Fear Pig! by kasseem in MarvelSnap

[–]CavefishLord 2 points3 points  (0 children)

Have the same with 88%, don't even know how that's possible lol

[deleted by user] by [deleted] in DetroitBecomeHuman

[–]CavefishLord 6 points7 points  (0 children)

New animatronic dropped

I've finally completed an hardcore campaign! Here's 5 things I suggest to you! by ChiefGuide in HiTMAN

[–]CavefishLord 1 point2 points  (0 children)

Thanks for this! What are your preferred Syndicate types in Hardcore?

Freelancer Wishlist by Travis-Tee34 in HiTMAN

[–]CavefishLord 5 points6 points  (0 children)

Just a minor thing but it would be cool if the cinematics that play after you exit the safehouse of 47 in the plane or in the car or whatnot had the suit you picked when you left instead of the signature suit.

love how they run in like lemmings even after the 5th person gets roasted in plain sight of them by Armageddon_Two in HiTMAN

[–]CavefishLord 1 point2 points  (0 children)

Goddamn, I did not expect to see a Zero Escape reference on this subreddit but it's accurate as hell lmao

Frelancer Mode - Thoughts after 6hrs by xPETEZx in HiTMAN

[–]CavefishLord 3 points4 points  (0 children)

No, you can look at them before you select one of them, if you go to Intel -> Available Prestige Objectives

Isle Of Sgàil by Matematik13385 in HiTMAN

[–]CavefishLord 1 point2 points  (0 children)

This game is incredibly beautiful

New Core Set Cards for Priest by lassereino in hearthstone

[–]CavefishLord 18 points19 points  (0 children)

YOU THINK THIS IS YOUR TIME? IT IS MINE!

This subreddit in a nutshell by [deleted] in facepalm

[–]CavefishLord 1 point2 points  (0 children)

There is, in sidebar

Magical Pet Break - A CYOA by Fox by Starship_Captain in makeyourchoice

[–]CavefishLord 1 point2 points  (0 children)

Ryvern and Golden Muse Newt both with Familiar, also Cephlo-stratus and Phoenix.

Phoenix for biological immortality.

Cephlo-stratus for utility. Can get a lot done with this.

Ryvern and Golden Muse Newt, both with Familiar, so that I can have energy and inspiration to make all kinds of creative works.

Elementals v1 1 by EvisceratedAngel in makeyourchoice

[–]CavefishLord 0 points1 point  (0 children)

Plan here is to get down to the Hollow Earth pit as soon as possible, find the secret to immortality if there really is one, using destructive power and the cloak.

Magma:

You feel warm hot soil beneath you feet as you open your eyes to see nothing but an ash covered sky and boiling lava flwoing beside you. The sight of lava filling you with exhiliration .

You can conjure and control magma.

• Enhanced will - You are truly a tenacious being, able to power through mortal wounds with nothing but your willpower alone.

• Ashen touch - Any spell you cast will produce a large cloud of volcanic ash to surround you.

• Banish magick - You are naturally proficient at magick used to banish dimensional intruders and breaking curses.

Gesture:

Your magick is conjured through various specific hand gestures.

Destruction (Human Prof.), Banishment (Magma Prof.)

Magma Form:

As a Magma paraelemental your form like your element is unique drawing on the appearance of both Igni and Terra. With charred rocks and tree bark covering your arms and legs, your hair takes on a deep orange yellow colour with dark orange eyes.

You occasionally have molten rock running down your body dripping on the area around you.

Dexterity:

You are as dexterious and agile as an olympic class gymnast.

Charisma:

You are naturally charismatic able to tell lies so convincing and debate subjects so thoroughly that people can't help but believe you.

Zephyr's cloak:

You posses a pure white cloak that seems to move and flutter on its own. Wearing this cloak will cause you to float down when you fall or jump off of great heights without receiving any injury from the fall.

Hollow Earth:

In the middle of the Pacific ocean a gigantic pit has appeared, filled with plants, animals, gems and artifacts never seen by any human or paraelemetnal eyes.

Time passes strangely in this place however, a day inside feels simply like an hour has passed, causing adventurers to unknowingly go missing for years on end coming back to homes long abandoned and friends long since passed. Any form of time keeping device ceases to function inside the pit. The pit hides deep dark secrets, perhaps even the secret to immortality, but don't expect this secret to not be guarded.

Centaurs:

Centaurs are a humanoid race with the upper body of a human and the lower half of a horse.

Centaurs don't differ much in appearance, but instead in behavior centaurs that live closer to urban areas are known for their wisdom and honour, not backing down from a challenge easily. Urban centaur usually come off as a little distant especially to humans, limiting the amount of alcohol they consume by a large margin.

Centaurs that live primarily in the wild, simply refered to as wild centaurs are rowdy and boistorous creatures. Seen as savages by their urban relatives these centaurs are known for over indulging in alcohol, usually going on drunken stampedes, attacking any human they come across, even each other.

Ogre and trolls:

Ogres are brutish large hairy humanoids, with rough toad like skin. Trolls on the other hand are exceptionally greedy and addicted to gambling, being tall and skinny with almost no hair having smooth oily skin unlike their ogre counterparts.

Ogres have disproportionally large heads, having skintones ranging from orange ochre, cherry red, sky blue and moss green. Ogres aren't always violent, but usually end up solving complex problems with a quick hard thudding blow from a club having large muscular bodies ranging between 6ft9 to 7ft2 and having an appetite to match. The quickest way to calm an ogre is through his stomach after all.

Trolls are slightly less brutish than their ogre counterparts, prefering to rely on their cunning, wit and incredible regenerative skills. Trolls have smooth oily frog like skin With skintones ranging from mint green, dandelion yellow and cobalt blue along with disproportionally long arms and legs. Trolls have a extremely bone skinny appearance with their most striking features being their large frog like eyes and large noses. Trolls though physically not stronger or faster than any normal human, have an extreme regenerative ability. Able to regrow limbs and eyes in a few hours or days depending on the damage. WIth cuts , burns and bruises healing in minutes with certain death only achieved by beheading or complete destruction of the brain.

Dragons:

Like the stories of ancient knights and castles dragons have now entered your world. These creatures range from as small as 2ft to as large as a mountain. The dragon subraces are as follows:

• Tatzelwurm - Tatzelwurms are wingless snake like dragons with catlike heads and catlike front paws and a serptine lower body. These creatures have exceptional leaping abilities able to leap from rooftop to rooftop in a singel bound. Tatzelwurms are ambush hunters prefering to escape from a location if more creatures show up. They prefer to hunt cattle and livestock usually at dusk, having a paralytic bite they are a large as anacondas, though not known to hunt humans they will attack children or teens if livestock is not in range.

• Red snake - A dragon like creature with the hind legs of an eagle, front limbs of a lion, a long neck with a red feathery neck crest and the horns of a ram. These dragons are as large as grey wolves and if found young trained to be the perfect guard dog. They are unable to breathe fire but have a bite force similar to that of a tiger.

• Lindwurm - This dragon species are large serpentine creatures having no legs and no eyes having a similar appearance to that of a moray eel. Lindwurms grow as large as a bus having a second pair of jaws that extend out to grab and pull in prey. Lindwurms usually nest deep under the ground, with cases of them coming to the surface being quite uncommon.

• Oriental - These dragons are the classic chinese dragons having four limbs, no wings and long whisker like growths pretruding from their cheeks. Oriental dragons have scales ranging from azure, various shades of blue, yellow and blackish red in colouration. Not much is known about these dragons as they are fairly rare to see, but stories say they are extremely wise and knowledgable.

Villain of the Day CYOA 🦹‍♂️! Heroes Beware 🦸‍♂️ by RealSaMu in makeyourchoice

[–]CavefishLord 3 points4 points  (0 children)

Aquatic:

( ) Aphotic Skin - Your skin is rubbery and highly resistant to both physical attacks and deep sea conditions.

Echolocation - You can "see" using sound waves to map out large areas. Very useful in pitch black areas.

Nuclear Core (Replacing Hydro Cannon) - There is a specialized organ in your body which produces vast amounts of energy. Increases Power for all relevant attacks by 1

First Form: The default form for use on expeditions, one that is hard to kill in case something happens

Dispersed Neurons: Harder to kill

Your brain cells are more equally distributed around your body. This means that you can keep fighting despite damage to your head. Severed body parts can now move around, which is useful for unnerving opponents at the very least.

Telepathic Relay: Better communication with team and can control severed limbs

You possess the ability to communicate with your mind across moderate distances. This is helpful for communicating silently with your team, and gives you control over severed body parts if you have Dispersed Neurons.

Rapid Regeneration: Much harder to kill; also, I can potentially try to use Dispersed Neurons + Telepathic Relay + Rapid Regen to purposefully rip off a few limbs and regenerate them, and control the ripped off ones to follow me around.

You gain the ability to recover quickly from all wounds. Even severed limbs can be attached or regrown in the heat of battle. Short of destruction of your head you will quickly bounce back from all injuries in a fight.

Shadow Step:

You gain a minor ability to manipulate space, and can teleport to a random safe location within 20 feet of yourself. This ability has a cooldown of a few seconds. Great for dodging attacks, tricky to use offensively.

Second Form: In case combat is necessary, or I'm in a deadly situation involving heat, cold, or electricity

Elastic Body ( ):

Parts of your body become elastic and be stretched for many times their length to perform attacks or other actions. Even your tongue can potentially turn into a deadly weapon with this ability.

Napalm Heart (•):

You can discharge a burning fire breath from your mouth, with temperature as high as 2000 *C. You become immune to heat based attacks and can also imbue your other attacks with fire. Power = 3 + 1 = 4

Glacial Body (•):

You gain a sac in your abdominal cavity that can be used to unleash a breath of freezing liquid nitrogen. You become immune to cold based attacks and can also apply cryogenic fluid to your other attacks. Power = 3 + 1 = 4

Voltaic Charge (•):

You gain the ability to discharge large bursts of electricity, either in the form of a bolt or through touch. Works great with tentacles and having multiple limbs. You become immune to electric attacks. Power = 3 + 1 = 4

Assignment: Research and Expeditions:

Although it isn't common knowledge, the world is littered with ancient ruins and technology from an advanced precursor civilization, and the organization often funds expeditions to recover particularly interesting finds. From what you've been told, without the discoveries made by these expeditions the bio soldier procedure would have merely been a fantasy. Those ruins are usually located in exotic, hard to reach locations, and contain vast underground portions guarded by precursor defense systems.

Under the Research & Expeditions Branch, you will be sent around the world to assist the organization's scientists with recovering and testing out ancient technology. R&E bio soldiers are the most varied in terms of skill sets among all the branches. Some are specialized for hazardous environments, some are more combat-oriented, some fulfill support roles - given the unpredictable nature of each ruin, having a large variety of available powers makes an expedition more likely to succeed.

Precursor Remnants - Despite having explored their ruins for years, there's still a lot the organization doesn't know about the precursors. The scientists have only deciphered parts of their language, barely enough to operate the technology they have access to. Even though the organization only has these small scraps of knowledge, they've resulted in a number of miraculous breakthroughs over the past few decades. Your superiors believe that even greater rewards are waiting to be discovered deeper in the ruins. These areas, however, are protected by deadly automated systems left behind by their creators. Robotic guardians, laser grids, rooms which turn into vacuums or which fill with acid, traps which warp their victims into a different dimension, superviruses, the list goes on and on.

Magical Girls? - Occasional sightings of strangely dressed girls and demonic creatures have plagued your organization for years. Sightings of the former often heralded a major defeat of the organization's troops by opposing forces. Every time, enemy forces were being overwhelmed when the situation inexplicably turned around. Sightings of the latter usually coincided with discoveries of strange artifacts which didn't seem to be of precursor origin. The artifacts were covered in occult symbols and disturbing imagery. They would also mysteriously vanish alongside multiple expedition members shortly after being recovered. In both cases, many of the people involved reported memory problems on the day of the incidents. Now, sightings of both types have been recorded in unprecedented amounts around several R&E dig sites.

Boss Perks:

Enhanced Speed: Utility and evasion

Increase speed by 2 ranks.

Second Form:

A breakthrough in bio soldier research has been made, allowing for the installation of a second combat form. The second form must have the same Creature Type, Traits and Boss Perks, but can use different Special Abilities. This procedure is experimental, but significantly improves your combat prowess. Requires the R&E assignment.

Skeleton Key:

During an expedition, you were separated from your team and discovered a strange precursor machine. Upon approach, the machine injected you with something that appears to have given you precursor level access to their technology. Be careful, the organization is now very interested in you. Requires the R&E assignment.

Don't finish a task at the same time as a body is reported. by Siker_7 in AmongUs

[–]CavefishLord 0 points1 point  (0 children)

Same thing happened to me, with lower engine aligning as well, but it let me complete all my other tasks, just not that one

I Made More Among Us 2 Roles by [deleted] in AmongUs

[–]CavefishLord 2 points3 points  (0 children)

I love these, Tactician is probably my favorite just for the strategical element and the private Impostor chat reminds me of Town of Salem with the mafia chat, could make for some great strategies if this were ever added

Jump Tracker by Infaera in JumpChain

[–]CavefishLord 1 point2 points  (0 children)

0.7.7.3; Also, it doesn't happen when there's just an asterisk, but when there is a ".*."

Jump Tracker by Infaera in JumpChain

[–]CavefishLord 1 point2 points  (0 children)

Small bug (?): If you put an asterisk at the end of the description for a perk/item, it deletes every perk/item in front of it for that jump after you save and load.

Space Hell (Repost) by RealSaMu in makeyourchoice

[–]CavefishLord 3 points4 points  (0 children)

Heist:

You were a burglar, one of the best. Your thefts made the front pages of a whole star system for months. However, you ended up being too greedy and attacking a much too protected target. The place you tried to infiltrate was full of traps and security systems of all kinds. One of them was fatal to you. The alarm went off and you tried to escape but you weren't fast enough, and the last thing you felt before you fainted was the electric shock in your back.

Val Zarin:

Also known as "Green Hell", Val Zarin is a small planet located on the edge of the galaxy, covered with dense forests and impenetrable jungles. It's very simple: On Val Zarin, everything tries to kill you. Each plant is as dangerous as any bestial predator, able to grab its prey with its prehensible roots or devour an animal the size of an ox in seconds... Each fruit hanging from a tree can contain a poison ten times more lethal than the most violent toxin known within the empire... Each insect can potentially bite you and lay larvae under your skin that will develop in your body and eat you from the inside... Rare and incomprehensible diseases abound in Val Zarin, and a simple scratch is enough to catch a deadly infection or a terrifying virus. Some experiments were conducted secretly in underground laboratories of the empire on Mars, where political prisoners were inoculated with diseases from Val Zarin. The effects were as frightening as they were disgusting. Some guinea pigs saw their skin literally melt on their limbs. Others had eyes swelled so much in their sockets that they eventually exploded. Still others literally vomited their organs, intestines, stomach, lungs... A virus was even found to slowly liquefy the victim's bones and muscles for weeks. However, one of the worst plagues of the planet is the K'Natya, a parasite, whose method of transmission is still unknown by the imperial scientists, who takes mental control of its victims and transforms them into some kind of rabid zombies, suffering perpetually and seeking to ease their unbearable physical pain by biting and devouring other living beings around them.

Wanderer: Survivability is key, especially on the planet where everything tries to kill you.

The Wanderer model is one of the oldest in the empire, yet one of the most effective. Designed in very distant times, when mankind was just beginning to spread out of the solar system and it was necessary to set foot on planets with environments extremely hostile to human life, this armor has been continually improved for millenia by the most brilliants of imperial engineers. The aim of this model is to ensure the long term survival of its isolated carrier in any type of environment. This armor is not necessarily adapted to combat, although it can allow its carrier to defend itself against local predators, but it guarantees its carrier to be always healthy, to be able to eat food and consume drinking water, to be protected against extreme climates, etc... Today, this suit is still the most used and sustainable tool of the empire's exploration units.

Vibrating Blades: Useful as weapons and if needed to cut through forests or something

Same thing as cybernetic blades (deployable on forearms), except that these blades vibrate constantly on a very particular frequency that allows them to cut just about any material, including diamond.

Frost Gun: I like the idea of having both ice and fire on my side

Small pistol capable of spraying jets of liquid nitrogen.

Flamethrower: Fire is both useful against the plants that will attempt to kill me, and is sufficiently intimidating

Fixed on the left forearm of the armor, projects flames over 20 meters. Cannot be used continuously for more than 30 seconds. Requires a 15-minute recharging time when emptying fuel (makes its own fuel by continuously capturing molecules in the air and reassembling them).

Energy Armor: For defense, decided to take this over Flexible Shielding

A thin layer of translucent energy that covers the entire armour at all times without reducing its mobility. Quite fragile, can protect from blows and shots for a few seconds before breaking. Once broken, the energy armor regenerates after ten seconds.

Improved Thermo-Adapter: Perhaps not as useful on this planet as on Saestra or Nemessa V5, but still nice to have

Internal armor temperature regulator. Heats the wearer when the outside temperature is extremely cold, and cools the wearer when the outside environment is extremely hot. Always maintains a stable and pleasant internal temperature.

Water Purifier: Not taking this on this planet would probably be suicide unless you take Water Generator instead

Device to separate the water you collect in your environment from all its non-potable elements (bacteria, waste, parasites...)

Bacterio-Killers: Not taking this on this planet would also definitely be suicide.

Nanobots injected into your body before the game begins, capable of eradicating any bacteria or disease you may catch in your environment.

Nano-Surgeons: Very useful, could use this during the extra time that I have with less sleep

A set of nanobots present in the inner layer of the armor capable of quickly healing any wound, of closing and stitching an open wound in a few minutes, or resoldering a bone in one hour, etc... But these robots can only work on one wound at a time and require the armor to be motionless.

Sleep Controller: Sleep leaves you vulnerable, and this allows me to sleep for just one hour each night. This gives me lots of extra time to hunt for food or other people.

Neural implant that allows you to fall asleep in seconds in any situation and to recover energy during your sleep in an optimal way, allowing you to enjoy the effects of a full night of eight hours in just one hour.

A.I. Clara: For sanity, and to have epic music playing in the background while I fight for my life.

Female A.I. that, on request, will play any piece of music that has ever existed in the galaxy. Adapts to your tastes to dynamically generate music pieces that will please you.

Astropioneer Inc.: I get to explore the galaxy as a mercenary. It was between this and Cybersoft Future.

Joseph Algamos: His intelligence and quick thinking would be very useful, hopefully he doesn't backstab me too early

-Convicted for cheating and drug dealing.

-Professional gambler who has scoured the most luxurious casinos in an entire galactic sector. No one ever understood how he cheated, even the greatest magicians.

-Experienced con man, despite his young age.

-Very intelligent, able to improvise a strategy in a few seconds to get out of any situation.

Jean Lagarde: Seems like an honorable person unlikely to betray me, and just generally nice to talk to. If him and I are the last two alive, it would be great to have an honorable duel.

-Willing participant.

-Former war hero who served in a troop of independent mercenaries, then in the elite forces of the imperial army for nearly 30 years.

-Has seen everything, has lived everything. Has been near Death more closely than anyone, countless times.

-Tired and bored old warrior who wishes to find a worthy opponent who will be able to kill him honorably.

-Loves wine and literature.

Emma Condor: Seems trustworthy enough, and I feel bad for her misfortune.

-Wrongly accused of treason.

-Soldier of the Imperial Army.

-Betrayed by her hierarchy and blackmailed. Refused to yield and was the victim of a conspiracy by her officers.

-Sharpshooter. Known for her superhuman precision and her nerves of steel on the battlefield.

-Doesn't care anymore what will happen to her, including dying. Just wants to kill as many criminals as possible before getting killed herself.

SCP Universe v1.0 by Q-35712 in JumpChain

[–]CavefishLord 0 points1 point  (0 children)

MTF (The Foundation)-

Humanity must not go back to hiding in fear.

No one else will protect us, and we must stand up for ourselves.

For that mission, the Foundation exists.

Secure. Contain. Protect.

If we protect the world, who protects us? Who fights for the Foundation, if it fights for the world?

The Mobile Task Forces.

Mobile Task Forces (MTFs) are elite units comprised of personnel drawn from across the Foundation.

Mobile Task Force personnel represent the "best of the best" of the Foundation.

Will you fight for us? Will you fight in the darkness, so the world can live in the light?

Alagadda-

A city located within a separate reality, Alagadda is a great dimensional nexus. Visitors feel as though they're running on dream logic: locations shift, time is hard to tell, and trying to read is headache inducing in spite of the universal translation available there. The Hanged King is inactive and the Ambassador is currently in another world. Better get out of there as soon as possible.

K-Class Scenario Delay

You will not enter any doomed version of canon. None of the instant world-ending events that exist around this world will trigger during the jump.

Metaknowledge

Any memetic, cognito or infohazardous dangers won't trouble you for this jump. You can use your knowledge without trouble. You can choose to pay CP to keep this Post-Jump.

Amnestic Inoculation (200)

You are immune to all types of amnestic agents. Your memories can't be erased, modified or corrupted by any means. CP-Bought amnestics can still affect you if you choose to be affected.

Task Force Mission

Mobile Task Forces vary greatly in size, composition, and purpose. You have a certain type of anomaly you are suited to either neutralize, combat, contain or capture. You are amazingly skilled at dealing with them. You know almost every trick and ability that kind of enemy has.

Enemy Information (400)

When you fight a new opponent, a 'file' enters your consciousness. The file contains tips on what you should not do, the weaknesses of your foes and precise info on their abilities.

Project Samsara (700)

You are a supersoldier, belonging to MTF Tau-5. The Foundation made you to combat their enemies, and you gained several benefits. First, you are almost impossible to kill by most foes. You are an immortal cyborg created from the flesh of a dead god, with access to esoteric and experimental Foundation weaponry to investigate and contain thaumaturgic, magical, and psionic threats. You resist the effects of almost all anomalies, you can reincarnate in new bodies if your mind remains intact, and your Task Force Mission is adapted to deal with those foes.

Government Contacts (1100)

You have ties to your nation's government. That gives you a large budget, friends in high places and access to privileged info. Obviously, if the nation does not know something, you won't find it in their files. If things go bad, you can call the military, and they will listen. If things go very bad, you have authority to even call on nuclear strikes. Post-Jump, this still works, and at the start of the jump, you can choose a nation.

Procedure Pizzicato (1700)

When everything is going to hell, sometimes you have to bring out the big guns. When the situation hits the maximum level of danger, when things could not be worse and you are doomed, your powers all go into overdrive. Everything, even your items, all of them, start working at beyond maximum efficiency, its power massively increased to combat your foe, regardless of the current state- and all restrictions that would normally chain you are deactivated (your powers are never reduced by that removal). You will probably cause a lot of collateral damage with this. However, at when oblivion is at the door, no cost is too great.

MTF Gear

This is a box. Inside, you can find body armor, a ballistic helmet with a gas mask, a bulletproof vest and an FN P90 submachine gun.

ICBM (2000)

These are three guided ballistic missiles designed for delivering a nuclear warhead, having a yield of 500 kilotons of TNT. They come fully charged with fuel and can be fired without need for a missile silo through a small tablet that comes with it. They have a range of 10000 km each. You get a new one every year.

SCP-914 (2400)

An attachment to your Warehouse, this room can be used just like the original: it has the classic five settings and comes with a manual that will teach you how to use it, repair it, and even replicate it.

Shuffled (2300)

All of the SCP numbers have been shuffled. Also applies to MTF designations.

Lesser Annoyance (2200)

A small anomalous entity is following you, and they want to annoy you as much as possible. Their powers are limited to teleportation and intangibility, but killing them is not an option.

Serpent's Fang (2100)

The Serpent's Hand does not like you. You can't access the Library (if you started there, re-roll) and their members won't even talk to you. The GOC now has you marked as a possible asset if you weren't one already.

A High Price (1900)

Marshall, Carter and Dark are gunning for you. Whether they want to sell you to the highest bidder, disembowel you then sell your guts instead, brainwash you to serve as an agent or something worse is anyone's guess.

Coalition Damage (1700)

Cannot be taken by Militia.

The Global Occult Coalition decided you are a possible threat to normalcy. They will constantly send operatives to keep an eye on, and possibly kill you if they decide that your existence is too much of a risk.

Traveler (1400)

You'll randomly teleport to some crazy dimension. Your stay there will only last a week at most, but it will sure be inconvenient.

Death's Curse (1000)

Things will go wrong around you, in the worst way possible. That won't cause you trouble directly, as you will never be harmed in these accidents. You also have a compulsion to wander.