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Occult Character Codex: Spiritualists (PFRPG)
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An Endzeitgeist.com review
Okay, now for something completely different: This book clocks in at 60 pages, 1 page front cover, 1 page editorial, 7 pages advertisement (unless I've miscounted, 1 page back cover, leaving 50 pages of content, so let's take a look!
So how does this book work out? Well, basically, AAW Games publishes Jacob Blackmon's art and leaves speech bubbles open for the fans to fill - the funniest of the respective lines are collected in this book, with the respective authors of the lines credited, including the runner-ups, so even if you dislike on, you certainly will find a smile among the alternatives.
So this, ultimately, is a product of our community...and it is one that made me chuckle and laugh loud while reading this comic: When the party's handing on a single rope and the characters caution against reminding the GM of maximum load capacity; when a paladin riding into a blackguard convention thinks off the worst blind date ever, when a dragon feeds the PCs a gelatinous cube and tells them to digest it before it digests them, then I got more than a few laughs out of the set-up and the on-point punchlines.
When a charismatic elf is bluffing a troll and a runner-up is "Hey, Billy Mage here with a new, fantastic offer!", I really laughed out loud!
How to rate this, then? Well, to me the artwork by Jacob Blackmon was great and similarly, the funny lines add a cool dimension to the comic itself. Humor, however, is subjective and not everyone will obviously consider every line funny; a couple of these, admittedly, didn't elicit the same sense of excitement than others, but over all, this book indeed provided what its goal was -fun! This collection of comics made me smile and that makes it very much worth it for me. So yes - this very much is worth getting if you're interested in some cool, gamer-humor. This pdf delivered what I wanted from it. Hence, my verdict will clock in at 5 stars.
Reviewed in all the usual places!
Endzeitgeist out.
An Endzeitgeist.com review
This PWYW-expansion for the plaguewright class clocks in at 3 pages -1 page front cover, 1 page SRD, 1 page content, so what does the apothecary do?
Apothecaries must utilize benign strains in each of their vials (but still may also use malignant strains!) and gain a dosage pool at first level equal to their apothecary level. Whenever the apothecary draws a culture from his vials, he may spend a dosage point to add a terminal mutation known to the syringe as though it were present in the culture. He must add benign mutations to benign strains and malignant mutations to malignant strains.
Also at 1st level, all benign strains gain the terminal euphoria terminal mutation without occupying a mutation slot; this mutation heals 1 point of damage upon the mutation ending and may be taken multiple times (class levels determining the maximum), thus replacing discerning eye. As a capstone, terminal mutations added are treated as though they had been taken an additional time.
The pdf also provides three benign terminal mutations - as a nitpick, these do not have the terminal descriptor and only note being terminal in their name, but oh well. Terminal Bravado allows for fear-save rerolls, terminal clarity for limited DR-ignoring and Terminal Rehabilitation for the healing of attribute damage.
The pdf also contains two new feats: Chaser Coating makes you choose a vial and mutation known that is both benign and malignant. Cultures made in the vial get chosen mutation added sans occupied mutation slot, but mutations that take up two or more slots can't be chosen this way. The feat can be taken multiple times. Another feat lets you ignore the DR of willing creatures.
Editing and formatting are very good - apart from the descriptor-hiccup, which is pretty much cosmetic, I noticed no serious hiccups. Layout adheres to IG's two-column b/w-standard and the pdf has no bookmarks, but needs none at this length.
Bradley Crouch's plaguewright is one of the weirder classes that have come out of Interjection Games' oeuvre and it is COMPLEX. In fact, it is perhaps one of the hardest to grasp classes and this pdf offers a cool, free expansion for the class. While terminal euphoria is nice, I found myself wishing that its scaling was slightly more pronounced - the largest untapped potential for the plaguewright, ultimately, is that of a science-y healer for campaigns where the gods don't heal...or the PCs aren't on their good side. The archetype helps here, but the restriction pertaining the enforced presence of benign strains limits the offense capabilities of the archetype a bit. You can enhance these, both offense and healing, mind you - the class has a ton of moving parts with which you can work and, combined with Terminal Vigor and the temporary hit points from terminal health, the archetype works in interesting buff-combos.
So yeah, while personally, I'll upgrade that one's potency a bit, the pdf is also, ultimately, available for any price you're willing to pay and for a PWYW-book, this is certainly worth a tip and a download. My final verdict will hence clock in at 4.5 stars, rounded up to 5.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.
Endzeitgeist out.
An Endzeitgeist.com review
This pdf clocks in at 8 pages, 1 page front cover, 1 page SRD, leaving us with 6 pages of content, so let's take a look!
This review was moved up in my review-queue as a prioritized review at the request of my patreons. The review is based on V.1 of the pdf.
We begin this class with a brief, concise introduction to the subject matter at hand, including advice on creating a gunfighter and quick-build information. Gunfighters begin play with the option to create ammo and the like, with a nice, suggested alternate rule based on Intelligence modifier. In a minor nitpick, the material cost and maintenance-section of the item mentions $1.00 of the item's market value - a conversion rate of $1 = 5 gp is provided, but generally, considering the setting-agnostic nature of the class, this may be perceived as a needless complication by some. I won't penalize the pdf for it, but it is something to keep in mind. If a PC is not using at least 1 hour in a long rest to clean the guns he owns, natural 1s and 2s result in the broken condition for the weapon. A gunfighter can keep a number of firearms in good repair like this equal to his Intelligence modifier. At 13th level, you may craft twice your Intelligence modifier bullets during a long rest.
Now, let's take a look at the gun-rules required here: Ammo can't be salvaged (check!), broken condition requires an Intelligence saving throw on critical misses to avoid (no auto-blow-up). Focus is important - these weapons require steadying - as an action, movement is reduced to 0 ft. and, on the next turn, the gun can be fired. Guns are loud and can be heard FAR away and reloading is an action. Firearms with spread deal AoE-damage, but allow for Dex-saves based on you Intelligence modifier and proficiency bonus to negate.
The pdf provides 4 such weapons: Single action revolvers, repeating rifles, shotguns and buffalo rifles, with the latter being the only one requiring focus - and it better should, considering 4d10 piercing base damage, as opposed to 2d6 for the revolver.
The class gets 1d10 HD, simple weapon and firearm proficiency, vehicle (land) ans smith's tools as well as Dex- and Int-save proficiency and their choice of Animal Handling, Deception, Insight, Investigation (called "Investigate" here), Perception, Sleight of Hand and Stealth regarding skill proficiency. The starting equipment contains a revolver and a horse and includes notes on costs of animals in the Wild West. Gunfighters begin play with a gunfighting style that includes melee-shotgun-using sans disadvantage or double pistol fighting. The latter is somewhat awkwardly phrased "You can treat the weapons as light, and take advantage of two weapon fighting with them." Does this mean the style grants advantage on attack rolls when dual-wielding? I *assume* no, but wording wise, the use of "advantage" isn't too great. Duel specialists add Intelligence modifier to atk and damage when one-handing guns. Long-distance shooters don't suffer disadvantage at long range and add Intelligence modifier to attack rolls. Fast draw specialists have advantage on their first attack each combat and can't be surprised.
2nd level provides an action surge for +1 action, but only once per rest-interval as well as advantage on Dexterity saving throws versus effects you can see coming - like traps, spells, etc. Ability score improvements are gained at 3th, 8th, 12th, 14th, 16th and 19th level. 11th level allows you to attack twice instead of once.
At 5th level, you may reload one firearm as a bonus action and 6th level allows you to ranged disarm foes once per rest-interval.
Starting at 9th level, you may infuse cold, fire or acid damage into up to 12 of your bullets. 17th level nets you evasion and 20th level allows you to add Wisdom modifier either to attack or damage rolls...which feels a bit odd, considering that the base chassis of the class is otherwise themed around Intelligence and Dexterity.
As you may have figured, the gunfighter does gain the obligatory archetype-selection, this time around called gunfighter path. A total of 3 such paths are included and they net abilities at 3rd, 7th, 10th, 15th and 18th level. The first of these paths would be the bounty hunter, who can choose creatures as their mark, gaining advantage on Intelligence (Investigate[sic!] - should be Investigation) and Wisdom (Perception) checks, gaining +2 to attacks versus them...but they can only have Intelligence modifier marks a day, with long rests resetting the timer. They also deal bonus damage versus marks and at 10th level, heal minor wounds once per rest-interval. 15th level nets a potentially paralyzing shot. 18th level, allows for special double damage shots - oddly, the pdf refers to being affected by "Wing 'em" - which I suppose was a WIP-name for the mark. Still, slightly confusing.
Desperados gain cunning action at 3rd level, 7th level sneak attack (scaling up to +4d6 at 19th level), uncanny dodge at 10th level and vanish at 15th. 18th level lets NO attack roll against you have advantage....which is pretty OP, imho. Somewhat odd: "If you are hit, you may take a reaction to make an Attack against the attack that hit you" - I think, some text is missing here...or the wording's a bit odd. You can target an attack, okay...what happens if you hit the attack? Do you shoot a missile out of the air? Do you sunder an axe? Or should that be attacker? No idea.
Finally, the Lone Ranger is the outdoorsman and gains advantage on Wisdom (Perception) and Wisdom (Survival) and 7th level nets crits on 19s and 20s. 10th level "Adds another fighting style" - which should probably refer to "gunfighting style" instead and 15th nets you a stunning shot, while 18th level allows you perform 1 level of exhaustion causing shots 1/day. Pretty cool.
Editing and formatting are generally good, though, oddly, the final pages seem to drop a bit regarding their precision. Rules-language similarly is mostly precise and well-crafted, with some minor hiccups. The pdf comes with great, thematically fitting photography-style artworks and the pdf has no bookmarks, but at 6 pages, that's still okay. Layout adheres to Tribality's two-column full-color standard and is clean and concise, though the upper and lower borders are pretty broad.
Michael Long's gunfighter is per se a damn cool class - and for the most part, it is precise and well-crafted, with the first couple of pages only featuring very minor hiccups like "Investigate" instead of "Investigation" or the aforementioned unfortunate wording choice pertaining advantage being good examples. The gunfighter paths have somewhat more glitches and unfortunately, the pdf does have some glitches that influence the rules-language. While the gunfighter is functional and elegant and appropriate for new players due to the relatively easy to grasp rules and low complexity, it is the collection of these minor hiccups that makes it impossible for me to rate this as high as I'd like to. The gunfighter certainly is no funfighter; the gunfighter is a cool class for its low, and more than fair, price point. While not perfect, it certainly deserves a final verdict of 4 stars - if you expect no perfection, you'll probably love this class as an easy to use, fun Western-class.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.
Endzeitgeist out.
Ethermagus has his own manifestation and etherslinger can just shoot SR-foes with guns for great justice....at least that's what my etherslingers do. ;)
A general tip, mayhaps - take some terrain-control tricks, add UMD etc. One of the ethermancers in my game is a halfling-infiltrator who is RIDICULOUSLY stealthy and capable of truly astounding tricks; with terrain control, utility tricks and UMD/alchemical items/rods, he's one of the most flexible characters in my group and rarely has issues when foes have SR cranked up.
Spell Penetration et al are game, yes. Metamagic, however, is not (spell-level). The rod, however, is game.
Re equalizer: Yes, this one applies to ALL resistances, including Spell Resistance and Power resistance if you're playing with psionics; it's the reason the ability's not referring specifically to energy resistances.
Other than that, as GM Rednal has correctly observed, pseudoconjuration and clockwork model's the way to go if your GM's spamming the SR-beasties. ^^
My favorite take on the trope is the Nightblade (Path of Shadows) from Ascension Games (though it's 3/4 BAB), followed by the antipodist-classes in Ultimate Antipodism by Interjection Games. The Nightblade would be the full BAB class there; it rocks hard and is my favorite shadowy-full-BAB-class. And it has an archetype that removes the light/shadow-duality and makes it all shadow.
Also: Thanks for being professional about the review and taking the criticism in the constructive spirit it is intended.
Part II of my review:
Of course, we once again get new infusion wild talents, with reprints from KOP I and II denoted as such, but contained for your convenience. At level 3, I consider ignoring 20 hardness and being treated as adamantine for 2 burn to be too early. The effects are generally valued as stronger than alignment DR and hardness is pretty much the best defense there is...so yeah, that one needs a whack with the nerf bat in my book. On the plus-side: Demoralizing via blasts? Cool idea, as it emphasis a bit more good ole' skill use. Upgrade-follow-ups for the burning infusion, frying creatures in water, level 5 burn 4 dismissal...pretty neat. Follow-up shot is basically a Rapid Shot/Flurry-style form infusion, but I consider the Pyroclastic infusion to be more interesting: Creatures currently on fire can become your own little kinetic fire bombs. And then, there is Vital Blade. It works like kinetic blade, but can be used with Vital Strike, Improved Vial Strike and even when used as part of a charge. Sorry, but no. This is friggin' OP. I know that plenty of people disagree with me on this one, usually people who like playing the theory-numbers game. I know quite a lot of gaming groups treat melee as a static of trading blows with minor movement here and there. My experience is, that fluid and dynamic combats that do not boil down to trading full attacks all the time, make for more exciting combats. If your enemy refuses to do the out-rambo-ing game with you, Vital Strike becomes extremely powerful; particularly so when combined with the damage-escalation tricks of the kineticist. For me, personally, this is broken. It may not be broken in your game - if movement in your game is worth less than in mine, which seems to be the case in some tables, then this won't cause too much of a hassle. That being said, as a whole, this is a nice expansion indeed!
We proceed according to plan in a similar fashion with utility wild talents - the pdf offers quite an array of different new ones, with reprints properly codified. Adaptive skin builds on reflective skin, allowing you to change resistance after the triggering attack, while aerial supremacy allows for up to two 90° turns in an aerial charge. Aquatic kineticists will enjoy taking bubbles of the sea with them, allowing them to use their swim speed on land (Cerulean Seas fans - get this!!). Okay, here, I'll just be a sour grape: Level 3 utility wild talent. Nets you dimensional tear. Only the basic one, sure...but please. It can also be upgraded via two follow-ups. Not close to the ripper, but still. The ability is ridiculously good. In my game, it will remain archetype exclusive - imho, easy access to them is too powerful. Elemental duplicates of the good ole' hand-spells-formerly-known-as-Bigby-spells on the other hand, are cool. Also: paper control is MUCH cooler than basic phytokinesis 8did we ever actually get useful rules for that one?) and can be taken in its place...this is a good thing, for basic phytokinesis kinda never did make it into Occult Origins, at least not into my copy. So kudos for this required upgrade! Now, the book also has some absolute winners for the thinking and planning crowd - Photographic Transference. You can see through your illusions. As in: "You literally see through them, becoming blind while the effect lasts and instead watch the world from the illusions you created. Yes, this can be pretty darn awesome. You can also deal fire damage to yourself (or allies) to end bleed effects or make your kinetic cover come apart as difficult terrain when it's broken. Quicksand sinkhole? Check. Modifying wind intensity (your sniper/artillery guy will thank you for it!) with appropriate levels for wind strength? Check. Oh, and you can play disco boy. No, seriously: Strobe Lights that fascinate targets. Drawing foes into dimensional tears or pulling out your own intestines and whipping foes with them? Yup. And yes, the latter has upgrades and feat-synergy. THANK YOU.
Beyond these, the book has EVEN MORE: Combo Wild Talents. Bone spikes wild talents, infused with biological toxins, for example. Oh yes. These made me very happy...and there is a lot of potential for more of them in the future. The pdf also introduces elemental mutations - basically, in Porphyra, the NewGod war etc. have tainted the elements. Kineticists may only have one such mutated element. Brutal is basically more powerful, but always takes lethal damage for Burn and burn altering effects. Conservative reduces damage, but also burn. Dense means that they treat non-physical blasts as physical...but need to attack regular AC. Intelligent mutation nets +2 class skills and skills per level, but requires a move action for gather energy and supercharge. These may btw. also help, scavenging-wise, campaigns that consider the kineticist's damage output to be too high. Combine detriments and there you go. That just as an aside.
The pdf also features new feats - basic kinetic training nets you one utility wild talent, while Composite Blast technique allows you to gain a composite blast for which you'd require an expanded element. Another feat nets you +2 Burn a day, +1 dimensional tear per use of the ability. There is also a feat that deserves special mention: Overwhelming Defense treats you as though you have accepted 1 burn for the purpose of elemental defense, +1 at 6th level and every 3 levels thereafter. This is basically a power-upgrade for the Overwhelming Soul...and a good one.
The pdf also sports a couple of items - there would be the Elemental Heart artifact (Hint: Kineticists will want it!) Blaster's bearing is brutal - it's a sling bullet into which you can infuse kinetic blasts with substance infusions of up to 3rd level - and they make sense to me, with their warfare application and volatile nature keeping them from breaking in-game logic. Now burn fragments will not get into my game. these are one-use burn-reducers. Only by one, sure and the three variants and their caps are well-priced...but still. Not a fan. There would also be a robe that grants temporary hit points upon accepting burn.
The pdf concludes with Jade Strider, a CR 10 dimensional ripper sample character.
Editing and formatting are good, though not perfect - I noticed a few glitches in the formal and rules-language department, though usually, they don't impede the functionality of the content. Layout adheres to the printer-friendly 1-column color-standard of Purple Duck Games, with A5 (9'' x 6'')-size. The pdf comes with extensive bookmarks as well as gorgeous, original full-color artworks.
This is the third of the books by N. Jolly and team KOP (Jacob McCoy, Mort, Onyx Tanuki) and it is...grml...hrmpf...you know, I really want to complain about some of the options herein. I consider a couple of components to be too good. And, at high levels, a capable power-gamer can insta-kill pretty much everything by using this and KOP I + II...but that's, for the most part, a system-inherent issue. Until 17th level, even with all the options in the combined KOP-books, the kineticists expanded played like strong choices and worked surprisingly well. This series, as a whole, is something, though, which much like psionics or similar systems, requires the GM to really grasp how the kineticists work - with the significant fine-tuning options the KOP-series offers, that holds true even more. This book, perhaps a bit more so, should be carefully read by the GM, since not all components will be fitting for all campaigns.
That out of the way, in spite of me disliking/banning more components in this book for use in my nonplaytest-home game than in the first and second book, this is still my favorite installment in the series. The archetypes are friggin' inspired and the dimensional ripper alone is worth the price ten times. (Granted, I wouldn't allow for other kineticists to get tears...but you may. Just rest assured that the foes will weep...) Anyhow, the new locales, the pieces of content that I liked, shone like stars to me this time around. The fact that the dread soul can't be cheesed, the sheer complexity of the ripper that one ups the already significant complexity of the kineticist...this book is pretty much master-class level regarding in the difficulty of its designs...and it manages to make them work. That in itself is a damn feat and the level of creativity and coolness this one oozes is exceedingly pronounced. To sum up: Best archetypes in the series, best archetypes I've tested for the kineticist so far. Must own book. Even if you loathe the base kineticist with all your heart, get KOP I, II and III and see if the new elements, archetypes like the ripper or dread soul and elements like viscera don't change your mind.
In short: Considering the more than fair price-point, the complexity of crunch offered, the quality of the complex crunch offered and the absolutely impressive execution of these components, this is well worth a final verdict of 5 stars + seal of approval, in spite of the few hiccups herein.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.
Endzeitgeist out.
Part II of my review:
The pdf provides favored class options for the classes, but only for the core races. Finally, the pdf provides 5 new feats: One for +1 morale bonus for verdant florist flowers, +1 blood talents. The others are problematic: Applying lesser metamagic rods to SPs...ouch. That's just begging to be combo'd some way. Arcane Celerity and Bulwark are very strong: Both can be activated as a swift action. The first nets you 1/2 caster level + casting ability modifier temporary hit points, providing a constant shield. The second nets you 1/2 class level as bonus to you base land speed, and a bonus to AC vs AoOs equal to your highest mental attribute modifier. Both effects only last one round, sure, but the lack of cap makes them pretty strong. That being said, my main gripe with them is that both only require you to be able to cast arcane spells - that's it. As 1st level-available feats, they are underpriced.
Editing and formatting are very good - it noticed no formal glitches and the rules-languages was also, with some minor hiccups, very consistent and adhered to the standards. Well done! Layout adheres to a two-column full-color used-parchment-style look that is solid, though personally, I think the respective class names would have made good headers - as provided, these are jammed in the upper left corner. Speaking of which: This is a very dense pdf with a *LOT* of crunch within its pages. The pdf comes fully bookmarked. Artist-wise, the pdf sports nice full-color artworks, though ardent readers of 3pp material will be familiar with the pieces used.
Brian Moran's Bevy of Blades is an interesting pdf in that it shows a capacity to handle pretty complex concepts. While there are a couple of freshman hiccups in the book, the classes themselves should not unhinge any game they're introduced into, so balance-wise, at least as a whole, I have no complaints apart from the two feats. Internally, the options of the classes diverge in power rather significantly, with clearly superior options and less optimal choices. Some internal streamlining may have helped here. The book, when it does have issues, mostly has them in the tiniest of rules-minutiae or on a meta-design level. Take the vital blade, which, with the verdant blade, would be my favorite herein: It gets this cool, somewhat grit-like blood pool...and must wait until 3rd level to actually do ANYTHING with it. That's not a particularly fulfilling two levels there. Player agenda, in short, could be slightly more pronounced in all of the classes. Internal nomenclature of the classes could also have been a bit tighter.
As for my personal assessment: The aether blade didn't particularly excite me with its pseudo-casting - you can have that concept in several, more compelling ways. The shadow blade...just isn't on par with superior takes on the concepts - of which there are many. The verdant blade and vital blade generally have cool engines set up in their class progression and as such, I enjoyed both - however, I really wished the classes did a bit more with their unique set-ups, focused a bit more on these aspects. In the end, whether you will like this book very much depends on how much 3pp-material you have and how much money you're willing to invest. Compared to e.g. the soulknife or the ethermagus, the aether blade just feels bland in options and playstyle. Similarly, there are more compelling shadow-themed classes. At the same time, you will be very hard-pressed to get said classes for the low asking price of this pdf and both verdant and vital blade, while not perfect, do have some pretty cool options. I look forward to seeing the designer tackle more complex and variable concepts. In the end, I consider this a solid buy for its low and fair asking price. Hence, my final verdict will clock in at 3 stars.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine ad posted here, on OBS, etc.
Endzeitgeist out.
An Endzeitgeist.com review
This class for D&D 5e clocks in at 20 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 17 pages of content, so let's take a look!
This review is based on V.1 of the file.
The alchemist class comes with a sufficient array of introductory fluff, quick build rules and then proceeds to provide the respective crunch: The previously missing plusses have been added to the proficiency bonus and the notation of the HD, 1d8, now also 100% conforms to D&D 5e standards. Proficiency-wise, alchemists gain simple weapons, blowgun, hand crossbow and net as well as Aachemist supplies plus herbalism or poisoner kits. Saving throw proficiencies, fittingly, would be Con and Int and skill-wise, two from Arcana, History, Investigation, Medicine, Nature, perception and Religion are available. The starting equipment choices are sufficiently varied and allow for a nice array of customization and properly adhere to the standards established.
Alchemist spellcasting works a bit differently - while they gain cantrips, they refer to their spells as mixtures. While alchemists do gain 7th, 8th and 9th-level mixture slots, these only can be used to trigger or empower formulae from 1st to 6th level or utilize class features. Alchemist casting is a bit different: You expend a slot and then get the mixture's effects...but you may delay the onset/use of the mixture to a later date, with proficiency bonus denoting the cap of mixtures you can have ready to trigger at any given time. Here's the kick, though: Creatures with an Int of 4 or higher can spend their Action to trigger the mixture - you don't have to do so yourself! Attacks made by other characters with your mixture use their Intelligence modifier, but your proficiency bonus - this previously slightly wonky sentence is now streamlined and can't be misinterpreted anymore. Kudos!
You can prepare formula to turn into mixtures on a given day equal to Int-mod +alchemist level, minimum 1. Preparing a different formula does not require a short rest, only 1 minute of preparation per formula level. You need to succeed the concentration checks, if any, for your mixtures, even if someone else triggers them...unless you have reached 9th level and 15th level, at which point you may delegate the concentration of one or two mixtures simultaneously to other characters. The governing attribute for mixtures is Intelligence.
Some formulae can be prepared as rituals, provided they have the correct tag and alchemist formulae have Somatic and Material components, but no verbal components. At 1st level, you begin play with 6 1st level formulae, with each level providing +2 formulae of your choice. Formulae may be copied from spellbooks, scrolls, etc. and alchemists may attune magic items usually restricted to the sorceror and wizard classes as well as other, general spellcaster-exclusive items. 2nd level nets you more item preparation efficiency for alchemical items (proficiency modifier per day of downtime with your kit), excluding poisons or herbalism-based items. 4th level and every 4 levels thereafter (minus 20th, plus 19th) net you ability score increases. The capstone lets up to 3 creatures maintain concentration in your place.
The defining feature of the class, though, would certainly the alchemical tradition chosen at 3rd level, which truly defines the class - basically, these are the domains, the archetypes of the class. Each tradition sports bonus formulae, which are added to the formula-list of the alchemist in question, with the first such tradition being the artificer. At 3rd level, they get proficiency in three toolkits and at 6th level, the jack-of-all-traditions ability - which lets you add 3 formulae from other traditions, though these do not count as bonus formulae. 10th level lets you ignore class, race and alignment restrictions for item-attunement.
Additionally, you may choose to not regain mixture slots upon completion of a long rest, instead maintaining the functionality of those you already have created. 14th level becomes interesting: When you use a 7th level slot to prepare a mixture of 4th level or lower, it may be triggered twice before being expended. Long rests eliminate, as usual, both uses and rest the process. If the duration exceeds instantaneous, it can only be used a second time after the first use has elapsed. As soon as you have access to 8th level slots, you may do the same for this slot and mixtures of 5th level or lower.
At 18th level, 9th level and mixtures of 7th level or lower get a different upgrade - namely, duration: It increases to 10 days!!! If it is instantaneous, the mixture may be trigger your Intelligence modifier times per day. Effects that require concentration can be suspended as a bonus action and resumed as an action. Linked gates can be reopened by resuming concentration.
The second tradition would be the Herbwarden, who gains proficiency with Herbalism kits at 3rd level (which may be redundant if you haven't chosen poisoner kit at first level) and either Medicine or Nature, with Medicine being governed by Intelligence for you. Also at 3rd level, you may use field medicine to allow a target to expend HD as though he had completed a short rest, with higher levels increasing the number of HD a target can spend. Once a creature has thus been healed, it can't be healed again this way unless it has completed a short rest, providing a nice anti-abuse caveat. 6th level nets advantage on saves versus poison and versus effects generated by oozes, plants and plant creatures as well as increased item creation in downtime with herbalist kits, analogue to the previous archetype's crafting-enhancement.
10th level lets you double Int-mod when making Intelligence (Nature or Medicine) checks and when making healing mixtures. 14th level's ability has been revised and is rather cool: After a target has been healed or stripped of a negative condition or disease by you, it can choose, upon failing the next saving throw or ability check, to reroll one failed ability check or saving throw. 18th level nets the herbwarden the option to expend a 9th level slot to animate plants as a shambling mound that can be commanded via telepathy.
The third tradition would be the Irezumi, most of whose mixtures are intricate tattoos. As such, they gain proficiency with tattooing supplies at 3rd level -a new kit that now comes with a base price and weight.. Also at 3rd level, the irezumi gains two cantrips from any spellcasting class. At 6th level, irezumi can create mystic tattoos in an 8-hour process. Once the tattoo is created, you can charge a number of mystic tattoos equal to your proficiency bonus. You can charge the tattoos of other irezumi, if you want to. Tattoos can be triggered by the target as an action much like mixtures and the benefits last one hour.
The benefits depend upon the region: Arms grant resistance to one damage type chosen upon being tattooed, which imho could have used a finer restriction, since physical damage types and e.g. force or radiant are situationally more powerful and useful than others. Head can net you Advantage on Insight or Perception or Darkvision; Legs can provide these benefits to Athletics/Acrobatics or net +10 ft. movement and the torso nets advantage on one saving throw. 10th level allows the irezumi to grant a subject up to 2 mystic tattoos and 14th level allows you to charge a bonus formula of 4th level or lower into a mystic tattoo, allowing the user to trigger that formula.
Here's the thing, though: The formula is permanent. It is not expended upon being triggered, but any use beyond the first in a long-rest-interval incurs one level of exhaustion. I am a bit weary of this one in the long run - for as long as D&D 5e maintains the very high value of exhaustion, this is okay. As soon as a game has means of mitigating exhaustion, this may become problematic. This is just me being meta, though - so far, exhaustion remains one of the most crucial conditions in 5e and thus, this is solid. 18th level lets you create a master tattoo, which works analogue to the aforementioned tattoo, only with up to 6th level qualifying and two levels of exhaustion incurred upon repeated use.
The metamorph is pretty much the Dr Jekyll/Mr. Hyde alchemist - at 3rd level, expenditure of a 2nd level slot lets these guys trigger a combined alter self/enhance ability/mage armor with a duration of Concentration, up to 1 hour - but for the duration, you gain disadvantage on a mental ability's associated rolls. 6th level lets you use Int instead of Con to determine hit points, retroactive to 1st level, and 6th level further enhances the mutagen's effects. At 10th level, stoneskin is added to the fray and at 14th, regeneration is added alongside better natural weapons, advantage on concentration checks and an enhanced duration. Finally, at 18th level, the benefits are further expanded. Cool one!
The next one would be the poisoner, whose bonus formulae are considered to be poison effects. At 3rd level, you gain 6 doses of basic poison and now, also proficiency with the poisoner's kit. You also get proficiency in Sleight of Hand, Stealth and may apply poisons as a bonus action (3 for ammunition). You create proficiency bonus doses of poison per day in downtime and the may be ingested, inhaled or injury and deal 2d6 poison damage on a failed save- now properly used damage-type-wise. Kudos! After a long rest, you may refine poisons not crafted by you to apply benefits to them as though they were made by you - which now, in a didactically cleaner manner, directly points towards the respective abilities.
Well, yeah - at 6th level, you increase their save DC to your mixture save DC and when you harvest poison, you instead get proficiency modifier doses from a given creature. At 10th level, targets also acquire the poisoned condition when succumbing to your poisons and your poison creation quickens, now also for non-basic poisons. At 14th level, you may expend mixture slots to weaken targets versus poisons and diseases or even bypass poison immunity/resistance. At 18th level allows you to expend slots to make mixtures particularly lethal and poisons generated thus nigh impossible to negate.
The penultimate tradition would be the pyromancer, who can manipulate the damage-type of evocation-cantrips and spells by changing it to one of the classic energies or physical types. 6th level provides resistance to one of the classic energy damage types, though you can change the type after a short rest. 10th level adds Int-mod to the damage of evocation mixtures and 14th level provides an array of benefits that allow you to double the radius, range or make the AoE into cones or single squares by using a 7th level slot for a 5th level or lower evocation. The 18th level ability fails to specify the level it is gained, but imposes disadvantage on saves versus 7th level or lower evocations prepared via a 9th level slot.
The final tradition would the nod to ole' Herby West, the re-animator, who gets find familiar at 3rd level and may choose a crawling claw or homunculus . Any familiar is undead, though it gains advantage on saves versus effects specifically targeting the undead. Also at this level, you double your Int-mod for Medicine-checks and gain sneak attack progression of up to +5d6 at 18th level. At 6th level, undead you create also have the advantage of your familiar and at 10th level, you gain advantage on saves versus disease, poison and fear as well as the option to use a bonus action once per activity interval to temporarily gain resistance to damage from non-magical weapons and advantage on ability checks for 1 minute. At 14th level, you can use create undead to make (or assert control over) flesh golems and revenants and at 18th level, you can make either two flesh golems or two revenants...provided, for both abilities, that you expend the high-level slot.
It should also be noted that the pdf has a nod towards the intriguing Salt-in-Wounds-series (Think high, dark fantasy with a society based on the regenerating flesh of the subdued tarrasque) and advice on creating your own traditions.
Editing and formatting have been SIGNIFICANTLY improved and now are top-notch. Where the rules-language wasn't 100% perfect before, it now is. The sub-abilities no longer are italicized, which means you can easily see the now properly italicized spells. Even cosmetic and didactic complaints I nitpicked are fixed. Kudos indeed! Layout adheres to an elegant two-column, full-color standard with pretty big borders at the top and bottom and several pieces of thematically fitting art that has a photo-like-look. First, I considered it to be a bit jarring, but it rather grew on me.
Rich Howard and Tribality Publishing have taken an already good, evocative class and sanded off teh rough edges, showing that they care for their books, rendering the new alchemist superior in every way to its predecessor. The special casting of the class and its internal nomenclature are surprisingly consistent. While I wasn't blown away by all traditions and while I think they do vary slightly in power, I was particularly surprised by the poisoner and irezumi. While the latter can be considered to be perhaps one of the strongest options herein, it also is a class that requires the interaction with a group to prosper. And seeing unifying tattoos on a group by the same artist can be pretty cool roleplying material. If an irezumi dies and a survivor looks at the tattoo as someone asks how she got it...well, let's just say that I think the class and its modular traditions (of which we'll hopefully see more in the future) proved to be interesting to me.
Reviewed first on endzeitgeist.com, the submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.
Endzeitgeist out.
An Endzeitgeist.com review
This installment of the Tangible Taverns-series clocks in at 22 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, 1 page advertisement, 1 page back cover, leaving us with 17 pages of content, so let's take a look!
The 5e-version of Tuffy's Good Time Palace is, fluff-wise, pretty identical to the Pathfinder-version: I.e. Tuffy's is still a seedy dump of a bar with an eccentric, female, dwarven barkeep and a somewhat less-than-bright brute at the piano. Scantily-clad women dance here and shady groups, two to be precise, scuttle through the shadows, as a surprising amount of patrons seems to vanish behind a door behind the bar...the set-up of a seedy bar, complete with the chance to contract mild food poisoning has been translated very well into the 5e-rules-frame, with the notable exception of one Wisdom (perception) check that retained the, for 5e rather high DC 15 from its Pathfinder sister file.
The supplement does come with extensive rumors and events to facilitate roleplaying within the context of Tuffy's - each of the respective entries is rather detailed and can be considered a good and rather detailed hook. One of the main draws of the file, though, would be the depiction of the owner, her employees and the two shady groups of people frequenting the establishment.
Here, the change in systems is more pronounced and honestly, it is here that the pdf had its most significant challenge: The PFRPG-builds utilized several rather specific mechanics-combos and translating these in spirit to 5e would not be an easy task. Instead of restricting itself to the class features of the default classes featured in the PHB, the pdf instead opts to go the more interesting way, granting unique features to the respective NPCs.
Tuffy, for example, has several tricks that render her particularly lethal in the environments of her bar, with the big mastermind gaining a unique, charming presence as well as a damn cool BBEG-escape trick. As a whole, the builds provided in this pdf turned out to be pretty intriguing. The fact that the Dire Rugrat-team went one step beyond in these builds is something I really appreciate. Challenges of the NPCs range from 1/2 to 10.
The tavern does come with a serviceable map in b/w, but sand a print-out-sized version or one that is key-less/player-friendly.
Kelly and Ken Pawlik's 5e-version of Tuffy's, surprisingly, actually turned out to be more interesting to me than its PFRPG-iteration. The characters are pretty cool, though we don't get scaled statblocks for characters in this version. Beyond its colorful characters and nice flavor-text, the pdf des share the lack of a menu or prices with the PFRPG-version and, like it, there is no clear distinction between the introductory prose and the rules-relevant section - generally, the tavern could have used a bit more fleshing out, with the majority of the appeal here stemming from the cool potential of the NPCs and their local color.
Still, this is, ultimately, me complaining at a high level. My final verdict, ultimately, will clock in at 4 stars for this one as well - while it is slightly briefer than the PFRPG-version, it is slightly more creative in my book.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.
Endzeitgeist out.
Part II of my review:
The pdf also includes an array of new feats, which let you use Con-mod to calculate form infusion saving throw DCs, set up combos (penalties to saves versus utility wild talents after taking a blast), a multiclass-enhancer (select wild talents up to 4 over kineticist level, up to total character level - similar feat available for blasts), getting limited poison access for wood blasts, gain ranged blasts regardless of restrictions...quite a bunch of material here. The feat Stout Deterrent has been mixed in layout/formatting, its name hanging halfway in the previous feat in a rather weird glitch.
The pdf also provides new magic items: Body wraps that reduce kinetic fist form infusion burn costs, bracers that allow for the conversion of simple blast energy via burn and then there would be burn shards, which can accept 1 or 2 points of burn for the attuned owner...and yes, they are limited to one per character, thankfully. Conduit gloves allow you to gather power while holding objects and may be a bit inexpensive at 1,000 gp. The big thing here, would be crystals of elemental knowledge, which contain spell-like utility wild talents that can be attuned and then used - but they don't allow prohibited characters from using them and the item, once again, has a limit of attuned crystals, preventing abuse. Focusing gloves allow for the addition of magic weapon properties from select lists to blasts, but require the user to accept burn, while a variant is particularly potent for kinetic blades. The bland power enhancement of rings of elemental strength, in comparison, feels relatively lame and, since it's blast die-dependent, also pretty powerful for the price. The pdf also provides kineticist ioun stones. Vambraces and vests interacting with elemental overflow are neat and certain wraps allow kineticists to gain the benefits of being Large sans actually being Large, with a 76K-variant doing the same for Huge...though in either cases, only when subject to the kinetic form wild talent. And yes, it comes with proper info on stacking etc.
The pdf concludes with Zeltryx Lastbloom, a drow (karza) dragon pact kineticist 12.
Editing and formatting are good, though not as precise as in the first KOP-book, at least on a formal level. On a rules-level, the concepts juggled are imho better, particularly considering the additional step up in difficulty regarding the designs herein - there isn't much to complain here. Layout adheres, as mentioned an A5-single-column standard (6'' by 9''), which you make prefer or not - just something to bear in mind regarding the page-count. The pdf sports a couple of gorgeous full-color artworks. The pdf comes fully bookmarked with nested bookmarks for your convenience.
N.Jolly, with support from team KOP (Jacob McCoy, Mort, Onyx Tanuki) has crafted a book that is, at least in my opinion, superior to the first KOP-book. Why? Because it is more daring. It is the book that conceptually liberates the kineticist from the "elemental-laser"-niche and makes the class have some seriously cool options: Whether it's poison, hexes or the like - the creativity that can be found herein exceeds its predecessor by leaps and bounds. It was this book, not the first, that made me first think that I might actually want to create a kineticist. I considered the system intriguing from the get-go, mind you - I simply considered the niche to be too narrow and not too much to my liking. The variety of options introduced is cool and creative, the class material is solid and, considering the difficulty of the kineticist system and nomenclature, one can consider this a rather impressive book.
The main achievement of this book, to me, would be that it brings flair and panache into the class; it's bolder in its expansion of the kineticist class's scope as well as in its use of flavor and in its design-choices. Yes, there are a few instances where the rules-language could be a tad bit more precise, but they are few and far in-between and balance-wise, I actually consider this one to be more refined - I have seen less I'll have to nerf for less high-powered games than in the first book. Yes, I'm concerned about the damage-upgrade items and the overall stacking game one can see coming here...but at the same time, I absolutely applaud the items like burn shards and their limitations, the crystals and the overall creativity and mechanical precision that went into this book. I could ramble on all day.
In short: While Kineticists of Porphyra was the book you *had* to buy to make the kineticist more versatile, this is frankly the book you *want* to buy, as the strength of concepts herein vastly exceeds that of its predecessor book and the base class. It may be a tad bit less refined in a few formal hiccups than the previous book...but it makes up for that in leaps and bounds.
Now excuse me, I need to build some poison and viscera kineticists...I forgot the verdict? Oh, yeah, right. Well, it's my old maxim: Boldness and creativity trump blandness married to perfectionism any day of the week. My final verdict, since this book actually made me like the class and liberated it from its narrow scope, integrating it so much better within PFRPG, is 5 stars + seal of approval.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted everywhere. ;)
Endzeitgeist out.
Part II of my review:
The CR 11 avatar of anarchy is an attaching, blood draining tentacle monster that can lay eggs in the fallen - if they are returned to life, they infect the target.The larvae tell the host about this, though, making the whole exercise pretty pointless from a life-cycle perspective. Oh well, logic and RPGs and such. At CR 6, we get a take on the sand golem - pretty much the bare minimum sans unique abilities. The CR 10 tomb guardian would be a purrsian mummy-variant that reduces damage "vs. small piercing weapons (arrows, bolts, darts, shuriken, thrown daggers and other ranged piercing weapons" - the wording's unfortunate, for one can read that as either pertaining to the size of the weapon employed to fire them or make a point that the missiles shot be Large creatures affect it. Codifying this in a more established manner would have been prudent. The statblocks do contain glitches, in case you were wondering.
Editing and formatting, on a formal level, that much I can say, are better than in Tribes of Everglow, though they still contain issues. On a rules-language level, the components are still pretty bad, though not as bad as in aforementioned book. In direct contrast, I had no "WTF is that supposed to do???"-experience in this book, only frustration at the flaunting of even basic formatting conventions and some broken bits and pieces here and there. Still, the rules-language is not fully operational, requiring an ample array of GM-interpretation and handwaving in the finer details. Layout is a highlight - Full-color, gorgeous 2-column-standard with a metric ton of absolutely gorgeous, original pieces of full-color artwork. This book is seriously beautiful and gorgeous. The hardcover I have is solidly bound, with nice paper - no complaints. I don't have the electronic version, so I can't tell you about bookmarks etc. or the lack thereof.
David Silver & Byron Mulvogue's Forgotten Past is a book of contrasts and an exercise in frustration for me. Why? Because the setting-information herein is very creative, fun and well-written. Similarly, the NPC-fluff-write-ups, supported by copious amounts of art, is a joy to read. But we're not looking at a system-neutral book here. We're looking at a roleplaying game supplement. Don't get me wrong - the glitches are not as pronounced and jarring as in "Tribes of Everglow" - this *is* the better book, by leaps and bounds. But at the same time, a significant majority of this book's crunch not only flaunts established rules-language that could literally be looked up at one glance, it also thus opens the floodgates for ambiguity, rules-issues etc. I like quite a few concepts herein; there are instances where the book gets its right. That deserves emphasis. But we have established a kind of quality standard among 3pps regarding the required rules-precision and this book, as much as it pains me to say it, fails that standard. My impulse is to give this 3 stars to account for the cases when it works, for the great fluff... but I have rated down books for significantly less issues than those found herein. I have rated mechanically okay, but uninspired books 3 stars...and this one may have some good ideas, some nice pieces...but it also has some broken bits; some seriously wonky mechanics and generally fails brutally.
It would, frankly, not be fair to rate this 3 stars - objectively, the craftsmanship of the crunch isn't at this level. It's better than in tribes...but not by enough. That being said, the often inspiring ideas and the bits and pieces that do work elevate this slightly above said book. My final verdict will clock in at 2.5 stars. If you are in it for ideas and ideas alone, then round up - this book does achieve the goal of making the Everglow setting very much intriguing, to the point where I want to see those strange dungeons in play, where I want to see functional rules for age-category-switching dungeons and the like. As a reviewer, though, and for those that expect a certain functionality from their roleplaying sourcebook's rules-information as well as a sense of consistency with the base rules, this must be rounded down.
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek, GMS magazine, posted here, etc.
Endzeitgeist out.


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These authors contributed equally to the work.
New insights into Drosophila larval haemocyte functions through genome-wide analysis
Version of Record online: 18 OCT 2004
DOI: 10.1111/j.1462-5822.2004.00462.x
Cellular Microbiology
Volume 7, Issue 3, pages 335–350, March 2005
Additional Information
How to Cite
Irving, P., Ubeda, J.-M., Doucet, D., Troxler, L., Lagueux, M., Zachary, D., Hoffmann, J. A., Hetru, C. and Meister, M. (2005), New insights into Drosophila larval haemocyte functions through genome-wide analysis. Cellular Microbiology, 7: 335–350. doi: 10.1111/j.1462-5822.2004.00462.x
Publication History
- Issue online: 18 OCT 2004
- Version of Record online: 18 OCT 2004
- Received 28 June, 2004; revised 24 August, 2004; accepted 1 September, 2004.
- Abstract
- Article
- References
- Cited By
Drosophila blood cells or haemocytes comprise three cell lineages, plasmatocytes, crystal cells and lamellocytes, involved in immune functions such as phagocytosis, melanisation and encapsulation. Transcriptional profiling of activities of distinct haemocyte populations and from naïve or infected larvae, was performed to find genes contributing to haemocyte functions. Of the 13 000 genes represented on the microarray, over 2500 exhibited significantly enriched transcription in haemocytes. Among these were genes encoding integrins, peptidoglycan recognition proteins (PGRPs), scavenger receptors, lectins, cell adhesion molecules and serine proteases. One relevant outcome of this analysis was the gain of new insights into the lamellocyte encapsulation process. We showed that lamellocytes require βPS integrin for encapsulation and that they transcribe one prophenoloxidase gene enabling them to produce the enzyme necessary for melanisation of the capsule. A second compelling observation was that following infection, the gene encoding the cytokine Spätzle was uniquely upregulated in haemocytes and not the fat body. This shows that Drosophila haemocytes produce a signal molecule ready to be activated through cleavage after pathogen recognition, informing distant tissues of infection.


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Video Industry News Video Company News Technology Industry News Technology Company News Novelty Industry News Novelty Company News Gay Industry News Gay Company News Legal Industry News All Company News
Released: Sep 28th, 2009
Running Time: 154 Min.
Directors: Peter Lee, Vikram Seti
Company: Bluebird Films
DVD Extras: Cumshot Recap, Still Gallery(ies), Widescreen
Cast: Carmel Moore, Karlie Simon, Caroline de Lys, Jay Scarman, Kit Lee, Jodie James (II), Dirty Dog, Michelle Thorne, Kat Lee, Ben Dover, Tony (I) (Hungarian), Kirstyn Halbourg, Others
Critical Rating: AAAA
Genre: Feature
Deaf and dumb Jodie escapes from her city pimp to the haven of Ashby Stables, where she discovers that she can ride for life.
Jodie James gives a great non-verbal performance as Jodie Vincent, the deaf and mute London hooker who is looking to escape her life of debauchery. Of course, all it takes for her to escape is to screw her pimp in the streets of London. Once he blows his load, she blows town.
From there, she hitches a ride with a trucker, thanking him by sucking and fucking him in the cab of his truck, before she finds a place to sleep in the barn of the horse stables owned by "woman of the world" Vanessa Armstrong (played by the busty BBW Kirstyn Halbourg).
Throw in a few scenes of stable boys and girls getting it on, and a flashback scene of Jodie in a group sex scenario from her hooking days, and you have a winner.
If you are looking for women riding around bareback on horses rather than stable boys, though, apparently you need to wait until Volume 2.
Shot in high definition, this release has a slightly soft focus, giving it a more high-end feel than some other features. And those who are interested in the dialogue might need a scene or two to get used to the British accents.
Overall, the first installment in the Black Beauty series is a fine beginning.


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Author's Notes
Thank you to everyone who read and reviewed the last chapter! It's been years since I last wrote anything so I'm a little rusty. This chapter focuses mainly on Miranda and Jack and it has some harsh language and innuendo because it's, well, Jack. Anyway, hope you guys enjoy!
Chapter setting: While Shepard heads off to help Thane find his son, everyone takes the time to enjoy some shore leave.
Chapter 2 – Girl Talk
"I don't need a fucking babysitter, Cheerleader. Get lost!"
Miranda sighed for what felt like the hundredth time in the last hour. The Normandy was currently docked at Citadel for a chance to refuel and restock supplies.
The main reason they were here, however, was because Thane had informed the commander about some important business he had to settle regarding family. Shepard immediately ordered Joker to plot a course to the Citadel. Miranda couldn't really protest about his decision since he too went out of his way to help her with her sister, Oriana.
Once they've docked, the commander had announced a few days shore leave for the crew, much to their delight, although a couple of them, including Joker, had opted to remain on the Normandy. As for the ground team, majority were off doing their own things. Miranda made sure that they kept either her or Shepard informed of their locations in case of any emergencies.
Garrus and Tali had left for the marketplace, looking to stock up on some replacement parts for the Kodiak shuttle and the Hammerhead tank as well as pick up a few weapon mods. Kasumi vanished the moment she stepped out of the airlock and Miranda can only hope she doesn't get a call from C-Sec any time soon. Jacob, to her surprise, chose to stay on the Normandy. His reasoning was that he needed to clean their weapons since their last mission on Tuchanka had caused a sand build-up in some parts. Samara was also back on the ship, saying that she had no business on the Citadel and that her "presence will only invite unwanted attention from the asari denizens". Shepard joked that them arriving in a vessel flying Cerberus colors and with the huge Cerberus logo painted on the hull had already garnered all the attention they could ask for. Mordin had rushed off to various medical centers to stock up on some chemicals, despite Miranda's reasoning that he could just request them through her. But the salarian had politely refused, saying that he'd rather procure them himself and she didn't press the issue anymore.
As for Grunt and Zaaed, the grizzled old mercenary promptly dragged the young krogan off to a bar to "celebrate him becoming a man". Jack wanted to tag along but Zaaed told her it was guys-only event and they left without her. The convict promptly let out a storm of curses and stalked off on her own.
Despite her time on the Normandy, Jack was still an unstable element, and neither Miranda nor Shepard trusted her enough yet to go off on her own. And with Shepard off assisting Thane, Miranda was the only one left to go after her. Which brought them so where they are currently.
Jack gulped down her fifth glass of alcohol, letting out a belch that'll make a krogan name their first-born after, before ordering yet another round.
Miranda frowned apprehensively at the glowing green liquid the turian bartender slid in front of the convict. Shaking her head disgustingly, she turned around to take in her surroundings. They were at the Dark Star, one of the more fancy bars on Zakera Ward. It's not the place she'd associate Jack with but tattooed woman had snapped, "Since Cerberus is footing the bill I'll drink wherever I damn well choose too!"
The Normandy's XO closed her eyes and counted to ten before opening them again, watching Jack toss back a shot of something blue.
"Seriously Jack, slow down," Miranda shook her head. "I'm not carrying you back no matter what."
"Fuck you, Cheerleader," Jack spat, slamming the glass back down and shooting her a venomous look. "I didn't ask you along!"
"The commander ordered me to keep an eye on you," Miranda shot back, crossing her arms and raising her chin.
"I don't need a fucking babysitter, Cheerleader. Get lost!"
Miranda knows there's no point antagonizing Jack any further. The psychotic biotic had been in a horrid mood recently. She had informed Shepard about her desire to return to the Teltin facility and while the commander had agreed to help her, he had yet to set a course for Pragia. Firstly, they had to make an emergency detour to the ass end of nowhere to find the Quarian Migrant Fleet and contest some charges against Zorah, then a trip to Tuchanka before Grunt punched a hole in hull and to rescue Mordin's assistant. And now he's decided to stop at the Citadel for Thane. To say Jack was pissed was an understatement.
"No matter what you say Jack I have my orders," Miranda tried to reason. "Shepard's worried about you, you know?"
"Oh really?" Jack sneered. "Well, tell him to go fuck himself. Or is he too busy trying to get inside Princess Buckethead's suit?"
She tossed back another shot and Miranda resisted the urge to rub that spot between her eyes.
"Jack," she tried to keep her voice steady. "Please show some respect for you fellow crewmates."
The tattooed woman merely grinned menacingly back at her.
"What's the matter, Cerberus?" she leaned closer to her. "Jealous?"
Miranda tried not to gape at the accusation.
"Whay I be jealous of?" she snapped.
"Come one, Cheerleader," Jack rolled her eyes. "Aren't you supposed to be some perfect bitch? That every guy in the world lusts for and desires? And yet, our resident boyscout has eyes only for the suitrat. That has to sting doesn't it?"
Miranda couldn't help but winch slightly. There's no doubt that Commander Shepard is an extremely attractive man. But she can safely say that what she felt for him was platonic instead of romantic. Still, the fact that he may have passed over her, the "perfect woman", for a quarian hurts a bit.
"Geez," Jack snorted, bringing Miranda back from her thoughts. "You need to get laid."
Miranda could only sit silently, dumbfounded at the convict's crude bluntness.
"You know I wouldn't mind banging the boyscout," Jack said, almost as though it's an after thought. "The nice ones are always the wildest in the sack."
"Oh for the love of.." Miranda's palm met her face as she sank into the barstool.
"You what I'll do," the convict smiled predatorily. "I'll take him right there below the engine room. Make enough noise for the quarian to hear. It'll be fun watching her blow a gasket."
"Enough, Jack!" Miranda jumped up and slammed a fist into the bar, denting the metal surface slightly. "I won't have you talk about the commander in this manner!"
People all around were starting to stare at them. Miranda huffed and sat back down, eying the drink shelves in front of her before shaking her head.
"Fine fine," Jack shrugged, chugging down a new drink. "Don't need to get your panties twisted. If you're even wearing any…"
They sat quietly for a few minutes, Miranda breathing slowly to calm herself down and Jack pounding back more drinks.
"So," Jack spoke up suddenly. "What's your type then?"
"Jack, please just stop," Miranda sighed, rubbing her temples.
"Relax, Cheerleader," the convict drawled. "I'm just trying to have a heart-to-heart good old fashioned girl talk here."
"Well, I'm not interested in 'girl talk'," the XO snapped. "Just finished off your drink so we can leave."
"So Jacob then?" Jack said, ignoring her. "You like some hot chocolate?"
Miranda almost fell off her barstool.
"Ok, seriously?"
"Hmmm, Zaaed? Bet that old geezer's got experience under his belt. Heh, 'under his belt'."
The Cerberus officer buried her face in her hands.
"How about Vakarian? He's all goody goody two-shoes but what did I say about nice guys. And turians with the fangs and claws, definitely a different experience. Trust me."
"Jack, please," Miranda groaned, her head hitting the bar.
"Oh I know!" Jack exclaimed, swallowing the drink and turning to give the XO a wicked smirk. "Isn't Grunt a 'man' now? Why don't you break him in?"
"Excuse me, give me the strongest thing you have behind the bar. Right now! Thank you!"
She opened her eyes and was immediately assaulted by a massive headache. Groaning, she threw her arms over her eyes.
"Well, it's good to see you're finally awake," a voice piped up with a slight hint of laughter.
Carefully, Miranda lifted her arm to peek, allowing her eyes to adjust to lighting. She was back in her room/office on the Normandy, the holo clock on the nightstand showed that it was early morning. Slowly, she raised her head to see who the voice belonged it.
Unsurprisingly, the commander was comfortably lounging on her sofa, his legs kicked up on the coffee table and a smug grin plastered on his face. Normally, Miranda would have asked him to put his boots down, but her head was pounding too much for her to even care.
"Shepard," she mumbled, covering her eyes again.
"Miranda," Shepard nodded, still smirking.
"What… what happened last night?" she asked, pinching her nose bridge.
"I should be asking you that," the commander said, leaning forwards and placing the datapad he was reading on the table. "I vaguely recalled asking you to look after Jack. The next thing I know she was carrying you back on board. Care to fill in the gaps?"
Miranda blinked before inclining her head slightly to look at Shepard.
"Jack… brought me back?" she asked, raising an eyebrow.
"Well, she did mentioned she was about to leave you all by yourself. That is until you paid for her drinks out of your own pocket."
Miranda shot up suddenly, instantly regretting it as a sharp pain shot straight through her head.
"I did what?!"
She fired up her omnitool, and with a few taps, she pulled up her account. Sure enough, the latest deduction was time-stamped the night before and credited to "Dark Star". The Cerberus officer groaned again, before collapsing back onto the bed.
"It wasn't my fault, Shepard!" she moaned. "I didn't know how it happened! I was just watching over her then she said a few things and I just lost it."
The commander didn't say anything but his expression hasn't changed yet.
"What, Shepard?!" the woman snapped. She was not in the mood for his mind games. "Fine, I promise it happen again, I'll be more careful. Now wiped that stupid smile off your face."
To her surprise, the commander chuckled loudly. Miranda narrowed her eyes.
"Relax, Lawson," he said. "I'm not going to give you a lecture or anything."
"Because," he added. "It's nice to see you relax and let loose every once in a while."
Miranda lay back down, deep in thought. Ever since Shepard's awakening, she can't remember when was the last time she truly relaxed. She had to run the Normandy from reporting back to the Illusive Man every once in while to fulfilling requisition orders from the crew. As well as finding out information about sister.
Then there were the ground missions she had to go to: Omega, Haestrom, Horizon, Illium and a few others. She did have a drink every once in a while like a glass of wine before bed, but she never really got a moment's rest or a chance to properly unwind.
"I really needed that didn't I?" she laughed quietly.
"As long as it's not a daily occurrence I'm sure it won't hurt," the commander shrugged.
"It'll be a while before I'll do something like that again, commander," Miranda rubbed her temples. "I'm guessing I'll need to go and thank Jack then?"
"If you want to," Shepard rubbed the back of his neck. "But I wouldn't do that right away, considering how she might be worst off than you."
Miranda nodded and silence fell over the both of them. It was broken by a quiet beep and Shepard raised his omnitool to check the message. He read it quickly but thoroughly before frowning.
"Garrus wants to meet me right away at the docks, he says it's urgent," Shepard explained, standing up then turning to his XO.
"You should go," Miranda waved him away. "I'll get some work done here."
As she tried to get up, Shepard grabbed her shoulders and gently pushed her back down.
"Get some rest, Miss Lawson," he smiled. "I'm sure you can afford to take a day off. Everyone is still on shore leave anyway."
Miranda considered it before nodded.
"That sounds like a great idea at the moment, Shepard," she said, failing to stifle a yawn.
"I'll have EDI lock the doors and make sure no one bothers you for the day."
"I appreciate it, commander. Thank you."
Shepard made his way to the doors but before stepping out, he turned back to her.
"By the way, you know you talk in your sleep right? Something about hot chocolate?"
Miranda literally leapt out of bed and grabbed her clock, almost tossing it at the commander as he sprinted from the room, laughing loudly. When the doors slammed shut again, she fell back down on the bed face first and cursed into her pillows.
"Damn you, Jack!"
Yes I know Jack doesn't get hangovers, but they don't know that ;) Also, while I ship Shepard/Tali, I do happen to like Miranda as a character. I've got a couple more ideas for new chapters in my head right now and I'll start writing them soon!


text:
Ok, so this is one thing i've been slowly struggling with inside the pro shooting system. I am going to talk about the finger….yes that finger, hahaha. My buddy mike that i mentioned before, he is the owner of his own business, www.youngstownroofservices.com , and he loves to talk about the finger. His version and my version are a little bit different though, if you catch what i'm throwing.
Pro Shot Shooting Check us out....We cool
Season Ending Post
So, i figured i'd make a post that deals with the conclusion of our season. I made sure to implement the pro shooting system into our daily practices and try to make our girls team better shooters. The results were kind of hard to figure out. We had four seniors and I found out that it is very hard to change their form or adjust their mechanics when they are used to shooting the same way for 10 years. They also have to buy into it and believe it. I think that is the hardest one to achieve…get them to actually believe this will help them make more shots. In the long run you are talking about taking a 30% shooter and making them a 40% shooter. In the big picture of things, thats only increasing their made shots by 10. Maybe scoring 20-23 more points. The struggle of a new shot, didn't justify the means for those seniors. On the other side of the spectrum, we also did the same with our freshman, 8th graders, 7th graders, 6th graders, 5th graders, and yes even some fo the 4th graders. So we are trying to get them to shoot this way fromt he beginning. Sometimes they aren't quite ready for a chance like this, but at least they are giving it a shot. Each year if they get a little better then thats a bonus. I do see some good things with our program. We were also able to break a school record and make 82 three pointers this year. Our free throw percentage was a little lower than last year, but last years was also a school record. So we have some good things for the future!
Working on the shooting
We are a team that has won back to back district championships. This is not an easy thing to do. Both regional semifinal games were big games we struggled in. Neither game was dominated by our great offense. This was the whole reasoning behind trying to find something or somehow fixing our shooting.
Finally, Shooters 1-3
Ok, finally got back here to finish the previous posts i've made. I did the top 10 shooters in the NBA this past season. As I think about it, the season is about ready to start again and we are still talking about the 14-15 season. Oh well, lets crank this baby out!
Top Shooters 4-6
This is a follow up to the last post I made on the site. I thought i'd be able to post this weekend, but putting it together now. In the first post about the top shooters I identified the 7th – 10th best shooters in the NBA. Today we will be talking about shooters #4 – #6. I tried to talk my buddy Mike (owns and runs Youngstown Roof Services) into getting his son to try out this shot, but he's not letting me work with him. I sent him this video to show him that it works and the best shooters in the league do it. So, we will see what happens.
Checking out the best shooters
Today's post is centered on the idea of checking out the top shooters and seeing if I can identify the fundamentals that I teach. This really shouldn't be that hard, because you can just watch the shot and see if they are doing what I am teaching my girls.
Practice Today
Like i've said before, we have been incorporating Pro Shot Shooting into our practices here at the high school. It can be a tough thing to accomplish. The girls are so use to crappy shooting fundamentals that they want to fight everything that we try to introduce!
The Art of Shooting
Ok players. So yesterday I introduced you guys to this new concept in shooting a basketball. It was the Pro Shot Shooting system developed my coach hoover. I have been incorporating this into my coaching style when instructing our shooters here in high school. I coach girls high school basketball.
First Post –
Ok, so we are off and running my friends! I decided on a sweet theme for this blog. I love the game of basketball and even coach it at the high school level too. I found a new shooting program that NOONE buys into until they see it for themselves. The old style, change is bad, is a thing of the past bro's and sis'. Follow with me and I will take you down the path.
Noobs, thats me!
Yep, i'm a noob to this whole online thing, but we are gonna make it work here at star fire systems bruh! Check back tomorrow for more sweet blogs.


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