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ワールド制作者 キャンディちゃん 収容人数 12人 URL https //vrchat.com/home/world/wrld_cc2a3fcc-62d3-41da-9c5c-b627791b1f36 説明 おなかをすかせた女の子におにぎりをあげるオリジナル球技「PEKO PEKO BATTLE」が遊べるワールド。 基本的なワールドのつくりは無印と変わっていないが練習所や動画でのルール説明などが追加されていて、見た目もがらりと変わっている。
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【Tags Agoaniki-P Len Miku Rin tH H】 Original Music Title HAKOBAKO PLAYER Music Lyrics written, Voice edited by アゴアニキP (Agoaniki-P) Music arranged by アゴアニキP (Agoaniki-P) Singers 初音ミク (Hatsune Miku), 鏡音レン (Kagamine Len), 鏡音リン (Kagamine Rin) Fanmade Promotional Videos Click here for the Japanese Lyrics English Lyrics (translated by soundares): Sounds of water beating windows A rain-falls in this city Didn't want to get wet so This box cannot get out When I knew it, rain has just stopped The sun rise up in this city Because the sun was dazzling This box cannot get out So I won't hear voices around Held myself tightly and closed my eyes Got myself to laugh by distant things and Ran away, hid from big dreams I have been living going along with many people Yes, I do live In a far city, a distant place, Why can't I still change Now reaching hand out from inside the box too Even that bit of feeling's gone People's voices are going away The night come to this town Swallowed up bodily This box cannot get out So I won't be stained by colors around Held myself tightly and closed my eyes Got myself to laugh by distant things and Ran away, hid from big dreams I have been living going along with many people Yes, I am alive In a far city, a distant place, why can't I still change Now reaching hand out from inside the box too Even that bit of feeling's gone Those time I thought that way ...yes I had those time myself too Romaji lyrics (transliterated by Terme): mado wo utsu mizu no oto kono machi ni ame ga furu nureru no ga iya da kara kono hako ga de re masen ki ga tsuku to ameagari kono machi ni hi ga noboru taiyou ga mabushiku te kono hako ga de re masen mawari no koe ga kikoe nai you ni jibun wo gyutto dai te me o toji ta tooku no koto de waratte mise te ookina yume kara nige kakure ooku no hito ni awase te iki te ki mashi ta iki te i masu tooku no machi de hanare ta basho de doushite mada kaware nai no ka mou hako no naka kara te wo nobasu chotto no kimochi mo naku natta toozakaru hito no koe kono machi ni yoru ga kuru karada goto nomikoma re kono hako ga dere masen mawari no iro ni somara nai you ni jibun wo gyutto dai te me o toji ta tooku no koto de waratte mise te ookina yume kara nige kakure ooku no hito ni awase te iki te ki mashi ta iki te i masu tooku no machi de hanare ta basho de doushite mada kaware nai no ka mou hako no naka kara te wo nobasu chotto no kimochi mo naku natta sonna fuu ni kangae te i ta toki ga watashi ni mo ari mashi ta
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2000/09/07 発売収録数:36曲 CS初出:24曲 ジャンル タイトル アーティスト 備考 AC初出/CS移植 beatmania APPEND GOTTAMIX2 ~Going Global~ HARD TECHNO ATTACK THE MUSIC(49 MUSIC MIX) DJ FX (another mixed by DEPROGRAM MAN) completeMIX2 BOSSA LOUNGE bloom in the air YUSUKE OYA REGGAE BOA BOA LADY jammaster 73 completeMIX2 AFRO TRIBAL HOUSE Centralization Little Big Bee RAVE CHAIN(CONNECTION MIX) RAM (another mixed by DOCTOR S) completeMIX2 DIGITAL HARDCORE CRYMSON(SCARLET MIX) RAM (another mixed by DOCTOR S) completeMIX2 ITALO TRANCE Cydonias Face Claudio Coccoluto/DinoLenny 提供曲 TECHNO DENIM(ELECTRO MIX) SLAKE (another mixed by DEPROGRAM MAN) completeMIX2 BALLADE Do you love me?(SOFT LANDING MIX) reo-nagumo (another mixed by DOCTOR S) completeMIX2 BALEARIC ANTHEM Dreaming Ruff Driverz 提供曲 NATIVE SCHOOL S BREAKIN fresh!! PCM 提供曲 TRANCE GENOM SCREAMS(SPIRITUAL MIX) L.E.D.LIGHT (another mixed by DOCTOR S) completeMIX2 EURO HOUSE Going Global Moir Mac GABBAH HELL SCAPER(SLASHING MIX) L.E.D.LIGHT-G (another mixed by DEPROGRAM MAN) completeMIX2 KIDDY HIPHOP In Da Park Double Cheese OCEANIAN TRIBAL TRANCE INFINITE PRAYER L.E.D.LIGHT feat.GORO ELECTRO HOUSE Jaques Your Body(Make Me Sweet) 99 Mix Les Rythmes Digitals 提供曲 BOSSA GROOVE LA BOSSANOVA DE FABIENNE(BOSSA BOSSA MIX) staccato two-F (another mixed by DOCTOR S) completeMIX2 MASALA DANCE marlie-chang(k-delta-mix) Yuji Kano feat.sasazuka ittukenya CELTRANCE NORTH WALL5 JUNGLE PARANOIA MAX(FUNKY BLEEP MIX) 190 (another mixed by DEPROGRAM MAN) completeMIX2 BREAK BEATS Shake What Ya Mama Gave Ya(Skeewiff remix) Skank 提供曲 MIXTURE SHOWDOWN TO LIVE L.E.D.LIGHT VS. GUHROOVY fw/45 CLASSIC GARAGE Sing It Back(Can 7 Supermarket(Radio Edit)) Moloko 提供曲 SKA SKA A GO GO(PERFECT MIX) THE BALD HEADS (another mixed by DOCTOR S) completeMIX2 JAZZ ELECTRO stream Mikio Endo CARNIVAL Sunshine Dance(Latino YOKAN-Mix) Togo Project feat. Megu Scotty D. DRUM N BASS SUPER HIGHWAY(SUPER SUBWAY MIX) nouvo nude (another mixed by DOCTOR S) completeMIX2 GANGSTAR BREAKS Very Baad Man The Merchant Of Menace 提供曲 GAMELAN MINIMAL Z.O.E(gamelan minimal mix) Macky JAPANESE REMIX 金魚 DJ TAKAWO 提供曲 READYMADE MEGA RAVE ゲームの達人 Yasuharu Konishi WESTERN REMIX 荒野のおイモ屋さん DJ TAKAWO 提供曲 CUBAN GROOVE サナ・モレッテ・ネ・エンテ Togo Project feat.Sana CHINESE REMIX チャルメラ・ソング LOOP-X 提供曲 FUNKY RECYCLE ちり紙-Z DJ TAKAWO 提供曲
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累積: - ___ 昨日: - ___今日: - HP&ML養生関係、漢方、現代医療のHP・掲示板、ML・メルマガなどのリスト 操体・鍼灸など東洋物療系 食養 現代医学・医療系 漢方・総合医療など 医療系メーリングリスト・メールマガジン 暦(こよみ)など お知らせとお願い術伝流鍼灸操体講座で患者さん役を募集 感想など 間違いなど 「術伝」症例相談用メーリングリストの参加者募集 操体・鍼灸など東洋物療系 操体掲示板 新しい操体の掲示板 harikyuu.com 鍼灸BBSと鍼灸学校お受験BBSがある そうたい操体 操体関係資料が沢山 按摩 Pukiwiki 按摩関係の資料が沢山 あはきワールド 按摩マッサージ指圧鍼灸業界の週刊メルマガ (「術伝流操体」と「術伝流一本鍼」を連載しました) 筋の痛みとTP 筋肉の痛みについて研究している方のblog 食養 フードアンドヘルス研究所 和食をすすめる(基本的食養生) 生活習慣病を予防する食生活 牛乳・乳製品の害にくわしい 現代医学・医療系 加茂整形外科 運動器系疾患を臨床する際には必須かも ヘルニア治療掲示板 筋痛症の患者さんが情報交換 メルクマニュアル 病名がわかったら、ここで調べよう! パラメディカ 闘病記を調べるところ、患者会link充実 健康情報の読み方 マスコミに振り回されないために 医者のいないところで 第3世界無医村むけテキスト。患者会linkも I-cube夢の病院プロジェクト人間の再生産を,それによる社会の活性化を The SPELL EBMの実践と生涯教育の広場、なんごろくがおもしろい 医薬ビジランスセンター 薬の害に詳しいNPO ケアリングクラウン研究所 ケアリングクラウン養成講座開催 癒しの環境研究会 笑い療法士養成、療養環境の研究も 日本クリニクラウン協会 臨床道化師養成派遣NPO EDITEX 医療決断サポーター講座案内掲載 新しい創傷治療 消毒しないで、洗ってラップを貼る 救急治療室 救急治療の概要を知るために 新型コロナ 漢方・総合医療など 漢方・鍼灸を活用した日本型医療創生のため調査研究 医師との連携を考える際には必読かな なるほどなっとく漢方薬 おおまかに漢方薬を理解するのに 銀座内科診療所 元新聞記者の医師が漢方中心に総合治療 生活習慣病に挑戦する 電磁波障害に詳しい 和漢診療所「確龍堂」 自然医療に詳しい 富山大学和漢診療学講座 和漢診療所のリストがある 日本自律神経免疫治療研究会 おなじみ「福田-安保理論」の研究会 日本ホリスティック医学協会 総合医療をめざして80年代に設立 医療系メーリングリスト・メールマガジン I-cube 医療系学生、若い医療関係者の〜夢の病院Project〜 fmj 海外経験豊富な医師達が始めたML MRIC 医療ガバナンス学会発行のメルマガ Blue-dotters 若い医師はじめ医療関係者のML pEBMJ EBMについてディスカッション 日経メディカル 医療業界誌「日経メディカル」オンライン版 m3.com医療情報 医療情報ニュース、アクセスランキングあり PatientVoice 患者さんの病院などへの感想のメルマガ、悪と良の両方 MediMedi 医療・福祉系のオピニオンを育む 本音医療! 医療制度研究会発行 暦(こよみ)など 養生には、七草などは旧暦でしたほうがよいことがおおい。 こよみのページ 暦の情報がすぐに手に入るサイト ここにリストするのに相応しいところを教えてください。 術伝事務局までメールをください。よろしくおねがいします。 術伝事務局メルアド :jutsuden-jmkkあまググどこ (この行は無視してください。akwba、laemfro、thgosewibe) (「あま」を「@」に、「ググ」を「googlegroups」に、) (「どこ」を「.com」に変えて送信してください。 ) (面倒をおかけし申し訳ありません。迷惑メール対策です) >>>このページのトップヘ・・HP&ML >>>術伝HPトップへ ・・・・トップページ 術伝HP内検索:上の@wikiメニューの「wiki内検索」 お知らせとお願い 術伝流鍼灸操体講座で患者さん役を募集 術伝流鍼灸操体講座は、実践面を重視しています。実際に症状が出て いる方の治療を見たほうが勉強になります。そこで、講座で患者さん役 をしてくださる方を募集しています。 くわしくは、術伝流のモデルをみてください。 よろしくお願いします。 感想など 感想などありましたら、「術伝」掲示板に書いてください。 また、「術伝」掲示板でも、旧掲示板「養生の杜」と同じように、 養生についての雑談や症例相談などもしていきたいと思っています。 よろしくお願いします。 間違いなど 間違いなど見つけた方は、術伝事務局あてにメールをください。 よろしくお願いします。 「術伝」症例相談用メーリングリストの参加者募集 「術伝」では症例相談用メーリングリスト( 術伝ML(muchukand)) の参加者を募集しています。 よろしくお願いします。 〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜 >>>術伝HPトップへ ・・・・トップページ
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index Combat in Baldur's GateMore Than just Hack and Slash Personal Initiative Round, Speed factors, and Casting times The Attack Roll Critical Hits and Misses Improving the Odds in Combat Dexterity Modifiers for Missile Weapons Missile weapons in combat – Rate of fire Casting SpellsSpell Disruption Saving ThrowsSave vs. Paralyzation, Poison, and Death Magic Save vs. Rod, Staff, or Wand Save vs. Petrification or Polymorph Save vs. Breath Weapon Save vs. Spell Modifying Saving Throws Morale Combat Effects and RecoveryHealing and Hit PointsNatural Healing Magical Healing Raising the Dead Paralysis Poison Combat in Baldur s Gate As discussed above, Baldur’s Gate follows the AD D rule system closely. The main difference lies in the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, to allow you to become more immersed in the story and the world of the game. More Than just Hack and Slash As important as fighting is to the AD D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring – every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat here. In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that we follow a modified round based system – as described below. Everyone (characters, NPC’s, monsters) is on their own personal initiative rounds. Any time you want you can pause the game (click on the clock or hit the space bar) and assign commands – then restart the game by unpausing, in the same way. Personal Initiative Round, Speed factors, and Casting times In Baldur’s Gate, to allow for the realtime based combat and movement, each character and monster is on an independent personal initiative round, which is six seconds long. Within the personal initiative round, all of the rules of the AD D game are used, including speed factors for weapons and casting time for spells. For higher level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the six second round the attacks will occur. Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). Casting times for priests and wizards are exactly analogous to speed factors of weapons – the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields and helmets can also improve the AC of a character. Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for ”To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THACO depends on a character’s class and level. The THACO number can be used to calculate the number needed to hit any Armor Class. At the heart of the combat system is the Attack Roll, the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to hit” number, which is determined by the computer by taking a character’s THACO and adjusting according to the Armor Class of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, and other hand-to-hand attacks. In Baldur’s Gate the ”to hit” roll is done behind the scenes for you – if your character is successful, he hits – if not, he swings and misses. The Attack Roll When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is the what the attacker must ‘roll’ in order to hit the opponent. This “roll of the die” is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponent’s armor. For example, a 3rd-level fighter fighter has a THAC0 of 18. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a “to hit” number of 13. If the fighter rolls a 13 or higher on the twenty-sided die, he hits successfully and does damage. Critical Hits and Misses If a character rolls a ‘natural’ 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack will be doubled. A roll of ‘natural’ 1 is considered a critical miss and imposes a time penalty on the character to recover. Regardless of Armor Class, a ‘natural’ 20 always hits, a ‘natural’ 1 always misses. Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). Magical items The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, “non-magical” chain mail (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Dexterity Modifiers for Missile Weapons Dexterity affects the character’s ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances of attacking effectively. Dexterity only affects the chances to hit and does not affect the amount of damage inflicted by a missile weapon. Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page pg 141. Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells! Saving Throws Saving Throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. Save vs. Petrification or Polymorph This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. Save vs. Spell This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification. Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Magical items like cloaks and rings of protection give bonuses to a character’s saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.) Morale Each creature has a base morale level that affects whether it fights or runs during a battle. The only character that is unaffected by morale is the first character you create – other characters joining your party have morale dialogue and scripts. Every creature is scripted to react somewhat differently when morale breaks – and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green). Morale is positively influenced by having a leader (the topmost character in the portraits) with high Charisma, by the environment that the creature is located in (e.g. kobolds and drow like being underground more than they do wide open spaces outside), by some spells (e.g. Remove Fear), and by the type of enemies that are visible (easy enemies will raise morale). Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Combat Effects and Recovery Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a current hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead. If one of your characters suffers massive damage, he or she will be forever dead, beyond hope of resurrection. Healing and Hit Points Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. Rest is defined as low activity. If a character rests in a comfortable room in an inn, he or she will recover progressively more hit points the better the room – but of course this costs more. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party – if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions below. By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Remember, however that the characters’ opponents are just as likely to have access to magical healing as the characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing occurs to the maximum hit point total for a given character only, never beyond this. Raising the Dead Curative and healing spells have no effect on a dead character – he can only be returned to life with a Raise Dead or Resurrection spell (or a device that accomplishes one of these effects). A newly raised character will be quite weak (one hit point) and will require additional healing to be effective in combat. Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Poison A character or creature that is attacked with a poisoned weapon or by a venomous creature must make a saving throw vs poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Poisons are usually deadly within hours, so finding quick treatment is recommended.
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ここはPmangの運営する無料オンラインFPS Alliance of Valiant Arms のクラン、神風パラダイスのHPです ここでは主に神風パラダイスに関する情報などを載せていきます。 加入希望の方へ 加入希望者は「キャラクター名」「S/D」「階級」をクランホームページTOPのコメント欄に記入してください。 ゲーム内にてメンバーにTELLを送ったり、SkypeIDを教えていただいても構いません。 連絡先をコメント欄に記入していただけると嬉しいです。(SkypeIDの書き込みに抵抗がある場合はゲーム内で構いません。)
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Base Ball Bear コード進行に特徴がある。メジャーデビューミニアルバム『GIRL FRIEND』発売時には 「未知のコード感」を持つバンドとして紹介された。 音楽性やメンバー構成、歌詞や曲名から、ナンバーガールやSUPERCARから強い影響を受け ていると思われる(高校時代にはSUPERCARのコピーをしていた)。小出自身、旧HPの自身 の日記にてそのような事実を仄めかす発言をしている。 そのバンド名については、石野卓球より「ROCKIN ON JAPAN」誌上にて「ベースボールは ともかく、あいつらベアーじゃねえじゃん!」という意味不明の指摘を受けた。これはピエ ール瀧がテレビ番組でコケにされたことに対する憤りを覚えた上での発言。 Changes LOVE MATHEMATICS Online Videos by Veoh.com
https://w.atwiki.jp/calculators-hp/pages/12.html
hp 35s 関数電卓 日本語マニュアル付属 HP35S-J [並行輸入品] ■基本操作 数値の入力 分数の計算 n進法(BASE)変換 連立方程式の解法 ■プログラミング 簡単なプログラム ■TIPS キーの基本機能一覧表 物理定数一覧表 10番目以降の選択肢の入力 HEXモードにおけるA~F入力 ■リンク 公式サイト(米国HP) Calculators-hp.com ■関連ブログ #bf #bf