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Tes Gala - Amalor Adallaireon




Rapid fire lore because I accidentally posted early:
Amalor was born in 3E 233 in Mathiisen, Auridon. After his mother - Firwari - died when he was very young, his father - Ocathrel, who was also suffering trauma due to witnessing the destruction caused by the Numidium during the Tiber Wars - withdrew from society, effectively leaving Amalor to be raised by the household staff. His father's reclusivness caused clan Adallaireon's status to suffer.
Amalor's life goal would eventually be to see to it that clan Adallaireon be restored to what he deemed it's rightfully place. He did this by allying himself with Mephala and the then burgening Thalmor movement. He also sought to integrate himself into mainland Summerset politics and society, something that was already seen as difficult for him due to the fact that he was from an Auridon clan (they were seen as lower status clans and provincial), he did this by entering into an arranged marriage to Eranwe of the prestigious Aunecil clan that was based in Cloudrest.
After 4E 22, when the Thalmor successfully seized control of Summerset, Amalor would become a high ranking member on the Thalmor council, and the Adallaireon clan would now control the city of Skywatch (it was taken from the Auralus clan, who Amalorâs father was a member of, meaning Amalor was able to create a legitimate claim on the city) and the entire Calambar region if Auridon.
Amalor's hierarchy of importance:
- Himself and Eranwe (their marriage started out as arranged, but they would see kindred spirits on the other and would eventually develop actual feelings for each other. They are a terrifying power couple.)
- the Adallaireon clan and his decendants. Amalor and Eranwe have three children (Tamyon, Lothariel and Nalaril) and two grandchildren (Lotharielâs daughter, Valyare, and Nalaril's daughter Quenanya).
- the Thalmor and the Aldmeri Dominion. Amalor is loyal to the Dominion and it's goals, but in so far as it ensures the continued existence and prosperity of the Adallaireon clan.
- Mephala. Without Mephala, much of what Amalor has achieved would not have been possible. Among his fellow council members, Amalor has gained a reputation of being a master of secrets. Some call him "The Spider" but never to his face.
Bonus meme:
is this meme still cool?

Local Justiciar bullies her 400+ year old grandfather (it's okay tho he deserves it).
#tesgala25#tesgala#my art#oc: amalor#oc art#tesblr#tes#the elder scrolls#elder scrolls#altmer#altmer oc#thalmor oc#thalmor#artists on tumblr#digital art
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3e: Winners and Losers In Lawful Space
Planescape is a silly place.
Dungeons & Dragons is a wholeheartedly silly game, and itâs important to remember that what makes it silly is an expansive growth out of a particular root. It is a tree of many branches but thanks to the way that it encourages people to build their own things on top of it, it has become a sprawling kind of folk narrative and generally accepted consensus material that then a company comes along and tries to augment and supplement. Still, as much as a corporate mind is at the head of what gets published, what gets handed to that corporation is going to derive from the mind of a dork who likes D&D. To that end, D&Dâs lore is a constant push-pull between the kinds of nerds who like organising lists and the kind of nerds who like to invent new types of dragons they want to have sex with and theyâre all trying to integrate one anotherâs material because thatâs how nerds demonstrate mastery over a topic.
The result is that D&D lore is composed of parts that neatly and smoothly fit together and parts that should be airbrushed on the side of a van, and all subjects exist in a space between those two points, on a spectrum. And nowhere is this more evident than in the way that 2eâs setting Planescape introduced elements that 3rd edition tried to hide.
Planescape, as a setting, exists very close to the âairbrushed on a Vanâ side of things, and itâs extremely obvious when you look at its roots in 2nd Edition. In this space, much of what makes Planescape Planescape was codified. For those of you unfamiliar, Planescape is a setting made up of the idea of âplanesâ as distinct, discrete universes with their own rules separated not by time and space, but just by barriers or magical boundaries. You know how Narnia is supposed to work, with the wardrobe? Itâs like that, but there are a lot more wardrobes and they all go to different places. Think a sort of multi-level Isekai scheme.
Anyway, itâs a setting with like, multiple whole universe-sized worlds, that may or may not have planets inside them, some of which follow a very narrow set of identifying rules, like the elemental plane of Fire, which is full of Fire, or are just like âhere, but a bit weird,â like Bitopia, which is a whole plane that is mirrored vertically at a certain height. If you look up in Bitopia, you see another whole country up there â thatâs why itâs called that. Also everyone there is bisexual.
Planescape sought to build out more of that structured universe and then in each structured space, fill it with interesting notions. But the structure is a little odd, in that itâs hard to make an infinite number of chairs organise neatly, someone is always putting out one more where they shouldnât. That means there are tidy diagrams of the Planar cosmology, and then you look inside any of the bubbles in that diagram and find itâs full of gibberish.
It was in 2e that, as far as I know, we were introduced world-wise, to the characters of the Modrons.
Thereâs a whole writing form that involves referring to Modrons in deliberately obtuse ways, with Modrons being the individual, plural, categorical, and utility terms for this people, but what you need to know about them is that Modrons are weird lil guys that are made out of a basic geometric shape â pyramid, cube, dodecahedron, all the way up to sphere (or down to sphere, depending on who you ask). They are truly perfect Lil Guys, a byproduct of a plane of true law and order which doesnât in any way cohere to what humans (the people playing the game) necessarily assume about law.
They make a lot of sense in a storybook kind of way where you donât need to have big answers for what they are or how they work or even how their philosophical bias towards pure lawfulness works. In the world of 2ed, where sometimes things that sound like they should be well explained, clear rules are kinda yada-yada-yadaâd in a space that you might imagine is flavour text, the Modrons left a bunch of questions unanswered and seemingly, that was good. It was good that they were heavily ambiguous because what was the life cycle of âan orb?â Any answer made them less mysterious and pushed them away from the oddness that they represented.
Anyway, 3e was an attempt by a serious company to do serious things and thatâs why when they went back to talk about the Creatures That Lived In The Lawful Planes, they came up with the Inevitables.
Inevitables are the demons of small minds, writ large. Literally, the point of an Inevitable is to be a Lawful Neutral version of a Demon, an entity that exists purely based on rules, coalesced out of a world made of rules, and with nothing holding them back from expressing that. Each of the Inevitables is meant to respond to a rule in the universe and then enforce it. They are self-appointed near-immortal construct cops, and theyâre meant to oppose things and people that break the rules that they, specifically, are meant to care about.
These rules are completely out of whack, though, because one of them is meant to enforce say, justice, another the inevitability of death and another, the way the desert is a fixed ecosystem that nobody should try and change or interact with. And in that case, there are a bunch of plants that the Inevitables are going to have issues with, that donât seem to be capable of forming complex political allegiances.
Thereâs a really interesting distinction between Inevitables and Modrons, to me. Modrons are weird and interesting but also, thereâs nothing they can do that answers a question. Inevitables are a fun challenge thatâs supposed to be present to oppose players or potentially be recruited into an adventure, but not for too long. But Inevitables, the 3e attempt to populate Lawful Planes with A Kind of Guy, sort of fell apart and are now more of a trivia question while Modrons have endured into 4th and 5th edition.
I donât think thereâs some greater, better reason for it or anything. I donât think that Inevitables failed because they were Bad Design or something. But I do think that for me, the way that Modrons represented Weirdness was much more interesting than the ways the Inevitables sucked weirdness away with their simple, clear consideration of certain things as being part of natural reality.
After all: Inevitables would hunt down people who extended their lifespans because âeveryone must die.â But Inevitables were immortal. Thatâs a pretty interesting thing to juxtapose and maybe a character could struggle with that.
Or maybe they could make a big speaking trumpet and demand that everyone else refer to them as a Spokesmodron which is, in my opinion, much funnier.
Check it out on PRESS.exe to see it with images and links!
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What's OSR? I've seen you mention it several times in your RPG posts. Is it like a genre of rpg or...?
Hey, sorry I took so long to reply to this lol you probably already just googled it by now.
But like. Anyway.
OSR (Old-School Revival, Old-School Renaissance, and more uncommonly Old-School Rules or Old-School Revolution, no one can really agree on what the R means) is less like a genre and more like a movement or a loosely connected community that seeks to capture the tone, feel and/or playstyle of 70's and 80's fantasy roleplaying games (with a particular emphasis on old-school editions of Dungeons and Dragons, particularly the Basic D&D line but pretty much anything before 3e falls under this umbrella), or at least an idealized version of what people remember those games felt like to play.
There isn't exactly a consensus on what makes a game OSR but here's my personal list of things that I find to be common motifs in OSR game design and GM philosophy. Not every game in the movement features all of these things, but must certainly feature a few of them.
Rulings over rules: most OSR games lack mechanically codified rules for a lot of the actions that in modern D&D (and games influenced by it) would be covered by a skill system. Rather that try to have rules applicable for every situation, these games often have somewhat barebones rules, with the expectation that when a player tries to do something not covered by them the GM will have to make a ruling about it or negotiate a dice roll that feels fair (a common resolution system for this type of situation is d20 roll-under vs a stat that feels relevant, a d6 roll with x-in-6 chance to succeed, or just adjudicating the outcome based on how the player describes their actions)
"The solution is not on your character sheet": Related to the point above, the lack of character skills means that very few problems can be solved by saying "I roll [skill]". E.g. Looking for traps in an OSR game will look less like "I rolled 18 on my perception check" and more like "I poke the flagstones ahead with a stick to check if they're pressure plates" with maybe the GM asking for a roll or a saving throw if you do end up triggering a trap.
High lethality: Characters are squishy, and generally die much more easily. But conversely, character creation is often very quick, so if your character dies you can usually be playing again in minutes as long as there's a decent chance to integrate your new PC into the game.
Lack of emphasis on encounter balance: It's not uncommon for the PCs to find themselves way out of their depth, with encounters where they're almost guaranteed to lose unless they run away or find a creative way to stack the deck in their favor.
Combat as a failure state: Due to the two points above, not every encounter is meant to be fought, as doing so is generally not worth the risk and likely to end up badly. Players a generally better off finding ways to circumvent encounters through sneaking around them, outsmarting them, or out-maneauvering them, fighting only when there's no other option or when they've taken steps to make sure the battle is fought on their terms (e.g. luring enemies into traps or environmental hazards, stuff like that)
Emphasis on inventory and items: As skills, class features and character builds are less significant than in modern D&D (or sometimes outright nonexistent), a large part of the way the players engage with the world instead revolves around what they carry and how they use it. A lot of these games have you randomly roll your starting inventory, and often this will become as much a significant part of your character as your class is, even with seemingly useless clutter items. E.g. a hand mirror can become an invaluable tool for peeping around corners and doorways. This kind of gameplay techncially possible on modern D&D but in OSR games it's often vital.
Gold for XP: somewhat related to the above, in many of these games your XP will be determined by how much treasure you gather, casting players in the role and mindset of trasure hutners, grave robbers, etc.
Situations, not plots: This is more of a GM culture thing than an intrinsic feature of the games, but OSR campaigns will often eschew the long-form GM-authored Epic narrative that has become the norm since the late AD&D 2e era, in favor of a more sandbox-y "here's an initial situation, it's up to you what you do with it" style. This means that you probably won't be getting elaborate scenes plotted out sessions in advance to tie into your backstory and character arc, but it also means increased player agency, casting the GM in the role of less of a plot writer or narrator and more of a referee.
Like I said, these are not universal, and a lot of games that fall under the OSR umbrella will eschew some or most of these (it's very common for a lot of games to drop the gold-for-xp thing in favor of a different reawrd structure), but IMO they're a good baseline for understanding common features of the movement as a whole.
Of course, the OSR movement covers A LOT of different games, which I'd classify in the following categories by how much they deviate from their source of inspiration:
Retroclones are basically recreations of the ruleset of older D&D editions but without the D&D trademark, sometimes with a new coat of paint. E.g. OSRIC and For Gold and Glory are clones of AD&D (1e and 2e respectively); Whitebox and Fantastic Medieval Campaigns are recreations of the original 1974 white box D&D release; Old School Essentials, Basic Fantasy and Labyrinth Lord are clones of the 1981 B/X D&D set. Some of these recreate the original rules as-is, editing the text or reorganizing the information to be clearer but otherwise leaving the meachnics unchanged, while others will make slight rules changes to remove quirks that have come to be considered annoying in hindsight, some of them might mix and match features from different editions, but otherwise they're mostly straight up recreations of old-school D&D releases.
There are games that I would call "old-school compatible", that feature significant enough mechanical changes from old-school D&D to be considered a different game, but try to maintain mechanical compatibility with materials made for it. Games like The Black Hack, Knave, Macchiato Monsters, Dungeon Reavers, Whitehack, etc. play very differently from old-school D&D, and from each other, but you generally can grab any module made for any pre-3e D&D edition and run it with any of them with very little to no effort needed in conversion.
There's a third category that I wouldn't know how to call. Some people call then Nu-OSR or NSR (short for New School revolution) while a small minority of people argue that they aren't really part of the OSR movement but instead their own thing. I've personally taken to calling them "Old School Baroque". These are games that try to replicate different aspects of the tone and feel of old-school fantasy roleplaying games while borrowing few to none mechanics from them and not making any particular attempts to be mechanically compatible. Games like Into the Odd, Mörk Borg, Troika!, a dungeon game, FLEE, DURF, Songbirds, Mausritter, bastards, Cairn, Sledgehammer, and too many more to name. In my opinion this subsection of the OSR space is where it gets interesting, as there's so many different ways people try to recreate that old-school flavor with different mechanics.
(Of course, not everything fits neatly into these, e.g. I would consider stuff like Dungeon Crawl Classics to be somewhere inbetween category 1 and 2, and stuff like GloG or RELIC to be somewhere imbetween categories 2 and 3)
The OSR movement does have its ugly side, as it's to be expected by the fact that a huge part of the driving force behind it is nostalgia. Some people might be in it because it harkens back to a spirit of DIY and player agency that has been lost in traditional fantasy roleplaying games, but it's udneniable that some people are also in it because for them it harkens back to a time before "D&D went woke" when tabletop roleplaying was considered a hobby primarily for and by white men. That being said... generally those types of guys keep to themselves in their own little circlejerk, and it's pretty easy to find OSR spaces that are progressive and have a sinificant number of queer, POC, and marginalized creators.
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hi folks. its been a long week. but its time for HOUR IN BRASS
for those just joining us, a new exalted splat is being released; when this happens, i usually lose my shit and liveread through the charms; this time it's the alchemical exalted, golem-robot-communists inside the belly of the machine god autochthon. if you wish to avoid this, you will blacklist #hour in brass
first third of charms:
Howdy Mother Fuckers. its time for HOUR IN BRASS
starting with: the horniest chapter fiction so far
the alchemical paradigm is that you have only so many charm slots for active charms at a time, but that most charms have submodules that add on without taking more slots. they have to swap charms in and out with the rite of reconfiguration. their dice limit is Ess+Attribute BUT one of their biggest charms is going to make their math oh whatever here it comes
TRANSPUISSANT ATTRIBUTE UPGRADE aka transpussy assribute ultima. which raises your resting attribute by 1, starts to stack at higher essences, and comes with a load of submodules to let you swap what attributes are used for what. god im fucking excited to have these around. unwavering sniper calibration to snipe with perception, for example
actually they have a lot of wacky universal charms about integrating with hearthstones, artifacts, stuff like that. robots be customizing bodies. i do want to point out vat surrogate reweaving system, which lets you speed-swap charms once between reconfigurations. i read it and immediately thought camilla hect Go Loud and started cackling
yes alchemicals can still go colossus and eventually turn into cities. though metropolis play is not mechanically supported
ok appearance. starting with radiant iconography array: anima holograms, but they do stuff like become realistic illusions or huge legendary size stuff
emotive aesthetics of the body electric naturally bangs
patriotism-provoking display has many-is-one node and one-is-many node as submodules, whihc are fun
universal advisor comportment is fun, makes you feel sagacious and advisorly
beguiling aestheic perfection is fun, when you socially affect someone they suffer trying to beat your guile for the rest of the scene. i have suffered this irl many times
pheromone regulation system⊠i cannot make any jokes about this that arent crass. i once knew someone who was turned on by the smell of xbox exhaust
man the submodule tech is really realyl nice. this is a great fucking way for charms to work. you can flashbang people with blinding strobe projector and then on top of that you can choose to enter stealth, steal more initiative, or make it rainbow
its really interesting to me that appearance is getting so many teacherly charms. with illuminating inspiration beacon "The Alchemicalâs faith in her students shines through in every aspect of her neon-limned visage"
damn, and from there is psyche-stabilizing beacon, where you radiate such comfort that it helps people resist brain curses
theotropic veneration mantle rocks. project a principle to the exclsuion of others, and those who share the principle see you as a holy figure
i sort of hate glistering obsession nodes. i dont want to glister. it makes people obsessed with me if they can't figure me out
ooh, disguises in appearance subterfuge. including stuff to appear human, or as a dfferent exalted
optical shroud, a classic, predator invisibility
apocryphal operative halo is really interesting, MIB neuralyzer
semiotic flare projector is a really cute concept. almost as cute as supreme icon of battlefield glory. when you kick ass on the battlefield your troops love it, and you can make your enemies hate it, and at e4 you can project it over the entire battlefield
alright, charisma. starting with effective leadership algorithm, both a great example of alchie flavor and of submodule tech bc its just a menu of submodules that let you decide what kinda rolls you use it on, whether youre using faction-building unity or overriding authority mode
oh synergy promoting upgrade is interesting. helps with bureaucracy if youre leadering, gets better if your group likes you, SPU: communal supremacy makes it better if its for a community, SPU: lifestyle cooperation paradigm makes your group like each other
hdkfghdfjsg universal authorization chevron. the cool s. intuitively recognized as a symbol of authority. UAC: axiomatic emblem means even gremlins/fae/undead recognize you with wary deference. UAC: perfected delegation emblem lets you hand out copies to deputies
heresy declaration beacon, lets fucking go
radiant emblem of integrity is interesting⊠if you speak the complete truth everyone knows that its the complete truth, and it can also authenticate replays of events projected with radiant iconography array. also if you tell the truth and it sucks, gain wp. fantastically built charm. oh the submodule lets you make it permanent and mandatory
electric fervor inspiration is a set of orichalcum electrodes implanted behind the alchemical's jaw. thats fucked up. oh it lets you reset social rolls thats differently fucked up
battle anthem of the alchemical exalted! made it in! oh this is just a menu of songs thats super neat. including thousand work shifts ballad⊠and double music
similarly with programming language eloquence "A breaker between the Alchemicalâs frontal and temporal lobes filters unnecessary emotion from her communicationsâŠ" im really having fun with this
damn propaganda interdiction signal: void-quelling chastisement means that gribblies can't call on principles to resist your influence to hangout with mortals
something about vox populi broadcast really compels me. its just a charm to speak loudly but you can submodule it to communicate only with allies or to cut through magical silence.. and its speakers implanted in your throat
ideological override circuitryâŠ
FEAR OVERRIDE DEVICE in warfare
homeguard reinforcement clarion⊠whip up that militia
dexterityyyy okay we're getting into the combat charms now
omg magnetic subdual coils to steal weapons. including a pulse blaster submodule, field projector, magnetronâŠ
protosynthetic ammunition replicator, as expected, but thankully it is reloaded with "an articulated metal tendril". & btw dispersive flash-chaff cluster to make it a flashbang arrow, fulminating conduction charge to make it a stun arrow, concussive overpressure warhead to make it a knockdown, airburst grenade
being able to group all the "fast attack" charms in one place is fun, the submodules have a cute menu of extra ways to use it
damn, blinding velocity actuator upgrades you to a surprise attack if youre fast enough?
i like that gear-driven reflex automation is, past all the prereqs and flavor lines and stuff, exactly one line of charm. and then some fun submodules. wait damn withering counterattck at e3, with tactical reaction matrix
hacking multistrike accelerator to "enact pre-programmed motions" in pursuit of⊠erm⊠well⊠ok wait forget that this is a really cool charm. doesnt use all your initiative on the decisive, this feels like itd be real fun to fuck with espcially with the submodules
dsjksdks subluminous onslaught: kinetic launch catapult lets you like launch a fucking sword to short range. or your fists
ESSENCE PULSE CANNON. lets fucking go. again the submodules are really cool: concussive, focused, precision, de hey. Sieve Devastator Mode. its sheer heft provides her with heavy cover
skjfdsf autonomous assault processors makes (Dex-2) attacks, but dont forget you could be augmened enough for that to be 4 attacks at e2 anyways, 5 at e3 (if i remember the TAU rules right).
oh shitt transmodal rapid targeting system, bend that bullet. psychokinetic vectors. sdhksdfs this damage calculation is really funny. damn this is fully just children of the sun or whatever that game was. epic
TRANSFINITE ULTRAVIOLENCE DRIVE. time stands still. and then you bank attacks, which seems really fun. shjdskf and TUD: omnitactical processing core lets you add more withering attacks on top
oh huh accelerated response system: unwavering precision lets you not take onslaught if you successfully defend against lower init enemies. thats probably not that strong but it feels strong
casualty-minimizing equations is a damn good name
perfectly parallel defensive geometryâŠ
oh light-etched interceptor barrier is fun. roll parry instead of static. and essence absorption screen lets you eat energy attacks with it
autonomous defensive drones AERIAL! actually theyre more like murderbot drones, they orbit and defend you. ⊠damn, they cant be withered and theyve got almost as many hls as a starting character, theyre a pain to take out. their DO Parry is (Dex+1) so they're like fantastic for ranged fighters who dont parry or dodge
precalculated evasion system lets you bank dodge successes⊠kind of like light-etched interceptor but not. really interesting. hey what its simple?
omnisituational evasive equation is a fantastic name. ts the perfect dodge. OEE: hyperspatial geometry is really fun
cyclical velocity treads! heelies!!!
and then theres⊠oil slick dispenser nozzles⊠in your calves. i love wacky races
momentum-charged overdrive engine is a bangin name⊠a preprogrammed sequence of combat acrobatics
inclding jet boosters in optimized pursuit accelerator⊠ts really funny that al these red jade rush charms are also like "ugh fine you can also use these to run away if you have to"
transphase engine⊠walk through fucking walls
sjdflskdf digital precision effectors splits open your fingertips
covert telemetry modeâŠ
counterharmonic scatter system is just like a really fun charm name. im having a lot of fun with charm names. displaces the sound of you
sdjlfsdf flicker-flare launchers are a flashbang to just immediately enter concealment
ooh matchless assassin protocols⊠reflexively stealth after a disengage or distract
hyperdextrous tentacle apparatus. can someone get astrakiseki on the phone
total perception negation field. if you see me no you didnt. ending, of course, in unseen deathblow calibration
and thats the first third. im like getting really alchemicalpilled rn. its hot
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I would very much like to know about your deep dragon ideas
Wrow thank you for indulging me⊠i rly like these fuckin lizards⊠this isnât gonna be very long cuz I donât rly have that much to add from the original article on the wiki except some visuals I think are fun!!
Here are some headcanons I have about them:
They are flightless or nearly so, preferring to climb to get to high places instead of flying.
Their wings are instead used for mating displays and the leathery skin on their underside is shimmery purple instead of the matte deep purple of their scales.
The mushrooms that grow between their scales can be decorative as well as have practical uses. They integrate with the dragonâs breath systems to spread their spores as well as lending the dragon their daze-causing attributes. The mushrooms grow primarily on the dragons face and neck, but they can take hold on any part of the dragons scaly hide.
They use their long long necks to reach underwater and snap fish (and other things) up without having to fully submerge themselves. If they do end up having to, they stick their heads up above the water while walking/swimming thru it.
I hc their feeding patterns are very similar to snakes - they gorge for a day or so and then go back to their lair to rest and donât have to feed again for another week (or two). This makes them pretty good at blending in with humanoids if theyâre undercover in a city.
Leaving the underdark is risky for them as they donât have the same adaptations a surface dragon has. Being unable to fly or withstand direct sunlight means they mainly travel at night but since theyâre not slithering around in caves and stuff like theyâre used to itâs slow-going.
In my brain I take the cool 5e neck mushrooms and smush them with the prancy dragon from the 3e art.
Look at this guy

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EP-3E Aries II Spy Plane Has Flown Its Last Operational Mission
Current tensions in the Middle East prolonged the final deployment of the EP-3E Aries II intelligence-gathering aircraft.
Posted on Nov 7, 2024 3:41 PM EST
Another long-serving U.S. military aircraft has completed its final operational deployment, with the return of the U.S. Navyâs EP-3E Aries II surveillance platform from the 5th Fleet area of operations. The countdown to the spy planeâs final retirement is now on, which will see its vital intelligence, surveillance, and reconnaissance (ISR) mission handed over fully to the MQ-4C Triton high-altitude, long-endurance drone.
VQ-1
Another long-serving U.S. military aircraft has completed its final operational deployment, with the return of the U.S. Navyâs EP-3E Aries II surveillance platform from the 5th Fleet area of operations. The countdown to the spy planeâs final retirement is now on, which will see its vital intelligence, surveillance, and reconnaissance (ISR) mission handed over to the P-8A Poseidon maritime patrol plane, the MQ-4C Triton high-altitude, long-endurance drone, and other assets, including ones in space.
The last EP-3E deployed on operations was Bureau Number, or BuNo 159893, which completed its final flight in the U.S. 5th Fleet area of operations on October 29. The aircraft then made a homecoming to its base at Naval Air Station Whidbey Island, Washington, according to the Facebook account of Fleet Air Reconnaissance Squadron 1 (VQ-1), the âWorld Watchers,â which posted photos of the event yesterday.
Ground crew welcome EP-3E BuNo 159893 on its return to Naval Air Station Whidbey Island, Washington. VQ-1/Facebook
The U.S. 5th Fleet area of operations covers approximately 2.5 million square miles of water and includes the Arabian Gulf, Red Sea, Gulf of Oman, as well as parts of the Indian Ocean. The area includes three highly strategic choke points at the Strait of Hormuz, the Suez Canal, and the Strait of Bab el-Mandeb at the southern tip of Yemen.
The tense security situation in the region at the moment saw the EP-3Eâs final operational deployment extended.
240928-N-AC117-1132 (Sept. 28, 2024) A U.S. Navy EP-3E Airborne Reconnaissance Integrated Electronic System (ARIES) II, assigned to the âWorld Watchersâ of Fleet Air Reconnaissance Squadron 1 (VQ-1), transits within the U.S. 5th Fleet area of operation.

EP-3E BuNo 159893 transits within the U.S. 5th Fleet area of operation, in a photo dated September 28, 2024. U.S. Navy Commander, Naval Air Forces
Originally, the U.S. Navy had scheduled VQ-1 to cease operations by September 30, 2024, ahead of the formal deactivation of the unit on March 31, 2025.
According to the VQ-1 Facebook account, the squadron was first ordered to delay the cessation of operations until October 8, 2024, after which it was required to continue its missions in the region until an undetermined date.

240928-N-AC117-1118 (Sept. 28, 2024) A U.S. Navy EP-3E Airborne Reconnaissance Integrated Electronic System (ARIES) II, assigned to the âWorld Watchersâ of Fleet Air Reconnaissance Squadron 1 (VQ-1), prepares to take flight within the U.S. 5th Fleet area of operation.
EP-3E BuNo 159893 prepares to take flight within the U.S. 5th Fleet area of operation. U.S. Navy Commander, Naval Air Forces
Another VQ-1 EP-3E that had been deployed also recently returned to Whidbey Island, with photos of that aircraftâs homecoming posted by the unit on November 4. This was BuNo 161410 that had been operating from Souda Bay, on the Greek island of Crete, under U.S. Central Command.
For some time now, the Navy has been sending EP-3Es into retirement, delivering them to the 309th Aerospace Maintenance and Regeneration Group (AMARG) at Davis-Monthan Air Force Base, Arizona, for storage.
As we reported last month, the most famous EP-3E of all â BuNo 156511, which was involved in a collision with a Chinese J-8 interceptor over Hainan Island in 2001 â has been moved from the AMARG boneyard to go on public display in the future at the Pima Air & Space Museum in Tucson, Arizona.
The spy plane at the center of one of the most notorious post-Cold War Today air incidents, a U.S. Navy EP-3E Aries II, has arrived at the Pima Air & Space Museum in Tucson, Arizona, for future public display. The EP-3Eâs journey to get to the museum has been a long one, starting with the dramatic collision with a Chinese fighter in the so-called Hainan Island incident in 2001.

EP-3E Aries II BuNo 156511 is towed to the Pima Air & Space Museum last month. Pima Air & Space Museum
Pima Air & Space Museum
Meanwhile, the end of the EP-3âs operational commitment after nearly six decades of service has been commemorated by the Navy. A press release from the service included recollections from EP-3E crew members, providing a rare glimpse into a highly secretive community, and one with a very sensitive mission.
âItâs amazing to think of the number of folks who have been part of the EP-3 heritage over the last 55 years,â said Lt. Cmdr. Justin âGumpâ Roberts, the VQ-1 detachment officer-in-charge. âSuccess in this platform has solely been because of our hard-working maintenance team while on deck and our aircrewâs superior ISR while on station. Itâs an honor to be part of a legacy thatâs bigger than the sum of its parts.â
The aircraft commander at VQ-1, Lt. Bradford âChadâ Holcombe, added that he was âtremendously gratefulâ to be part of the EP-3Eâs history.
âFrom my first day at VQ-1, itâs been obvious to see the pride each member has in the platform, the mission, and most importantly the effort it takes to execute wherever and whenever weâre asked,â he said. âFlying the last mission flight is a privilege.â

240928-N-AC117-1132 (Sept. 28, 2024) A U.S. Navy EP-3E Airborne Reconnaissance Integrated Electronic System (ARIES) II, assigned to the âWorld Watchersâ of Fleet Air Reconnaissance Squadron 1 (VQ-1), transits within the U.S. 5th Fleet area of operation.
240928-N-AC117-1132 (Sept. 28, 2024) A U.S. Navy EP-3E Airborne Reconnaissance Integrated Electronic System (ARIES) II, assigned to the âWorld Watchersâ of Fleet Air Reconnaissance Squadron 1 (VQ-1), transits within the U.S. 5th Fleet area of operation. Commander, Naval Air Forces
Finally, words were offered by Capt. Dennis âRudyâ Jensen, Commodore of Task Force 57:
âMy father was a P-3 pilot during the Cold War, and Iâve flown the variants of the same aircraft since 2002. Few other airplanes are as âtime-tested and mother approvedâ as the P-3,â Jensen said. âIts longevity and ability to operate from remote locations in austere environments for over half a century is a testament to those who designed, built, maintained, and operated it. Much like the ever-changing platforms onboard the flight deck of an aircraft carrier, the mission systems inside the EP-3E have evolved over time. The ability to evolve has enabled the EP-3E to remain viable and effective through today.â
During its time in operational service, the EP-3E played a fairly covert role as a central intelligence-gathering asset within the Navyâs Maritime Patrol and Reconnaissance Force (MPRF).
Derived from the P-3 Orion maritime patrol aircraft, the EP-3E was optimized for operations in the maritime/littoral domain. It was packed with equipment to gather real-time tactical signals intelligence (SIGINT), including intercepting communications and locating and classifying emitters, especially those related to hostile air defense systems.
The cabin of the preserved EP-3E BuNo 156511 as it appears now. Pima Air & Space Museum
A typical EP-3E comprised six flight crew and a reconnaissance crew of 18, who would be drawn from the Navy, Marines, and Air Force.
Data could be processed and analyzed onboard by the crew, then fused together with other critical information. The resulting âproduct,â including full-motion video intelligence, could be provided in near real-time to fleet and theater commanders.
Overall, the EP-3E was able to provide commanders with specific indications and warnings, as well as build a better picture of the battlespace for situational awareness. Intelligence it gathered on air defense systems would be potentially vital for suppression of enemy air defenses and destruction of enemy air defenses, while other information would be used for anti-air warfare and anti-submarine warfare applications.
Successive upgrades ensured that the EP-3E remained a valuable asset and also added new capabilities. While it was primarily a SIGINT platform in the early years, it later became a âmulti-intelligence reconnaissance aircraft,â with new equipment that could hoover up a variety of electronic emissions including at long standoff range.
An EP-3E Orion aircraft, center, is followed by two EA-3B Skywarrior aircraft during flight operations near Gibraltar. The three aircraft are from Fleet Air Reconnaissance Squadron 2 (VQ-2).

An EP-3E followed by two EA-3B Skywarriors during flight operations near Gibraltar, circa 1991. The three aircraft are from Fleet Air Reconnaissance Squadron 2 (VQ-2). U.S. Department of Defense PH3 FRANKLIN P. CALL, USN
The EP-3Eâs mission saw it operate in various high-threat areas throughout its career. As well as around the coasts of China â which led to the Hainan Island Incident â regular areas of interest included the Mediterranean Sea, the Middle East, and the Caribbean. In the process, intercepts by hostile or potentially hostile fighters were commonplace.
The video below shows an encounter between an EP-3E and a Russian Su-27 Flanker fighter jet over the Black Sea, in 2018. On that occasion, the Navy says the jet came within five feet of the surveillance aircraft, causing a mission abort, and return to base.

Replacing the EP-3E with the MQ-4C has been a gradual process. Tritons have been operating from forward deployment bases in Guam in the Pacific and Sigonella in the Mediterranean, for some time. Most recently, a third Triton deployment base was established in the U.S. 5th Fleet area of operations, on October 1, allowing the EP-3E to stand down from its duties there.

A Navy MQ-4C Triton drone arrives at NAS Sigonella in Italy on March 30, 2024. U.S. Navy
Flying at a higher altitude and offering a longer endurance than the EP-3E, the MQ-4C offers some significant advantages. While a multi-mission platform, itâs the Tritonâs so-called Multi-Intelligence (Multi-Int) configuration with additional electronic and signals intelligence capabilities that will take over from the EP-3E. Since itâs uncrewed, there is also no risk to the crew, something that EP-3E operators were exposed to on a fairly regular basis.
Despite this, in 2022 the Navy decided to dramatically reduce its total planned purchases of MQ-4Cs from 70 to 27. This came after increased questions about the droneâs survivability after one of the interim Broad Area Maritime Surveillance Demonstrator (BAMS-D) aircraft was shot down by Iran in 2019.
Some of the EP-3Eâs missions will also be taken over by the P-8A Poseidon maritime patrol aircraft. The baseline Poseidon has a signals intelligence capability, allowing it to detect, geolocate, and classify emissions, including from radars and other air defense nodes, which is also now set to be upgraded. Some P-8s are configured to carry other intelligence-gathering payloads, such as the AN/APS-154 Advanced Airborne Sensor, as well. Boeing has internally funded the development of a modular multi-mission gondola-like pod for Poseidon, which is set to offer an additional way to relatively rapidly integrate sensors and other capabilities.

A U.S. Navy P-8A carrying the AN/APS-154 Advanced Airborne Sensor (AAS), a powerful and secretive radar system mounted in an elongated pontoon-like pod under the fuselage. cvvhrn
âThe transition from the EP-3E to the P-8A Poseidon and MQ-4C Triton platforms has been carefully planned to avoid capability gaps,â the Navy says. âThese platforms offer enhanced intelligence, surveillance, and reconnaissance capabilities, with greater range, endurance, and the ability to operate in more complex environments.â
The Navy will also be able to leverage other emerging U.S. military ISR assets, including new spaced-based surveillance capabilities.
While the EP-3Eâs time is now nearly up, there remain a handful of other Orion variants still in U.S. Navy service. These include P-3C, NP-3C, and NP-3D aircraft flown by Air Test and Evaluation Squadron 30 (VX-30) at Naval Air Station Point Mugu, California, and by Scientific Development Squadron One (VXS-1) at NAS Patuxent River, Maryland. Many of these are also in the process of being replaced.
While many secrets of the EP-3âs exploits are still to be revealed, thereâs little doubt that this platform made an enormous contribution to gathering intelligence from hotspots around the globe during its long and eventful period of service.
Contact the author: [email protected]
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Hey sorry I was reading through the mythcraft rules you linked (looks cool!) and when I got to the skills section I had to do a double take - I'm curious if you have any thoughts on OGL or other systems with double digit crafting/job skills? Things like profession, craft (variable), etc? I've always struggled with them because either they become incredibly valuable and overused (allowing someone to use profession soldier to determine guard rotations for example) or they're difficult to justify without a hyper specific concept (craft leatherworking). I know they can be used for downtime earning, and some rulesets require them for magical item crafting, but especially these days it feels like that level of granularity is way too much trouble for anyone to keep track of (similar to keeping track of spell components). I'd be interested to hear your thoughts, or if there's something those skills really lend themselves to that I'm missing. Thanks!
I'm ultimately neutral on Crafting and Profession type skill, which is kind of a copout answer because broadly speaking I'm neutral on almost any kinds of rules and mechanics in isolation: whether a game models crafting or working a profession outside of the scope of the rest of the gameplay is ultimately an entirely neutral proposition in and of itself, and ultimately whether it's good or not depends entirely on, well, whether the rules themselves are good and well-integrated into the rest of the gameplay.
In MythCraft's case I feel there might be a bit of a case of the D&D 3e's here, where the game ultimately expects you to play it as an adventure fantasy game but it still provides a wide list of different crafting skills most of which ultimately don't seem to contribute much to the main gameplay.
But that doesn't necessarily mean it's flawed, because it can definitely add color and texture to characters, but it feels a bit unnecessary. Now, a game more concerned with verisimilitude like Mythras and Rolemaster I would think would feel weird without skills like that. But in the context of an adventure fantasy game I think crafting skills work best when they are integral to the adventure game: there for the maintenance of gear, for the sake of creating single-use items (like MythCraft seems to do with some of its crafting skills), and maybe as a source of income for characters during downtime.
Anyway for a game/framework that I feel does crafting and long-term projects in a way that integrates well into the game itself without being too fine-grained, I can't speak highly enough of Blades in the Dark.
(sorry for the kinda messy answer: I'm not even sure if this answers your question properly, but ultimately I don't think there is a single "correct" answer to whether crafting or working a profession are worth modeling in game beyond "it depends on the game.")
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In which I sound off for much too long about PF2 (and why I like it better than D&D 5E)
So, let me begin with a disclaimer here. I donât hate 5E and I deeply despise edition warring. I like 5E, I enjoy playing it, and more, I think itâs an incredibly well-designed game, given what its design mandates were. This probably goes without saying but I wanted it on the record. While I will be comparing PF2 to D&D 5E in what follows and Iâve pretty much already spoiled the ending by the post title (that is, PF2 is going to come out ahead in these comparisons most of the time), I donât want there to be any misunderstanding about my position or intention. My opinions do not constitute an attack on anybody. For that matter, things I might list as weaknesses in 5E or strengths of PF2 might be the exact opposite for other people, depending on what they want from their RPG experience.
As I said before, 5E is an exceedingly well-designed game that does an exceptional job of meeting its design goals. It just so happens that those design goals arenât quite to my taste.
# A Brief History of the d20 RPG Universe #
Iâm going to indulge myself in a little history for a second; some of it might even be relevant later, but for the most part, I just want to cover a little ground about how we got here. By the time the late â90s rolled around TSR and its flagship product, Dungeons and Dragons, were in trouble. D&D was well over two decades old by that point and showing its age. New ideas about what RPGs could and even should be had taken over the industry; TSR had finally lost its spot as best-selling RPG publisher to comparative upstart White Wolf and their World of Darkness games; the company even declared bankruptcy in 1997. Times were grim.
That, however, was when another comparative newcomer, Wizards of the Coast, popped up and bought TSR outright. Flush with MtG and Pokemon cash, they were excited to try to revitalize the D&D brand and began development on a new edition of D&D: third edition, releasing in August 2000.
Third edition was an almost literal revolution in D&Dâs design, throwing a lot of âsacred cowsâ out and streamlining everywhere: getting rid of THAC0 and standardizing three kinds of base attack bonus progressions instead; cutting down to three, much more intuitive kinds of saving throws and standardizing them into two kinds of progression; integrating skills and feats into the core rules; creating the concept of prestige classes and expanding the core class selection. And of course, just making it so rolls were standardized as well, using a d20 for basically everything and making it so higher numbers are basically always better.
At the same time, WotC also developed the concept of the Open Gaming License (OGL), based on Open Source coding philosophies. The idea was that the core rules elements of the game could be offered with a free, open license to allow third-parties develop more content for the game than WotC would have the resources to do on their own. That would encourage more sales of the base game and other materials WotC released as well, creating a virtuous cycle of development and growing the industry for everyone.
Well, long story short (too late!), it worked like fucking gangbusters. 3E was explosive. It sold beyond anyoneâs expectations, and the OGL fostered a massive cottage industry of third-party developers throwing out adventures, rules material, and even entire new game lines on the backs of the d20 system. A couple years later, 3.5 edition released, updating and streamlining further, and it was even more of a success than 3rd ed was.
At this point, we need turn for a moment to a small magazine publishing company called Paizo Publishing, staffed almost exclusively by former WotC writers and developers who had formed their own company to publish Dungeon and Dragon, the two officially-licensed monthly magazines (remember those?) for D&D. Dungeon focused on rules content, deep dives into new sourcebooks, etc., while Dragon was basically a monthly adventure drop. Both sold well and Paizo was a reasonably profitable company. Everything seemed to be going swimmingly.
Except. In 1999, WotC themselves were bought by board game heavyweight Hasbro, who wanted all that sweet, sweet Magic: the Gathering and Pokemon money. D&D was a tiny part of WotC at the time and the brand was moribund, so Hasbroâs execs hadnât really cared if the weirdos in the RPG division wanted to mess around with Open Source licensing. It wasnât like D&D was actually making money anyway⊠until it was. A lot of money. And suddenly Hasbro saw âtheirâ money walking out the door to other publishers. So in 2007, WotC announced D&D 4th Ed, and unlike 3rd, it would not be released under an open license. Instead, it would be released under a much more restrictive, much more isolationist Gaming System License, which, among other things, prevented any licensee from publishing under the OGL and the GSL at the same time. They also canceled the licenses for Dungeon and Dragon, leaving Paizo Publishing without anything to, well, publish.
At first, Paizo opted to just pivot to adventure publishing under the OGL. Dungeon Magazine had found great success with a series of adventures over several issues that took PCs from 1st all the way to 20th level, something they were calling âAdventure Paths,â so Paizo said, âWell, we can just start publishing those! Weâre good at it, the marketâs there, it will be great!â And then, roughly four months after Paizo debuted its âPathfinder Adventure Pathsâ line, WotC announced 4th Ed and the switch to the GSL. Paizo suddenly had a problem.
4th Ed wasnât as big a change from 3rd Ed as 3rd Ed had been from AD&D, but it was still a major change, and a lot of 3rd Ed fans were decidedly unimpressed. Paizoâs own developers werenât too keen on it either. So they made a fateful decision: they were going to use the OGL to essentially rewrite and update D&D 3.5 into an RPG line they owned: the Pathfinder Roleplaying Game. It was unprecedented. It was a huge freaking gamble. And it paid off more than anybody ever expected. Within two years Paizo was the second-largest RPG publisher in the industry, only behind WotC itself, and for one quarter late in 4Eâs life, even managed to outsell D&D, however briefly. Ten years of gangbuster sales and rules releases followed, including 6 different monster books and something over 30 base classes when it was all said and done. It was good stuff and I played it loyally the whole time.
Eventually, though, time moves on and things have to change. The first thing that changed was 4E was replaced by D&D 5E in 2014, which was deliberately designed to walk back many of the changes in 4E that were so poorly received, keep a few of the better ones that werenât, and in general make the game much more accessible to new players. It was a phenomenal success, buoyed by a resurgence of D&D in pop culture generally (Stranger Things and Critical Role both having large parts to play), and its dominance in the RPG arena hasnât been meaningfully challenged since. It also returned to the use of the OGL, and a second boom of third-party publishers appeared and thrived for most of a decade.
The second thing was that PF1 was, itself, showing its age. RPGs have a pretty typical life cycle of editions and Pathfinder was reaching the end of one. It wasnât much of a surprise, then, when, in 2018, Paizo announced Pathfinder 2nd Ed, which released in 2019 and will serve as the focus of the remainder of this post (yes, itâs taken me 1300 words to actually start doing the thing the post is supposed to be about, sue me).
Thereâs a coda to all of this in the form of the OGL debacle but I donât intend to rehash any of it here - it was just like six months ago, come on - beyond what it specifically means for the future of PF2. That will come back up at the very end.
# Pathfinder 2E Basics #
So what, exactly, makes PF2 different from what has come before? There are, in my opinion, four fundamental answers to that question.
First: Unified math and proficiency progression. This piece is likely the part most familiar to 5E players, because 5E proficiency and PF2 proficiency both serve the same purpose, which is to tighten up the math of the game and make it so broken accumulations of bonuses arenât really a thing. In contrast to 5Eâs very limited proficiency, though, which just runs from +2 to +6 over the entire 20 levels of the game, Pathfinderâs scales from +0 to +28. Proficiency isnât a binary yes/no, the way it is in 5E. PF2âs proficiency comes in five varieties: Untrained, Trained, Expert, Master, and Legendary. Your proficiency bonus is either +0 (Untrained) or your level + 2(Trained), +4 (Expert), +6 (Master) or +8 (Legendary). So if you were level five and Expert at something, your proficiency bonus would be level (5) plus Expert bonus (4) = +9.
Proficiency applies to everything in PF2, really - even more than 5E, if you can believe it, because it also goes into your Armor Class calculation. You can be Untrained, Trained, Expert, Master, or Legendary in various types of armor (or unarmored defense, especially relevant for many casters and monks), and your AC is calculated by your proficiency bonus + your Dex modifier + the armorâs own AC bonus, so AC scales just as attack rolls do. Once you get a handle on PF2 proficiency, youâve grasped 95% of how any game statistic is calculated, including attacks, saves, skill checks, and AC.
Second: Three-Action Economy. Previous editions of D&D, including 5E, have used a âtieredâ action system in combat, like 5Eâs division between actions, moves, and bonus actions. PF2 has largely done away with that. At the start of your turn, you get three actions and a reaction, period (barring haste or slow or similar temporary effects). It takes one action to do one basic thing. âAttackâ is an action. âMove your speedâ is an action. âReady a weaponâ is an action. Searching for a hidden enemy is an action. Taking a guarded step is an action. Etc. The point being, you can do any of those as often as you have the actions for them. You can move three times, attack three times, move twice and attack once, whatever. Yes, this does mean you can attack three times in one turn at 1st level if you really want to (though there are reasons why you might not want to).
Some special abilities and most spells take more than one action to accomplish, so itâs not completely one-to-one, but itâs extremely easy to grasp and quite flexible at the same time. Itâs probably my favorite of the innovations PF2 brought to the table.
Third: Deep Character Customization. So hereâs where I am going to legitimately complain just a bit about 5E. I struggle with how little mechanical control I, as a player, have over how my character advances in 5E.
Consider an example. Itâs common in a lot of 5E games to begin play at 3rd level, since you have a subclass by then, as well as a decent amount of hit points and access to 2nd level spells if youâre a caster. Letâs say youâre playing a fighter in a campaign that begins at 3rd level and is expected to run to 11th. Thatâs 8+ levels of play, a decent-length campaign by just about anyoneâs standards. During that entire stretch of play, which would be a year or more depending on how often your group meets, your fighter will make exactly two (2) meaningful mechanical choices as part of their level-up process: the two points at 4th and 8th levels where you can boost a couple stats or get a feat. Thatâs it. Everything else is on rails, decided for you the moment you picked your subclass.
Contrast that with PF2. In that same level range, you would get to select: 4 class feats, 4 skill feats, two ancestry feats, two general feats, and four skill increases. At every level, a PF2 player gets to choose at least two things, in addition to whatever automatic bonuses they get from their class. These allow me to tailor my build quite tightly to whatever my idea for my character is and give me cool new things to play with every time I level up. This is true across character classes, casters and martials alike.
PF2 also handles multiclassing and the space that used to be occupied by prestige classes with its âpile oâ featsâ approach. You can spend class feats from class A to get some features of class B, but itâs impossible for a multiclass build to just âstealâ everything that makes a single class cool. A wizard/fighter will never be as good a fighter as a regular fighter is, and a fighter/wizard will never be the wizardâs match with magic.
Fourth: Four Degrees of Success. 5E applies its nat 20, nat 1, critical hits, etc. rules in a very haphazard fashion. PF2 standardizes this as well, in a way that makes your actual skill with whatever youâre doing matter for how well you do it. Any check in PF2 can produce one of four results: a critical success, a regular success, a regular failure, or a critical failure. In order to get a critical success on a roll, you have to exceed your target DC by 10 or more; in order to get a critical failure, you have to roll 10 or more less than the DC. Where do nat 20s and nat 1s come in? They respectively increase or decrease the level of success you rolled by one step. In practice, it works out a lot like youâre used to with a 5E game, but, for instance, if you have a +30 modifier and are rolling against a DC 18, rolling a nat 1 nets you a total of 31, exceeding the DC by more than 10 and earning you a critical success, which is then reduced to just a normal success by the fact of it being a nat 1. Conversely, rolling against a DC 40 with a +9 modifier can never succeed, because even a nat 20 only earns a 29, more than 10 below the DC and normally a crit failure, only increased to a regular failure by the nat 20.
Now, not every roll will make use of critical successes and critical failures. Attack rolls, for instance, donât make any inherent distinction between failure and critical failure. (Though there are special abilities that do - try not to critically fail a melee attack against a swashbuckler. The results may be painful.) Skill rolls, however, often do, as do many spells with saving throws. Most spells that allow saves are only completely resisted if the target rolls a critical success. Even on a regular success, there is usually some effect, even on non-damaging rolls. That means that casters very rarely waste their turn on spells that get resisted and accomplish nothing at all. It also doubles the effect of any mechanical bonuses or penalties to a roll, because now there are two spots on a die per +1 or -1 that affect the outcome; a +1 might not only convert a failure to a success but might also convert a success to a crit success, or a crit fail to a regular fail.
# What About Everything Else? #
There is a lot more to it, of course. As a GM I find PF2 incredibly easy to run, even at the highest levels of game play, as compared to other d20 systems. The challenge level calculations work, meaning you can have a solo boss without having to resort to special boss monster rules to provide good challenges. I find the shift from âracesâ to âancestriesâ much less problematic. PF2 has rules for how to handle non-combat time in the dungeon in ways that standardize common rules problems like âWell, you didnât say you were looking for traps!â Everything using one proficiency calculation lets the game do weird things like having skill checks that target saves, or saves that target skill-based DCs. Inter-class balance, with some very specific exceptions, is beautifully tailored. Perception, always the uber-skill, isnât a skill at all anymore: everyone is at least Trained in it, and every class reaches at least Expert in it by early double-digit levels. Opportunity Attacks (PF2 still uses the 3rd Ed âAttack of Opportunityâ - but will soon be switching over to "Reactive Strike") isnât an inherent ability of every character and monster, encouraging mobility during combats, and skill actions in combat can lower ACs, saves, attacks, and more, so there are more things to do for more kinds of characters. And so on.
Experiencing all of that is easiest just by playing the game, of course, but suffice it to say PF2 has a lot of QoL improvements for players and GMs alike in addition to the bigger, core-level mechanical differences.
# The OGL Thing #
Last thing, then. In the wake of the OGL shit in January, Paizo announced that it would no longer be releasing Pathfinder material under the OGL, opting instead to work with an intellectual property law firm to develop the Open RPG Creative (ORC) License that would do what the OGL could no longer be trusted to do: remain perpetually free and untouchable for anyone who wanted to publish under it. The ORC isnât limited specifically to Paizo or to Pathfinder 2E or even to d20 games; any company can release any ruleset under it and allow third-party companies to develop and publish content for it.
Shifting away from the OGL, though, required making some changes to scrub out legacy material. A lot of the basic work was done when they shifted to 2E, but there are still a lot of concepts, terminologies, and potentially infringing ideas seeded throughout the system. These had to go.
Since this meant having to rewrite a lot of their core rules anyway, Paizo opted to not fight destiny and announced âPathfinder 2nd Edition Remasteredâ in April. This is a kind of â2.25â edition, with a lot of small changes around the edges and a couple of larger ones to incorporate what theyâve learned since the game first launched four years ago. A couple classes are getting major updates, a ton of spells are either getting renamed or swapped out for non-OGL equivalents, and a couple big things: no more alignment and no more schools of magic.
The first book of the Remaster, Player Core 1, comes out in November, along with the GM Core. Next spring will see Monster Core and next summer will give us Player Core 2. That will complete the Remaster books; everything else is, according to Paizo, going to be compatible enough it wonât need but a few minor tweaks that can be handled via errata. So if youâre thinking about getting into PF2, Iâd give serious thought to waiting until November at least, and maybe next summer if you want the whole Remastered package.
And thatâs it. Thatâs my essay on PF2 and what I think makes it cool. The floor is open for questions and I am both very grateful and deeply apologetic to anyone who made it this far.
#RPGs#roleplaying games#d20#d20 history#pathfinder#pathfinder 2e#pf2#pf2e#dungeons and dragons#D&D#d&d 5e
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every time i remember the substantial amount of hazama's classmates who do admire & respect her especially wrt her skill with words i feel warm. it does make me happy that she's recognised like that for who she wants to be by the whole of 3e not just by the rest of the gang as she integrates more with the class
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Azalin Reviews: Darklord Claude Renier
Darklord: Claude Renier Domain: Richemulot Domain Formation: 694 BC Sources: Realm of Terror (2e), Gazetteer 2 (3e), Gazetteer 3 (3e), Legacy of Blood (3e)
Scholars have determined that prior to being claimed by the Mists, the Renier family was made of two branches â high born nobles that used their influence for the betterment of society and a clan of wererats that did the opposite. The Renier family have a complicated history in the Demiplane of Dread and the first known Reniers to stumble into the Mists settled in Mordent. Their patriarch, Jacques Renier, built the House on Gryphon Hill as well as Heather House, the current dwelling of the Weathermay family. It becomes more complex as the wererat curse developed in Jacquesâs offspring, splitting the family further. This rivalry between the human and wererat side of the family only increased when Claude Renier and his pack of wererats fled into the Mists and found themselves in the city of Silbervas in Falkovnia.
Claude quickly integrated his family with the local wererats that lived in the sewers of Silbervas and created a thriving thievesâ guild that integrated with the humanoids of Silbervas. As in the manner of rats, Claudeâs influence rapidly multiplied and eventually drew the attention of Falkovniaâs little mercenary, Vlad Drakov and his band of more talented thugs, the Talons. Vlad oversaw the extermination of the wererats in Silbervas and to everyoneâs surprise, was quite successful in his endeavors. Over the course of three years, which have been aptly named âThe Years of the Impaled Ratsâ, Vlad flushed out the wererats from the sewers of Silbervas causing Claude to flee into the Mists once more.
As if being defeated by Vlad Drakov wasnât torment enough, the Dark Powers created a prison in the form of Richemulot just for Claude Renier. From Chateau Delanuit in Pont-A-Museau, Claude ruled over the governing bodies of Richemulot as well as his own family. He ruled through manipulation and ensuring the other wererats were too busy vying for his attention to plot against him. He paid particular attention to his twin granddaughters, Jacqueline and Louise Renier. Seeing as Jacqueline eventually usurped her grandfatherâs position as the Darklord of Richemulot, one can imagine how well this worked out for the twitchy rat.
Claude Renier is little more than a footnote in Jacquelineâs story. A footnote that was defeated by Vlad Drakov who couldnât win a battle against a single zombieâŠI rarely agree with our tormentors, but in this case they were well advised to throw Claude to the rats and deliver the carcass of his domain to Jacqueline.
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D&D 3e/3.5 Homebrew Requests!
Hi there friends! Do you like Dungeons & Dragons (specifically 3e/3.5 edition)? Do you like to read or use homebrew in your own campaigns?
Well, Aboleth Eye is happily taking requests for new homebrew ideas! They already have such a huge amount of ideas ready and free to be used! Check them out here!
Have a character option in mind you'd love to see written out with lore and abilities? A fantasy race and culture of lore? A unique class option for your players?
What about a magic item you'd love to integrate into your own campaigns?
Or, perhaps you'd love to see something fresh in the Aboleth Eye Bestiary? From behemoths to tiny little friends, all ideas welcome!
Maybe you are a Dungeon Master that wants a hook or seed for your own campaign? Something to bridge together two great ideas you already have, or a plot to introduce something new for your players?
Ideas are all welcome (within reason)! Send your requests to either @aboleth-workshop or @aboleth-eye! And let's get November rolling with new ttrpg stories!
And feel free to read all about the wondrous creatures, classes and races we've done already!
Thanks,
Aboleth Eye
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Rapid Prototyping Revolution: Market Set to Grow from US$ 8.8 Bn to US$ 32.4 Bn by 2031
The global rapid prototyping market is poised for robust expansion, projected to advance at a CAGR of 14.9% from 2022 to 2031, reaching a valuation of US$ 32.4 billion by 2031 from US$ 8.8 billion in 2021. This growth is primarily driven by the increasing adoption of rapid prototyping across diverse industries including automotive, aerospace & defense, consumer goods, and healthcare, as well as the rising influence of digital manufacturing technologies such as 3D printing and AI.
Market Overview: Rapid prototyping refers to the process of quickly fabricating physical parts or models using Computer-Aided Design (CAD) and additive manufacturing techniques. It is widely used for concept validation, functional testing, and product development, enabling faster iteration and reduced time to market. Materials such as ABS, polystyrene, and rigid polyurethane foam are commonly used in plastic prototyping, offering low-cost and efficient alternatives to traditional manufacturing.
The process streamlines product development cycles, enhances collaboration between stakeholders, and significantly reduces development costs and risks key benefits that are propelling market demand globally.
Market Drivers & Trends
Several pivotal factors are accelerating the global rapid prototyping market:
Digital Manufacturing Adoption: The integration of AI, AR, IoT, and 3D printing is revolutionizing the manufacturing sector. These technologies support lean manufacturing and allow for rapid, customizable production processes.
Autonomous Vehicle R&D: Rising investments in autonomous driving technologies require new control platforms and sensors, boosting demand for rapid prototyping in the automotive sector.
Aerospace Modernization: The aerospace and defense industry increasingly uses rapid prototyping to comply with strict regulations and performance expectations while managing costs and complexity.
U.S. Manufacturing Expansion: The U.S. manufacturing sector, which contributes 35% of productivity growth and 60% of exports, is a major driver through continuous innovation and R&D investments.
Latest Market Trends
Fused Deposition Modeling (FDM) is emerging as the most cost-effective process for bespoke thermoplastic prototypes, accounting for 31.0% of the process segment in 2021.
Polymer materials dominate the material segment with a 44.0% market share, due to their low cost, robustness, and ease of fabrication.
AI-powered prototyping tools are enhancing precision, enabling faster iterations, and reducing errors during product development.
Decentralized 3D printing networks are emerging as a disruptive force, facilitating localized production and reducing supply chain dependencies.
Key Players and Industry Leaders
The market is fragmented and highly competitive, with a mix of global leaders and innovative startups. Major players include:
3E Rapid Prototyping Ltd.
ARRK Corporation
Avid Product Development, LLC
CADX Tools & Technologies Pvt. Ltd.
Dassault Systemes
Fathom Digital Manufacturing Corporation
Fictiv
Laser Prototypes Europe Ltd.
Materialise NV
Proto Labs, Inc.
ProtoCAM
Sandvik AB
Xometry Europe GmbH
These companies are expanding their portfolios through strategic acquisitions, partnerships, and new product launches to gain competitive advantage.
Recent Developments
Fathom Digital Manufacturing acquired GPI Prototype and Manufacturing Services in November 2021 to expand its metal additive manufacturing capabilities.
Fictiv partnered with Jabil Inc. in July 2020 to streamline the transition from 3D prototyping to mass production.
Echo Engineering launched rapid silicone prototyping technology in December 2019, strengthening its product development cycle.
Market Opportunities
Medical & Healthcare Innovations: Surge in 3D-printed implants and patient-specific solutions opens new avenues in healthcare.
Sustainable Manufacturing: Rapid prototyping reduces material waste and energy consumption, aligning with global sustainability goals.
Customization & Personalization: Demand for customized consumer products, particularly in electronics and fashion, creates niche opportunities.
Startups & SMEs: Affordable desktop 3D printers and CAD tools are enabling small-scale firms to enter the market with low upfront investment.
Future Outlook
From 2022 to 2031, the rapid prototyping market is expected to witness exponential growth, underpinned by increasing digitization, advanced materials development, and cross-industry adoption. Technologies such as multi-material printing, bio-prototyping, and smart prototyping platforms will further shape the future of product development.
With governments and private entities investing heavily in Industry 4.0 and smart factory initiatives, the future of rapid prototyping looks promising, particularly in Asia Pacific and North America.
Market Segmentation
By Process:
Stereolithography (SLA)
Selective Laser Sintering (SLS)
Fused Deposition Modeling (FDM)
Multi Jet Fusion (MJF)
Others (DLP, EBM, etc.)
By Type:
Proof-of-Concept Prototype
Functional Prototype
Visual Prototype
User Experience Prototype
By Material:
Metal
Polymer
Ceramic
Others (Plaster, LSR)
By End-use Industry:
Aerospace & Defense
Consumer Goods & Electronics
Automotive
Healthcare
Others (Architecture, Animation)
Regional Insights
North America leads the global market with a 34.0% share as of 2021, driven by mature manufacturing ecosystems, robust R&D investments, and a strong aerospace sector.
Asia Pacific, holding a 30.0% share, is the fastest-growing region due to government incentives, manufacturing expansion, and local innovation. China, Japan, India, and South Korea are key contributors.
Europe accounts for 25.0% of the market, with active participation in green technologies and industrial innovation. The EU is witnessing rapid adoption of additive manufacturing across automotive and healthcare.
Why Buy This Report?
Comprehensive Industry Analysis: In-depth insights into market dynamics, trends, and challenges.
Detailed Segmentation: Cross-segmental data at global and regional levels.
Key Player Profiling: Strategic analysis and recent developments.
Actionable Opportunities: Identifies emerging technologies and investment areas.
Data-driven Forecasts: Accurate market valuation through 2031.
Available in PDF + Excel formats, this report is essential for industry stakeholders looking to strategize in a dynamic prototyping landscape.
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Skilling Bharat: How Inspire India Now is Bridging the Skill Divide
By Team Inspire India | Rural Development | Skill & Livelihood
đŻ The Real Challenge Behind Bharatâs Unemployment
While India boasts one of the youngest populations in the world, the paradox lies in the lack of employable skills among its youth. The skill divideâbetween urban and rural, male and female, and educated and employableâhas long restricted Indiaâs rise as a truly inclusive economic powerhouse.
Recognizing this gap not just as a labor issue but as a strategic national challenge, Inspire India Now has launched a targeted, data-backed, and community-led approach to bridge this skill chasmâright from the panchayat to the policy level.
đ The Inspire India Skill Model: Beyond Training, Towards Transformation
Under the strategic guidance of Mr. Rajesh Shukla, Inspire India Now has developed a multi-tiered skilling model focused on the â3Eâ framework:
Educationâfoundational learning aligned with NEP and local dialect
Employmentâdirect linkages with rural enterprises, MSMEs, and SHGs
Entrepreneurshipâconverting skill training into self-sustaining ventures
This is not just about short-term job readiness. Itâs about building a resilient, adaptable, and entrepreneurial workforce from Bharatâs heartland.
đ« Skill Incubators: Rural India's New Learning Hubs
The flagship Skill Incubators set up under Inspire India Now are not ordinary vocational centers. These hubs serve as
Digital learning zones with AI-powered content in regional languages
On-ground workshop spaces with mentorship from local artisans and professionals
Access points for micro-credit, raw material aggregation, and market linkages
Special Modules Offered:
Solar technician training for tribal belts
Bamboo product design and export in the Northeast
AgriTech + Drone handling for farmers' children
Textile and tailoring for rural women
Retail & digital literacy for unemployed youth
đ©âđŸ Women at the Center: Skilling for Empowerment
Through its collaboration with Jaggo Nari Federation, Inspire India ensures that over 60% of its skill trainees are women. These women arenât just workersâtheyâre becoming micro-entrepreneurs, SHG leaders, and mentors for others.
Success stories include:
Laxmi Devi, a widow from Bihar who started a tailoring unit employing 9 women
Sapna Kumari, a digital literacy trainer now leading workshops in 4 villages
SHG 2.0 models producing solar-powered lamps, herbal products, and eco-bags
đ Data-Driven Outcomes That Matter
Inspire India Now measures success not by certificates issued, but by livelihoods created and income levels improved. Some key metrics:
15,000+ youth trained across 7 districts in 2024
4,200 women-led nano-enterprises launched
600+ rural artisans connected to global e-commerce platforms
32% average income growth within 6 months of course completion
đ Partnerships That Power Progress
To scale sustainably, Inspire India Now collaborates with
CSR-backed industry partners for hiring and funding labs
Gram Panchayats for on-ground mobilization and infrastructure
Tech companies for AI-based skilling assessments and gamified learning
NABARD & SIDBI for microfinance tie-ups post-training
These strategic tie-ups ensure that skilling is not a dead-end course but a pipeline to productivity and dignity.
đ Next Frontier: Skill 3.0 & Bharatpreneurship
Under Mr. Shuklaâs direction, the next phaseâSkill 3.0âfocuses on:
Integrating green skills (sustainable agriculture, EV repairs, waste management)
Promoting Bharatpreneurshipâvillage-based startups led by youth and women
Enabling virtual mentorship from Indiaâs top professionals to rural learners
đ Conclusion: The Time to Skill Bharat is Now
Inspire India Now it isnât merely skilling individualsâitâs rebuilding the confidence of rural India. When a young girl in Jharkhand learns how to code, or when a weaver from Kutch connects with a buyer in Germanyâthat is not just success, it's a silent revolution.
Indiaâs demographic dividend can become its biggest strengthâbut only if we invest in skill with strategy, scale, and soul.
Let us Skill Bharat, Inspire Indiaâone learner, one village, one vision at a time.
#rajesh shukla#rajesh shukla chief strategist#rajesh#mr rajesh shukla#rajesh shukla mumbai#rajesh shukla bjp#mr tajesh shukla mumbai
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Your Trusted Home Renovation Contractor in Singapore â 3E Builder & Prefab Pte. Ltd.
Planning a home upgrade or revamping your interiors? Whether itâs a modern kitchen redesign, bathroom overhaul, or a complete apartment transformation, finding the right home renovation contractor in Singapore is key to a stress-free experience and lasting results. At 3E Builder & Prefab Pte. Ltd., we provide comprehensive renovation services tailored to your needs, all while ensuring quality craftsmanship and attention to detail.
Why Choosing the Right Contractor Matters
Renovating your home is a significant investmentânot just financially but emotionally too. Itâs not just about giving your space a fresh look; it's about improving your lifestyle, functionality, and long-term property value. Thatâs why working with a trusted renovation expert matters.
As an experienced interior renovation contractor, 3E Builder & Prefab Pte. Ltd. understands that every home tells a story. Our job is to bring that story to life through smart design, durable materials, and flawless execution.
What Sets 3E Builder & Prefab Pte. Ltd. Apart
We take pride in offering end-to-end renovation solutions, starting from space planning and design, to demolition, carpentry, electrical work, plumbing, tiling, and painting. What makes us different?
Transparent Communication: We walk you through every phase of the project, so you're always in the loop.
Customised Designs: Our team pays close attention to your needs and lifestyle to create spaces that feel truly yours.
Experienced Team: With years of industry knowledge, our renovation specialists deliver both aesthetic appeal and structural integrity.
Timely Delivery: We respect your time and ensure all projects are completed within the promised timeline without compromising on quality.
Full-Service Renovation Tailored for Singapore Homes
Whether you're upgrading a resale HDB flat, giving your condo a modern touch, or renovating a landed property, we handle projects of all scales. As a reliable home renovation contractor in Singapore, weâre familiar with local housing regulations and building codesâensuring smooth approval processes and safe renovations.
Weâve worked with a variety of homeowners across Singapore, each with unique needs. Some seek minimalistic interiors with clean lines, while others prefer cosy, traditional layouts with character. Our approach is always the same: listen first, plan carefully, and execute with precision.
Sustainable and Future-Ready Designs
Beyond looks, we also promote sustainability in our work. We encourage clients to consider eco-friendly options, energy-efficient lighting, and smart layouts that reduce waste. This not only helps the planet but also reduces maintenance and utility costs in the long run.
Let's Build Your Dream Space
At 3E Builder & Prefab Pte. Ltd., we don't just renovate homesâwe create spaces that support your daily life and future aspirations. So if youâre searching for an interior renovation contractor who values craftsmanship, integrity, and client satisfaction, weâre just a call away.
Contact us today to schedule a consultation and take the first step toward transforming your home into a place you love even more.
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đ 32. âDrunk and Disorderlyâ
đ Tirdas, 25th of Hearthfire, 3E 433
(Leyawiin â Five Claws Lodge & Chapel Undercroft)
The road to Leyawiin was long and winding, the dense marshlands and towering cypress trees casting elongated shadows under the midday sun. As I approached the city gates, the air grew thick with humidity and the scent of wet earthâa stark contrast to the crisp mountain air of Chorrol.
Upon entering the city, I made my way to the Five Claws Lodge, where Modryn had directed me to find three guild members: Vantus Prelius, Rellian, and Dubok gro-Shagk. Inside, the scene was disheartening. The trio was deep in their cups, their laughter loud and slurred, drawing disapproving glances from other patrons.
Vantus, upon recognizing me, gestured me over. "Felmira, isn't it? Come to join us in our... festivities?" he chuckled bitterly. He explained their predicament: the Blackwood Company had been undercutting the Fighters Guild, taking all the local contracts and leaving them idle and despondent.
Determined to restore their purpose, I inquired about potential work. The barkeep, Witseidutsei, mentioned a local alchemist, Margarte, who might have need of assistance. I found Margarte tending to her garden, her hands stained with herbal dyes.
"Work for the Fighters Guild?" she mused. "Perhaps. But trust must be earned. Bring me five portions of ectoplasm, and we'll talk."
Ectoplasmâa substance harvested from the remains of spirits. I recalled the Chapel of Zenithar nearby, its undercroft rumored to be haunted. That evening, I descended into the crypt, the air cold and heavy with the weight of the departed. Spectral figures emerged from the darkness, their wails echoing off the stone walls. With Dawnsunder and Sunglade in hand, I dispatched the restless spirits, collecting the required ectoplasm.
Returning to Margarte, I presented the ectoplasm. She nodded appreciatively. "You've proven the guild's reliability. I'll entrust them with my needs."
Back at the lodge, I relayed the news to the trio. Their eyes lit up with renewed purpose, the haze of alcohol replaced with determination.
Upon reporting to Modryn in Chorrol, he offered a rare smile. "Well done, Felmira. You've not only completed the task but restored dignity to our guild." He then promoted me to the rank of Swordsman, a testament to my growing responsibilities.
Even in the face of adversity, duty and honor must guide our actions. Restoring faith begins with a single act of integrity.
#oblivion#theelderscrolls#fantasyjournal#oblivionoc#leyawiin#tes4journal#oblivionroleplay#paladinoc#stendarr#fightersguild#drunkanddisorderly
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