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How to Replace Office Chair Casters | How to install caster wheels
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In this video, we have demonstrated how easy it is to install and use our caster wheels, and also much smoother than regular ones. Our office caster wheels will protect your expensive floors from damage is Important, our wheels are safe to use on hardwood, tile, carpet, laminate, bamboo, and more. These casters are available in sizes 2 inch - 5 inch.
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Find Durable Caster Wheels Online In India
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Subclasseptember Day 16: Weather
The Circle of Ruins - Homebrew Druid Subclass
Given their association with structures like Stonehenge, I'm surprised that this isn't already a thing.
Explicitly designed to be a tanky caster (unlike some subclasses *cough bladesinger cough*), with ways to help maintain concentration and further play into the delayed value that the Druid class already encourages. You broke my concentration on Call Lightning? Good thing I had a Moonbeam cooking that entire time. It also plays into some novel weaknesses, though - you're durable, but mobility is not exactly your strong suit. Endure as the ruins do.
#homebrew subclass#my homebrew#d&d 5e#homebrew#5e homebrew#dnd 5e homebrew#dnd homebrew#subclasseptember 2023#subclasseptember#subclass#subclass homebrew#5e dnd#5e#dnd 5e#ttrpg#dungeons and dragons#dnd#d&d 5e homebrew#dungeons and dragons homebrew#dungeons and dragons 5e#dnd dungeons and dragons#druid#druid dnd#dnd druid#d&d druid#d&d homebrew#d&d
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Random mechanics idea: The problem with mechanics like weapon durability, encumbrance, supplies, lighting etc. is that they add a lot of busywork only to make the game more unpleasant to play. If we want to include these type of systems in our games, we're going to need to figure out a spoon full of sugar to help the mechanical medicine go down, and I think a large part of that is giving the party toys we can take away when needed, rather than imposing unnecessary restrictions.
A computer can easily handle an infinite amount of gruntwork behind the scenes but there's a reason that every system introduced with the intent of artificially creating "challenge" or "realism" is thought up by dms who spend a lot more time theorycrafting on forums than they do telling enjoyable stories: Trying to implement these sort of systems at the table effectively forces the party to stop any fun they might be having to do boardgame taxes...which really makes sense when you learn that Gygax worked in insurance around the time he was dreaming up d&d.
I put this all together after spending a whole evening scouring the internet for a worthwhile weapon durability system. None of them were actually FUN or story enhancing, instead asking players to do varying amounts of busy work (sometimes counting dozens of interaction and adding three or extra dice rolls per weapon swing) to hold with a DM's desire for arbitrary complexity.
Returning to the idea of giving fun benefits rather than messing with fundamentals, I've seem far too many attempts at a "blood magic" system that makes casters have to spend HP to do their basic spells, when really the exact same could be accomplished by allowing the player to earn a boon that gives them their con bonus in bonus spellslots that could be used to upcast their spells.
The same goes for durability: rather than having to create an umbrella mechanic that applies to every weapon ever, slowing down EVERY swing, make it something that the fighter manages on their own, learning to keep their weapon in tip-top shape by spending a precious hitdie during a short rest to grant their weapon an additional damage die (which goes away if they roll a nat 1), and letting players and monsters break weapons as part of a combat action.
The opt in nature is essential here, because it rewards players who want more mechanical complexity without slowing down the whole game.
Now the question is if I can figure out a way to make the ever cumbersome encumbrance rules actually fun to play with.
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A Doll's Defenses
Her armor was spellcraft the likes of which no mundane blade could hope to pierce. Her porcelain shell was fired in the Magicked blaze of her Witch’s kiln, imparting it with steel-like durability. Her core was pure diamond; ancient matter placed under impossible pressures for literal eons. Her Witch’s enemies would find no chink, crack, nor breach in her defenses. She was as impregnable as her begifted name implied. She was Inviolet.
Arrows clattered to the floor upon striking her. Swords shattered against her wards. Spells left the land more damaged than their target. All offense they could muster against her was rendered inert. Still, they broke upon her like waves upon a cliff.
“Your tenacity is admirable,” Inviolet declared to the gathered hunters. Under the clash and clang of their weapons striking her impervious form, her small voice barely carried to those who dared engage her in melee. “But this one must ask that you leave, otherwise she fears she will have to remove you from the premises.”
Her request was answered with a gout of spellflame direct to the face. When at last the flames subsided, the caster was met with the doll’s cold, steely, and unblemished gaze. “Very well. Then you have made your choice known.”
Belladon hummed happily to themself as they rummaged through the cupboards. The sounds of battle that had been ringing out from the courtyard had since died down, meaning their doll was likely going to be walking through the door shortly. Eschewing traditional roles (as they were wont to do), they went about preparing kettle, leaf, and china. “After what she’s had to deal with today, I’m sure she’d appreciate a pot of tea to… unwind when she gets in,” the Witch thought to themself, giggling at their unheard jest.
As if on queue, the porcelain clink of Inviolet’s hand upon the doorknob alerted the Witch to their doll’s return. If not for that, they likely wouldn’t have heard her enter at all. “I’m in the kitchen, dear. Spot of tea? I was thinking the hibiscus,” they called out in greeting.
“Hibiscus sounds lovely. Thank you, Miss,” Inviolet answered from the kitchen doorway, her movements about the house as silent as her entry. She carried such an unnatural ease for one who had just come from battle, the Witch thought. Her demeanor was as impregnable as the body they’d crafted for her. It never ceased to amaze them.
“Perfect. I’ll have it ready in just a few minutes,” Belladon declared, turning away from the cupboard, letting the momentum of the movement swing the door closed with a small bang.
Belladon froze as they realized their mistake, the sound of the slamming door echoing throughout their conscience.
Inch by inch, crack after crack after crack spidered out across Inviolet’s body. What a thousand blades couldn’t manage, Belladon had accomplished completely without intention. It took only mere moments before the doll crumbled to nothing but a pile of porcelain shards on the floor. Her weathered, beaten, and overly chipped diamond core laid atop.
“I’m sorry! I’m sorry! I’m sorry!” Belladon cried out, as they began carefully picking their doll up, shard by individual shard. “I should know better by now. I’ll-I’ll do better… I swear. We’ll have you back together in no time.”
Though she had no voice with which to say so, Inviolet knew the truth of her Witch’s words.
(I've been hesitating to post this one for a while... It was originally supposed to be part of the second volume of Emptied Spaces, but it seems like that endeavor has sputtered out. It's unfortunate, but completely understandable. Still, I felt bad leaving this one languishing in drafts for forever, so here it is. We'll see if anything else ever manages to leave the drafts... heh)
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half-baked idea for a f1 flavored 5e d&d au:
seb is the dm/gm and loves to home brew, has notoriously tpk'd everyone before, everyone lives in appropriate levels of fear for current campaign.
charles - half-elf bard, college of lore - pretty and a pain in the ass but good support. forgets his character sheet so often that seb has back up copies in a folder titled, 'dumbass (affectionate)' max - dragonborn paladin, oath of conquest - great damage, durability, control, and support. he's very serious during sessions but makes everyone laugh after and always brings snacks. danny - when seb convinced him to play he didn't take it serious and told seb to make his character, so he was a dwarf ranger, swarmkeeper. after that character died in the great tpk, danny was more serious on the reroll. for their current campaign he is a wood elf ranger gloom stalker archer to level 6, before multiclassing to rogue. oscar - human fighter battle master - favorite maneuver is pushing attack bc it can be low key hilarious. he also loves action surge and just wanted to fight at first but actually gets really into the roleplay. ends up with a party leader build and babysitting a bunch of toddlers with weapons and spells. george - halfling druid, circle of the moon. - has 14k into his character's written back story. he has made everyone in the party listen to him read excerpts. (seb plans to ban this subclass in all future games). yuki - high elf wizard bladesinger - superior to every other class when it comes to spellcasting, but refuses to heal or support lol. this build gives seb a headache constantly. alex - dwarf twilight cleric - full caster w/ medium armor & shield. legit saves the party every session.
#a88rambles#i'm aware these are op and seb would never be able to give them cool shit and would be trying to nuke them constantly#that's part of the beauty lmaoooo#also not pictured above is this being lestappen#and max having a crush on charles and being so smooth by having his character have a crush on charles character#and he's constantly so fucking cringe whenever they interact and charles high key lovesss it. eats it up like candy and encourages it when#everyone else is hiding in their shirts#max blushes for an hour when charles' character kisses his in game
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Lich (Pathfinder Second Edition Archetype)
(art by MitchGrave on DeviantArt)
Ah yes, the lich, considered by many necromancers to be the pinnacle of necromantic study, turning oneself into a perpetually renewing undead being so that their study of magic and accumulation of personal power never has to be stopped by a silly little thing like death.
In the previous edition, becoming a lich was something that was less governed by class options and more by personal investment in terms of downtime research and monetary expenditure, and that’s technically still true in 2E, but today’s subject lets you gradually claim the powers of that transformation rather than go through the arduous task of the GM adapting those powers into your power set.
While we’ve covered a handful of these undead archetypes before on the blog, the lich is a little bit different in that unlike the others, the lich is guaranteed to be something that the character willingly did to themselves, putting their soul into a receptacle to that their body and mind could persist as a powerful undead wizards and simply regenerate a new body whenever slain as long as nobody finds the soul cage and destroys it.
Oh right, yeah, 2E made the call to rename the object that serves as the vessel for their souls from the old “phylactery” to “soul cage”, as the latter is a much more evocative name, and also because the former is one of the names for a bit of religious paraphernalia from the still-living Jewish religion, making it kinda icky to use. These are sacred things, not a toy box of terms for any RPG or writer to just use whenever. (This is the same reason that the upcoming Remastered version of 2E is doing away with the term “golem” and making all of those constructs a moderately related group of created creatures without a unifying name.)
But that’s enough of that side tangent. Another way that the lich archetype differs from other undead archetypes is that it’s not one that can be taken in a reduced form at first level, or early in the character’s career at all. After all, liches are masters of magic, and while they are no longer limited to arcane casters, they still require a good deal of mastery in magic to fully grasp the concepts of the lichdom process and research their own personal path to dark immortality.
The dark powers of a lich are many, and we’ll soon see exactly how they can provide for your amoral casting character.
The base dedication for becoming a lich requires you to be a skilled craftsperson and have upper-middle casting proficiency, and for it the lich gains the basic undead benefits and their soul cage, which returns them to unlife when slain.
Those liches that started out as wizards can choose to make their soul cage their focus item, allowing them to drain reserves of magic from it to cast spells as usual. However, unlike other bonded items, it need not be on their person, and once per day (even if they are able to drain multiple times per day), they can use the drained power to cast any spell they know, even if they didn’t prepare it that day!
Given it is the key to their continued unlife, the soul cage is a lich’s most prized possession. As such, many weave a complex and layered series of abjurations and illusions over it to make the vessel extremely hard to identify as anything but a mundane items, as well as alert the lich if it is damaged at all.
While not quite as powerful as the touch of the monstrous lich stats, many do learn to charge their touch with negative energy to sap the life of their foes, and even potentially making them more sluggish.
Many of these undead mages also develop a natural sense for magic, helping them to notice spells and items nearby.
The efforts to further bolster their soul cage often bear fruit, with the item becoming especially durable and able to regenerate a new body for the lich at a much faster rate on average. Truly masterful liches can even be regenerated in a matter of hours.
Though most every lich dreads the fate, some liches do take inspiration from the crystalline demiliches by infusing a gemstone into their own flesh, usually the forehead, to cast a warding or divination spell, allowing them to draw upon the magic of the stone to cast said spell.
Meanwhile, some of the more powerful exude an aura of dread that strikes fear into the hearts of mortals, driving them away.
The fact that this archetype doesn’t come into play until midway through the levels means that your character will have plenty of identity beyond the archetype before you take it and can be built however you like with the lich feat being barely obtrusive. On that note, this archetype is exclusive to casting classes, so which one you choose will define your build as much as anything else, though it can be hard to justify any sort of primal caster becoming undead, unless you flavor them as being a perversion of nature or homebrew some modifications to make the archetype more like a druid undead like a siabrae. If there’s anything I’d say the archetype lacks, it’s the lack of feats tied directly to the abilities of other casting classes the way it does for wizards specifically.
The story of lichdom is one of both hard work and dedication, but also of hubris and an arrogant inability to grasp the consequences of one’s selfish actions. Sure, you may persist far beyond your mortal span until finally being slain for good, but is any of it actually worth it if you forget what it meant to be mortal, to be kind and understanding? Many liches are twisted into monsters unable to conceive of what they lost even before they’ve gone through with the process, while others may realize far too late how alienated they’ve become from the life they tried to preserve.
Faster than some traps can spring and hard to spot even when visible, quicklings like Zephyrtoes make for excellent thieves. However, when the young fey snatches a pretty bauble from a hidden vault, he soon realizes that his latest trinket is none other than a lich’s soul cage, and the undead mage is as relentless as Zephyrtoes is quick, possibly even more so.
The Rasinstar family has long been plagued by bouts of weakness and nausea that seem hereditary, but many a noble family has such quirks due to how such lineages are maintained, so nobody bats an eye, but their malaise is more than just a result of their breeding, but rather their ancestor: a familial lich who doesn’t wait to be destroyed to take advantage of the many able bodies in his lineage, sapping away a little bit of their life force at random when casting certain spells.
Emulating The Tireless, dark dwarven deity of undeath that values constant labor towards an endgoal, The Forgotten King Bolkgaard achieved lichdom late in life and began conducting experiements in undeath and construct crafting techniques to make his people as tireless as he was. Though he was destroyed, the abandoned factory-palace he once ruled from still lingers, and some have heard an echoing ticking coming from it’s depths recently.
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There's already a CN two op goat/caster clear of the boss for this event that just uses my ops, so I figured I'd turn my attention to seeing if there was anything interesting I could do with the other stages. And I'm pretty pleased with how this one turned out!
It's really neat the way trying to optimize niche clears helps you realize just how much one or two ops can do on their own. I've always taken a full 12 units into everything because why not, but being able to go in and do something with just two, even if it's a relatively simple stage, is always a bit of an eye opener. Also, it's especially true for non meta ops. I don't think anyone would call Czerny a must build, but here he is solo lane holding, without any healing. He's durable, can do pretty decent arts damage, and has some really interesting mechanics. So if you're on the fence about building some more off meta units or non six stars, I say go for it.
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I have been seized by a question and need input from someone for whom Xue Yang occupies the spot of blorbo prime. What do you think would be his DND class?
first of all really enjoying "blorbo prime" and I'm adopting that into my vocabulary.
so I've been thinking about this the past couple days and have come to no definite conclusion but have some Thoughts about it, as follows.
initially my immediate thought was rogue because, you know, misbehavior and lawbreaking and such, but then I decided no, stealth is not Xue Yang's strong point, actually, he's not actually that sneaky. though I feel like if he played a DnD character he might choose rogue for his character's class. I can still see it, but also then I was thinking - what about classes that focus more on magic? I feel like Xue Yang could be a caster of some kind, which took me to wizard, sorcerer, and warlock. the arguments for each go something like:
wizard: casting relies on intelligence, and one of Xue Yang's strongest assets is his intelligence. he's clever! he's got drive and grit and the hunger for (forbidden) knowledge. he could be specced as a wizard with high constitution, too, because I feel like whatever class he is he needs to have high constitution. boy is durable, and I do love a wizard tank. also this is magic as learned rather than innate, which makes sense to me.
sorcerer: specifically a wild magic sorcerer for the volatility/unpredictability, and I like the idea of Xue Yang with inborn magic that he has to learn how to control on his own; it actually vibes very nicely with some of my headcanons about how he came to demonic cultivation initially. I also feel like while at first blush a high charisma/casting as charisma based might not seem apropos, there are ways in which Xue Yang is charismatic, and charisma in the sense of, like, force of will certainly applies to him.
warlock: the obvious here is that Xue Yang would make a pact with a being of dubious motives for power. so like, there's that, right there. his powers having an external source and being sort of the inverse of a cleric's also feels appropriate to me. and you do again have the charisma focus, which doesn't compel me quite as much as the intelligence focus but still has merit.
I mean, there's always multiclassing too, but ultimately I think I like wild magic sorcerer for him. but I'm not married to it; I think any of the above options could work. I feel like you could make interesting arguments for some others, but I don't think cleric works for him (the kind of pact of a warlock feels more like something he'd go for than a bond with a god).
#conversating#woobifiedvillain#xue yang#dungeons and dragons#this was fun to think about!#aggressively headcanons
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Thaumcraft moved on from wands in Tc6, so I wanted to do some service to the various 'casting gauntlets' added by it and some of the addons to it.
Casting Gauntlet "A more modern interpretation of Auromantic manipulation tools, the Caster's gauntlet is built off of studies into the nature of vis in its natural, primal state itself, and how best to harness it without exploiting and potentially destroying the natural sources of aura. thus endangering the balance of the local environment. Initial studies into this topic came from the properties of both the sojourner's wand cap, and the amber wand core. The design of the Gauntlet includes an energized amber lens for the drawing in of vis directly from the local environment, while the ergonomic and practical 'glove' design allows for more direct manipulation of vis as if it were an object one could wield. Some would say this is like reinventing the wheel, and they could very well be right. The iron used in its construction is prone to corrosion through extended use, and personally I would not trust a thin sheet of leather to protect me from all matter of spells that these devices can sling. This is a prototype to eventually be replaced." (Do I reaaaally need to say where its from? -.-)
Silver Plated Casting Gauntlet “Building off of the original design, changing out some fittings with more arcanely aligned metals such as gold and silver provides a slight boost in efficiency, and greatly reduces wear and tear from channeling.” (Not based off of anything actually, but I feel this would be a logical next step for base thaumcraft.)
Thaumium Casting Gauntlet “The charged thaumium that makes up this gauntlet’s build has twofold uses, it both allows for a greatly more efficient channeling tool, and a great bludgeon when vis is not so available. Unfortunately, the nature of thaumium means that its channeling ability degrades with wear and tear, though fortunately not nearly as fast as thaumium wands would.” (Based on Thaumic Revelation’s addition to the CG formula. A greatly appreciated addition tbh)
Elarium Casting Gauntlet “This extremely gaudy tool can directly channel psionic energies into more vis, and it greatly improves the users mechanical ability over the tidal forces of this world. Directly applying so much elarium to oneself however can have some damaging effects on the psyche. Just like with Elarium caps, there are much better uses for the substance than this…” (Not really based on anything, I just wanted to expand the repertoire a bit. This one is more worldbuilding than game design)
Alchemist’s Casting Gauntlet “New. Improved. With 30% more alchemy. This gauntlet is perfect for a burgeoning alchemist, with its highly durable materials, heat and chemical resistant lining, as well as inbuilt pipe management tools, it is a great deal! You can even pump certain essentia into it for a variety of boosts to its efficiency, power, or the like.” (Not really based on anything, I just wanted to expand the repertoire a bit.)
Voidseer’s Casting Gauntlet “It was only logical to take the next step from Thaumium, developing a gauntlet made from both voidmetal and shadowmetal would ensure its survivability long after other gauntlets would be worn out. Its Voidmetal build also allows it to draw in aura faster and more efficiently. It even allows for further tinkering, especially with forces of pure vis harvested from the warp itself, colloquially known as Impetus.” (Based on the Voidmetal gauntlet from Thaumic Augmentation.)
NovaCorp™️ Casting Gauntlet “The latest in aural manipulation and the field of aspectual science as a whole, the Casting Gauntlet (sponsored by NovaCorp™️) will revolutionize how you go about your daily lives! By pulling Aura directly out of the local region into its internal reservoir, it will pretty much always* remain charged! Manipulate arcana! Throw fireballs! Open up t̵͎̾ë̶̡͍́̊͝ä̶̟͚́͝ř̷̦̰̔̋s̸͚̘̮̆̕ ̵̉͑̎͜i̵̡̢͑ņ̷͕͗ ̵͇̑̌͘r̸̗͎̜̎̓e̴̩͊ä̶̞͠l̷̖̓́͠i̶͖̼͈̾͌ṱ̷̰̽̓͐ͅỳ̸̜̥͛! Special thanks to our sponsors the Order of Ascension for making it possible to bring such wonderous devices to people like you. ˢʰᶦᵖᵖᶦⁿᵍ ᵃⁿᵈ ʰᵃⁿᵈˡᶦⁿᵍ ᶠᵉᵉˢ ᵐᵃʸ ᵃᵖᵖˡʸ. ᴺᵒᵗᵉ ᵗʰᵃᵗ ᴬᵘʳᵃ ˡᵉᵛᵉˡˢ ᵐᵃʸ ᵇᵉ ᵈʳᵃˢᵗᶦᶜᵃˡˡʸ ᵈᶦᶠᶠᵉʳᵉⁿᵗ ᵇᵃˢᵉᵈ ᵒⁿ ᵃᵐᵒᵘⁿᵗ ᵒᶠ ᵘˢᵃᵍᵉ ᵒʳ ᵉⁿᵛᶦʳᵒⁿᵐᵉⁿᵗ. ᴺᵒᵛᵃᶜᵒʳᵖ™️ ᶦˢ ⁿᵒᵗ ʳᵉˢᵖᵒⁿˢᶦᵇˡᵉ ᶠᵒʳ ᵉˣᵖᵒˢᵘʳᵉ ᵗᵒ ᶠˡᵘˣ, ᵇᵉᶦⁿᵍˢ ᵇᵉʸᵒⁿᵈ ʸᵒᵘʳ ᶜᵒᵐᵖʳᵉʰᵉⁿˢᶦᵒⁿ, ᵒʳ ᶠᵃˡˡᶦⁿᵍ ᶦⁿᵗᵒ ᵗʰᵉ ᵉᵗᵉʳⁿᵃˡ ᵛᵒᶦᵈ ᵒᶠ ᵗʰᵉ ʷᵃʳᵖ. ᴾˡᵉᵃˢᵉ ᶜᵒⁿᵗᵃᶜᵗ ᵃ ᵈᵒᶜᵗᵒʳ ᶦᶠ ʸᵒᵘ ᶠᵉᵉˡ ᵈᶦᶻᶻʸ, ˢᵉᵉ ᵛᶦˢᶦᵒⁿˢ ᵒᶠ ᵈᵃʳᵏ ᵃᵖᵖᵃʳᶦᵗᶦᵒⁿˢ, ᶠᵉᵉˡ ˡᶦᵏᵉ ʸᵒᵘ ᵃʳᵉ ᵇᵉᶦⁿᵍ ʷᵃᵗᶜʰᵉᵈ ᵃⁿᵈ/ᵒʳ ᶠᵒˡˡᵒʷᵉᵈ, ᵇᵉᵍᶦⁿ ᵗᵒ ᵉˣᵖᵉʳᶦᵉⁿᶜᵉ ⁿᵃᵘˢᵉᵃ, ˢᶦᶜᵏⁿᵉˢˢ, ᵛᵒᵐᶦᵗᶦⁿᵍ ᵒᶠ ᶠˡᵘˣ, ᵒʳ ᵈᵉᵃᵗʰ.” (Based on a personal headcanon that the Crimson Cult have been making use of these types of gauntlets since TC4. But in AEON they aren't the CC, so /shrug)
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Hinata Before war arc
A bit of scaling for hinata despite little screen time.
Just a little recap:
a member of the Hyuuga clan Hinata is capable of performing the gentle fist. This taijutsu is blatantly broken because it basically allows the user to ignore your defense/durability and attack your internal organs directly. According to Lee and Guy a single scratch from the gentle fist is capable of ending a fight with no problems ch79
Kakashi says if the gentle fist were to land you’re done because there is no way that you can train your internal organs to sustain damage.
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Hinata in Sasuke Retrieval Mission Team (Before pain arc); Hinata being an asset to the team in mission of finding Sasuke during encounter with Tobi/Obito.
Team 8 really just there to track and locate mostly this arc was mostly info gathering. Almost catching Sasuke in the process
maxium of her sight is 10 kilometers
As for genjutsu, Hinata should have good awareness if genjutsu is casted. We also see Hinata can see the genjutsu caster even while in genjutsu and seems pretty confident about it.(This is most likely a result of Kurenai's training.) Another, thing is she can expand the range of her sight as well.
Pain Arc
In the animated version Pain is toying with her(kinda OCC) whilst nonchalantly dodging all her attacks until Hinata gets a freebee hit when Nagato was dying. The animated fight showed that pain was faster than her and she never landed anything.
much shorter her feat’s (manga) are more impressive to the point that you can classify it as an outlier for her character. For starters, in the manga Hinata did push Pain back, (look at Pain's feet) Pain had to block/tank every hit until he got an opening to use shinrai tensei.
the Klak-klak-klak sfx is usually used for sword clashes, the clashes here being Hinata’s Gentle fists vs Tendo’s chakra
The feat is even more crazy when you take into account that Hinata was pushing him back without even activating her Twin lion fist which according to the Databook increases the range and destructive power of the gentle fist exponentially.
And yes Hinata did push pain back, we have seen this use in the story. same “klak”“klak” “klak” panel multiple times, most notably in the Sasuke vs Killer bee fight where Bee was absolutely destroying sasuke in CQC
he didn’t have access to an instant basically an undodgeable technique called shinra tensei. If Tendo was much faster than Hinata it would’ve been nonsensical for Nagato to waste chakra on someone he could’ve easily killed or paralyzed with a chakra rod, like he did to fukasaku who is a SAGE toad.
Ok so she pushed Pain back and outdid him in Taijutsu so what does that mean? Well a lot but before we go into that let’s remember on how Tendo/deva path works
Hinata faced Tendo when all of the other paths were DEAD then we can state that Hinata was fighting Pain at his absolute strongest, his feats reflect that too. When all the paths are alive Nagato divides his chakra evenly meaning that Tendo is at his weakest when this happens. So what did Tendo at his weakest accomplish taijutsu wise? He was easily capable of hitting Kakashi and dodge his attacks which means that at his absolute weakest Tendo was already relative to Kakashi in speed.
Hinata faced Tendo when all of the other paths were dead then we can objectively state that Hinata was fighting Pain at his absolute strongest, his feats reflect that too.
Not only was Nagato focusing all his chakra on all the paths when Kakashi fought Tendo but 4 of the 6 paths where also busy somewhere else wasting even more chakra. Ever noticed that the second the Asura path was pretty much out of commission Tendo proceeded to oneshot Kakashi, Choza and Choji? Summarizing, this fight wasn’t Kakashi vs Pain, it was Kakashi and whole hidden leaf(in the background) vs Pain. Despite all of that Tendo was still relative to Kakashi in speed and taijutsu.
On to Jiraiya, this fight we saw multiple paths block punches of Sage Jiraiya. The human path was capable of blocking Sage punches without even trying, he didn’t get pushed back or anything he just absorbed all that energy like nothing. Later on we see the deva path do the same thing.
Tendo during his fight with Naruto was capable of pushing Base Naruto back whilst he was at his absolute weakest and despite that he was still capable of reacting and defending himself against a Sage mode kick which should be at the bare minimum 10 times stronger if we use natural energy multipliers.
Already know that base Naruto is faster than other memebers of T7 giving Naruto showed against omoi and Karui where Naruto pretty much carried the fight despite being on the defensive. Hinata's feats are faster and better in Taijutsu than base Naruto, Kakashi and even Sage Mode Jiraiya without even using her Twin lion fist jutsu. She fought the strongest version of (Pain) Tendo and was actually capable of pushing him back unlike these characters.
At this point you might start understanding why it’s an outlier for her character but I'M NOT DONE YET.
Now, Hinata’s durability which might as well be a bigger feat than her speed and Taijutsu. I already explained how much stronger the Tendo that fought Hinata was, this can clearly be shown with his feats. When Tendo was in one of his weakest stages Kakashi was tanking point blank shinrai tenseis left and right. When Nagato had to focus on only 1 or 2 paths Tendo became this strong
30 seconds Tendo singlehandedly oneshotted 3 boss toads, one of them capable of going blow for blow with Shukaku (one tail) and wrestle a little bit with Kurama and he oneshotted 2 sage toads one of them with a single paralyzing rod. Fugasaku being capable of trading blows and keeping up with SM naruto.
Hinata was capable of not only tanking Pain's shinrai tensei that was capable of oneshotting boss toads but she was also capable of tanking Pain's direct hit with his paralyzing rod that oneshotted Fukasaku.
But she would’ve died! Nope, she was somehow fine! It would be way too OCC for Pain to spare her by holding back so don’t even bother using that argument.
There you have it, by feats Hinata has better speed and taijutsu feats than base Naruto, Kakashi and SM Jiraiya and she has superior durability to Gamabunta and fukasaku.
outlier for her, if you want my opinion I’d say that she was faster and stronger than base Naruto when she confronted Pain.
Being faster and stronger than base Naruto at this point in the story is still pretty good giving that he was able to react and defend himself against the same weakened Tendo that Kakashi fought and a weaker version of Naruto could also tag mid-tier akatsuki members such as Kakuzu.
Problem Hinata goes against OP or God-level characters. Like alot of Naruto characters they really don't get their shine and solo fights and arcs. Just focused on Naruto and Sasuke rivarly and the Uchiha clan.
I'll add more if I reread her parts again.
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-Stainless Stillness- Signature Nursery Suite
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hey dreamer! i know a question like this goes down to personal preference, but it's because i love them both that i can't choose :')) between mostima and carnelian, who should i e2 first?? your opinion is highly appreciated!
I'd go for Carnelian first.
Splash Casters are >like that, and I say that as The Big Dusk Fan, and while it is true that Mortimer has value once you max out her funny Module and inflict people with Don't You Fucking Dare Move, I still think Carnelian just has a lot of more intrinsic value when it comes to deployment order shenanigans due to her niche high ranged tile durability in addition to being a very serviceable unit in Integrated Strategies, where a lot of maps, due to their structure, had a tile where Carnelian (or those like her, such as Beeswax) can actually thrive quite effectively (and the deployment order stuff matters a lot in IS2 as well).
With her damage and utility, Carnelian is honestly quite the solid, underrated pick, imo. She's not a tideturner, but her archetype does suffer from a bad reputation that see use of her to be quite low, even though she gets the job done without having to Super Babysit Her 64 or having to max out a whole ass module + pump masteries into her.
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ok on my previous blog i did a few posts about fixing the things i didn't like about Fallout 4. not because i hate it but because i love it and want a better version. this time, weapon and armor tweaks.
first off, the problem children: power armor and heavy weapons. the real issues are that power armor is too all purpose and easy to access, and heavy weapons are too niche and situational. the minigun is practically useless after you kill the deathclaw in concord because you will never have enough ammo for it. on the other hand the power armor you pick up in the same quest is way too strong and there's absolutely no reason to ever not use it. if you know what you're doing you're not likely to run out of fusion cores past the super early game and there's no skill locking it off. the fix for power armor is super simple, reintroduce the idea that you need special training to use power armor and reduce the number of fusion cores in the world substantially. this will gate power armor off and make it a mostly late game item that you need to be careful with. the minigun should have somewhat higher damage, slightly lower fire rate, and also should not be present in concord at the start. maybe replace it and the power armor with a grenade launcher and some nice combat armor in a locked chest in the airship or something like that. and make them optional to the quest of saving the Minutemen. most of the explosive heavy weapons are pretty good but it's weird that there's no grenade launchers or anything like that. the gatling laser is fine if a bit op but i think there should also be other heavy energy weapons like tesla canons and plasma casters to complement it. the fat man is ridiculously strong but given that it takes either cheats, an absurd number of caps, or a long time to get one it's fine. the junk jet is great and i will hear no arguments.
for unarmed weapons there needs to be a greater variety and more to separate them than just damage. maybe damage type can vary more. the deathclaw gauntlet is super under powered compared to the powerfist so amp its damage and maybe give it a dangerous bleed effect. and let the player either incorporate unarmed weapons into their power armor or use them while wearing it.
energy weapons need their rifles and pistols separated at minimum. why can i turn a tiny laser pistol into a huge sniper rifle? the institute models should be sleeker and less boxy. don't let them take up a third of the screen. they should be as powerful as the standard laser weapons plus an effect unique to institute weapons, maybe they drain power armor or shut down robots with enough shots. and institute plasma weapons should probably reduce armor condition more than standard plasma. gamma guns are great as is.
speaking of armor condition, bring back equipment durability. it's such a good mechanic and it would fit great with Fallout 4's expanded crafting system.
single piece armors need to be stronger to match the multi piece sets. particularly for faction soldiers. it's absurd that coursers have worse armor than the gen 1s they fight with. Combat armor and Synth armor need more to differentiate themselves and Synth armor needs a complete redesign to not look like absolute shit (except the helmets, those kick ass) the Marine armor also doesn't look great and it's way way too heavy to be useful but it's very effective and could be good with a slight redesign so it didn't clip like crazy and slightly lower weight.
for melee weapons the fast swing speed group needs a significant expansion and a damage boost so they aren't completely irrelevant, the medium needs to have at least 1 proper energy blade, the slow is mostly ok but my god why the hell can you just make a rocket sledge? it makes the standard super sledge completely redundant. more variety in legendary effects too. they'll have their own section but for now, it's weird that pickman's blade is just a weaker throatslicer, Kremv's tooth looks awesome but the effect is terrible, Atom's judgement on the other hand is just incredible 10/10 no notes.
for guns, i want a better variety and a larger ammo variety. i don't necessarily have a problem with rifles using .45 ammo but it's weird that it's so common whereas the only pistols that use it are pipe weapons. maybe the combat rifle could use 5.56 or 5mm instead and we could have a combat pistol that used .45. combat pistols could have a similar skin to the deliverer only larger and silver instead of black. in fact, make the deliverer one of these. the hunting rifle needs a damage boost to function as the game's go to ballistic sniper, and should start off with a stock. the shotguns are really good but there should be 20 and 12 gauge versions. ive never been able to make myself give a single fuck about the assault rifle but it definitely needs a different model and some way to differentiate itself. maybe slightly higher rate of fire than the combat rifle but slightly lower damage and it automatically comes with a reflex sight like New Vegas' marksman carbine. i think giving it a model similar to the radium rifle would be good, but without all the weird extra bits slapped on. that way we can tell the radium rifle was made by altering the assault rifle. the handmade rifle needs a new name but otherwise i like it, especially the fact that depending on how good you are with bashing, automatic weapons, and non auto rifles you get different upgrades.
finally legendary weapons and armor. not gonna sugarcoat it, these SUCK. ive played over 2,600 hours of Fallout 4 and ive found maybe 4 good random legendaries across all my playthroughs. and all 4 were completely broken. most legendary effects are either borderline useless like ghoul slayers or exterminators, or absolutely absurd like explosive, instigating, and 2 shot. and even the best effects are entirely dependent on the weapon you find them on. explosive and never ending are probably the best examples. explosive turns an otherwise terrible weapon like the submachine gun into an alright weapon like the spray and pray, a great weapon like the radium rifle into a fantastic one with the kiloton radium rifle, and a pretty good weapon like the combat shotgun into a completely game breaking meat grinder. it's way too powerful. Never Ending is the opposite problem, with one glaring exception. for most weapons, Never Ending just makes you never have to reload. this is ok for early low capacity weapons like the double barreled shotgun, but completely useless on anything with a decent clip size or high damage, which is literally everything after the super early game, and on one weapon in particular it's completely broken. because of a weird glitch Never Ending gives the Gatling laser *literally infinite ammo* and since the gatling laser is already one of the most potentially powerful weapons in the game, this combination is also completely game breaking. I'll be honest, I don't really know how to fix legendaries, other than to remove the glitches and make at least some of them removable and craftable.
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Imps were vicious, manipulative fiends that were among the weakest beings in the infernal hierarchy. They were considered minor, non-baatezu devils, whose job was to assist and corrupt mortals whom their masters wanted groomed to the side of evil.
“Hmm… 17 offers of employment today. Which to choose? Which to choose?” — An imp deliberating on its daily options for summoning.
Although imps could take the form of various animals, their natural forms were those of approximately 2 ft (0.61 m) tall humanoids that weighed about 8 lb (3.6 kg). A large variety of colorations existed for imps, but the most common one was dark red. They fluttered through the air on their leathery, bat-like wings and their prehensile tails ended in fearsome stingers. Their horns were small, sharp, and twisting, gleaming white along with their fangs.
The mind of an imp was both insidious and duplicitous, delighting in the corruption of mortals through trickery and temptation. Imps were masters of flattery, coercing others into acts of lawful evil through wheedling service due to lacking the intimidating presence held by other devils. When not outright trying to corrupt, they engaged in unscrupulous mischief, such as swiping valuables. Regardless of the fawning façade they upheld, imps were ultimately at the service of their infernal lords and viewed their worldly masters as tools.
At the same time, their obedience to their leaders in Hell was rooted in craven pragmatism rather than genuine loyalty. Even though they were always at the service of another, whether a devil or mortal, imps were still independent creatures with ambition that belied their small size and sycophantic demeanor. Their true desire was like that of most devils, to advance beyond their current station and obtain a position of power, and offering them the chance to do so was the only way to obtain their true loyalty, if only temporarily. When provided with positions of power, their helpful personas faded away to reveal the authority abusing tyrants they kept hidden.
While within their natural forms, imps fought with their venomous tails, piercing the skin and injecting a potentially fatal toxin into their assailants. If needed, however, imps could polymorph into a variety of beast forms and individuals often had either one or two of them. Such forms were physically identical to normal animals and still allowed the imp to use their venom, although filtered through the animal's bite. Common animal forms for imps included that of a spider, rat, boar, raven or goat, although within raven and goat form they lacked the ability to use their venom. Whether in their natural forms or in the form of animals, imps retained their various magical abilities. They could turn invisible and detect the presence of either magic or good at will. They also had the ability to use the suggestion spell once per day. Imps were strangely durable creatures, healing from injuries with supernatural speed, and resisting fire, cold, poison, magic and electric-based abilities. Only silver or enchanted weapons were effective against an imp.
So long as an imp served as a familiar its master obtained certain benefits through the imp sharing its power. A telepathic link was established between the two so long as they were only a mile apart, allowing the caster to share senses with the imp, including its infravision, and empowering the master's spellcasting abilities. An imp closer to its master also granted them their regenerative abilities and resistance to magic. On the other hand, an imp separated from their master became weaker than normal, and the death of the imp could cause them to take a severe loss in ability. When serving as familiars imps were also given the power to request wisdom from the archdevils, contacting them to ask six questions with a power similar to the commune spell. The bond between an imp familiar and its master was established through a contract and violating the services of the deal caused an imp to retract its service and all benefits thereof.
Although they could be found throughout the Lower Planes, imps were most commonly found within Acheron and particularly Baator. Occasionally they were found in groups, but they were more likely to be in the service of other malevolent beings. They were willing to serve any kind of evil master but could not always be relied upon to be swift or efficient in their duties. When under the rigid rule and watchful eyes of baatezu masters, however, imps followed commands as best as they were able, often serving as errand-runners, spies or emissaries.
Imps performed many roles in the hands of mortals, acting as advisors, scouts, assistants, confidants and, most importantly, familiars. They typically served under lawful spellcasters like wizards and priests, or anyone else seeking magical power. Mortals judged worthy of an imp received them when they cast a find familiar spell, doing so based on the misconception that imps were weak and dutiful servants. Lacking the authority to make Faustian bargains, imps relied on their ability to persuade and their available resources to quicken the corruption of their targets. Imps fostered a lust for power within the hearts of their summoners by increasing their magical abilities, either through helping them acquire new spells or magical items. Using hindsight, spying and the knowledge bestowed on them from other devils, imps obtained a large sum of knowledge about arcane subject matters.
After making contact, imps would pretend to be at their summoner's service while secretly trying to control their actions. Imps assigned to mortals as a part of deals were in an inferior position to those able to freely choose their targets, as beings willing to summon devils were normally already doomed to Baator and the devil who made the deal would be given the credit. When stuck in such a situation imps often attempted to corrupt as many souls as possible during their time as familiars. While some tried to extend their scheming service to those near their masters, others tried to sway influential individuals into changing their society in ways that caused others to commit diabolical deeds.
While physically weak compared to some lesser devils, the rank of imp was envied since the successful temptation of mortals to the acts of evil was one of the surest paths to further promotions. When a devil became an imp, it was often the first time they had the chance to be directly credited for damnation rather than marked as a lackey to another. For this reason, being given the ability to roam freely on the Material Plane to find vulnerable mortals was a highly desirable role, releasing an imp from the tight regulations of Hell and giving them complete credit for their works. Not all souls were equal within the Nine Hells, and the corruption of an important individual could be viewed as equal to that of a great number of souls. The average amount of souls required to qualify for promotion was somewhere around nine. Imps could also be promoted due to other notable deeds such as the rooting out of traitors.
Source: https://forgottenrealms.fandom.com/wiki/Imp
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