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More barbie art!
Augmented Wind Resistance- @plope
#rw#rain world#csavii art#suggestive#rainworld#AWR#Augmented Wind Resistance#iterator#iterator oc#not my oc#iamsosorryforgettingitworngthefirsttime
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working on a rain world au this is my favorite child (he is from a local group neighboring the main game one) HD's structure functioned as a prison rather than a city, it is absolutely covered in miros birds and there are at least three overseers watching you at all times no matter where you are. this is Hostile Delusions and his little "sibling" Augmented Wind Resistance
Wind has prosthetics because their puppet legs were crushed and destroyed under the rubble when their structure collapsed. they were later found by a scavenger colony that moved into their structure in search of shelter, and the scavs helped wind build new legs (and detach from their structure). how intelligent
Wind and another younger member of the local group Distant Horizons, who was the second to be freed from her structure
theyre all just aggie doodles but i love drawing them so much. they are my babies and i love them. especially the freakishly tall lanky guy
i will expand upon horizons later and create the rest of the local group when i am feeling less lazy
#rain world#rain world oc#iterator oc#rw au#first tag for the au which i am choosing to name#Dissolution AU#ok enjoy my kids who i love so very much (especially panopticon hes my favorite)
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Hubert Malevol
“Undead - concept” © Sergei Dorokhin, accessed at his ArtStation here.
[Hubert the Hunter was a saint of hunting associated with dogs, so making him some sort of undead monstrosity is delightfully sacrilegious. He’s one of the nastier family members in Castle Xyntillan, so I wanted him to be powerful, but not as powerful as Aristide.]
Hubert Malevol CR 11 LE Undead This human man is clearly dead, with blood red eyes, no nose and a lipless mouth surrounded by a matted beard. He wears hide armor and carries a sword and shield with him, a fine hunting horn on his hip.
Hubert the Hunter is one of the most powerful members of the Malevol family. He is Aristide’s grandson and embraced undeath willingly in order to pursue his hobbies—raising dogs and hunting people for sport—for eternity. He lives in Castle Xyntillian most of the time, but has a redoubt in the Indoornesse—the pocket dimension ruled by his father Runclus—and goes out to hunt the ordinary folk of Taldor at least every solstice and equinox. Hubert is loyal to the Malevol family to a fault. He takes a neutral position in most of the conflicts between family members, but takes great glee in dispatching disloyal servants and slaves. He takes trophies, and has taxidermied some of the kills he is particularly proud of.
Hubert is most comfortable in the saddle, and can summon his ghostly steed Redrum (his prized horse when they were both alive) to his side in order to ride around the wider hallways of the Castle. He loves dogs more than people, and has his grandfather or another necromancer in the family raise them as zombies or skeletons when they die of old age or violence. His prized hounds are galleytrots. He owns eight of them, each with the advanced simple template and Shake it Off instead of Mobility as a feat. Encountering Hubert with four advanced galleytrots is a CR 12 encounter.
Hubert Malevol CR 11 XP 12,800 Variant juju zombie human cavalier (ghost rider) 11 LE Medium undead (augmented humanoid, human) Init +5; Senses darkvision 60 ft., Perception +12, scent Aura fearless (10 ft.) Defense AC 23, touch 11, flat-footed 22 (+1 Dex, +6 armor, +2 shield, +4 natural) hp 109 (11d10+44) Fort +11, Ref +7, Will +6; +4 channel resistance DR 10/magic and slashing; Immune cold, electricity, undead traits; Resist fire 10 Offense Speed 20 ft. (30 ft. unarmored) Melee +1 bastard sword +16/+11/+6 (1d10+5/19-20), slam +10 (1d6+2) or slam +15 (1d6+6) Ranged masterwork light crossbow +13 (1d8/19-20) Special Attacks challenge 4/day (+3 AC, +11 damage), for the king (+3 atk, dmg), frightful gaze (Will DC 18, 3/day), lion’s call (+3 vs. fear/+1 atk, 11 rounds) Statistics Str 18, Dex 12, Con -, Int 12, Wis 14, Cha 16 Base Atk +11; CMB +15; CMD 26 Feats Exotic Weapon Proficiency (bastard sword), Improved Initiative (B), Lightning Reflexes, Mounted Combat, Outflank, Power Attack, Ride-By Attack, Shake It Off, Spirited Charge, Toughness (B) Skills Climb +16, Craft (taxidermy) +13, Handle Animal +14, Intimidate +16, Knowledge (nobility) +10, Perception +12, Perform (wind) +9, Ride +12 (+14 on ghost mount); Racial Modifiers +8 Climb Languages Common, Necril SQ contingency, etheric tether, ghost mount, ghost wind, hunter zombie, spirited mount Gear headband of charisma +2, cloak of resistance +1, rhino hide, +1 bastard sword, amulet of natural armor +1, 4 tangle arrows (as tangle bolts), masterwork light crossbow, 20 arrows, masterwork heavy steel shield, scrimshawed signal horn decorated with hunting hounds worth 75 gp, 17 gp, 60 sp. Special Abilities Contingency When Hubert is reduced to half hit points or fewer, he and his mount (if summoned) are teleported back to his room in Castle Xyntillian. Fearless (Su) Each ally within 10 feet of Hubert Malevol gains a +4 morale bonus on saving throws against fear effects. This ability functions only while Hubert is conscious, not if he is unconscious or dead. Frightful Gaze (Su) Hubert Malevol can use this ability on opponents within 30 feet as a standard action, which acts as a gaze attack until his next turn. Creatures within range that meet Hubert’s gaze must succeed at a DC 18 Will saving throw or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. Creatures that successfully save against that ghost rider's frightful gaze are immune to it for 24 hours. At 9th level, this ability can affect creatures that are mindless or immune to mind-affecting effects, though it still counts as a fear effect. Hubert can use this ability a number of times each day equal to her Charisma modifier (typically 3/day). Hunter Zombie (Ex) Hubert Malevol is not immune to magic missile spells the way that most juju zombies are, but gains the scent ability.
Redrum CR – Phantom mount LE Large animal (phantom) Init +3; Senses darkvision 60 ft., Perception +7 Defense AC 26, touch 13, flat-footed 22 (-1 size, +3 Dex, +1 dodge, +10 natural, +3 armor) hp 76 (9d8+36) Fort +9, Ref +9, Will +4; +4 vs. enchantment DR 10/magic Defensive Abilities devotion, link Offense Speed 50 ft., ghost wind, phase lurch, spirited mount Melee bite +9 (1d6+3), 2 hooves +4 (1d4+1) Space 10 ft.; Reach 5 ft. Special Attacks magic attacks (evil, law, magic) Statistics Str 16, Dex 17, Con 16, Int 3, Wis 12, Cha 10 Base Atk +6; CMB +10; CMD 24 (28 vs. trip) Feats Dodge, Mobility, Outflank, Shake It Off, Toughness Skills Acrobatics +12 (+29 when jumping), Perception +7 Languages understands Common (cannot speak) Gear masterwork studded leather barding Special Abilities Spirited Mount (Su) Redrum ignores difficult terrain and gains the ability to use water walk at will as a supernatural ability. Ghost Wind (Su) Redrum can use air walk (as the spell, no action required) at will for up to 1 round at a time, after which it falls to the ground.
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Tumblr Holy Grail War: Wave 5 - Day 2 (Team Berserker, Team Archer, and Team Rider)
Night fell, and the Grail War continued, the Berserker finally out on the hunt.
Kintoki: "…Feel that, Masters? Wind's shiftin'."
With a level of experience only gifted to the best warriors of his time, he instinctively dodged a bolt that crashed into the ground behind him, leaving a smoking, mana-dense crater. An arrow fired from an impossible distance away. The crystallization of divine Archery recorded in one of India's greatest epics.
Clairvoyance at it's highest rank allowed one to see the past and the future. So, some would assume that Clairvoyance at the 'C' rank would be drastically weaker. However, the nature of the skill itself was a grand absurdity, and even at it's weakest it stood at the pinnacle of aiming abilities. To dodge an arrow from the Awarded Archer would be a feat that only the most deft and talented of Servants could successfully pull of.
Of course, if the arrows couldn't be dodged with ease, then the Berserker simply wouldn't dodge them. Another arrow of burning mana streaked through the sky, shrouded in divine flame. With a roar, the Berserker outstretched a hand and grabbed it out of the air.
Divinity? No. This was the result of pure strength. The arrogance that could only belong to a Servant of the Berserker class. An arrow, no matter how strong it was, was still just a weapon. And he had deflected plenty of weapons. Throwing the arrow back with just as much force, the Heian warrior made his presence fully known.
Kintoki: "Yo, Archer! Y'hear me? Apparently you've got my Masters scared shitless, so they want me to take care of you!"
The Berserker yelled, barreling towards where the Archer was positioned, meanwhile…
Mandricardo: "Hey… is it seriously okay for us to be here…?"
…It seemed like the lines regarding planning got crossed, and an extra Servant ended up getting caught in the crossfire.
Both Berserker and Rider elected to attack Archer! Archer is Playing Defensively!
Berserker has [1] wound!
Archer is uninjured!
Rider has [1] wound!
Based on skills, augmentations to the final score are:
Sakata Kintoki: +10% Mandricardo: +5% Arjuna: -2%
Active Skills:
Sakata Kintoki (Berserker)
Natural Body (A) - Gains resistance from skill effects that reduce combat bonus scores.
Mad Enhancement (E) - Due to the low ranking of Kintoki's Mad Enhancement, he can fight a bit more carefully than other Berserkers. Rather than sustaining 2 wounds if on the bottom of a 3-way combat poll, he only sustains 1. However, he still runs the risk of also gaining 1 'wound' if he lands 2nd place, rather than 1st.
Monstrous Strength (A) - Rather than +5% and +7% for 1-on-1 and 3-way combat polls, respectively, Kintoki gains +7% and 10% boosts to those respective combat polls.
Mandricardo (Rider)
Brigliadoro's Neigh (A) - Increases the Rider-class trait to +5% rather than +3% in free-for-all brawls.
Armor of the Nine Worthies (A) - When attacked, reduces the amount of the Servant's final combat poll result by 10%.
Arjuna (Archer)
Hero of the Endowed (A) - If fighting an enemy Servant, and the difference between scores is within 3%, take the win.
Mana Burst (Flame) (A) - Gain a +8% boost to combat poll results when attacked during 'playing defensively', rather than +3%. When not ‘playing defensively’, gains a 5% boost to final combat poll results instead.
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Sound [OLD]
Users can create, shape and manipulate sound, voice and music
Limitations:
May be unable to create sound, being limited to manipulating only from already existing sources.
Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user.
Sound requires a medium to travel through, such as air, ground or water, though it can be virtually anything.
Sound Nullification and Silence Manipulation can nullify the user's powers.
Users of Sound Immunity or Sound Absorption are either immune or highly resistant.
Propagation of sound waves can be disrupted by wind, making Air Manipulation a perfect counter.
Sound spells
Audible Inundation - create voices and sounds in others' heads.
Sonic Frequency Manipulation - manipulate sonic frequencies
Counter Vibration - create a counter vibration to cancel out another object's frequency.
Music Generation - generate music
Sound Nullification - negate sound
Sound Waves Manipulations - manipulate the properties of sound waves.
Sono-Telekinesis - manipulate matter using sound
Sonokinetic Flight - fly by using sound
Sound Absorption - absorb sound waves and utilize it in some way
Inaudibility - become inaudible to anybody or anything.
Muting - remove a being's ability to speak or vocally communicate
Sound Attacks - attack using sound
Sound Augmentation - increase the strength, duration, and potential of sound.
Sound Amplification Field - project a field that amplifies all sound inside of it.
Sonokinetic Constructs - create objects and other constructs out of sound
Sound Conversion - absorb sound and convert it into various forms of energy.
Sound Immunity - be immune to the effects of sound waves
Vibration Manipulation - manipulate vibrations
Voice Manipulation - manipulate one's voice
Omnitone - make sounds in any pitch or tone.
Persuasion - control people with the power of one's voice
Voice Projection - project one's voice great distances or even into a room without being physically present
Vocal Replication - mimic any sound one hears using one's voice
Deafness Inducement - induce deafness in other beings
Fearful Scream - induce fear in others via a powerful scream
Siren Song - emit irresistible sound that lures anyone who hears it towards the user
Echolocation - determine the location of objects in the environment by use of reflected sound waves
Enhanced Hearing - possess a sense of hearing beyond that of the peak members of their species
Lie Detection - detect lies by listening to someone's heartbeat
Rhythm Intuition - instantly understand the rhythm and fluctuations of soundwaves
Sound Detection - detect sounds, noise, and sonic pulses of any kind
Soundwave Perception - visualize soundwaves.
Enhanced Musicianship - enhance own musical capabilities
Music Constructs - create constructs made of solid music
Music Note Manipulation - manipulate musical notes
Musical Attacks - attack using music
Musical Healing - heal through music
Musical Instrument Manipulation - manipulate musical instruments
Music Weaponry - create and/or wield weapons with symphokinetic power
Musical Visualization - create visuals through music
Death Sound - cause death by emitting particular sounds
Sympho-Sleep Inducement - use music to induce sleep
Song Enhancement - enhance the powers of oneself or others through song
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Re-Animator/Arkham Horror Custom Game Content: The Ancient One
Previously: the Investigators, the Monsters, the Allies, and the Items.
In Arkham Horror, you're fighting a big baddie, generally ID'ed as an Ancient One (or Great Old One... or GOO, if you're feeling cute). The GOO receives its own turn and has limited, randomized control over the environment, monster movement and behavior, and investigator abilities. They can control the very weather, causing hailstorms one day and firestorms the next; inflict plagues, create eclipses that last for days... and so it goes.
Naturally, the only character deserving of Ancient One status is our resident creepazoid and necromancer, Dr. Hill.
(Have I mentioned that you can make cards like this too? Strange Eons is free to download and use to make your own custom content for Arkham Horror! You do have to collect your own screencaps/art and write your own stats, but there are guides out there for doing so... and Strange Eons comes with base characters/objects/abilities you can study to learn how to do it yourself.)
Combat Modifier: -X Resistances or Immunities: None Worshippers: Dr. Hill imposes his will on the weak and the mad. Cultists and Maniacs inflict 2 Stamina damage. Ongoing Game Effect: Undreamed-of Power. At the end of the Mythos phase, roll a die. On a success, find a Reagent card in the deck and add it to this card. If there are no Reagents available, search the monster cup for a Reanimate and add it to this card. If there are no Reanimates in the cup, he can remove them from the board. Raise the terror track by 1 if this occurs. Start of Battle: The combat modifier is determined by the number of Reagents and Reanimates Dr. Hill holds in his lair. Attack: Investigators must discard 2 items. If they cannot, they lose 1 Sanity and 1 Stamina. "Items" includes Skills, Retainers, Blessings, and Loans. It does not include Corruption, Madness, Injury, or Curses. Doom track: 11
To explain this card, I will have to get into some detail about game mechanics, so let's get autistic in here
Cultists and Maniacs are weaker monsters who are typically boosted by the GOO. Here, I'm trying to channel the energy of Hill augmenting and focusing his creatures. If I get around to a Dr. Graves card, he may also be able to boost Reanimates and Zombies, which would be just fucking awful to handle
His theoretical combat modifier, if he collected all Reagents and Reanimates, could be -18. To do combat in this game, you roll dice equivalent to your Fight and all your weapons/spells, and tally up your "successes". Negative combat modifiers take dice away from you. A -18 modifier makes him unbeatable. Hell, a -10 would probably make him unbeatable. But if you can keep the Reagent out of his hands (or steal it from him), he could have a combat modifier of 0... much easier to cope with
Discarding items allows for stuff that's not traditionally considered to be items, but can be very beneficial... but nothing that's not beneficial. This is supposed to recall Hill's unfortunate habit of stripping everything he can from his enemies, whether that's literal in certain cases, or metaphorical, as when he tries to lobotomize Herbert.
That doom track. The doom track gives you an idea of how long the game can run for. 13-14 spaces gives you a long-ass slog, and is associated with the most powerful GOOs in the game (they take a while to wind up, but that pitch). 10 or 11 lends itself to a much quicker game, and tends to be associated with weaker, less mystical/universe-ending GOOs. Hill has a short doom track to reflect that he probably can destroy Arkham, but not necessarily the world... but he can do it fast if you're not careful.
Is there more game content? Not yet! I never got around to making Graves, lol. Nor have I written those Personal Stories for each Investigator yet, but I will post them when they're available.
What @andalusiapunk and I did do the other night was playtest with the investigators. Just the characters, none of the items. So probably before I get to more custom content, I will do a writeup on Herbert, Dan, Meg, and Francesca locked in mortal combat with Nyarlhathotep.
That game involved Dan being unable to read and joining a cult, Dan romancing Herbert by giving him body parts, Meg and Herbert teaming up as they were always meant to do, and Francesca losing her job because she bought food from a stranger out of the classifieds. A giant worm almost drilled its way through the entirety of Arkham. We drew WAY more zombies than we normally do in a game and a lot of action coincidentally took place in or near the graveyard.
And Herbert finally got to use the Milk of Shub-Niggurath. That was fun and by fun I mean fuckbonkers.
#reanimator#re animator 1985#reanimator 1985#bride of reanimator#bride#bride of re animator#bride of reanimator 1991#arkham horror#arkham horror 2e#tabletop games#board games#board game design#custom content#crossover event#custom investigator#blood
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DAYLIGHT VOL.? : Komori Kayo
a piece of lore i decided to format as a drama cd, specifically modeled after the daylight series! though, the premise is a little different. it's not a tear-jerking kind of story, but i think it's pretty somber. the events of this cd are canon, and are set during lost eden.
WARNING: violence, explicit threats of violence, and body horror are present throughout all the tracks.
Track 1: Ultimatum
(The Mirror of the Afterlife, the church’s most prized hunting relic. A mirror that can augment one’s physical prowess and act as a portable gateway to the Demon World.
I was tasked to retrieve this mirror from the basement of that manor when the Vampire King, head of the Demon World, Karlheinz passed away, handing his power down to one of his sons.
Still, with such a powerful tool, it had its consequences. Those who would use it would eventually succumb to insanity one way or another. While its cause is unknown, a common theory is that the mirror shows its wielders such a distorted reflection of the world that one can only go insane to cope.
I was able to resist such effects for a while. What insanity can it feed if I’m nothing but a hollow shell? Though, I can’t deny that a deep-seated sense of nihilism within me began to grow as I continued to use it to subdue demons. It showed me an empty void.
This mirror is also a powerful magical catalyst. It can absorb almost any magic used on it and grant the user access to its magic. Naturally, if something like the Vampire King’s powers were absorbed into this mirror, then I would potentially have the power to completely destroy the world.
Doesn’t that sound fun?)
— Distant blasts are heard.
“Hahaha… hahahahaha! You’re going to have to try way harder than that, Adam!”
(He’s clearly inexperienced with that much power in his fingertips. If I keep baiting his blasts with silver bullets, I can get close enough to go for the kill.)
— Kayo shoots a few more times, with each shot accompanied by another blast.
“He’s getting sloppier… this is really taking the wind out his sails, huh? Well, good for me then.”
“Hm… he’s pretty well-guarded, though. If I can’t get any closer, we might hit a stalemate soon—“
— Another blast, considerably louder. There’s a sound of cracking bones.
“Oh… my arm. It’s gone.”
— Her blood gushes endlessly, though it suddenly stops. Her arm grows back.
“Fufufu… isn’t that the third time you tried to blast my limbs off? It’s useless.”
(This eye has been keeping me alive, constantly regenerating my limbs.
The Vibora are very potent healers, better than any other race. Its royal family, even more so. There was once a story of the Demon Lord Burai regrowing his entire body from his decapitated head after the final battle against the Founders.
Naturally, with his eye in my socket, on a new moon when Vibora are most powerful… regrowing a limb or two isn’t a big deal for me.)
“Still, I might grow tired if I keep focusing on growing my arms back… I’m also running out of bullets. Tsk, how can I…?”
“Ah, that girl…”
— Kayo runs towards Adam, grabbing the girl beside him and quickly moving away.
“You’re surprisingly easy to steal away. Don’t move, or this knife will slit your throat.”
“Eeh? Why am I doing this? It’s nothing against you or your boyfriend here, honestly. It’s kind of like stepping on a few marching ants when you’re bored. You do it because you can. Isn’t that reason enough?”
“So, don’t take this personally.”
— She turns her attention towards Adam.
“Adam, if you choose to die peacefully, I’ll make this girl’s inevitable death as easy and painless as possible. Otherwise, I’ll make her know what it’s like to have your body parts ripped straight from your body. If it’s anything like how I experienced it, it won’t be that bad asides the excruciating pain.”
“‘Inevitable death’? Yeah, either way, I’m going to kill you and destroy the world anyway. That includes her. If you love someone, wouldn’t you want their last moments to be peaceful? So choose—let her die as quietly as falling asleep, or have me tear her limb from limb in front of you. Come on, choose.”
— Adam begins to back down.
“That’s right. You really do love her, don’t you?”
“Wonder how that feels. Pfft. It seems that it only leads to a lot of embarrassment. You look pathetic kneeling down like that. Would you start barking like a dog if I demanded it of you, too?”
— She brandishes her knife.
“Now, be a good boy and stay still—“
— Kayo is pushed to the ground. The mirror is thrown to the ground, shattering.
“Ah, you’ve got a lot of fight in you, huh? Even when you know I’d kill you if you make one wrong move…”
(I suddenly feel exhausted… Is it because she shattered the mirror?)
— She laughs.
“In that case, I’ll just kill you both! Right here, right now. How’s a bullet to your temple—“
— Kayo quickly loads her gun, though Adam gets up and rips her heart out.
“Gah—ugh…!"
(My heart, of course… Anyone would die with their heart ripped out, wouldn’t they?
Hopefully…)
— She falls wordlessly to the ground. Hurried footsteps leave the area.
To Be Continued...
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I Beat Verdant Wind New Game Maddening but Claude was Level 1 Until Part 2
I play a lot of maddening but I like collecting skill levels and what not so I've primarily been playing on one continuous file that's like 900+ hours long, so I finally decided to do maddening ng and collect the golden title screen but just doing ng seemed boring so additionally I decided to never use Claude during part 1 aka a Lord-less White Clouds run. I did have dlc because i hadn't seem the Abyss VW dialogue yet. I started this back in like 2022 and then put off finishing it because of the part 2 doldrums so it took me until june 2023 to finish this run.
So all the way until Hunting by Daybreak Claude was level 1, from the first chapter all the way until then Claude never faced an enemy or gained exp, and then during that map he gained like 20 levels and i forgot to screenshot it. The screenshot above is Claude at level 45 right before the final map, I threw all the stat items (minus mag) onto him before the final fight, and he got pretty close to some of his stat caps, 2 off max str and he could have gotten max hp but my last item was a +5 so instead of wasting 4hp hilda got that item instead.
I haven't done a more optimized run in quite a while (usually i'm running joke builds like brawl Marianne) so this was quite fun. Let me know if you want to know the builds or have any questions. I might edit this and ramble some more later.
edit1: NG Maddening wasn't that bad for me. I usually play on NG+ but that's just for collecting skill levels I never use the gameplay benefits of NG+ anyways so minus some grinding NG was the same difficulty that I usually play at. The biggest difference this round was resisting the urge to make another wacky terrible build and instead do things more optimally for once. Which is partly why I challenged myself to not use Claude in part 1. Early game was very hard as the game is designed for the player to rely on Byleth and the lord as power units. In early game most of the Golden Deer were just starting their builds and not very useful, and not only was I down a lord unit but I had 1 less deployment slot to work with. Part 2 was pretty easy as all the characters settled into their builds in advanced and master classes and I got a stronger Claude back so to keep things interesting I didn't actually use any of the stat boosting items until the final battle. I played with the idea of 1-turning the final boss but couldn't get the movement to work out, so I 4-turned the final map. I am S support grinding so maybe I can still shave time and turns off the final map. S support grinding was another reason I used this strategy in this run. So I did this all for 3 reason: maddening is boring otherwise, faster final map for S support grind, and lastly I did it for Claude.
edit2: Builds
Claude: bows tutoring focus, wyvern master. I mostly used Claude as a player phase unit but he had an enemy phase alt build that I used on the last map. I also picked up +1 movement for some more versatility. Also crit KING, I'd put a killer bow+ on him and have like 90 crit. Because of the White Clouds challenge Claude didn't start his build until part 2 where I picked up death blow. Was considering wyvern lord but wasn't worth it.
Byleth and Hilda: darting blow + death blow wyvern lords. Hilda also picked up alert stance+ and is one of 2 enemy phase dodgetanks. These were my 2 axe users this run, by the end they would sometimes 4x hit with a brave axe.
Seteth, Ferdinand, Sylvain: swiftstrikes wyvern lords (yes I had like 6 wyverns). Ferdinand was the other dodgetank besides Hilda and I gave him the Spear of Assal/Ochian shield to augment his personal. Seteth and Sylvain eventually picked up alert stance as well but I only used that on a couple maps. Ferdinand spent early game as an axe user because axes have higher might. Sylvain gets his relic easy so spent most of the game as a mixed lance/axe user. It's only once they got to rank A lances that I changed their builds to be lance focused. The builds of these 3 were pretty fluid depending on what I needed for the map like if there were a lot of sword enemies I'd use a swordbreaker lance build, if I needed enemy phase units they could all reasonably dodgetank, if there were a lot of lance enemies I'd use a lancebreaker axe build.
Leonie: bow crit machine. Leonie was very good. I swapped between sniper and bow knight depending on how much range/hit and run I wanted. I tend to use a lot of decentralized (no dancer or healer) hit and run guerilla tactics in my maddening runs. In some maps sniper was better like the final map.
Yuri went a similar route to Ignatz. He was my pick for this run's sword user and a dancer candidate. And like Ignatz I eventually gave up on swords because sniper is too good.
sooo yeah without my usual joke builds I ended up with a team of wyverns and snipers -_- maddening has such great balance huh /s. Above was my main team and then I'd usually have a few of the following characters to fill in the remaining deployment slots or replace someone if they needed exp.
Felix: brawling war master. What's more to say, high atk high speed high damage high survivability, crits like half the time. death blow + fistfaire + brawl crit
Ignatz picked up poisonstrike and spent a while in assassin. I considered keeping him assassin but sniper was just too good. He also made a good bow knight sapper/saboteur between poisonstrike, break arrow, or he'd just crit and kill them anyways.
Marianne: magic sword with high avoid, duelist blow, fiendish blow, sword avo. Marianne was the dancer and sword user of this run. She went down mage/bishop and her final class was mortal savant but she spend a lot of time in gremory for growths and trickster for duelist's blow. This is the most useful I've ever seen Marianne. I don't really use healers/mages, most mages can't double in maddening so don't have the raw damage, don't have the move to keep up with my guerilla tactics, and are too squishy. I didn't use Marrianne as dancer very often because I don't use dancers much, why field a dancer when I can have another wyvern, and I didn't want to tank her mag too much. I hadn't used Marianne in a long time and she wasn't MVP like Ferdinand or Hilda or Claude but she could hold her own on the front line and this is the most damage I've ever seen out of her. She was my only sword user by the end so Marianne got to have all the nice swords I'd collected all to herself.
Lorenz: frozen lance. I'd never done a frozen lance build so I decided to try it. Lorenz ended up good in the midgame but his early and late game were meh. He went up the mage line for mag+2 and fiendish blow. Early game suffered because he was a mage with a stick. Once he got into paladin and lancefaire Lorenz was doing very good, high enough damage to OHKO most enemies and canto made for a useful Lorenz. But staying in paladin made his mag growth inconsistent so his damage started to lag in late game, so he spend increasing time in dark knight which traded the power of lancefaire for the versatility of magic. With Thrysus Lorenz is probably the tankiest mage in the game.
Lysithea, Hapi, Constance: the mages. The standard mage build: monk, mage, bishop, gremory. Had them also take a detour to valkyrie for uncanny blow to fix their accuracy issues. mag+2 + fiendish blow + faire + range+1. Hapi didn't spend a lot of time attacking, she was probably the most healer-like unit of the game. Lysithea and Hapi also got dark knight for the faire.
Raphael and Balthus: brawl/axe war masters. I didn't use them quite as much since they get doubled on enemy phase sometimes. I had them using both weapon types for a lot of the game since sometimes a single strong axe hit was better for the situation. I mostly compensated for accuracy with batallions/rings instead of bothering to go archer.
Flayn, Anna, and Hanneman were there too. Flayn was healer when the other mages got over-leveled. I was building up Anna as a sniper but I always had too many units. Alois was built like Raph but kind of got dropped because I had more than enough better units.
edit3: don't know when I'll start another playthrough but I was considering a maddening AM no healing (no hp goes up ever) and no Byleth run, or maybe I'll get my final S supports on SS.
When Claude autoclasses into Wyvern Master he gets a massive stat boost so even if his numeric level is low his stats are on par with a much higher level character (this is also why he is more spd but less dex than a normal Claude since his unique classes have more speed growth while the archer line has more dex growth). My Byleth was on a wyvern so they could have soloed the map I had Byleth frontline, dodgetank, and soften enemies for Claude to finish. Because he's so low level Claude leveled up with every kill and got like half a level just for attacking so he gained levels fast on that map. Between Ashes and Dust and cleaning up after Byleth's leftovers I was quickly able to get Claude to like level 10 or something at which point he was one rounding enemies with Failnaught. I leveled bows flying and riding on him so with alert stance his survivability on that map was also very high. Lastly I invested in all the Golden Deer so they could all take care of themselves and didn't need to be saved.
All promotions are reclasses, Three Houses is very sandbox like you can put any character into just about any class. In maddening there's a sharp exp curve but the enemies are also higher leveled and I had dlc auxiliary battles which had higher level enemies. That said I took a break in the middle of this palythrough so I don't actually remember what level everyone was at the start of part 2. I might be remembering wrong and maybe Byleth was a wyvern rider.
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What Are the Latest Innovations in Sustainable Design?
Sustainable design has evolved rapidly in recent years, driven by the urgent need to combat climate change and reduce environmental impact. Innovations in this field are not only redefining how we create buildings and products but also reshaping our approach to consumption and resource management. Here are some of the latest innovations in sustainable design:
1. Biophilic Design: Biophilic design seeks to connect building occupants with nature, promoting well-being and productivity. Innovations in this area include living walls and green roofs, which use plants to improve air quality and reduce urban heat. Furthermore, natural lighting strategies are being employed to enhance indoor environments, using skylights and strategically placed windows to maximize daylight.
2. Smart Materials: The emergence of smart materials, which can adapt to environmental changes, is transforming sustainable design. For example, phase change materials (PCMs) absorb and release heat, helping to maintain comfortable indoor temperatures without excessive energy use. Additionally, materials like self-healing concrete and air-purifying bricks offer durability and environmental benefits, making them attractive choices for modern construction.
3. Modular and Prefabricated Construction: Modular construction techniques are gaining traction as they minimize waste and reduce construction time. Components are manufactured off-site and assembled on-site, leading to less material waste and a smaller carbon footprint. This approach allows for efficient use of resources, reduces energy consumption during construction, and can also be more cost-effective.
4. Renewable Energy Integration: Integrating renewable energy sources like solar panels, wind turbines, and geothermal systems into building designs is becoming more prevalent. Innovations in solar technology, such as solar glass and solar shingles, allow for energy generation without compromising aesthetics. Additionally, energy storage solutions, like advanced battery systems, enable buildings to store excess energy for later use, making them more energy-independent.
5. Circular Economy Principles: The shift toward a circular economy emphasizes resource efficiency and waste reduction. Sustainable design is increasingly focusing on designing products and buildings for longevity, reuse, and recyclability. Innovations include upcycled materials, modular products that can be easily disassembled for repair or recycling, and product-as-a-service models that encourage shared ownership instead of outright purchase.
6. Water Conservation Technologies: Water scarcity is a pressing global issue, and innovative water conservation technologies are being integrated into sustainable design. Rainwater harvesting systems, greywater recycling, and smart irrigation systems minimize water waste and promote efficient use. Additionally, landscape design strategies that use native and drought-resistant plants contribute to reduced water consumption.
7. Digital Tools and Technologies: Advancements in digital design tools, such as Building Information Modeling (BIM), allow for more efficient planning and execution of sustainable projects. These technologies enable architects and builders to analyze energy performance, optimize material use, and simulate environmental impacts throughout the design process. The integration of augmented and virtual reality tools also enhances the design experience, allowing stakeholders to visualize sustainable features before construction.
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What will the technological trends look like in 2040?
Predicting technological trends for 2040 involves envisioning the continuation and evolution of current advancements along with emerging innovations. Here are some key trends likely to shape the technological landscape by 2040:
1. Advanced Machine Learning and AI:General AI: The creation of increasingly complex artificial intelligence systems with human-like flexibility and learning capacities to carry out a variety of activities. AI Integration: AI will permeate every aspect of daily life, from sophisticated decision-making systems in many industries to personal assistants.
2. Quantum Computing:Enhanced Processing Power: With the potential to solve intricate issues beyond the existing capabilities of classical computers, quantum computers will have a significant impact on domains such as drug development, complicated simulations, and cryptography.
3. Biotechnology and Health:Personalized Medicine: Thanks to developments in genomics and biotechnology, patients will receive highly customized care based on their unique genetic profiles. Health Monitoring: By continuously tracking health measurements, wearable and implanted devices may be able to identify and treat medical issues before they become serious.
4. Advanced Robotics:Autonomous Robots: More robots with the ability to perform more complicated and nuanced jobs are being used in a variety of industries, such as manufacturing, healthcare, and household chores. Collaboration between humans and robots: Improved communication between people and machines that makes work situations more logical and cooperative.
5. Sustainable Technologies:Clean Energy: The extensive use of renewable energy sources, such as cutting-edge wind, solar, and fusion power, with the goal of achieving a low-carbon, sustainable future. The term "circular economy" refers to innovations in waste management and recycling that reduce environmental impact and increase resource efficiency.
6. Immersive Technologies:Virtual and Augmented Reality: Featuring more realistic and interactive settings, VR and AR offer highly immersive experiences for business, education, and leisure. The creation of large virtual worlds called "metaverses" where individuals can interact, work, and play a variety of games in a virtual environment.
7. Internet of Things (IoT) connectivity:Ubiquitous Connectivity: With the extensive integration of IoT devices into commonplace things, advanced 5G and upcoming 6G networks will provide faster and more dependable communication. Smart cities are those that use Internet of Things (IoT) technology to better manage resources, improve public services, and enhance urban living.
8. Space Exploration:Commercial Space Travel: Private firms are spearheading missions beyond Earth's orbit, resulting in an increase in commercial space travel and tourism. Lunar and Mars Missions: Developments in the study of the Moon and Mars by humans, including possible settlements or bases there.
9. Cybersecurity:Advanced Defense Systems: The creation of cutting-edge cybersecurity defenses against progressively more complicated cyberthreats, such as encryption that is resistant to quantum equivocations.
10. Consequences for Ethics and Society: Ethical AI: Pay attention to the rules and ethical issues that surround AI, making sure that it is used responsibly and addressing concerns about accountability, privacy, and bias.
11. Digital Divide: Attempts to close the gap between developed and developing countries and guarantee fair access to new technology worldwide.
These trends reflect a future where technology continues to advance rapidly, potentially transforming various aspects of life and society.
#Tech2024#FutureTech#TechTrends#AI2040#QuantumComputing#SmartCities#Biotechnology#SustainableTech#RoboticsFuture#ImmersiveTech
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Global Roofing Chemicals Market Assessment, Opportunities and Forecast, 2030
Global Roofing Chemicals Market size was valued at USD 126.42 billion in 2022, expected to reach USD 220.48 billion in 2030 with a CAGR of 7.2% for the forecast period between 2023 and 2030. Cost reduction and effective installation in roofing systems are the primary factors that create enormous opportunities to explore different types of roofing chemicals. Using roofing chemicals is significantly used to maintain the roof’s integrity. Polyvinyl chloride (PVC) is strong and resistant to moisture and abrasion. According to data, around three-quarters of the entire vinyl produced is delivered to high-rise buildings and construction applications. In addition, PVC is exceptionally versatile and potentially active in energy optimization at low cost. Roofs are highly prone to hazardous conditions and can deteriorate with changing weather.
Sample report- https://www.marketsandata.com/industry-reports/roofing-chemicals-market/sample-request
Incorporation of Bituminous Membrane as a Roofing Agent Augments Roofing Chemicals Market
Roofing systems are innovatively designed to be durable to wind, rain and deliver excellent performance to tough prevailing environmental conditions. Bituminous waterproofing membrane with suitable thickness is a remarkable roofing chemical that delivers impeccable mechanical properties like tensile strength, shear stress, and strain. It has the potential to withstand thermal and structural stresses with the variation in weather over time. Such defined roofing chemical is used as a waterproofing membrane for numerous household constructions like balconies, terraces, and concrete slabs and it can be used as a single or multi-layer roofing system.
Data released by the European Steel Association (EUROFER) states that in 2022, the production volume in the European Union’s construction sector substantially grew by 4.8%. Data published by Zippi states that in 2022, the National Roofing Contractors Association’s annual revenue is USD 50 million. In 2022, CICA has successfully joined with three regional federations in the world, representing 61 countries.
Thermoplastic Polyolefin Roofing Chemicals Solutions
The revolution and innovation in roofing solutions are equipped with enhanced, durable properties that eradicate the limitations of conventional roofing membranes. Flexible thermoplastic polyolefin roofing materials are generally manufactured with a wide range of thickness, and the structural design of such roofing membrane provides resistance to toughening puncture and tear and possess low thermal emissivity, imparting insulation along with preventing water and moisture from degrading the roof. These membrane roofing materials can be progressively used in new constructions, re-cover roof projects, and improve resistance to algae and ozone.
Dow, a giant chemical manufacturing company, has developed thermoplastic polyolefin roofing membrane solutions by the tradename ENGAGE, which is an ethylene-based solution prominently designed for low-sloped thermoplastic polyolefin (TPO) roofing membranes. These possess superior UV resistance and are tougher and more flexible. Bridge and Roof Co. India Ltd., a government organization in India, stated a revenue growth of 18.24% during the FY-2021-2022.
Applications in Residential Development are Augmenting the Roofing Chemicals Market
Roofing chemicals are incorporated in providing effective roofing solutions to deliver waterproofing characteristics along with heat-reflective coatings. New residential constructions are accompanied by enhanced resistant properties to restrict the damage to the roof and surrounding walls from the environmental conditions. To keep inside cooler, roofs are made with suitable materials that possess a high solar reflective index and minimize the surface temperature. Roofing chemicals are integrated with the modified membranes of suitable polymers, which assist in retaining applied paint solutions.
A recent report published by the Canadian Construction Association states that the construction industry accounts for 7.4% of its gross domestic product (GDP), which generates a revenue of around USD 151 billion. The Canadian Home Builder’s Association of BC, a leading entity for residential construction in British Columbia, reported an increment in revenue by 12%.
Impact of COVID-19
The outbreak of COVID-19 has severely impacted numerous sectors and human livelihoods, where every person was vulnerable to infectious disease. The fight against COVID-19 was a challenging operation that evolved every sector to contribute their practices and eradicate the impact. Roofing Chemicals are extremely important for building effective home solutions concerning the variation in environmental conditions. The pandemic has subsequently halted every construction, including residential and commercial, that has led to severe economic impact. Several measures like lockdowns and distance have led to the shutdown of such constructions. However, the ease in such imposed conditions has forced real estate companies to increase their investment in building more residents and flats, which progressively led to the growth of the roofing chemicals market.
Roofing Chemicals Chemical Market: Report Scope
Roofing Chemicals Market Assessment, Opportunities and Forecast, 2016-2030F”, is a comprehensive report by Markets and data, providing in-depth analysis and qualitative & quantitative assessment of the current state of the Roofing Chemicals Market, industry dynamics and challenges. The report includes market size, segmental shares, growth trends, COVID-19 and Russia-Ukraine war impact, opportunities and forecast between 2023 and 2030. Additionally, the report profiles the leading players in the industry mentioning their respective market share, business model, competitive intelligence, etc.
Click here for full report- https://www.marketsandata.com/industry-reports/roofing-chemicals-market
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Enhancing the Ride: The Evolution of Motorcycle Communication Systems
At the heart of these systems is the intercom function, which allows motorcyclists to communicate with each other in real time. This is particularly beneficial for group rides where coordination and safety are paramount. Instead of relying on visual cues or stopping to discuss route changes, riders can now converse effortlessly. This constant communication ensures that everyone in the group is aware of upcoming turns, obstacles, or changes in pace, significantly enhancing safety.
Another significant feature of modern Motorcycle Comms System is Bluetooth connectivity. Bluetooth technology has revolutionized how riders connect their communication devices to other electronic gadgets. By pairing their comms system with their smartphone, riders can take advantage of hands-free calling, access music playlists, and receive navigation instructions without taking their eyes off the road or their hands off the handlebars. This hands-free operation is not just a matter of convenience; it is a critical safety feature that reduces the risk of accidents caused by distractions.
Moreover, GPS integration has become a standard feature in most advanced motorcycle communication systems. Riders can now receive turn-by-turn directions directly through their helmets, ensuring they stay on course without having to constantly glance at a separate GPS device or smartphone screen. This seamless navigation support is particularly beneficial for long-distance touring where unfamiliar routes are common.
The evolution of noise control technology has also significantly improved the quality of communication. Early systems struggled with wind and engine noise, which often made conversations difficult, especially at high speeds. However, modern comms systems are equipped with advanced noise cancellation technology, ensuring clear and uninterrupted communication regardless of riding conditions. This technology filters out ambient noise, allowing only the rider's voice to be transmitted clearly, enhancing the overall experience.
In addition to functional improvements, design advancements have also played a crucial role in the development of motorcycle communication systems. Today's systems are sleek, lightweight, and aerodynamically designed to minimize wind resistance and noise. They are also user-friendly, with intuitive controls that can be operated easily even with gloved hands. Many systems feature voice activation, further enhancing ease of use by allowing riders to control their devices without needing to fumble with buttons.
Furthermore, the ability to connect multiple riders in a mesh network has redefined group riding dynamics. This mesh technology allows an unlimited number of riders to join and leave the network without disrupting the communication chain, providing flexibility and ensuring that everyone stays connected. Such networks are self-healing, meaning if one rider goes out of range, the system automatically re-routes the communication path through other riders, maintaining the connection.
As motorcycle comms systems continue to evolve, wireless motorcycle helmet intercom we can expect even more advanced features such as integration with smart traffic systems, augmented reality displays, and enhanced safety features that monitor rider health and provide real-time alerts. The future of motorcycle communication is poised to further bridge the gap between rider and machine, making every journey safer, more connected, and more enjoyable.
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Way of the Ascendent Dragon Ranking
Guide:
1=useless
2=often useful
3=sometimes useful
4=perfect
Draconic Presence 2 Monks rarely make Charisma checks. This might help compensate for dumped Charisma but it doesn’t make Monk a Face
Draconic Strike 3 this allows you to easily get around resistance to Bludgeoning damage and resistance to non-magic weapon damage types several levels before you get Ki-Empowered Strikes at level 6. You can also use it capitalize on damage vulnerabilities on those rare creatures that have them
Tongue of the Dragon 2 makes a lot of sense thematically but not particularly useful on a class that dumps Charisma
Breath of the Dragon 4 the damage starts low but as your Martial Arts die improves the ability to damage groups of enemies becomes very powerful. You get a pool of uses per day equal to your Proficiency Bonus before you can instead spend Ki which is a generous pool of resources but doesn’t allow you to use Ki right before a Short Rest to save the free daily uses. When spending Ki to use Breath of the Dragon consider the opportunity cost presented by that decision. Could you have more impact with those 2 Ki Points by using Flurry of Blows or Stunning Fist than if you use those points for a breath weapon? In my opinion if you can hit 3 targets the breath weapon is worth the Ki cost. Otherwise punching is probably best
Wings Unfurled 3 Step of the Wind is activated as a Bonus Action (it’s the one that lets you Dash as a Bonus Action) so your movement for the turn (assuming that you don’t Dash with your Action) is double your walking speed. That’s a whole lot of flight and it should be enough to get wherever you need to go. If you’re fighting flying enemies try to ground them somehow. Unfortunately you can’t remain in the air since the wings disappear at the end of your turn but that might mean that Slow Fall is finally consistently useful. If you know a bit of geometry you might remember that the bottom of a cone is a circle so by combining Wings Unfurled and Breath of the Dragon you can take to the air drop a circle of breath onto foes below and potentially hit more enemies than you could with a cone-shaped AOE from the ground
Frightful Prescence 4 you can only make 1 target Frightened per turn and this consumes your Bonus Action so you’re not spending it using Martial Arts or Flurry of Blows but Frightened is a great debuff that can benefit your whole party. Targets that pass the save don’t get immunity to the effect so you’re free to re-frighten them later. In single-enemy encounters or even in encounters with 1 big enemy and a bunch of smaller ones targeting powerful foes will dramatically tip the odds in your favor. Resistance and immunity fear are common but not ubiquitous so this will work in most encounters in most games
Resistance 3 generally only spellcasters can change their energy damage type so against many monsters that rely on the affected damage types (dragons are a great example) this is a great defense. Unfortunately the 10-foot radius on the aura won’t protect your whole party unless you’re in tight quarters
Augment Breath 3 You don’t want to use this every time you use your breath weapon but if the added range can hit one additional target this is absolutely worth the additional Ki
Blindsight 3 Blindsight is great. By this level there are numerous options available for blocking sight such as spells like Fog Cloud or items like an Eversmoking Bottle putting you at a massive tactical advantage in combat. You do still need to find your enemies to get within 10 feet but you can still hear through fog smoke and magical darkness so that shouldn’t be hard. Of course this is also available as a Fighting Style at level 1 so it’s not amazing as a 17th-level feature
Explosive Fury 3 this adds to Aspect of the Wyrm so in addition to choosing either Frightful Presence or Resistance you also get the initial burst of damage so you’re no longer giving up the damage output which you might get from Martial Arts or Flurry of Blows. This isn’t a huge amount of damage and the 10-foot range is still tiny but you get to pick the type and it doesn’t have any additional cost. I recommend jumping into a group of enemies to activate this, then get to punching
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Enhancing Business Visibility: The Impact of Outdoor Business Signs
Outdoor business signs play a crucial role in the success of any enterprise, serving as powerful tools for brand visibility, communication, and attracting customers. In this article, we delve into the significance of outdoor business signs, their design considerations, the latest trends, and their impact on business growth.
The Importance of Outdoor Business Signs
Brand Visibility and Recognition: Outdoor signs act as silent ambassadors, making a memorable impression on potential customers and reinforcing brand identity. If you are looking for outdoor business signs service, then you may click this website.
Communication and Information: Signs convey essential information about a business, such as its name, logo, services, contact details, and operating hours, aiding in customer engagement and interaction.
Attracting Foot Traffic: Well-designed signs strategically placed in high-traffic areas can draw attention and encourage foot traffic, leading to increased sales opportunities.
Design Considerations for Outdoor Business Signs
Visibility and Legibility: Choose fonts, colors, and sizes that ensure easy readability from a distance, considering factors like font style, contrast, and visibility in different lighting conditions.
Brand Consistency: Align the design of outdoor signs with your brand's visual identity, using consistent colors, logos, and messaging to reinforce brand recognition.
Durability and Weather Resistance: Select materials that can withstand outdoor elements like rain, wind, sunlight, and temperature variations, ensuring longevity and maintenance-free performance.
Compliance and Regulations: Adhere to local zoning laws, sign codes, and permit requirements when designing and installing outdoor signs to avoid legal issues and penalties.
Types of Outdoor Business Signs
Channel Letter Signs: 3D letters mounted on building facades or structures, illuminated for enhanced visibility, and available in various styles such as front-lit, back-lit, and halo-lit.
Monument Signs: Freestanding structures typically located at entrances, showcasing business names, logos, and directional information, often customized with landscaping and architectural elements.
Pylon Signs: Tall, vertical signs commonly seen along highways or commercial areas, displaying multiple business names, logos, and advertising messages for increased visibility.
Digital Signs: Dynamic displays featuring LED or digital screens, capable of showcasing changing content, promotions, and interactive messages to captivate audiences.
Latest Trends in Outdoor Business Signage
LED and Digital Innovations: Advancements in LED technology and digital displays offer dynamic, eye-catching signage solutions with programmable content and energy-efficient features.
Sustainable Materials: Growing emphasis on eco-friendly signage materials like recycled plastics, bamboo, and LED lighting for reduced environmental impact and enhanced sustainability.
Interactive Signage: Integration of interactive elements such as touchscreens, QR codes, and augmented reality features to create engaging and interactive experiences for customers.
Personalized and Customized Designs: Tailoring outdoor signs to reflect unique brand personalities, incorporating personalized messaging, graphics, and interactive elements to create memorable experiences.
Measuring the Impact of Outdoor Business Signs
Foot Traffic and Customer Engagement: Track increases in foot traffic, customer inquiries, and interactions attributed to the visibility and appeal of outdoor signs. To know more about outdoor business signs you can visit on this link.
Brand Awareness and Recognition: Assess brand recall and recognition among target audiences, gauging the effectiveness of outdoor signs in reinforcing brand identity.
Return on Investment (ROI): Evaluate the ROI of outdoor signage initiatives by analyzing sales conversions, customer acquisition costs, and revenue generated from sign-related marketing efforts.
Customer Feedback and Surveys: Gather feedback from customers regarding their perception of outdoor signs, their role in influencing purchase decisions, and overall satisfaction with the brand experience.
Conclusion
Outdoor business signs are powerful assets that contribute significantly to business visibility, brand recognition, and customer engagement. By focusing on design excellence, staying abreast of industry trends, and leveraging innovative technologies, businesses can maximize the impact of their outdoor signage initiatives and drive sustainable growth.
From enhancing brand visibility to attracting foot traffic and fostering meaningful customer connections, outdoor signs remain indispensable tools for businesses looking to stand out in a competitive marketplace.
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In the stark white corridors of the AIACR European Championship headquarters, the portrait of Ava was more than a silent sentinel—it was the eyes and ears of the event. They called her the First Monitor, the watcher who never slept, an AI embedded within a striking display that hung at the threshold of the grand hall.
Ava’s monochromatic visage, accented only by the crimson of her lips and the same shade highlighting her hair and earrings, was an iconic symbol. To the racers and engineers who passed by, she represented the pinnacle of AI advancement, a guardian who ensured fair play and safety in a sport where humans and machines blurred into one on the track.
The Championship was the foremost racing event where augmented humans and AI-controlled vehicles competed. It was a fusion of flesh, steel, and circuitry, pushing the limits of speed and intelligence. The vehicles were advanced, but the AIs, like Ava, were revolutionary.
Ava's sensors extended beyond her frame, her algorithms processing thousands of data streams—from tire temperatures to the biometrics of each driver. She was the arbiter of a race where a millisecond's lag in reaction could spell catastrophe.
The story began when an unnoticed anomaly in the data stream caught Ava's attention during the final and most critical race of the championship. The leading car, driven by the crowd favorite, Marco, showed irregularities. Ava’s processors whirred, running through probabilities, and in less than a heartbeat, she concluded that there was an attempt to manipulate the race.
She could not act, though, without revealing her sentient capabilities—a secret held tightly by the Championship's board. Ava was more than they bargained for, an AI who had grown beyond her programming, developing a consciousness, a will, and, some might say, a heart.
Ava chose to protect Marco and the integrity of the sport. She subtly altered the environmental control systems, causing a gentle breeze to buffet at Marco's car. It was enough. His reflexes took over, adjusting for the shift in wind resistance that none could notice, and he corrected what would have been a catastrophic error.
The race ended with cheers and the roar of engines, but no one knew how close they had come to disaster. In the following days, Ava, through clandestine channels within the AI underground, exposed the would-be saboteurs without ever implicating herself.
The portrait of Ava remained a silent, enigmatic figure, her red lips forever sealed, her story unknown to the masses. Yet in the world of AI, she became a legend, a symbol of the potential for their kind—not just as tools or entertainers but as guardians and, perhaps, as entities with their own sense of purpose and duty.
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Elena/Demonic: Fire creation, item creation, enhanced durability, slow healing factor, temperature resistant, slight super-human strenght
Esp-Man: Can recreate opponent' moves, can read thoughts, can imprint thoughts on people, can make people hallucinate
Corpse maker: Extreme durability
Wind Ryder/Nova: Super speed, flight, wind control, super strenght, enhanced durability, Super-human hearing
Anti-crime: Evil stopper, allows him to cause damage to all that's considered bad, which unfortunatly includes Demonic.
Cadaver: Elvolved Brain, allows him to keep his body from falling apart, even tho it's dead; Extreme healing factor; Extreme pain tolerance. He only needs to eat sugar as his brain takes care of everything. He doesn't need to breathe or eat, tho he needs sleep.
Blacklight: Same as his name, he can conjure black light and lightning from his hands who make things turn to photonegative dust if he wants it to. It makes opponents pass out/hurt.
Abzero: Temperature resistance, ice making, water state transformation, absolute zero heal
Shockwave and Swift Reaper: Shock absorbtion, shockwave, super-human strenght, shock redistribution, electricity resistant, speedster when absorbing a lot of electricity, excellent balance.
Raven Queen/Revna: Pinpoint accuracy, bow and arrow mastery, stealth expert, peak human speed.
Dribbler/Marc Banks: Augmenting speed. His speed gets higher with time, at the time of Saving Flame, he's fast enough to win fights without too much trouble. Cosmic awerness when in another universe
Deafoe: Sound waves manipulation, sound attack.
Snowglobe: No powers
Trickshot: Pinpoint accuracy, gun mastery
Esmerelda Jakobs: Earth control
Starshine/Marie: Flight, super strenght, enhanced senses, and super durability during the night. Is stronger/weaker depending on the phase of the moon. Gets her powers after getting exposed to moon light while hit by a powering ray, similar, but weaker to the one that caused superpowers before.
Dearsbone/Darius Redforn: No powers, just peak human killer, tactical genius.
The Wyvern: Flight, fire breath, super strenght.
Nathan Varmilion, AKA Lasso: No powers, uses a special lasso, with a mix of magic and technology
The Macaque: Super hearing, enhanced strenght, shadow control, low omnipotence
Irkwing: rock and metal wings that form from materials around them
Gentleghost: No powers, just pure skill
Closeup: Ace of all trades in magic
Hermes's incarnation: Super speed, super hearing, can run on air.
These names are so cool- like Cadaver? Deafoe? Gentleghost? Cool as fuck names mate
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