#5cps
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1 (one) Demoman
#this is off of a sticker sheet i did LOL i dont THINK i ever posted him. if i did. ummmmmmmmmmmmmm idc#demoman tf2#im a fan of him even tho im absolute shit at playing him. my ability to hit pipes. dreadful#i did topscore as him once (one time) on a 5cp map but also the team i was against was asleep at the keyboard methinks#tf2#ok enough rambling. back to. whatever it is im doing#my art
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was playing the new TF2 halloween event, and someone noticed that my avatar was a flamingo and complimented me on it. things are perhaps good, i think.
#been playing for like... 8+ hours? i like a lot of the maps#freaky fair is probably the map i spent the most time on today. like god damn#dynamite. i only played one/two rounds of. it's a neat concept. ive played a map similar to it before#toxic seemed neat. only time i played was with like 6 people max. haven't queued for it again yet#circus is fine. player destruction isn't usually my thing. due to my ability to die constantly#outburst. its versus saxton hale. i can't really say much more than that. it's fine#blazehatten. really really messy. brushes you can stand inside. invisible clipping where railing use to be. missing textures.#iirc it was like that before zombie infection was added. like all of those problems (if not most). im sure they'll get sorted out soon.#dont really have much thought on it's gameplay though#darkmarsh. havent played yet. it looks neat from the screenshots ive seen.#happy to be doing contracts again. freaky fair has been really distracting me from doing more of them.#MVM upgrades in a normal match is weirdly addicting. i kinda wish the map was 5cp instead of 3cp.#mostly due to how sometimes we'll get steamrolled to the middle point and have to struggle getting currency if they have it locked down#since the only ways you make money are: killing enemies and capturing mid#wanted to play with a friend to do the contracts but they were busy all night and i got kinda lonely just playing on my own#normally its not something i think about#but yeah. updates good. messy in places. but not unplayable.
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the VSH gamemode makes me miss the Beforetimes, where you could hop into a game, play as long as you wanted, and leave when the hell ever. i like the casual system now but for some game modes the old way was better
#liz blogs#tf2#team fortress 2#now i have to wait for the game to finish and its best 2 out of 3#its fine for halloween since that way people don't just hop out the second they beat their contract#but for some gamemodes that can just go on forever like 5CP its a nightmare#and its why i don't play those game modes anymore unless its community#some of the newer halloween maps have a countdown to stalemate. i think all potentially endless game modes need that feature
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when i was 14 or so, i joined a tf2 all crit orange 5cp and i started playing normally but i didnt know it was a friendly server and killing other players was a faux pas, so everyone else on the server started working together to spawnkill me including teammates cus friendly fire was on, and i just got stuck trying to beat all of them at once for hours and hours getting more and more upset until i started crying
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what's everyone's preferred hallowmas grinds?
briar is heading back and forth from marigold station where he stares at rose-stuffed corpses repeatedly. the option to scour the earth is 5CP of nightmares and 3CP of suspicion on a failure, which is ~11CP per action after menace items. pretty great i think
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GLOG CLASS-PLAGUE DOCTOR
Stating equipment: plague doctor mask, big hat,anti plague robes,Med Kit(3 charges)
Starting skill:1 Quatrinetine 2 Digaononse 3.Herbology
A Suppress Disease ,wound dresser B invigorating Vapors, Transfusion of life C Unbalance humors, Bloodletting D Confer Immunity , Grafting
Gain +1 on saves against poison and illness each template you own.
A:Suppress Disease and Poison
Spend a Med kit Charge to Temporarily suppress the effects of a Poison or Disease for a Day.
A:Wound dresser
Remove a Fatal wound without rolling. You can spend a Turn to whip up a mini Field hospital that will add a +1dX to any healing done to the whole party during down Time, at the cost of one Med Kit Charge.
B:Invigorating Vapors
Spend a Med Kit charge to give someone a +1dX to their next attack's damage.
B:Transfusion of life
You can transfer a number of hp equal to half of cha to another party member. How you do it is up to you, Blood Transfusion, Bile stuff, Blunt rotation, ETC
This does not revive dead party members
C:Unbalance humor
Via spending a Med Kit Charge, deal 1dX damage, and cause an Condition of you Choice(stun, Blinded,posioned maybe), the target still get a save for the condition
C:Remove the Bad blood(Reflavor as you see fit)
Using leeches, a sharp blade, or some other blood letting apparatus you can have them remove a single illness or poison.
It takes 3 turns to pull off, and inflicts 2d8 damage.
D:Transfer Illness
Once per day , tell an illness to leave a body, but you have to put it into a new body. To put into an unwilling Target , it would be a test of Con against the Plague doctors Cha. Can use your own body for this.
D:Grafting With a Med Kit charge you can Graft a different creature's limb to someone with a Missing Limb. Giving it a non Humanoid limb(A spider leg instead of a human leg) They gain a Muntion related to it.
Med Kits
Improvised Cost 5cp per charge, but could be made in the feild +1d4 healing Crafted form Forged Herbs, Improvised bandages, and whatever else seems useful Common Cost 5 sliver piece Per Charge, but could be made in town for cheaper +1d6 Healing Crafted in a city with access to good(for Medieval and Fantasy standards) Medical supplies Rare Cost 5gp Per Charge, good luck making it. +1d8 healing The top of the line medical supplies
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Roasting Chestnuts For A Snack: 10 Rostygold
Rubbery Lumps For Insatiable Appetite: 50 jade fragments per -2UP
Spyglass Knife For Carving Flesh: 12.80 echoes
Consuming Own Teeth: 18 pennies, sudden death
Starveling Cat For Cuddles: MY PIE!!!! Wounds +5CP
Self Cannibalism By Pie: Free(?)
1% chance on The Seeking Road Drown Your Secrets: 5896936978777787469757777777.7777 Appalling Secrets
someone who's good at the neath economy help me, my family is unaccountably peckish
#it do be like that#not an actual ask for help just being silly#fallen london#flmp#mp#seeking mr eaten's name#smen#I think I'm still at a 20-30% chance range but you know how it goes#I know how to use the cat + rubbery lumps back and forth to get a free cost card each week but#sometimes you just wanna eat your own teeth you know
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The Lazy Bowl tavern and inn
A smaller building with three floors; one for the tavern, two for the guest rooms(4 small single rooms[5sp], 2 small rooms with double beds[1gp], and 4 moderate rooms with 2 double beds[8cp]). The innkeeper lives in a moderate room on the first floor. The food is made with local produce, spices, and meat.
Innkeeper: Pyre(earth genesi woman)
Menu (or average price of a room/meal): Fish stew(10cp), Buckwheat Porridge(3 cp), Mug of Cider (3 cp), Stewed Pork and Mushrooms with a Tankard of Cider (7 cp), Boiled Mutton and Rye Bread with a Tankard of Beer (9 cp), Boiled Eggs and Dried Beetroot with Tankard of Bitter (11 cp), Tankard of any drinks on the menu(2cp), Fresh salad and Boiled Mutton(2sp), Fresh salad(12cp), Tea(2cp), coffee(2cp), sweet rolls (4 for 7cp), crab cakes(2 good sized for 5cp), and a dish of the day.
Dish of the day by day of the week-
Monday: Atolla sea chili; made with crabmeat, shrimp, and sea scallops, tomatoes, celery, corn, green onions, kidney beans, and colorful bell peppers. It's a very spicy dish with a hint of sweetness at the end. It's served with sweet rolls and a drink of your choice.(5sp)
Tuesday: Grilled bass or trout and mixed vegetables(made up of mushrooms, beets, yellow squash, brussels sprouts, and asparagus). Served with either Rye Bread or a side salad and a drink of your choice.(10cp)
Wednesday: Fish of the day(up to you) with garlic sauce and noodles. Served with mixed fruit(also up to you) and a drink of your choice.(6cp)
Thursday: Fish and chips or Rum-Glazed Shrimp, batter scraps , and rye bread and butter. Served with a drink of your choice, and if wanted lemon wedges and/or a sauce(Tartare, Salt and vinegar, or curry). (3sp)
Friday: Baked Salmon with lemon and garlic, cabbage and rutabaga Slaw, and mixed berry salad. Server with rolls and a drink of your choice.(3sp)
Saturday: Beef stir-fry made with bell peppers, snap peas, carrots, water chestnuts, and green onions. It has a delicious scent and taste combination. Served with a drink of your choice and either sweet rolls or crab cakes.(5sp)
Sunday: 1. Garlicky Lemon Mahi Mahi, seared scallops, ruby red beet & apple salad, and baked potato. Served with a drink of your choice and either sweet rolls or rye bread & butter.(8sp)
2. Seafood Jambalaya made with shrimp, two buttermilk cornbread muffins, collard greens, and corn on the cob. Served with a drink of your choice and either crab balls, hush puppies, or rolls.(6sp)
Rumors: Small jobs, gnoll attacks, places that may need help, crime, and local gossip.
#tavern#City of Atolla#dungeons and dragons#dnd worldbuilding#world building#dnd tavern#dnd food#dnd drink#Pyre DnD#dnd homebrew#homebrew#The Lazy Bowl tavern and inn
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Dungeon Crawl Meshi
I am a large fan of the manga dungeon meshi. I have been able to read it through my local library. I decided to write up a few things I have seen in it for use with dungeon crawl classics. Never been play tested or anything these are straight out the oven.
Food
Ration Types
Food is essential for proper adventuring, how is one to win gold and glory on an empty stomach.
There are 6 types of rations, categorized into fresh and preserved. Dire and Delightful meals have special effects. A ration counts as enough food for a day.
Rations are expressed as Type| Cost| How long it lasts| special effect
Dire Fresh Rations| NA| 1 week| The consumer must make a DC 12 Fort save or become sickened, suffering a -2 penalty to all rolls for the following day.
Fresh Ration| 8cp| 1 week| No affect
Delightful Fresh Rations| 15cp| 1 week| Luck rolls made while recovering the body are rolled with a d16, the consumer gains a +2 bonus to all physical rolls for the following day.
Dire Preserved Rations| 1cp| 3 months| Luck rolls made while recovering the body are rolled with a d30, and the consumer is sickened, suffering a -3 penalty to rolls for the following day.
Preserved Ration| 5cp| 3 months| No Effect.
Delightful Preserved Rations| 10cp| 3 months| The consumer gains a +2 bonus to all physical rolls for the following day.
Making Food
Making fresh rations from foraged or butchered materials requires a Skill check. A judge determines what an appropriate DC for making the meal would be, with a traditional meal made with the highest quality ingredients being a DC 4 and scrounged together meal made from unappetising monster scraps being a DC 17.
Failing the skill check results in a Dire Fresh Ration. Succeeding the skill check by more than 5 results in a Delightful Fresh Ration.
At the judge’s discretion a failed skill check means the ration is standard instead of dire, such as in circumstances with extremely high quality ingredients. Additionally a failed check can also have worse outcomes, such as incomplete removal of a poison sack, or parasitic infection.
Making preserved rations ingredients can be turned into preserved rations via the use of various methods such as sun drying, salting, honeying, dry aging, and pickling. The various methods take various amounts of time as determined by the judge. The quality of preserved rations be them Dire, Delightful, or standard is determined by the judge based on the quality of the ingredients used.
Going Without Food
Day Effect
1 The adventurer does not naturally regain any Ability Score Damage.
2-3 The adventurer does not naturally regain any HP.
4 The adventure begins suffering 1 Stamina damage per day.
5+ As above, but the adventure also suffers 1 point of Strength or Agility damage (determined randomly) per day.
Feeding Hirelings
A hireling’s Morale rolls are modified by the type of meal they last ate.
Dire Fresh -1
Ordinary Fresh +2
Delightful Fresh +5
Dire Preserved -3
Ordinary Preserved +0
Delightful Preserved +2
Spells
Dazzling Lights
Level: 1 (wizard and elf)
Range: 50’
Duration: Instantaneous
Casting time: 1 action
Save: Fort
General: The caster makes a dazzling display to confuse their foes. This spell counterspells Darkness. Sightless creatures are immune.
Manifestation: Roll 1d4 1) the caster’s hands begin glowing before a sudden flash; 2) motes of dust suddenly appear before all bursting into light; 3) a beam of light emerges from the mouth of the caster; 4) the world suddenly becomes bright as if lit from all directions but without a noticeable source.
Corruption: Roll 1d5 1-2) Minor corruption; 3) light begins emanating from the caster’s eyes at all time, illuminating what is 5’ in front of them; 4) any candle the caster touches automatically lights; 5) The caster becomes blinded in one eye.
Misfire: Roll 1d4 1) The caster forgets all passwords they have; 2) The caster lets out a small electronic pulse bit flipping and corrupting all storage within 10’; 3) The begins transferring their thoughts over both radio and bluetooth for 1 turn; 4) The caster accidentally uploads visuals of an embarrassing memory online.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11 Lost. Failure
12-13 A dazzling display flashes in the face of a single target, disorienting them, dropping them to the bottom of initiative order and inflicting a -4 penalty on their next attack.
14-17 Light hits directly into the eyes of a foe, they drop to the bottom of initiative and suffer a -6 penalty to all rolls until the end of their next turn.
18-19 In a flash a single foe must make a Will save or be blinded for a turn. If a creature is blinded it suffers a -5 penalty to Reflex saves as it is disoriented, in addition to a -4 penalty to all other actions for a turn.
20-23 Light explodes all around the caster CL creatures closest to the source of light must make a Fort save or be blinded for a turn. If a creature is blinded it suffers a -5 penalty to Reflex saves as it is disoriented, in addition to a -4 penalty to all other actions for a turn.
24-27 The light is overwhelming, CL + 4 creatures closest to the source of the light must make a Fort save or be blinded for a turn. On a successful save the creatures are only blinded for CL minutes, and suffer a -7 to all rolls in their disorientation for a turn.
28-29 The light burns, CL + 5 creatures closest to the source of the light must make a fort save or be blinded for a day. While blinded the creatures suffer -10 to all checks for the remaining day.
30-31 A single and overwhelming light bursts forth, CL+ 6 creatures of the caster’s choosing must make a Fort save or go blind for a month, only going blind for a week on a successful save.
32+ A wall of blinding light 30’ wide manifests, anything on the business side of the wall that can see is blinded permanently, and passes out.
Warp
Level: 2 (elf only)
Range: Varies
Duration: Instantaneous
Casting time: 1 action
Save: Fort
General: The caster can teleport themselves to places they are familiar with on the same plane of existence. At higher levels the caster can teleport one additional creature and at greater and greater distances. Unwilling teleporters are afforded a Fort save to avoid being spatially displaced.
Manifestation: 1d3 1) The caster simply vanishes from where they are and appear at their desired location. 2) The caster melts into a shadow before their shadow rushes off at hyperlight speed to their desired location. 3) A light mist suddenly surrounds the caster and their desired location, they fade in and then back out of the mist.
Corruption: Roll 1d6) 1) Greater. 2) Major. 3) Minor. 4) The caster becomes slightly translucent, each time this result is rolled the caster becomes more and more translucent until the 6th time and they simply fade some existence. 5) The caster loses their sense of direction, any future attempts to cast this spell has a 25% chance to teleport to the wrong location. 6) The caster becomes spatially unstable, any critical hit scored against them causes them to teleport to a random spot within 60’ of their location, this can include into walls.
Misfire: Roll 1d4 1) A caster shaped chunk of ground or other such material appears above their head and begins falling towards them, DC 14 Ref save to avoid it landing on them. 2) The caster is teleported to a random location within a mile that they are not familiar with. 3) The caster’s memory of the location they wish to teleport to is wiped 4) The caster teleports themselves to where they stood, lying prone and suffering 1 damage from the trip.
1 Lost, failure, and worse! Roll 1d5 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint; (4+) misfire.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster warps to a place they can see within 60’.
16-19 The caster warps to a place they can see within 60’. If they wish they can trigger this teleportation up to 1 round after the spell was cast.
20-21 The caster can warp themselves and one creature they are touching up to to a place the caster knows within 100’. If they wish they can trigger this teleportation up to CL rounds after the spell was cast.
22-25 The caster can warp themselves and one creature they are touching to a place the caster knows within 140’. If they wish they can trigger this teleportation up CL minutes after the spell is cast.
26-29 The caster can warp themself, and/or a creature they are touching yo a place the caster knows within 140’. If they wish they can trigger this teleportation up to CL + 2 minutes after the spell is cast.
30-31 The caster can warp themself, and/or a creature they can see within 10’ to a place the caster knows within 160’. If they wish they can trigger this teleportation up to CL + 10 minutes after the spell is cast.
32-33 The caster can warp themself, and/or a creature within 20’ to a place the caster knows within 200’ of their current location. The caster can teleport the other creature into the ground or walls if they wish, displaying the matter 1 for 1 to where the creature once stood. If they wish they can trigger this teleportation up to CL turns after the spell was cast.
34+ The caster can warp themself, and/or a creature they can see to a place the caster knows within 400’ of their current location. The caster can teleport the other creature into the ground or walls if they wish, displaying the matter 1 for 1 to where the creature once stood. If they wish they can trigger this teleportation up to CL turns after the spell was cast.
In addition the caster may spellburn to keep themselves spatially fluid, 1 point per 3 turns of fluidity. While spatially fluid the caster may make a luck check to teleport directly behind the source of a would be successful attacker.
Water Walking
Level: 1 (cleric) 2 (wizard)
Range: 10’
Duration: 1 hour.
Casting time: 1 action
Save: Will
General: The caster is able to walk on the surface of water as if it was solid ground, at higher casting the spell is able to bring things from the depths to the surface with a great speed. Unwilling creatures can make a will save to avoid the effects of the spell.
Manifestation: Roll 1d3: (1) water freezes directly under the target and turns back to water as soon as they move away (2) the water underneath the target gently molds and wraps itself to support the creature (3) a faint light shimmers in a hard plane right above the water just where the target stands.
1-11 Failure.
12-13 The caster is able to walk on water at normal speed.
14-17 The caster is able to walk on water with a +5’ bonus to speed.
18-19 The caster and CL allies are able to walk on water with a +5’ bonus to speed.
20-23 The caster and CL allies within range are able to walk on water with a +5’ bonus to speed.
24-27 The caster and CL creatures within range are able to walk on water with a +5’ bonus to speed. In addition any target under water begins rising towards the surface at a speed of 15’ per round.
28-29 The caster and CL+3 creatures within range are able to walk on water with a +5’ bonus to speed. In addition any target under water begins rising towards the surface at a speed of 15’ per round. While rising the targets are encased in a bubble of air preventing them from drowning.
30-31 The caster and CL+5 creatures within range are able to walk on water with a +10’ bonus to speed. In addition any target under water begins rising towards the surface at a speed of 30’ per round. While rising the targets are encased in a bubble of air preventing them from drowning, and are unaffected by decompression.
32+ The caster and CL+7 creatures within range are able to walk on water with a +10’ bonus to speed. In addition any target under water begins rising towards the surface at a speed of 100’ per round. While rising the targets are encased in a bubble of air preventing them from drowning, and are unaffected by decompression. In addition the cleric can raise up medium sized human constructions (eg longboats) to the surface.
Magic Items
Adamantine Cook Shield
+2 AC, -1 check penalty. D8 fumble.
The Adamantine Cook shield is incredibly good at distributing heat, any ray of fire (e.g. dragon's breath, scorching ray) has a 50% chance of leaving the wielder unharmed.
When used by a dwarf for shield bashing an Adamantine Cook Shield deals 1d4 damage, and mighty deeds to push people with a shield are twice as effective.
When used as a wok the shield imparts a +3 bonus to cooking skill checks
Living Staff
A magical staff imbued with life that connects all things. While in the possession of the staff a caster gains a 50% bonus rounded down to spellburn. For example if a caster burns 2 points of strength to cast a spell they gain a +3 Bonus. Additionally the staff has an internal Stamina score of 5, the caster can spellburn this Stamina on a 1 to 1 basis for bonus, the staff regains 1 Stamina per week without spellburn. A caster can utterly decimate the staff, turning it into dust in exchange for +25 to any single spell check.
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YOU SEEM FREAKISH I LIKE THAT IN A TROLL
(@garbledsaphrophyte )
Ddog your pinned po5t read5 like a fukcing Troll 5CP document. Llike I appreciate the compliment but you, of all troll5, are le55 than fit to call me freaki5h.
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Feeling inclined to talk about the TF2 summer update so uhhhh here's my lil review:
~Cosmetics & Warpaints~
Overall I think the new cosmetics and warpaints are a tad underwhelming but they are still very much appreciated. There were a few cosmetics of note (like the halflife one for medic) and I'm always happy to have more warpaints to choose from. As for unusuals I haven't checked them out. I don't trade much or spend a lot of money on the game so I don't have many unusuals and that will likely remain the case for the foreseeable future
~Maps & Modes~
God damn, fourteen new maps, four of which are an official version of Versus Saxton Hale. Fucking wild. Now the obvious elephant in the room is that the VSH maps are currently only able to be played through community servers, as they were bugged in casual. While I'm disappointed I do have faith that they will release a patch soon so everyone can enjoy the mode! As for the rest of the maps:
Most of the new maps tend on the larger side, with long, exploitable sightlines. This is most evident on Venice, a map that has sightlines so absurd they give me flashbacks to Wutville. With that said, Venice is an absolutely stunning map, and it's not the only one. All of the map makers really knocked it out of the park in terms of the artistry. Unlike a lot of the classic TF2 maps, all of these feel incredibly visually distinct and are frankly gorgeous.
With the large number of maps in the update, we ended up with a large spread of game modes. There were a few of note (in addition to VSH)
Player Destruction made it's return in Selbyen, a seemingly New England inspired tourist trap fishing town in which you collect chum (via killing enemies) and then feed it to chubby little seals.
Sulfur is an attack/defense map that seems to play similarly to cp_steel, but with a twist. Simply capping the last point isn't enough to net the win for BLU, they instead have to hold the point similarly to koth.
Lastly, if I remember correctly Pelican Peak is the first original Capture the Flag map released in quite some time, making it noteworthy enough for me to point out here.
My favorites:
Selbyen (player destruction)
Player Destruction is always one of my favorites, and combining that with the vibes of a coastal New England town and it's an instant favorite. Here's hoping it becomes the first pd map to be playable year round in casual!
Reckoner (5cp)
From my first couple games, Reckoner feels like a genuinely well balanced 5cp map, and the Japanese city aesthetic really ties it together. That's all, no gimmicks or anything. Just some solid 5cp. I would love to see this added to the casual map pool after the summer event ends.
~Final Thoughts~
Okay it's time to wrap up this stupidly long post that no one will read. All in all this is a pretty good update, and there were a bunch more maps that I didn't even mention that are still pretty good. I know a lot of people are complaining about this update, and I admit that a lot of the complaints are valid, I'm just glad they've given us anything, let alone 14 fucking maps lol. Part of me accepted that Valve was done TF2, but I'm glad I was wrong about that.
Anyways this has purely been self indulgent for my ADHD so uh thanks if you somehow read this far
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i miss all the 2cp maps so bad. i hope 5cp comes through
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You should play tf2 more
i've been playing a lot of it as of late actually, mostly been trying to practice playing pyro better, though i just don't really talk about it. really been trying to master the detonator.
my only real exposure to the game currently through playing it is just playing casual, i don't really play any community servers these days.
#ask#jabroni-apologist#my current pyro loadout is like. stock flamethrower. detonator. and... whatever melee#i dont really have a go-to choice for pyro melees like i do some other classes. i think i usually hold the axtinguisher#but i dont do comboes a lot. im up close to enemies. i dont need to hold my melee out.#otherwise i tend to lean towards the homewrecker#i do pretty well at playing pyro i think. tend to score above the middle to the top 3 at minimum on the scoreboard.#but that tends to change from match to match. sometimes i do well. other times im in the slopping mud#the main classes i switch between are: soldier. pyro. demo. heavy. engineer. sniper.#sometimes scout. very rarely spy.#pyro i tend to play a lot. heavy just beneath. i kinda wish the heavy had more stuff. or had some things rebalanced.#sniper i mostly play on attack. i dont trust myself enough on defense usually.#using either the sydney sleeper or huntsman. combined with jarate and the shahanshah#i dont use the bushwhacka cause i dont like holding weapons that give me damage vuln. even if its just when held out.#medic i tend to do really well as. heavy i do okay. engineer ranges depending on what playstyle i pick.#demoman i dont pick as much these days. though i still love the loose cannon.#i think i just lean towards other classes since ik id do better with them than demo.#also the constant ammount of sticky demos i encounter kinda puts me off to playing demo i feel.#soldier i always love playing but always feel like i should be playing pyro instead#the only gamemodes i play are mostly A/D ones. though i also have 5cp enabled. and ctf well.#i cant really stand playing KOTH these days. maybe its the map size with 24 players. i always feel like im dying more on KOTH#i have been playing a little less as of late because my headphones snapped in one spot#had to use a lot of tape to attempt fixing it. its very loose. idk how to make it better though.#its kinda put me in a sour mood dealing with but its not fully broken.#its a cheap brand i got from walmart thats got a skull on it. if it werent for the cheap plastic id say the headphones are pretty good#anyway. tf2s fine if you can manage to ignore the shitty people who play. and theres a lot. too many really.#ive mostly been playing to max out my item find limit. and leveling up my casual medal. which doesnt impact anything.#anyway thank you for the ask. sorry i dont talk about tf2 enough. i just dont have much to say about it.
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Harngud Steelbowl has a small cart, pulled by Harngud and his husband each morning to the Emperor's Gate, where roadweary travellers can expect a hot bowl of soup kept hot by cisterns inscribed with gnomish magic. The soups vary depending on season, but thick Dwarven Barleymeal is ever-present, barring shipping issues. Harngud is a genial man and will often give a small discount to favorite customers.
Up until recently, the recipes at the stand have been relatively bland. The change was prompted after Tiffancee, Harngud'a husband, got into a fight in a local tavern after someone picked fun at the "Harnbland's Gruels."
One fistfight, release from a Free Militia holding cell, and at home shouting match later, Harngud did not realize that most seasonings used in his home cooking are edible to tallfolk. Now his little soup stall is considered a must stop location on the way into the city for its rich and flavorful variety.
Harngud's Gud Soups (normal autumn menu)
Bring your own bowl! 1 Pence Less!
(Etched and inlaid in a dull grey metal) Harngud's Barleymeal - Hot - 8 piece (8cp), sweet and savory porridge seasoned with salt and a seasoned sugar.
(Written on a mounted chalkboard)
Tiffy's Favorite - Hot - 1 duke (1sp), a savory warm vegetable soup made from onions, leeks, potatoes, and garlic. Seasoned heavily with a sweet and spicy dried pepper blend common in gnomish cuisine.
Kobold Bone Broth - Hot - 1 duke, 3 piece (1sp, 3cp), no drabs accepted, a rich and flavorful broth made from long-simmering goat meat that has turned into an opaque, creamy broth. For 2 piece extra, there are mixed vegetables add ons that change depending on what's cheapest that morning. For 1 piece extra, he will chill it using a small metal canister imbued with magic.
Halfling Heart-filler - Hot - 1 duke, 5 piece (1sp, 5cp) - a now commonplace recipe everywhere halfling feet have touched, this herbaceous chicken broth, carrot, celery stalk soup is said to cure most minor afflictions. Served here with short buckwheat noodle squares and shredded chicken meat and a secret herb blend, Harngud's been hounded for the recipe by passing Halfling trade groups.
#fantasy street foods#d&d 5e#city of falcons#harngud steelbowl#ralian empire#austra hinterland#dwarf#gnome#kobold#halfling
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I don't like this map and I don't like 5cp but its so ingrained in my memory that I think I'll be able to remember it's layout on my deathbed
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It does feel like Push is Overwatch's take on TF2's 5CP while trying to balance it for 5v5 players and avoid things like backcapping but didn't take into account the biggest problem with 5CP, the matches take fucking forever
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