops able to keep guard, the more prisoners it can carry. ip_ambush|Ambush ip_ambush_text|The ambushing skill allows you to set up ambushes.^ From the camp game menu, choose to set up an ambush. You will be told the current nature of your ambush, and if you are attacked, you will have the choice to launch the ambush.^ Ambushes can have devastating positive or negative effects. ip_sneaking|Sneaking ip_sneaking_text|The sneaking skill allows you to sneak. From the camp game menu, choose to sneak. Sneaking will reduce your speed.^^However, if you are the attacker, you might have, according to you sneaking check, some combat bonus (but not as great as you would have for an ambush). ip_entrenchment|Camp Entrenchment ip_entrenchment_text|When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run receives the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns within the Known World, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellent base of operations for sieges or incursions into enemy territory. ip_siege_warfare|Siege Warfare ip_siege_warfare_text| One of the things missed in Warband was completely realistic siege warfare. A World of Ice and Fire exploits this to the fullest. Now when the player besieges a settlement two paths can be taken to subjugate the place by debilitation (hunger, diseases ...) and by assault.^^In the first case, the player's mission is to encircle the settlement (you need 200 or more men) and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy food reserves of the settlement. This type of action will take longer, but also prevent a large number of casualties.^^In the second case direct action is taken, provided assault equipment is available (ladders, battering ram, ramps, mantlets ...) or offensive actions (wearing down the defenders, burning their houses and walls ...). This is when the player feels ready to launch a full-scale assault to conquer the settlement. This type of action has the advantage that the place can be vanquished in a short amount of time, but usually at a very high cost of lives.^^In addition to the above, a new system of assault involving both types of siege tactics is also available. When the settlement has a port, the player may equip a fleet and block the port. The player can then choose to continue the siege until the surrender by debilitation, or lead an assault by sea.^^The complexity and characteristics of the new siege system is long, and the best thing is to discover and develop strategies for yourself. Welcome to Realistic Siege Warfare. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries at various harbours on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When travelling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny. This ca be somewhat reversed if the player chooses Ironborn as his culture when he created his character.^^Some troops like Sailors and certain Ironborn troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of Ash wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor. For further information, see the 'Your Custom Sails' folder among the files of this mod.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Ironborn ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Maesters in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed.^^If a wound is not treated after some time, it will change to a scar, and the negative effects will then become permanent. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in A World of Ice and Fire, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sailing Master,' 'Navigation' and 'Looting.'^^One's Sailing Master level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sailing Master level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the centre of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_awoiaf_formations|Battle Keys and Orders ip_awoiaf_formations_text|Advanced Formations active with F4 in Battle, then ^F4 - Form ranks - with best troops up front,^F7 - Form square - no particular order,^F5 - Form shield wall - ranks with shields in front and longer weapons in back,^F6 - Form wedge - with best troops up front,^F8 - Break any current formation,^^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times.^Memorize Division Placement and Formation active with F2 in Battle, then ^F7 - Memorize relative position to player and formation,^F8 - Revert to default relative position to player and formation,^^Orders active with F5 in Battle, then ^F5 or Key Z - Order 'use onehand weapons',^F6 or Key T - Order 'use twohands and polearms weapons',^F7 or Key N - Order 'use ranged weapons',^F8 or Key O - Order 'don't use shields',^^Hold-F1 on an enemy division - and the divisions you have selected will attack it,^^Others ^key U - Battlecry (encourage your wounded troop's) - You need to have the 'Natural Leader' trait,^key B - Warcry (scare away enemies surrounding you) - You need to have the 'Warrior' trait,^key T - Use Fire arrows (your troops will light their arrows. Used for sieges and ship battles only),^Key H - Use to call your horse in battle,^key F6 - Skirmish order (your troops avoid the enemy, moving away as the enemy approaches),^key F9 - Order beginning or ending volley fire for archers,^Right Click + Left Click - Shield Bash. ip_wolf_companion|Wolf/Dog Companion ip_wolf_companion_text|On the battlefield, your wolf/dog is placed in division 9. The skills and abilities of your wolf/dog companion can be improved by giving him good food. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_special_troops|Special Troops ip_special_troops_text|There are various special troops in A World of Ice and Fire that allow you to reap extra stats depending on the amount you have in your party.^^Below you can see the number needed ^^Hornmen^1+ = + 1 tactics^10+ = + 2 tactics^30+ = + 3 tactics^^Standard Bearers^1+ = + 1 leadership^10+ = + 2 leadership^30+ = + 3 leadership^^Religious Troops^1+ = + 1 surgery^10+ = + 2 surgery^30+ = + 3 surgery^^Vet Ironborn Reaver^5+ = + 1 looting^10+ = + 2 looting^40+ = + 3 looting^^Shepherd^1+ = + 1 foraging^10+ = + 2 foraging^30+ = + 3 foraging^^Unsullied^10+ = + 1 tactics^30+ = + 2 tactics^100+ = + 3 tactics^^Spy^5+ = + 1 spotting^10+ = + 2 spotting ip_wiki_and_forums|A World of Ice and Fire Wiki and Forums ip_wiki_and_forums_text|Don't forget to visit our wiki and forums for further information on this mod^- Forums https //www.aworldoficeandfire.co.uk/forum^- Wiki https //aworldoficeandfire.co.uk/wiki^- Patreon Page https //www.patreon.com/awoiaf^- Twitter @therealproduno^- YouTube https //www.youtube.com/user/produno^- ModDB Page https //www.moddb.com/mods/a-world-of-ice-and-fire ip_credits|Credits ip_credits_text|Please visit https //aworldoficeandfire.co.uk/wiki/index.php/Credits to see a full list of credits.