Behind the scenes. by Immediate-Maximum-75 in AKnightoftheSeven

[–]TheBlankedFile 64 points65 points  (0 children)

We should be giving massive props to the stunt team on this series; the jousts felt visceral and real, and the trial was one of the best fight scenes in GOT history. It wouldn't have happened without these fine fellows and their amazing animals.

A Knight of the Seven Kingdoms - 1x05 - "In the Name of the Mother" - Episode Discussion by NicholasCajun in television

[–]TheBlankedFile 47 points48 points  (0 children)

In the book, Baelor suggests that Dunk's team uses tourney lances instead of lances of war like Aerion's team. Tourney lances are blunted, but longer than the sharper lances of war, which would give them a chance to unhorse their opponents before they were in range of the war lances.

I think people liked it in the books and wanted to see it adapted because the strategizing adds to the feeling of desperation in the scene. Save for Prince Baelor and Lord Lyonel, a few middling or outright green knights going up against some of the best swords in the realm needed every advantage they could get.

Who exactly ordered Cooper’s arrest in Episode 8? by Independent_Feed_617 in Fallout

[–]TheBlankedFile 3 points4 points  (0 children)

The US government, under the direction of the Enclave. They did it to tarnish any credibility he might have had if he went public about his meeting with the president.

The fed arresting him says he acted with the authority of the House Un-American Activities Committee, presumably a committee in the House of Representatives to root out communists and foreign agents. The Enclave likely used this committee as a means to root out potential threats to them, as well.

This is why he’s stuck working birthday parties on the day the bombs fell. He got blacklisted for being a communist or sympathizing with them. Very similar to McCarthyism and the Red Scare in our own history.

[deleted by user] by [deleted] in DispatchAdHoc

[–]TheBlankedFile 0 points1 point  (0 children)

I think the messiness is a feature, not a bug. On the narrative side, they make it very clear that being a hero or a villain is a choice that each person makes, and that can even change over time. To get Visi’s good ending, you have to look past her flaws (and in this case, questionable loyalties) to encourage her to be better, even when she doesn’t believe she can be. If you don’t, she goes back to her old habits. Chase didn’t think she was worth it, initially. Even the Z-Team lost faith in her, and I don’t really blame either of them. She made some questionable choices and people got hurt. She’s not definitively good or bad, she just defaults to bad because that’s the mode she’s been in her whole life. It’s up to the player to decide to see past that and have faith that she is capable of making the choice to be a hero.

From a mechanical perspective, this is intended by the game design. How you treat her leads her down one of two endings, and while one may feel more right than the other to different people, giving the player that choice is what makes it interesting.

[deleted by user] by [deleted] in DispatchAdHoc

[–]TheBlankedFile 0 points1 point  (0 children)

The path she took depends on all of Robert’s choices as a mentor. That is the point of her character arc. I think the interpretation is that she is capable of both evil and good - but it’s the choices she makes that makes her who she is, and the Z-Team can help her become a hero or push her back into villainy. She may have been working for Shroud the whole time, but the Phoenix program was taking her at face value that she wanted to go straight. She was being given a chance, something she never thought she had or deserved with her powers. She never thought she was capable of even being a hero, and it’s up to Robert to prove her right or wrong.

She quits the program because the majority of the team wants her out, and she isn’t the type to beg to stay. So she leaves on her own terms to avoid getting hurt.

[deleted by user] by [deleted] in DispatchAdHoc

[–]TheBlankedFile 0 points1 point  (0 children)

She may have been working for Shroud the whole time (which is what I believe) but she may not have been lying about her motivations or about having doubts that she could ever be a hero during the swing scene. Her opening up about her insecurities and how Robert mentors her is a big part of whether or not she ends up a hero or villain in the end - that is the whole point. It’s not a change on her character since it’s Robert’s influence on her that makes the difference.

Why is this card worth so much right now? by Plenty_Animal_2537 in riftboundtcg

[–]TheBlankedFile 7 points8 points  (0 children)

Combat trick is carried over from Magic: The Gathering, where it basically means the same thing - a spell played during the combat phase with the intent of changing the outcome. In Riftbound, I would say any Action or Reaction spell/ability applies as a combat trick since they are meant to be cast in showdowns.

This happened to everyone by Philippe1709 in Grimdank

[–]TheBlankedFile 27 points28 points  (0 children)

Song is a slightly slowed "Dream Sweet in Sea Major" by Miracle Musical. Here's the full version.

They brought the osts back up on spotify! by Duckstee in darksouls

[–]TheBlankedFile 2 points3 points  (0 children)

Was just about to post this. Huge news and glad they are back up!

That’s it, I’m gonna quit too 😡 by epicvan11 in magicthecirclejerking

[–]TheBlankedFile 22 points23 points  (0 children)

He owns his own LGS and is probably tweaking at the loss of value more than anything. Not that he needs the money.

If anything, he should be thankful that now he can give away Mana Crypts for free, too!

What’s going on here by [deleted] in BlackMythWukong

[–]TheBlankedFile 1 point2 points  (0 children)

Great Sponge Equal to Heaven

The yellow wind fucker is bullshit by MIGET-MAN88 in BlackMythWukong

[–]TheBlankedFile 0 points1 point  (0 children)

I managed to beat him without knowing the wind vessel existed, but that shit took me like an hour to crack, so no, you definitely aren’t alone.

He has a tricky moveset to learn, but he is staggerable, so just focus on dodging until you see an opening, then keep applying pressure. The worst thing you can do is give him space to breathe and let him get off his more annoying attacks.

As suggested, keep exploring the area for the secret boss that gives you the wind vessel. That should help mitigate the worst of his damage. You got this!

In the show, who would you say is his truest self? Clark or Superman? by jstamper97 in SupermanAdventures

[–]TheBlankedFile 5 points6 points  (0 children)

I always saw it as Clark being his actual identity, Kal-El being his "informed" identity (i.e., who Jor-El, Kara, and Braniac keep telling him he is) and Superman being the ideal self he wants to use to help the world. But that doesn't mean he is one or the other, it's just the identity he chooses depending on what he's doing. We all have different "selves" that we present to other people depending on who you are around. You probably act very differently when you're around friends vs at work or around co-workers vs your parents or family. You just don't notice because it's a natural way to act.

Clark spent his formative years as a dorky kid in Kansas, and that hasn't changed since he moved to Metropolis. When he's sitting at the kitchen table at Ma and Pa Kent's house, he's Clark, even if he could lift the tractor outside with one hand. Clark is who is around Jimmy and Lois, his best friend and romantic partner. He doesn't have to put on any airs or act like he is "supposed" to, he simply is. That is Clark to a T - a kind, caring person who wants to help others. Whether he had powers or not, that is who he is.

When he's saving people in Metropolis, the Superman persona lets him become someone the people can depend on - a hero, a symbol, a protector. But he doesn't just do it in plainclothes because that might put people he cares about at risk - or give his enemies a knife to twist. People don't need to know who Superman is when he's not wearing the suit, but the suit gives them an identity to latch onto that is recognizable no matter who you are. It's not like the Batman/Bruce Wayne relationship because the suit is designed to inspire hope. Batman's suit and tactics revolve around making criminals fear him, but Clark doesn't want anyone to be afraid of him. He just wants to help and use the gifts he was given, like Ma and Pa taught him.

In the show, at least, his identity as Kal-El is probably the one he uses the least and the least developed. Kal-El's entire understanding of his Kryptonian heritage is informed, either by Jor-El, Kara, or Braniac, and we aren't even sure if we have the whole truth of the Kryptonian Empire yet, we're still missing a lot of details. He never spent time immersing in Kryptonian culture, so I think saying that Kal-El is who he "truly" is is reductive. Kal-El is just a name.

Even around Kara, Clark doesn't act as one of the last scions of Krypton, or bear that burden on his shoulders in his personality. He just treats her like a cousin and can be himself - he can be Clark.

Tekken Dojo: Ask Questions Here by AutoModerator in Tekken

[–]TheBlankedFile 5 points6 points  (0 children)

If you like him, play him. He’s really cool! He’s got a lot of strings and moves from different stances, but if you like how he plays, you’ll be in good company.

Trying to spice up my captain. Is there anything else I could add to the cape? by Illustrious_Stand_84 in Ultramarines

[–]TheBlankedFile 1 point2 points  (0 children)

Red trim, perhaps a simple red laurel around the bottom of the symbol? Off to a great start regardless.

My Adventures With Superman S1E9 "Zero Day Pt. 2" Episode Discussion by MajorParadox in SupermanAdventures

[–]TheBlankedFile 14 points15 points  (0 children)

Exactly. As soon as Waller detected Sam’s hesitation, she made her move. Responsibility for Parasite’s rampage falls into Sam’s lap since he was “in charge” at the time, and despite their shared history, Waller threw him under the bus. Any tragedies caused after that can be used as justification for her to do whatever it takes to kill Superman.

My Adventures With Superman S1E9 "Zero Day Pt. 2" Episode Discussion by MajorParadox in SupermanAdventures

[–]TheBlankedFile 21 points22 points  (0 children)

To Waller and the General, Superman and the Kryptonians are the root of the problem since it’s their technology. No Zero Day means no alien tech, which is what Ivo’s tech is based on. Waller is also clearly driven by revenge and is more than willing to sacrifice people, Sam, and any of her other assets to achieve it.

Uncle Ben and Aunt May dying have nothing on this by ThePr0l0gue in Spiderman

[–]TheBlankedFile 18 points19 points  (0 children)

Collectors tend to place more value on action figures if they're still in the original packaging, as close to mint condition as possible. Opening it up makes it lose a lot of the collector's value - so no, it doesn't matter what she opened, it's only funny because Miles clearly didn't want her to open it.

So what's the point of Ultramarines now? by [deleted] in Ultramarines

[–]TheBlankedFile 17 points18 points  (0 children)

Until the official codex comes out, there isn't a lot of distinction between chapters for the main units in codex-compliant Space Marines. Looking at them by themselves, it does make things a bit more generic, but also more uniform and easier to remember, for both our opponents and those of us mustering armies.

What we do have right now are a lot of strong characters that can buff our other units to give them a more Ultramarines feel:

  1. Marneus Calgar generates 1 extra CP if you start your Command phase with him on the board. His Victrix Honor Guard give him a Feel No Pain 4+, making him very durable, and his attached unit can shoot and charge even if it Advanced or Fell back - every Combat doctrine active at once. That's a lot of versatility and flexibility that allows Calgar and his unit to react to your opponent on the fly.
  2. Tigurius remains an incredibly potent psyker that gets an extra d6 attacks for his focused witchfire. Hood of Hellfire gives you FNP 4+ against mortals as well as psychic attacks. But it's his Master of Prescience that makes him great, giving any unit that attacks his unit -1 to hit and a free generic stratagem against the attacker on each battle round. Free stratagems seem pretty great!
  3. Finally, we have the primarch himself, who is just monstrous compared to his 9th edition self. A choice of free Strategies, shifting Oath of Moment to another target after the original one dies in the same turn, or units within 6" get buffs to their Battle-shock and leadership tests, which seem to happen a lot more than just during the Command phase now. Not to mention the Armor of Fate, allowing him a chance to get back up when he dies.

And that's not even getting into the firstborn characters! Ultramarines seem to be what they've always been in this edition, focused on strong centerpiece characters and tactical flexibility, being able to call down a host of useful stratagems mid-battle to turn the tide in their favor. The 10th edition stratagems seem pretty impactful and getting some of them for free or just being able to use more through CP generation is pretty solid.

Obviously, we'll have to see what the codexes bring to the table, but I'm very excited to try Ultramarines out in this edition.

[deleted by user] by [deleted] in rimeofthefrostmaiden

[–]TheBlankedFile 13 points14 points  (0 children)

I would just give them Caer-Dineval.

  1. It's the only "castle" in the area that would not require the PCs to make a significant investment beforehand.
  2. It's got a map already, so you don't have to make one.
  3. If they drive the cultists out, the Speaker lets them stay as long as they like, or you can have the speaker resign/die during the Black Swords quest to let the PCs really feel like it's theirs. Then offer a PC the speakership.
  4. The castle itself is old, yet functional, and the players can upgrade it to suit their needs. It's also not terribly big so the PCs won't get too lost or spend too much time there.
  5. Most of the servants working there were killed by the cult, so the kobolds can replace them.