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janarthanantumbl · 10 months ago
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Kapaver Shockproof Mobile Back Cover Cases
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Kapaver Shockproof Mobile Back Cover Cases offer unsurpassed protection. These Mobile Back Covers are expertly crafted to protect your smartphone from accidental spills, knocks, and shocks. Kapaver Mobile Back Covers, made with advanced shock-absorbing fabrics, offer strong protection without sacrificing design. The sleek and modern design merges well with your smartphone, improving its appearance while providing superior protection. Each cover is designed with precise cuts that provide simple access to all ports and buttons, ensuring that functionality is never compromised. The textured surface gives a firm grip, lowering the possibility of an unintentional slide. Kapaver Shockproof Mobile Back Cover Cases will keep your phone safe and secure wherever life takes you. These Mobile Back Covers are ideal for both adventurous and regular users.
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janarthanan · 6 months ago
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iPhone 16 Style Meets Security Kapaver Back Cover for Maximum Protection
The Kapaver Back Cover for iPhone 16 delivers unbeatable style and top-notch security. Designed specifically for the iPhone 16, this back cover ensures your device looks stunning while staying fully protected. Crafted from high-quality materials, the Kapaver iPhone 16 Back Cover guards against drops, scratches, and everyday wear and tear, keeping your iPhone 16 in pristine condition.
Not only does the Kapaver Back Cover enhance the sleek appearance of your iPhone 16, but it also provides a durable shield for maximum protection. The slim profile of this cover means it fits comfortably in your hand or pocket without adding extra bulk. Raised edges around the screen and camera provide added defense, ensuring your iPhone 16 stays free from surface damage.
With its precise cutouts, the Kapaver Back Cover for iPhone 16 allows easy access to all buttons, ports, and features. Choose from a variety of stylish colors and designs to match your personal taste while enjoying the robust protection your iPhone 16 deserves. Upgrade your phone’s security and style with the Kapaver iPhone 16 Back Cover and experience the perfect blend of form and function.
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billveusay · 1 month ago
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I watched Gundam Thunderbolt and...
That sure is a weird one, but I like it! Season 1 and season 2 (or in my case December Sky and Bandit Flower) are very different beasts, so I'll mainly cover season 1 first and then talk about what's different and new in season 2. Let's jump in.
For one thing, it almost feels like the two opposing protagonists live in different genres, which I guess could be part of the intention since they're associated with different genres of music. On one side there's Io Flemming, a.k.a Cowboy Bebop but edgy, killing soldiers by the dozen, wiggling his bum at their comrades via webcam and getting free gundams handed to him, all to the tune of funky jazz. And on the other... hand (oops) you have Daryl progressively losing all of his friends and his limbs, with sad flashbacks to his childhood, running on the beach and holding his father's hand. And the weirdest thing is that somehow, it kind of works, and gives the show a unique identity, especially in the UC where things tend to be pretty derivative. Though it's not canon to the UC, which is probably for the best.
Actually, it's more like no one is having a good day on either sides, while Io is having a ball. And while he's meant to represent someone who only lives to kill, mirroring Daryl literally losing parts of himself until just a soldier remains... the fact that he's enjoying it so much is a bit counter productive to the message. But they compensate by making probably the most viscerally harrowing Gundam show I've seen. Between the amputations, the commander lady taking drugs, the kid rookies sent to their death en masse and everyone going crazy at the end, permanently for Daryl's missus, it's heavy stuff. Though it did have an aftertaste of... revelling a bit in the horror and violence? It's may just be because the art style reminded me of Hellsing Ultimate, and being edgy and violent is its whole schtick.
Still, season/movie 1 was a hard watch. And the ending scene where Daryl gazes at his prosthesis and realizes what he has lost was a big downer. But because they added a bunch of gundams to the battle of A Baoa Qu, I cheered myself up by imagining Char fighting Amuro in the Zeong, seeing three more gundams pass him by and going "what the fuuuuuuuuuck?". Still makes no sense in the greater continuity but hey, it's better than having something entirely redundant and derivative like many of the stuff in the UC, so let them have their fun.
Now for season/movie 2. It's... much more tame in the harrowing department, which I don't know how to feel about it. It definitely loses some of its uniqueness and bite, but after the aforementioned big downer it was nice to see Daryl enjoying a break at the beach. And even if it becomes more of a typical Gundam side-story, it's a competently made one. I may have to go back on this statement when it's over since it's in the TBC stage, but I enjoyed what was there.
The action scenes were really cool, and the vitriolic dynamic of "We love each other, but also we spend all of our time bickering and playfully insulting each other" that Io and Bianca is very fun. And while we're bringing in the Neeeeeewtyyyypes again, they don't seem to be making a point about the future of humanity, souls, gravity, etc so that's nice for me. Making a villain a Newtype who uses his powers to create a cult is a cool idea, and something we've not really seen yet. However, there are still some tonal dissonances here and there, cause there's a heart-wrenching scene of a Zeon soldier getting drunk in his submarine cabin because he just learned that his wife and 6 months old baby were just killed. And then it cuts to feddie soldiers daring each other to get branded on the bum.
Now a few details before moving on to animation and designs.
I liked the snowfield fight a lot, and I liked the part where the Gundam almost sinks and gets crushed by the pressure, but the way they establish it with the mobile armour getting past an arbitrary depth and getting instantly compressed into a perfect ball was unintentionally very funny. I'm 97% sure that's not how it works. Though Io was lucky it wasn't Shiro Amada piloting that thing when it turned into a ball, or he'd have been cooked, heh heh heh.
Another very small detail that I found funny was the Zeon radio. Yeah, I also have many products from the brand "France". Or since Zeon is named after Zeon Deikun... the brand "Charles de Gaulle" I guess.
And I gotta mention the soundtrack. Obviously, it's an absolute jam (My fave is Groovy Duel, the duet that Io and Bianca play).
Now for the visuals. Animation quality is superb, and i feel like there are some touches to give it an old school, cell-painted look, which I like. As mentioned, the art style on the faces reminded me of Hellsing a tad, and it's not one I'm a big fan of but it doesn't bother me either. The fights are beautiful and extremely dynamic, to the point where I thought they used 3D models when I saw gifs from the show.
However, in the first movie, it sometimes gets hard to read. Two dark and cluttered mobile suits fighting in a dark and cluttered environment is not a win. On that note, between this and the Unicorn FA, Full Armor apparently means "Forget About readable silhouettes or shapes, visual balance and identity, just pile a load of shit and weapons onto that Gundam". They're some of my least favourite Gundam designs, though they remain miles above the Xi and Penelope gundams. And the psycho Zaku suffers from some of the same problems.
As for the Atlas Gundam... I have mixed feelings. I really like the colour-scheme and the detailing, I kinda like the multi-purpose rocket-skis, but there's something stiff and awkward about its silhouette and general anatomy. Too many parallel lines probably.
That about wraps it up. Next, we're going back to hot take land with one I found not very good but endearingly dumb: The Origin. See ya!
My gundam reviews :
> Hathaway's Spark > Mobile Suit Gundam > Gundam Zeta > 0083: Stardust Memory > 0080: War in the Pocket > 8th MS Team > The Witch from Mercury > Gundam Thunderbolt > The Origin > Turn A Gundam > F91 > Gundam Unicorn > Gundam 00 > MS IGLOO > Gundam Narrative
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orangameelectronics · 6 months ago
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dailycharacteroption · 1 year ago
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Prestige Class Spotlight 12: Aldori Swordlord
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[photograph by MD-Arts on DeviantArt]
It’s funny, we’ve covered a fighting style and a Second Edition Archetype based on it, but only now are we doing the original prestige class for the Aldori Swordlords and their fighting style.
For those who aren’t familiar, The Aldori style of combat was named for it’s founder, who lost a fight against a bandit lord, left, learned some sweet sword skills with a unique weapon and came back for revenge, and eventually caved and began teaching other people his techniques, but only if they swore an oath to never share the secrets of the style with anyone who had not taken the oath.
Some take this very seriously, others do not, but the fact that the former have a tendency to hunt down the latter and those they’ve taught does skew the percentage between the two by a significant margin. Whether or not a prospective swordsperson has taken the oath is inconsequential to the prestige class requirements, of course, so you’re free to play either freely, though of course being oathless means you’ll have a lot of enemies if other masters figure that out.
In any case, these swordlords specialize in the use of a longsword-length blade with a slight curve to it, making it into an effectively single-edged weapon. The style centered around it allows the weaponed to be used with surprising grace, and it is mostly meant to be used in single combat, focusing on parrying foes and creating openings to strike.
In order to pursue this path, one must have learned how to use such a blade to it’s fullest extent, including the ability to strike with dexterity over strength and perform intimidating displays, as well as skills geared towards the elite lifestyle and physical prowess associated with the swordlords, putting this option as available around the 8th level mark (6th if you have a bonus feat at first level as a human, or even faster if your starting class grants bonus feats, such as fighter.)
Dextrous attacks are a key part of the style, and these warriors utilize it with ease, causing extra harm to foes thanks to their precision.
As duelists, these warriors must be prepared to fight at any moment. As such, they learn to draw their weapon quickly if they have not already done so, and how to best use their weapon for defense if they already have done so, (as well as using their dueling sword for various duelist or swashbuckler abilities).
The mastery these swordfighters display is truly impressive, and consequently, intimidating, giving them an edge when they demonstrate it to strike fear into the hearts of others. It even helps in performance combat, wowing the crowd with impressive displays.
They also demonstrate their agility to better dodge incoming strikes.
Another strength of their fighting style is how these warriors learn to read their opponents, letting them fight more defensively while remaining accurate, and then turn around and catch sight of their foe’s weaknesses and exploit openings.
A key maneuver at the right moment, especially one that leaves a foe at a disadvantage can shatter their confidence. As such, these warriors capitalize on that and demoralize foes further when they deal especially grievous blows or succeed at a maneuver that puts them at a serious disadvantage.
A parrying sword may not always be able to block an incoming blow, but it can sure throw it off course from your vitals. As such, these duelists always go for the parry, and have a decent chance of negating crits as a result. Later on, this improves as they get better at such defense.
Not all fights are duels, and not all duels are done on fair, even footing. As such, the swordlords learn to keep mobile even when hanging from a handhold. This training also helps them right themselves without taking a hit when knocked down.
The most powerful among them can shatter not just confidence, but also discombobulate foes, leaving them unable to use their mastery and insight in the fight for a few seconds.
The Aldori Swordlord prestige class is honestly a masterclass in building a prestige class that works for as many classes as possible while still keeping it’s gimmick concise and fun. Now, naturally, this archetype is meant for martial classes, but it actively goes out of it’s way to integrate with the rules for certain classes and archetypes, from potentially granting a bonus feat meant for swashbucklers and duelists, to integrating with the Aldori Defender archetype for fighter. Additionally, the ability to suppress morale bonuses, and at max level insight and competence bonuses as part of free demoralizations you get every time you pull off most combat maneuvers and all critical hits is potentially huge, shutting a buffed-up foe down long enough to secure the victory. You can easily build these characters using fighter, swashbuckler, ranger, paladin, or even sneakier classes like rogue and slayer, and really come up with a powerful character with good defense, offence, and debuffing built right in.
Closed fighting techniques are interesting, and not just for the intrigue that comes from knowledge that outsiders aren’t supposed to know. It’s more defensive than anything else, an attempt to stave off war’s cycle of innovation and reverse-engineering. After all, a foe can’t copy, or worse, pick apart your technique if they don’t know it. On the other hand, however, such concealed knowledge does mean that there is the risk not just stagnating, but of the style being outright lost for good if nobody remains to teach it. It really depends on what you value.
Distrusting them from the moment he laid eyes on them, Argyo has hated the party ever since they came to the lashunta homeworld. What’s worse, he hates how readily the rest of his kind have accepted these strangers from the stars, and now his master is offering to teach the warrior their sacred swordfighting techniques? This is the last straw, and he may do something completely rash as a result.
They say that the caligni, the so-called dark folk, were once humans transformed by centuries of meddling from their owb masters. However, now an owb prophet known only as the Snuffed Flame seeks to develop a way to transform humans into shadow-bound servants within a matter of minutes rather than generations. As such, it has orchestrated several kidnappings, including the current arena champion Zolta.
In the land of Byarna, it is said the first dueling swords were made as copies of the legendary Foeslicer, an enchanted blade of incredibly lethal power. However, it has been so long and the weapon hasn’t surfaced, making many wonder if it was ever real to begin with. That is until a young man, a spy caught stealing secrets of the dueling sword style, is forced to draw the weapon he found during his work.
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fattest-disney-characters · 2 years ago
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Zootopia where Anyone can be anything, ZPD (Zootopia Police Department), an 4’7”, 45yrs old Horse-humanoid named Officer Max, Max try to fix his underwear from being wedge up because of his “bigger than soccer balls but sags low” asscheeks, it gives super tight wedge from between of his asscheeks, his “fairly large doughy sloshing single belly with the standard indent towards the bottom that makes it look like a butt” belly, hus bottom belly flops down cover his FUPA, you can see his bottom belly wobbles and slaps against her FUPA area, his “sacks of flour” DD’s struggled her tank top, His dark blue button-down Police shirt completely unbutton where you can see his messy tank top, his belt no longer need to buckle it up. His Police Uniform sleeves strengths from his “very hammy lower arms but upperarms fattening like fatten hams that her arms got so fat that resemble sausage fattening hams that slowly engulffing his lower arms” upperarms, and you can see her 30 back rolls hidden from back of his Uniform, His two small single-chevron collar pins barley leaves it open because her neck and chins, you can see his gold-tinted badge because his belly is in the way, so Max move to top short where his chest poking out, his oval patch featuring a silver police-style badge is covered in pizza sauce and Donut crumbs and frostings, he had fatten sausage fingers with chubbier hands and fatter face with heavy chin and double chin was starting to appear on his fat face. (Toriel)
Toriel is commissioner that worked in many police departaments before coming to Zootopia,she is a sucessful officer with every case she receives, she weights 3460.95lbs and uses a mobility scooter to move around in the Zootopia police departament, her uniform barely fits her and is constantly showing her panties,her back fully covered by fat rolls, her belly become a double belly that hangs low on the mobility scooter with big fat fupa, her arms were like big meaty hams with big fat hands and fat sausage looking fingers while her legs were covered in fat rolls that cover the top of her paws that like her hands were big and fat with fat sausage looking toes and very smelly and sweaty. She is now 55 years old and have wrinkles and crows feet under her eyes, she is stuck in the departament doing desk work till she receives a case but many of the cases involve her getting stuffed by the citizens that are constantly celebrate her arrival to Zootopia
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anniefebruary · 10 months ago
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also bats eyes reptilian blink style. 2 & 5 😈
now these i shall answer while stimming bc i care SO BAD abt these wips. not to say idc abt the other ones but these are near and dear to my heartttt
#2 is a power rangers au of stranger things and its the lore bible for the au that i plan to write fics based off of bc im back in my power rangers hyperfixation era (dare i even say special intrest because. i kept my power rangers knowledge from childhood to this day feel free to ask my opinions)
#5 is fic based on the 2012 movie Chronicle thats SO good and kingsley vanweezer for sure put me on i definitely reccomend watching it
posting snippets under the cut but. does a little dance
#2
The best scientific minds of the time came together to create a type of mobile armor that allows for the wearer to have more of an edge in combat. More agile, more focused, more resistant. Rumors are that the primary creator based each on positive traits when the team behind the devices assumed the users would be young adults. This gimmick wasn’t well known, but as the testing of the devices progressed, having a mindset that matched each device benefitted the user in more of a psychological manner than physical. However, the colors of each device and armor were made to simply keep track of agents and what they possessed. Each device contained a tracker to find the others if they were lost. 
The first agent found was assigned the first device, Red, once he exhibited exceptional abilities in both powers and combat. Therefore, Red was associated with leadership, and Agent One, Henry Creel, was destined to be at the head of the task force along with seven other members. More than seven people were found with strange powers, and the unfortunate motivation for training as many as they could find was for…security, in case the other agents were to be inadequate in combat to the point of, for lack of better phrasing, death. But the agents were trained to avoid that at all costs. Perhaps they were trained too hard.
When Agent Eight, Kali Prasad, escaped, she stole the Purple device to aid her. Of course, since her abilities were tied to altering perception, she took the one colloquially referred to as “Mind” and disabled its tracker. Authorities are still searching for it, but in the meantime, all evidence of her and the stolen device were wiped from the data kept by Hawkins Lab, just to cover their tracks. Training became harder, security became stricter, and Agent One was integrated into said security. 
This was a grave mistake.
#5
Andrew's eyes scanned Steve's face, then flickered his eyes to the ground. "Stop looking at me like that." 
"Like what?" Steve moved his hands back to his sides, but kept the same proximity.
"Like...that." He wanted to say like that sunset we watched, all bright and blinding. Pure radiance. Like I'm worth looking at. 
Steve lowered his brows and head, trying to catch Andrew's eyes. "Do you not...like me looking at you?" he asked cautiously.
Andrew looked up into soft brown eyes. Ever since they'd gone in that cave, he's felt more connected to Matt and Steve. Not in the bonding time way, but in the actual mental link. The more they hung out, the more he could feel the subtle ebb and flow of their feelings; it created a fun feedback loop when they were giddy, but overusing powers had them all reaching for napkins. Right now was no different. Steve was so vulnerable, so earnest that Andrew could feel the slight spike in anxiety in his chest (or was that his own?) yet the cautious adoration in his eyes.
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miloscat · 11 months ago
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[Review] Avatar The Last Airbender: Bobble Battles (PC)
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A budget licensed RTS, it's about what you'd expect.
Frima Studio is a successful French Canadian developer: over the years they've done lots of casual, Flash, and mobile games, as well as some console stuff. I just found out they're working on a Risk of Rain spinoff currently. But one of their first jobs was making a tie-in Avatar strategy game in 2007, and they did it competently enough.
Based on Books 1 and 2 of the show, Bobble Battles takes its name from the "bobblehead" art style, better known as chibi or super deformed, which was employed in a few other spinoff projects like animated shorts, comics, and video games. It's an appealing look and helps a bit with readability of the characters when you're zoomed out (although character design could have differentiated common unit types a lot more), but you can't appreciate the look too well unless you're zoomed in, in which case the game is much less playable.
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As a real-time strategy game in the vein of your Warcrafts and Dune 2s, it's been simplified and streamlined to the nth degree. There's only one resource, no upgrading, a handful of unit types that act identically between factions, and a basic control scheme. The limited nature of the controls hurt it as moving between the arrow keys to shift your view and the numbers for control groups is uncomfortable. Those are pretty much your only functions by the way; there's no attack-move or other specialised move commands, although hero units do have more flashy attacks.
I'm no RTS die-hard but even having played a bit of Starcraft and Age of Empires back in the day I couldn't help but find Bobble Battles wanting in gameplay. There's no rally points, few hotkeys, and just getting your units to do anything is a hassle. Selecting control groups instantly shifts the camera over to them, there's always a pause before they execute your commands, and they need to be heavily micromanaged to attack targets. Pathfinding in narrow spaces can be atrocious, with your guys often milling around or getting stuck on walls when you're on a city-based level. On the whole there's a lot of pain points in the micro scale, and little need for macromanagement at all. I understand the desire to create a game in this genre for younger audiences, but it's not just dumbed down, it feels shonky and shallow.
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The game is structured in three campaigns. The first two more or less cover the heroes' journey through the first two seasons of the show, while the third has you playing as the Fire Nation trying to stop them. After completing these you unlock the Timeline mode, which rearranges the scenarios into chronological order... this seems superfluous. The missions do try to have some variety between small-scale hero exploration and production maps and to give you different kinds of objectives. They do a decent job at this, although the scope never gets very big. The most that will ever be demanded of you is juggling three control groups to defend three settlements that are pretty close together, but again this is baby's first RTS so I don't knock it for lacking difficulty.
As an Avatar game, it's kind of cool seeing events from the show reinterpreted into a new genre. You rarely had squads of people running around battling in the series, so there's some novelty to that. The characters having unique abilities is fun, and I got a kick out of seeing the designs of building and units between the nations. There's even one unique creature here, the goat-like mount that Water Tribe riders use. [EDIT: This beast does actually appear briefly in the North Pole episodes.] Only covering two-thirds of the show is a bit of a letdown, although to be fair it's an unavoidable consequence of the passage of time and when the game was commissioned. Can't argue with the immutable laws of time and space.
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Bobble Battles is essentially fine. It works. There's even some creativity in how it's interpreting the source material and in the scenarios, but by attempting to simplify what is generally a complex genre, I think they went too far and actually hurt the playability. And that's before mentioning the dodgy behaviour of your units. It gets points for its uniqueness within the sphere of Avatar games, but it's hard to recommend except for completionists like me, and they would just play it anyway so it doesn't matter what I say about it!
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sirphiremobilecovers · 1 year ago
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mindcrowned · 1 year ago
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ryan's armor
when the former teacher went to approach vincent hayed for his ...costume, ryan had previously taken several days to think about how he could possible do this, because while he was somewhat willing to play long, he was not going to make a fool of himself being wearing something excruciatingly stupid. his idea was simple - in a way & yet an almost polar opposite to his usual style of clothing.
due to ryan's focus being agility rather than brute force, he wanted his armor to ... support that. too heavy & he'd be slowed down, which could mean death. too delicate & he'd be defenseless, because ryan wasn't born with durability in his blood - no.
the perfect choice for him was a mixture of both. (dexterity armor)
a dark, clever mixture of leather & jeans, which stretched as he needed them to would be a great start. they were fucking comfortable. his belt buckle would most likely pose the most obvious piece in the collection with the big H slapped on it. to represent his name, obviously. black leather combat boots made from lightweight materials would protect & carry him across the battlefield - surely.
as for his actual protection, he stuck with the dark colors - feeling like they'd fit his vibe anyway. a dark tee would build the base, though reinforced to offer protection & the most obvious part would be his breastplate vest, made from enhanced titanium & fiddled with until it fit the rest of the outfit. the thin black plastic coating was hardened several times to keep its appearance even if he ever got hit.
his katanas were fastened to his back for easy access & yet full mobility, because he had both hands free at all times & could pull them quickly whenever he felt he needed them. showing a little skin, yet not too much .. ryan opted for padded sleeves, the same padding as his knees were protected by in case he fell. his gloves were padded, too & reinforced with hardened steel to protect the back of his hands at all times. his hands were his window to the other side. he needed them protected. his watch fit the outfit perfectly, big digits helping him to keep track of time.
he didn't want to run out of juice mid flight. or something. nor did he want to overdo it & exhaust himself in the middle of a fight.
as for a mask .. or a cape. ryan refused to wear either, but the proposition to dump the glasses & pick up contacts instead ... was begrudgingly accepted. with the glasses & combed-back hair in ryan's original state... they felt he might be able to pass as a hero without blowing his cover ..instantly.
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cielhunternorwood · 2 years ago
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Tower of MMORPG
Well, after needing to scratch the open world exploration itch, I returned to Tower of Fantasy, an MMO-style gacha game I played since day one and then left for a few months due to burn-out (as well as some questionable design decisions). Has it gotten any better? Well, let's just cover the whole thing.
UI/Graphics: Korean MMO/10
So, do you remember Mabinogi? Or any of those really old MMOs like SMT Imagine? Remember how the graphics looked back then? Well, that's what Tower of Fantasy generally looks like. Seeing as it's a mobile game, I can't say I'm too surprised a lot of the graphics are either very simplistic or low-resolution, and that goes for the weird UI as well.
I won't say it's terrible, but it definitely is on the low end. It has the feel of a low-budget MMO from years ago that was retroactively made a mobile gacha in order for it to sell. While it's made a lot of vistas and beautiful viewpoints over its time, and a later city looks absolutely crowded with cyberpunk-genre lightboard signs and what have you, there are also a lot of repeated textures, visible seams in terrain, and a few clipping errors that can cause collision issues.
It's not that it looks bad, but it definitely doesn't have as much care to it as more funded games.
Gameplay: Devil May Gray Raven/10
So, the main function of the combat is that you get a wide array of weapons- you can equip up to three- and they all fall under a particular element: physical, fire, ice, volt, and altered (only two characters have this so far). Each weapon is very unique and has its own move set, dodge attack, air attack, and a cooldown-based skill. Pull a bit back, yes, the game allows you to air-fight. It also has the No More Heroes bullet-time-dodge mechanic that has become popular since Bayonetta.
The best part of the combat is the Discharge system. Smacking enemies with weapons will build up Weapon Charge (each weapon has its own rate of generating charge for other weapons). When a charge is full, it causes your other weapons to flash. Switching to them triggers a QTE for a devastating super-attack (of super-support effect for Support weapons) and allows you to go to town with that weapon almost immediately.
BUT THAT'S NOT ALL! Each weapon also has a set amount of Shatter power, which is necessary for dealing damage to enemy shields. Shattering shields is very important not just due to them cutting damage taken in half but also useful for stopping big enemies and bosses from using devastating super attacks if you Shatter them fast enough. It also stuns most enemies for a moment and, in some rare cases, mounting bosses to backstab them over and over for extra damage (though sometimes you may do more damage just whacking them on your own).
Combining that with the incredible mobility options, which certain other games lack, makes for a REALLY fun hack and slash game that makes exploration much more fun and interesting since you have multiple solutions for traversal.
So, what's wrong with the game? Well, it's generally kind of buggy. Repeating the low-budget comment earlier, it feels as though the game released without ironing out the bugs, and it just hasn't stopped to fix it because someone, most likely the publishers, pushed for more content rather than fixing mechanics. There's a wide array of issues with the game that are both aggravating and beneficial that I won't list. Sure, the game is fun, but you have to deal with A LOT of weirdness with terrain, physics, etc.
Now, exploration! A big part of the open world, and one of the big things advertised for Tower of Fantasy is that you found the gacha tokens out in the open world, alongside the other currency for buying more. The problem is that this is only partially true.
ToF has five gacha tokens, three for weapons/characters and two for matrices, the equipment for the weapons themselves. This means there's one low-rarity banner which has a very low chance of dropping an SSR weapon/character, one standard banner which has a higher chance (with a short pity for a random SSR), and one limited banner which has a 50/50 pity at 80 pulls and then a "guarantee" in the form of paying 120 tokens once you pull 120 times. The matrix banners are split similarly into standard and limited, with limited matrices being specific to the limited weapon available.
Now... This is an MMO-ish game, so grinding for standard SSR matrices is possible, and world bosses also have a VERY low chance of dropping a standard SSR weapon, but they have all been power-crept by newer, still-limited options. It is further gated by daily Stamina and items specifically for opening Boss Chests. Also, any 'Exploration Points' in the open world are one-time only, and only about ten of the HUNDREDS of Points across all current maps hold Red Nucleus- the items for Limited rolls- and only Supply Pods in the first world drop the currency for buying more rolls, Dark Crystal.
Starting to see the problem? It's a different kind of bad from the Genshin problem, which is making it seem like you get a lot of rolls when you actually don't, since everything is one-time only. While standard weapons are still serviceable to a degree, operating in high-end content will be impossible without getting some of the newer weapons coming out in the present.
So, generally, combat is fun and allows for experimentation and combos, but the gacha really ruins a lot of it, especially when the game almost never reworks old weapons to make them either viable or at least useful in end-game content. The exploration early game is pretty fun, it is awful in the second world, and the third world so far looks to be a huge improvement.
Music: Pretty Basic/10
The music isn't much to write home about, since it's fairly simple in most cases and sounds very much like a garden-variety anime soundtrack in most places.
There is one single vocal song for the game called "Meant to Be" which is astoundingly great, both the instrumental and the full version. It's possible to hear the full version by triggering a night-time event in a specific area and the instrumental by climbing to the very top of a Tower in the center of the first world.
I won't say the music is bad, but other than the vocal song, it doesn't quite stand out. On the other hand, the music does its best to keep to its particular mood and to change based on area, combat, and so on. At the least, it doesn't do a lot of recycling of music and tries its best.
Character Designs: Cyber-Fantasy Mish-Mash/10
This is a weird one to touch on because the character designs vary by the World a character comes from, but it largely embraces a cyberpunk style for most characters and otherwise delves into Eastern Fantasy for later ones.
The designs range from fairly generic to crazy unique, but each one feels crafted specifically for themselves and not just borrowing a generic model for each body type (or at least seems to not be falling for that). Each character also has a second appearance to unlock from advancing their weapon enough via getting copies of it, with the results ranging from something of a palette swap to one guy becoming Sephiroth's twin brother.
And let's not glance over the player character, your avatar, who is highly customizable in hair, eyes, and accessories, but there's a limited selection of outfits, most of which are punk-themed, cyber or otherwise. Most outfits come from event gachas which are grotesquely expensive to attempt, so it's generally not worth it unless you're a whale.
Economy: Streamlined MMO/10
Money is Gold. Upgrade materials have two sets: elemental stones (altered weapons use one of the four base elements) and upgrade items (of which there are also four). Each weapon upgrades with one element of stone, one of the two more common upgrade items, and one of the less common upgrade items. Multiple in-game modes let you grind for these upgrade items, and they can also drop items for leveling up weapons or alternatively drop items for leveling up matrices.
The other grind modes drop equipment, which is your main source of stats and can be a massive headache to grind. Each equipment piece has the same base stats for its type and four sub-stats which are randomized. These can be upgraded with the same type of equipment pieces or crystals gained from both recycling equipment or breaking big crystals in the open world. The upgrades will boost a random sub-stat, up to a certain number of upgrade levels.
Then there's ENHANCEMENT which is just a flat level-up to the main stats of the equipment, and that item is basically locked behind weekly rewards for a specific solo game mode that rewards an amount based on your completion of it. There is a handful you can get weekly in the Commissary, using the other currency that drops from running any mode that uses Stamina.
As you can see, it can be fairly simple and easy to get into a pattern of grind for getting what you want out of the modes, and since this is MMO-style, a lot of these modes are made way easier by teaming with randoms or pals, so grind for items can be fairly painless... Well, except for if your equipment keeps tossing you bad sub-stats.
Story: There's a story?/10
So, the story of Tower of Fantasy is fairly simple. You start off as your own character, being chased by a two-headed dog, and you wind up collapsing due to radiation or something. When you wake up, your memory's gone and you find yourself saved by a blond girl named Shirli and her big sexy brother, Zeke. They live in a Shelter made out of a crashed ship in Aesperia, along with a bunch of other folks trying to survive amongst the world which was irradiated by an event known as the Cataclysm.
You get a very barebones explanation of how people survive, getting supplies through teleporter things from Hykros, a bunch of folks living in the sky in a floating city, and survive the radiation by using Suppressors to ward it off. So, guess what happens to the girl who shows you around town? Yep, her suppressor runs out of battery and she gets irradiated. In order to save her, Zeke decides to go with some bad guys known as the Heirs of Aida.
Thus, your character decides to chase their trail to save both of them and uncover the plot of the Heirs of Aida. Eventually, you find out your character was actually a form of Spec Ops agent for Hykros known as an Executor, which lends you to getting access to a lot of support in both challenging the Heirs of Aida and saving Shirli and Zeke.
To avoid further spoilers, let's just say things kind of end weirdly, and the story of the second world drops the entire Heirs of Aida plot to introduce a NEW enemy known as Grayspace Entities who just hate everything living, I don't know.
It's a very bare-bones story, as you can see, and works through several seasons of anime plot over the course of what would be a couple of episodes, and it has a very strange manner of not explaining things as it goes along. It just tosses you into situations with little prompting and pulls you along without much exposition.
While this leads to there being more gameplay time and lends itself to few dialogue bits being tolerated or over-extended by wordiness, it leaves a bad case of story whiplash where you just have to go "okay, sure, moving on".
I would add that a lot of this stuff revolves around time technology, but it's treated as mostly a MacGuffin and nowhere nearly respected in terms of concepts of time travel, manipulation, and repercussions except for when it was necessary to explain the Cataclysm's cause.
It's just generally a mess of ideas strung along with little to any connectivity or background, leaving everyone experiencing it absolutely confused.
Overall: College Student Hobby/10
Tower of Fantasy, I would say, is worth an experience to discover the combat and how much fun a game can be when mobility is made available in many ways. In fact, a lot of people who played or continue to play ToF ended up quitting Genshin due to it just having a better core gameplay. A lot of the problems with ToF come from what feels like low budget compared to its high income, and it isn't quite being fixed up unless a problem is especially game-breaking.
Again, I would say to experience it without spending, since they changed the beginning game experience, for some reason, to skip over most of the World One events while providing a side quest means for going back to play through those events.
You might not be able to experience the super power of SSR characters without some time investment, but at the least don't spend any money on it.
I say this both as someone who regretted spending money on it but also as someone who is seeing signs of a game that may be ending service sometime soon due to a huge drop in playerbase. And the problem is that it's no surprise that it happened, since this game has the feel of something that was forced to be a gacha to make money rather than being left as what it was probably meant to be: an MMO with DMC-style combat.
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augment-techs · 2 years ago
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What happens now? Do we have another go?/Do we bow out and take our separate roads?- Allies or enemies by the crane wives
Kim and Sharkie
(I'm not gonna lie, this was really hard and after five drafts, this was also as far as I could get without tossing my computer out the window. I apologize.)
Of course since Tommy had a tragic backstory, it really did stand to reason that maybe Kim had one too.
Not tragic, not fully in the style of Shakespeare or Bronte, but...less than idyllic.
Kim was made for the bright lights, big city setting of Los Angeles; born and raised, and raised in the manner of the upward mobility of her family money and "good breeding" as her grandparents used to say when she saw them at holiday parties that included fake snow on pine trees three stories tall and covered in decorations that cost more than some families made in a year. She went to ballet when she was three and moved onto gymnastics when she was five; had the best tutors and trainers and parents who (she thought; was pretty sure) loved her and only wanted the best.
She also went to a private school before they moved to Angel Grove, from kindergarten to Freshman year, with her best friend that, well...
Sharkie reminded her of Bulk and Skull, when she thought about her between being a Ranger and her so-called "normal" life.
Pretty girl with a petty, mischievous attitude, a preference for nonconformity that often left her in trouble with teachers, and a complete disinclination to ever use her real name--though why, Kim never understood; Stella Angel wasn't such a bad name.
(It was the roots that the name carried that the girl didn't like to think about. If she had told Kim...well, she might not have fully comprehended what it was to be an immigrant and an abuse survivor, but she might have been more sympathetic. Even though there was no certainty in that, either. Kim could look back and realize she was rather innocent in her sheltered life and in that way, ignorant.)
Sharkie picked Kim up off the floor in gym class the day she got her first period and thought she was going to die, the other girls sneering and giggling and the teacher trying to keep Kim calm as she hyperventilated. Sharkie just told the others to get out of the way and carried the tiny brunette princess style into the shower room so she could rinse off and calm down, and handed her a thick pad for the spare underwear she yanked out of her own locker (they were cute and purple with a pair of pink ribbons sewn into the sides no bigger than a dime) and asked rather calmly if she would have preferred a tampon, "Since they last longer and you won't have to freak out if the pad leaks a little."
Kim had been too out of sorts to really think about it at the time, except that she didn't want to put anything inside her that looked like it would hurt, and the instructions weren't very helpful. Sharkie had merely shrugged and gave Kim a couple for later in case she changed her mind.
She walked out to tell the teacher Kim could talk to her, and spent the rest of the week tormenting the "little bitches" that tried to give Kim a hard time about something, "Totally normal; not her fault her parents weren't looking out for her with basic information."
Kim had her own sort-of friends, and her parents had their expectations of her that kept piling up and stifling her as they got closer and closer to the date she wasn't yet aware of that marked their moving to Angel Grove and away from all that she knew, but she tried to be something close to friendly with the girl that had looked out for her best interests in her own abrasive little ways.
They had lunch together in the art room sometimes, Sharkie chewing on a tongue sandwich between drawing charcoal shadow monsters and breaking glass and ceramics just to paste them back together into something else entirely that looked both scary and wonderful; kind of like her.
They went to the mall, sometimes, when being at home got to be too much for Kim, trying to block out her parents sniping at each other, and Sharkie sometimes goaded her into trying out new styles; grunge and punk and extremely femme or academic or--something that nobody would ever see the pictures of or Kim would walk directly into the bottom of the ocean--honest to god southern gothic. Everyone at school gave them a wide berth for a week when they made a bet that Kim couldn't handle wearing so much black and makeup and Sharkie couldn't handle going for something so pastel and girly.
They both lost because it was the summer five days before Kim's parents told her they were moving; Kim came close to suffering heatstroke and Sharkie almost caught on fire from showing so much pale skin without remembering to put on sunscreen for the boardwalk or getting Kim to go to the fair before it moved on.
When Tommy talked about Tyler and growing up in New York in the aftermath of her being so fucking mad at him for going off on his own to infiltrate a secret society of ninja, she didn't let up on her pouting and guilt tripping, but she could understand the need to do what you could for someone that cared about you when you didn't know you needed someone like that.
He showed her a photo they took at one of those little booths for tourists, tiny and with clothes too big for them, but happy in the moment with each other.
Kim showed him one similar, but not quite after the Eltarian War and the new surge of rebuilding sites and feeling like she kept missing running into a familiar face she almost didn't think about so often, phantom feeling of her hanging out in the girl's bathroom that almost none of the teachers went into, smoking a joint with the dates Bulk and Skull had at their failed Homecoming.
*
"A drug Renaissance in Angel Grove? Really?"
"Yeah, I know, it's fucking stupid, but Grace asked if I--if we, actually, because I am not good at this--could look into this on the down-low because the police are worthless and some of Grace's employees are worried about their kids dropping like flies at the college."
"Is it really that bad?" Matt steepled his fingers like the roof of a house before waving them a little back and forth, thumbs hooked and reminding her--awkwardly--of a little child trying to make shadow puppets.
"Bulk beat the shit out of some guy that offered to sell him some last week for distribution after the guy had already tried his luck following Skull around like a creep and asked basically the same thing but, like, the wrong way? And the poor bastard reported him to the school security guard under the impression that he was gonna snatch some Freshman. So, yeah, I'd say it's pretty bad."
"No, I meant the drugs--although, thank you for that information; that actually explains...some stuff going on with those two," the two of them keeping court with the other loners and stragglers and being less impulsive and more protective lately came to mind, but Kim needn't comment on that when Matt knew too, "Anyway, is it something like meth or cocaine?"
"Eh, I think it's more like some fast acting roofies? Terona tried to explain it like I'm five, but all I got was that the first symptoms are usually waved away as just general dizziness from drinking, followed by either lowered or increased body heat, and then blacking out of memory even while conscious at the time. Most of the people reported not remembering anything beyond looking for water or a bathroom and then waking up in various states that heavily implied assault. Two college students ended up in a coma because the offenders used to much of the drug and just left them to the elements after...Just after."
Kim sighed, thinking of all the schoolwork she already had piled up, the little class of beginner gymnasts as Ernie's she needed to teach the next day, the promise to take Aisha on a girl's only shopping quest after realizing both their closets were in sorry need of improvement...
Still, she was getting better at doing the right thing, and the words just fell out with as much ease as anything else in her life, "Yeah, yeah. Lemme just talk to the others. Maybe me and Billy can get Bulk and Skull talking about the party circuit they mentioned and we can grab an invite without seeming too suspicious."
*
Salt and water poured in a glass and pressed to her lips.
Between the swallow and the burning of the vomit it brought up--bright blue, never a good sign when she'd been drinking her precious color from the wine cooler selections she'd heavily watered down--Kim was aware of the girl holding her hair back and the look of distaste across her face as she told Skull to get Bulk and start clearing out the drugged drinks (bless him, bless him for noticing and getting someone with more experience; she'd hate to think what would have happened otherwise).
When she was done vomiting up the foam and toxin, and blinked at the other girl, Kim suddenly felt as though she'd scratched open an old wound without realizing it.
"Hope you didn't develop an eating disorder with all the monsters that run around here, Kimmy."
The hair was longer and wilder, the clothing not too different from what Kim expected the girl to grow into liking, the makeup popping in such a dark shade compared to such gray skin. The accessories of silver hoop earrings and black pewter knuckle rings shouldn't have drawn Kim's eyes, but they stood out in the kitchen as she slowly came back into some semblance of her right might and kept her from looking directly into the other (beautiful) face.
Then she doubled up and puked on the combat boots that went thigh high and looked expensive, yet well used.
"I was kidding."
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atplblog · 3 days ago
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lafiza2024 · 12 days ago
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Flat vs. Heels: Which Is Better for Your Feet?
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Footwear is more than just a fashion statement; it plays a crucial role in your overall health and comfort. The long-standing debate of flats versus heels often centers on style versus practicality, but there’s much more to it. Let’s take a closer look at the pros and cons of both, helping you make an informed choice for your wardrobe and well-being.
The Case for Flats: Comfort Meets Versatility
Flats are the go-to choice for anyone who prioritizes comfort and ease. From loafers and ballet flats to sneakers and sandals, flats come in a variety of styles that cater to different occasions. But are they the perfect footwear solution?
Pros of Flats:
Enhanced Comfort: With no elevated heel, flats provide a natural position for your feet, reducing strain on the ankles and back.
Improved Stability: Flats offer better balance, making them ideal for long walks or standing for extended periods.
Versatile Designs: Flats transition effortlessly from casual to semi-formal occasions, offering a timeless appeal.
Cons of Flats:
Lack of Arch Support: Many flat shoes, like ballerinas or thin-soled sandals, lack adequate arch support, potentially leading to foot pain.
Reduced Shock Absorption: Flat shoes with thin soles may not cushion your feet properly, especially on hard surfaces.
Pro Tip: Look for flats with cushioned insoles or arch support to combine comfort with functionality.
The Case for Heels: Elegance with a Price
There’s no denying the glamour of a well-chosen pair of heels. From stilettos and block heels to wedges, heels have been synonymous with sophistication and style. But are they worth the potential drawbacks?
Pros of Heels:
Elevated Aesthetic: Heels instantly add a touch of elegance, making them perfect for formal events or power dressing.
Enhanced Posture: When worn correctly, heels can improve posture, accentuating your natural curves.
Variety of Styles: From bold statement pieces to classic designs, heels cater to a wide range of fashion preferences.
Cons of Heels:
Foot Strain: Extended wear can lead to discomfort, particularly in the toes, arches, and heels.
Risk of Injuries: Heels increase the risk of ankle sprains and long-term issues like bunions or plantar fasciitis.
Limited Mobility: Heels aren’t always practical for activities that require agility or prolonged standing.
Pro Tip:Opt for block heels or wedges for a more stable and comfortable alternative to stilettos.
How to Choose the Right Footwear
While both flats and heels have their merits, the right choice depends on your lifestyle, activities, and personal preferences. Here are some factors to consider:
Occasion: Flats are ideal for casual outings or long days, while heels shine at formal events or professional settings.
Foot Health: If you experience foot pain or have conditions like flat feet, consult a podiatrist for footwear recommendations.
Quality Matters: Invest in high-quality footwear with proper cushioning, arch support, and durable materials.
Striking the Perfect Balance
Why choose between flats and heels when you can have the best of both worlds? Incorporating a mix of styles into your wardrobe ensures you’re prepared for any occasion without compromising on comfort or aesthetics.
For Everyday Wear:Opt for stylish flats with cushioned soles to keep your feet happy during busy days.
For Special Events: Save your heels for shorter durations or choose comfortable options like wedges or kitten heels.
For Travel: Consider packing foldable flats and a pair of lightweight heels to cover all bases.
Conclusion
The choice between flats and heels isn’t about picking sides; it’s about understanding what works best for your feet and lifestyle. Flats offer unparalleled comfort and versatility, while heels bring elegance and confidence to your stride. By making thoughtful choices and investing in well-crafted footwear, you can enjoy the best of both worlds without compromising your health or style.Step into comfort and style with La Fiza’s collection of premium flats and heels—crafted to elevate your every moment.
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cosmosjoy · 13 days ago
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OnePlus 12R Back Cover
Cosmos Joy is a premium brand known for its high-quality mobile accessories, offering a perfect blend of style, durability, and functionality. Designed to enhance and protect smartphones, Cosmos Joy products feature superior materials, precision engineering, and stylish finishes. Whether it's sleek and sturdy phone cases, protective covers, or other mobile accessories, the brand ensures top-notch protection against daily wear and tear. With a focus on innovation and customer satisfaction, Cosmos Joy delivers reliable, long-lasting, and aesthetically pleasing accessories that complement modern devices. Ideal for those who value both design and durability, Cosmos Joy products enhance the smartphone experience effortlessly.
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dailycharacteroption · 2 years ago
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Retrograde Revision: Airborne Ambusher (Fighter Archetype; Strix)
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(art by Joanna Lubanska on Artstation)
 Our second entry, and we have the airborne ambusher, a racial archetype for the strix, an ancestry that we covered within the last month on the blog! How’s that for serendipity?
Looking back at the old entry… oof, yeah, you can definitely tell I was hypersensitive about being judged for infodumping. Its encouraging to see how much I’ve grown.
In any case, the airborne ambusher is a fighter archetype meant for members of flying ancestries (in particular the strix) to use their flight to their advantage against their foes, making it a perfect choice for those who are lucky enough to have a flight speed either through magic or natural ability.
Indeed, with their maneuverability, these warriors can nimbly avoid harm while also striking hards and slipping away, even using the force of gravity to their advantage.
The strix supposedly developed this fighting style in response to the Chelish humans encroaching upon their territory, though the archetype itself does not share any anti-human mechanics. As such, if you are playing any other sort of flying ancestry, or even just find a reliable way to fly and take fighter (and this archetype) later, I see no reason why not to utilize it.
 As you might expect, these warriors don’t tend to use heavy armor of shields, as this would weigh them down, but they are experts at flight.
They also put some of their training towards striking while moving in the air, as well as hovering in place to strike repeatedly when needed.
Their flight training allows them to swiftly dive through a foe’s reach, twisting and rolling in the air to avoid reprisal.
That swiftness also makes them harder to hit even when foes directly target them as well.
Finally, when going on the offensive, they add their flying momentum to their charge attacks, making them more accurate and lethal.
This archetype exists primarily to be a way that flying fighters can take advantage of all the fun things about flying combat, not just raining down projectiles from on high, but also dive-bombing foes with flyby attack. With that in mind, I’d build with many of the staples of mobile fighting, as well as picking up things like Vital Strike and its companion feats, since you’ll be more likely to be making single attacks than full ones except perhaps while hovering.
 This archetype is colored by, but not mechanically influenced by the bad blood between strix and humans, but that’s easy enough to reflavor. In fact, it’s so ubiquitous that I’d argue that it would appear in every flying ancestry out there, from strix to gathlain to wyvarens and beyond.
  The trade route running between the port city of Verdstal and the dwarven kingdom of Hermngrdr plays a crucial role in the prosperity of each; ferrying food, salt and spices in exchange for weapons, tools, and works of art. This is why the recent Strix attacks on the route have caused such a stir. Interested parties will not only have to defend caravans, but perhaps even discover the cause of the boldness, or perhaps desperation, that has driven the strix so far from their aeries in the west.
 Strix were once slaves to the mystical syrinx, and in some places, that still holds true. Recently, tales have surfaced of a warband of strix lead by one of the owl-faced ones has been ambushing couriers as they make their way between two cities, their messenger bags torn open, but their coin purses untouched. What are they looking for?
 Few things are more terrifying than a mothman appearing before you, perhaps serving as an omen to your impending demise, but one among them takes this doom into its own, bloody claws. Bloody Wind delights in terrorizing those of ill fate, using his spells to separate them from aid, before delivering them to their dark fate, always just out of reach.
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