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Hello everybody this is a special episode of the Firebreathing Kittens podcast. I am the Gamemaster for an upcoming episode where I'll be using the mechanics from the tabletop role-play game, summer camp slayers. You can catch me as ‘Tord Unfrid' playing a similar game that uses a different flavour of the same mechanics called Pirates of the Bone Blade in episode 266 of the Firebreathing Kittens Podcast. Summer camp slayers is a table top role-play game designed by Richard Woolcock from Zadmar Games using his universal Tricube game system and you can find this and more on DriveThruRPG. I will speak more on the TriCube system towards the end of episode here but for now let's get into those game mechanics. General Mechanics: In summer camp slayers, you roll between one and three D6 6 sided dice, depending on your characters archetype and you compare your highest result against the difficulty set by the game master. For instance, you may roll two 6 sided dice and have a 3 and 5 on the dice the game master set the difficulty at five meaning you have one success. You start with 2D6 add a die to your roll if what you're doing falls in line with your trait and you remove a die if what you're doing falls outside the scope of your concept but we'll get into that more during the character creation section. The main thing to remember going forward is that together your trait and concept make up your characters archetype forming half of your character design, the other half of the character design comes from your perks and quirks. Perks and Quirks (Archetype) Overview: Speaking of perks and quirks, they allow you to influence the difficulty of the challenge you face. You can influence the difficulty of the task by expending one of your karma points to reduce the difficulty of the task by 1 if you can explain how your perk aids you in that moment. You can also decide to make the difficulty of the task harder before rolling, increasing it by 1, describing how your quirk negatively effected you. If you fail the task when using your quirk you get a karma back but if you succeed you can choose to regain a resolve instead if you'd like. If a player runs out of resolve they are typically removed from the scene and gain an affliction. Afflictions are described by the victor and are treated as temporary quirks for your player. A character with three affliction is retired from play, although they can be brought back if one of their afflictions is cured. Now that we've talked about how to decide the outcome of a challenge let's find out what happens if you succeed or fail. Success/Failure: Succeeding a task with one single die above or meeting the difficulty rating will result in a normal success, any additional successful die roll will be a exceptional success. Exceptional successes typical provide additional removed effort tokens or beneficial effects as decided by the game master. The same is true however for failures as well with the distinction being that you have to roll all 1's on your dice for it to be a critical failure, this typically involves losing double the amount of resolve or additional negative effects as decided by the game master and player such as gaining an affliction. Some tasks are simple and only require a single success to complete them, there are however harder tasks and in these instances effort tokens will be used. A harder task can require anywhere from 2-4 successes or more depending on the situation to whittle down that encounters effort tokens. Character Creation: Now that we know how the game works, let's talk about creating a character. In Summer Camp Slayers you select from a list of four different options during character creation, those four options as discussed earlier are Trait, Concept, Perk and Quirk. At first all the these four terms may sound the same however they do function differently from each other, let's get into that. Traits: We'll start with trait, in this game system a trait is always the same, regardless of the flavour of the system you're playing. A trait is one of the following: Agile, Brawny or Crafty; the ABC's of Tricube! Agile covers things like quickness, dexterity, reflexes, or stealth; they also roll 3d6 for ranged combat. Brawny covers things like strength, toughness, stamina or athletics; they also roll 3d6 for melee combat. Crafty covers things like charisma, intellect, willpower or perception; they also roll 3d6 for mental combat (magic, persuasion, intimidation). Unless something falls within your trait you will roll 2d6, if it does happen to fall within your trait however you get to roll 3d6 instead! For example. A brawny kid would roll 3D6 when trying to lift something heavy off their friends, but only 2D6 if they were trying to avoid getting pinned by the same object as it's falling as that would be an Agile roll. Concepts: Next let's talk about concepts, as it is a bit more of a loose idea and changes depending on the flavour of the game type and world you're playing in. The concepts provided for Summer Camp Slayers are Counselor, nurse, lifeguard, groundskeeper, cook, activity leader or kid. Your concept may provide you additional knowledge or information in interactions with NPC's but mechanically it is only used when you're doing something outside the scope of that concept. Let's put that into perspective, let's say you're a Crafty Kid who is a Bookworm and Cautious, if you were to try to impersonate a police officer to cover a story you had about trying to sneak out late at night to investigate the weird things happening in the woods that would most likely go against your concept as a kid as it would be unbelievable. When something falls outside of the scope of your concept you lose a die from your pool before you roll, making a challenge more difficult. This can be offset with your trait, for example if you were instead trying to hotwire a car it would still be unlikely to happen as you're a kid but more likely because of your crafty trait leaving you with the normal 2D6 to roll. Perks: Now that we have gone over what makes up your archetype, and the type of traits and concepts, let's move on to talking about how to influence the difficulty of the roll using perks and quirks and which of each exist in this game. Let's start with perks, as they give you the ability to spend your Karma points to reduce the difficulty of your roll making your chances of success better. The perks available in Summer Camp Slayers are Bookworm, occult insight, quick, perceptive, persuasive, advanced combat training, or supernatural ability. If you can describe how your perk aids you during a challenge you can expend 1 Karma to reduce the difficulty of the check by 1. For example, a player with the perk of persuasive might be trying to impersonate a police office and that character has the persuasive perk they could expend 1 Karma to reduce the difficulty of the check by 1. In addition when making group checks there may be times where your perk allows you to bypass a check altogether, doing so still requires 1 Karma however. For example, a character with a supernatural ability may be able to open a locked door with their powers but doing so would still require the expenditure of 1 Karma, if the character is out of Karma describe how their perk comes up short in this moment. Quirks: Quirks are things that define your character and may make you more pre-disposed to having a difficult time in certain situations. The Quirks available in Summer Camp Slayers are Hothead, prankster, cautious, show-off, suspicious, sarcastic, or haunted. You can use your Quirk to make the difficulty of any check harder by 1, if you fail you gain 1 Karma but if you succeed you can choose to regain 1 Karma or 1 Resolve, if you regain resolve describe how your success even when facing insurmountable odds emboldens your resolve. Karma and Resolve: Let's talk now about Karma and Resolve. Each player starts with three of each and can spend, lose and regain both throughout the game session. When you run out of Karma nothing bad happens to your character, you just aren't able to influence the difficulty of checks positively anymore. If you run out of resolve however you could be temporarily removed from the scene and at best gain an affliction; if not both. For example, if your character is trying to jump off a roof to a nearby tree and fails their check and you only have 1 resolve remaining, reducing you to 0, your player may go unconscious temporarily and when they awake have a 'concussed' affliction. In another case your character may be trying to like we said before impersonate a police officer and if they fail perhaps they gain the 'untrustworthy' affliction. Afflictions: Affliction can be temporary or permanent depending on the severity of the failure. For instance if we use the examples above the concussed affliction would be temporary while the 'untrustworthy' affliction would be a more permanent one. Permanent afflictions cant be turned into quirks when leveling up to take advantage of them to regain resolve instead of them just being a hindrance. For example turning the untrustworthy affliction into a quirk might allow you to lie easier in the future as your reputation fades but the ability to land a false truth sticks like glue. Leveling Up: Speaking of leveling up, when doing so in this system you typically choose a new perk or quirk each level and increase either your karma or resolve by 1 every other level. You can opt out of choosing a new perk or quirk and instead choose to turn a permanent affliction into a quirk upon leveling up. Combat and Challenges: Now that we know how to create our character and the mechanics of the game, let's talk about combat and challenges. Generally in combat the Game Master will go around the table asking each of the players their actions for their turn choosing the turn order based on what narratively makes the most sense. The players will each choose their action and the game master will set the difficulty and the trait of the action. For example, a person swinging a sword at a Goblin with 2 effort tokens would have to roll a Brawny 5 check, if they were to shoot it they would roll a Agile 5 check and if they were to use magic against it they would roll a Crafty 5 check. The player would take into account their Trait to see if they could add any dice to their 2D6 pool, your concept does not matter during combat as it is assumed each character is trained in some form of combat. The player has an opportunity to make the difficulty higher before the roll using their Quirk or make the roll easier after their roll using their Perk as they see fit. If they roll a 5 or better on one of the dice the attack lands and one effort token is removed from the goblin, if they have more than 1 dice meet or beat a 5 they would remove 2 effort tokens and effectively remove the goblin from combat. The GM will go around the table having each player take a turn until all enemy combatants are removed from combat. Challenges are non-combat events that come up during a game like talking to NPC's, sneaking, lockpicking etc. and work in a similar way with the distinction being that challenges take into account your Concept as well, remove a dice from your 2D6 pool if it is outside your scope. For example, a Brawny Groundskeeper trying to use a flamethrower against zombies would only roll 1D6 as they don't benefit from their Trait and burning the well kempt nature of the camp would go against their concept. Spells: Many fantasy, horror, and even science fiction settings describe characters with supernatural powers such as telekinesis, alchemy, psionics, etc. These arcane gifts can be easily represented as perks. A character with such a perk can do anything a trained person in the setting could achieve with appropriate tools, as long as it thematically fits their type of magic. Spending karma allows the mage to perform even greater feats of magic, overcoming any challenge a professional could manage with specialized gear. Mages can choose three spells during character creation; these determine how and when they can use their magic. Each spell needs to have a name and a limitation—e.g., “fiery bolt (destructive),” “lightning shield (personal),” “illusionary disguise (ritualistic),” etc. You can create more potent spells by giving them additional limitations. This narrows their scope, and the GM should be more flexible when interpreting their effect. Perhaps your “invisibility sphere” is ritualistic and requires a focus, but can be used to conceal the entire party. New spells are learned during play, at the GM's discretion—perhaps a wizard can learn from scrolls or spell books, or maybe the GM awards sorcerers a new spell each time they gain an advance. For the players in my upcoming session, please level up twice. Each level up will allow you to choose either one additional perk or quirk, if there aren't any on the list that appeal to you feel free to come up with your own. Additionally please choose either your Karma or Resolve and increase it by 1 to a total of 4. Hopefully this information regarding the rules is helpful to my players as they build their character and try to understand the mechanics of this game system. For everyone listening, we encourage you to find the Tricube system and other variants of it like Summer Camp Slayers for yourselves, and play a game with friends. If you'd like to hear an example adventure, I'm looking forward to playing Summer Camp Slayers in an upcoming session. Thank you everyone for listening and take care.
As I have said before Moldvay D&D was my gateway to roleplaying. Traveller, GURPS and Call of Cthulhu came shortly thereafter. Those 4 games heavily shaped the way I felt about roleplaying, from the settings to the mechanics. They were so different from one to the next. Fantasy, Sci-Fi, historical and horror roleplaying, what more could you ask for. D20's, 2D6's, 3D6's, and percentile dice rounded out the mechanics. Seriously everything had been tried, everything had been discovered.Or so I thought.By 2010 I had hit that lull in roleplaying that I think everyone does in their lifetime. Family, work, and life had taken up what little free time I had so the extent of my gaming was glancing at the bookshelves filled with rule systems as I passed by for other things.What that meant was that I missed it. A sea change in the roleplaying community. Something truly new and exciting had shaken up the RPG world.It was a little game called Apocalypse World.The post-apocalyptic setting wasn't anything new, but what was new was the dice mechanics, and more specifically the dice results. In every game prior to Apocalypse World when you rolled the dice you either succeeded or failed. There were only 2 options, but Apocalypse World added a third possibility. Success with consequences.So now when you rolled the dice you could fail, succeed, or have a success at some cost to the character. What cost you might ask? Well, that was up to the GM and the Player to decide.This idea created an explosion in the roleplaying world. A big bang of creativity. Hundreds of new independent roleplaying games were launched by this single idea. Today it is known as Powered by the Apocalypse and Christina and I are going to take a deep dive into the concepts, mechanics, and settings of the PbtA craze.
With the crew's hideout compromised, and what looks like every enemy they ever made closing in on all sides, the Web faces one final, desperate battle for survival. Links Transcript: https://docs.google.com/document/d/1OWKVtw4rmVtwCY1E2mNcxnsXTlclRguqEf2zuMQfFtg/edit?usp=sharing All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/ Twitter @TheLoneAdv Email TheLoneAdv@gmail.com Podbean https://theloneadventurer.podbean.com/ Blog https://carlillustration.wordpress.com/ Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/ Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing Ironsworn: Starforged: https://www.ironswornrpg.com/product-ironsworn-starforged Mechanics After the result of each Action roll, change the Chaos factor based on the game state and ask a Simple Question of the Mythic Deck. After the Mythic roll, make an NPC Tactics roll for each faction Character List 1. Tortemus 2. Vampires 3. Wade 4. Unseen goons 5. Sergeant Jablonski 6. Bluecoat flatfoots 7. Inquisitor Fonseca 8. Enlightenment strike team 9. Mina, Barbican, Cadmus 10. The Web Thread List 11. Infernal Powder 12. The building's collapsing 13. Escape route 14. Inter-faction conflict 15. Civil war 16. Intrigue PCs 1. Spider 2. Valerian 3. Tatters 4. Sallow 5. Crater 6. Trace Factions 1. Unseen: Starting Aggression 5 2. Undying: Starting Aggression 2 3. Bluecoats: Starting Aggression 4 4. Seekers: Starting Aggression 6 5. Mina: Starting Aggression 4 Progress Clocks 1. Unseen 0/8, Aggression 6 2. Undying 0/8 Aggression 2 3. Bluecoats 0/8 Aggression 4 4. Seekers 0/8 Aggression 6 5. Mina 0/8 Aggression 4 5. Escape 0/8 NPC Tactics NPC opponents have an Aggression rating of 1 to 6, with most starting on 4. To find an opponent's tactic for the round, roll 2D6 of the same colour and one of a different colour. If the single die comes up a 1, 2 or 3, continue the same tactic from the previous round. On a 4 or 5, total the two same-coloured dice and add Aggression, then pick from the Tactic table. If it shows a 6, roll it again and pick an action from the Twist table. As they take or inflict wounds, gain or lose the advantage in a fight, NPC opponents' Aggression will raise or lower. Experienced fighters will change only a small amount, while green, frightened or vengeful opponents will change more. Each time someone in the fight (either PC or NPC) suffers a setback, there should be a chance for Aggression to change. If the NPCs are nervous or demoralised, Aggression will drop when they suffer a setback and rise when a PC does. If they are angry or undisciplined, Aggression will rise when they suffer a setback and drop when a PC does. If you don't want to bother with Aggression, roll 3D6 for a tactic. If you want a more straightforward fight, without unexpected moves, drop the Twist die. NPC Tactic table Panic - flee without caution, open self up to opportunistic attack Surrender - throw down weapons and submit to opponent Disengage - attempt to divert opponent's attention away from self Retreat - move towards cover or out of range Guard - defend only, no attack Probe - attack cautiously, testing opponent's defenses Wear down - draw the fight out and try to tire the opponent Stand-off - wait for opponent to make the next move Balance - attack and defend evenly, no particular strategy Feint - try to trick opponent into defending against the wrong move Reverse - rapidly switch from aggressive to defensive fighting to off-balance opponent Taunt - try to anger or dismay opponent into making a mistake Press - keep opponent on the defensive and hope their skill is inferior Strike - try to penetrate opponent's defence with a fast attack Charge - attack with ferocity, risking injury to wound opponent Frenzy - attack wildly, risking death to wound opponent Twist Table Re-enforce - Call for help from allies/bystanders Change - weapon/objective/ground Disadvantage opponent - throw a burning candelabra, maneuver into uneven terrain, cut a curtain so that it falls over their head Advantage self - take the higher ground, move so that they are not facing the sun, draw/pick up a second weapon Bargain - try to persuade opponent to surrender/back out of combat/change sides Trick - try to convince opponent they are about to suffer a setback or gain a false advantage MYTHIC Q: Do the vampires take damage from the roof impact? (50/50) Yes (a vampire is killed, 1 tick), Event EVENT: NPC Action (Vampires) Release Suffering (an Inquisitor is killed: 1 tick) ACTION: Crater Wreck (Desperate, Standard): Shoot out the support strut to collapse the circle where the Unseen are standing. 2d: 5,1: Success with Consequence, 1XP 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 0/8 4. Seekers 1/8 5. Mina: 0/8 6. Escape 0/8 CONSEQUENCE: Take 2 Stress (ignoring the rubble raining down) CHAOS FACTOR 6 MYTHIC Q: Does this take the Unseen out of action for now? (Likely) Yes, Event EVENT: PC Negative (Tatters) ACTION/ SUBJECT: Release Dreams (Setarra fighting for control) FACTION ROLLS 1. Unseen: Aggression (+1) 6: Balance 2. Undying: Aggression 2: Retreat 3. Bluecoats: Aggression 4: Probe 4. Seekers: Aggression 6: Charge 5. Mina: Aggression 4: Feint ACTION: Trace Hunt (Desperate, Standard): Snipe at the leader of the Enlightenment strike team, Spider Assist (foresight). 3d: 2,3,6 Success, 1XP 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 0/8 4. Seekers ⅜ 5. Mina 0/8 6. Escape 0/8 CHAOS FACTOR 5 MYTHIC Q: Does the leader fall? (50/50) Yes FACTION ROLLS 1. Unseen: Aggression 6: Balance 2. Undying: Aggression 2: 6: Retreat 3. Bluecoats: Aggression 4: Bargain 4. Seekers: Aggression (+1) 7: Taunt 5. Mina: Aggression 4: Feint ACTION: Spider Sway (Desperate, Limited): persuade Seekers that the incident at Kropp's was an accident, and Heart of Snow's fault, and anyway, Kropp's gone, Push, Valerian Assist, 3d: 5,2,3: Success with Consequence, 1XP CONSEQUENCE: Mark Clock, A new obstacle or threat appears Danger Clock: Building Collapsing 2/6 COMPLEX Q: nature of new obstacle/ threat? Agree Power (Setarra takes over) 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 0/8 4. Seekers 4/8 5. Mina 0/8 6. Escape 0/8 7. Setarra: 0/8 CHAOS FACTOR 6 MYTHIC Q: Does Setarra attack a foe? (50/50) No (Crater) FACTION ROLLS 1. Unseen: Aggression 6: Balance 2. Undying: Aggression 2: 6: Retreat 3. Bluecoats: Aggression 4: Twist: Change 4. Seekers: Aggression (-1) 6: Taunt 5. Mina: Aggression 4: Feint 5. Setarra: Aggression 4: Balance ACTION: Sallow Tinker (Desperate, Limited) Open the trapdoor beneath Setarra to free Crater 3d: 1,1,2: Failure 1XP CONSEQUENCE: Lose something important, Take 2 Stress 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 0/8 4. Seekers 4/8 5. Mina 0/8 6. Escape 0/8 7. Setarra: 0/8 CHAOS FACTOR 7 MYTHIC Q: Is one of the team lost? (Likely) Yes Who? Trace FACTION ROLLS 1. Unseen: Aggression 6: Reverse 2. Undying: Aggression 2: 6: Twist: Trick 3. Bluecoats: Aggression 4: Press 4. Seekers: Aggression (-1) 6: Taunt 5. Mina: Aggression 4: Guard 5. Setarra: Aggression 4: Wear Down COMPLEX Q: Nature of the vampire trick? Defy Defense (send back gas bombs to Bluecoats) ACTION ROLL: Valerian Sway (Desperate, Standard) to get the Unseen to shoot at the Seekers (Rook's Gambit, 2 Stress, Sallow Assist) 4d: 2,3,5,5: Success with Consequence 1 XP CONSEQUENCE: A new obstacle or threat appears, Mark Clock Segments Danger Clock: Building Collapsing 4/6 COMPLEX Q: Nature of Threat/ Obstacle: Support Tool (Bluecoat tank) 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 0/8 4. Seekers 7/8 5. Mina 0/8 6. Escape 0/8 7. Setarra: 0/8 CHAOS FACTOR 8 MYTHIC Q: Do the Blues fire on the demon? (Unlikely) Yes 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 0/8 4. Seekers 6/8 5. Mina 0/8 6. Escape 0/8 7. Setarra: 1/8 FACTION ROLLS 1. Unseen: Aggression 6: Reverse 2. Undying: Aggression 2: Standoff 3. Bluecoats: Aggression 4: Twist: Disadvantage opponent 4. Seekers: Aggression (+1) 7: Strike 5. Mina: Aggression 4: Twist: Trick 5. Setarra: Aggression 4: Wear Down ACTION: Crater Skirmish (Desperate, Standard) beat the crap out of Fonseca (Push, Spider Assist) 5d: 1,3,2,2,6 Success 1XP 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 2/8 4. Seekers 8/8 5. Mina 0/8 6. Escape 2/8 7. Setarra: 3/8 CHAOS FACTOR 7 MYTHIC Q: Do the vampires attack the demon? (50/50) Exceptional No (they aid it) FACTION ROLLS 1. Unseen: Aggression 6: Press 2. Undying: Aggression 2: Reverse 3. Bluecoats: Aggression 4: Guard 4. Seekers: Aggression 5. Mina: Aggression 4: Twist: Trick 5. Setarra: Aggression 4: Wear Down SIMPLE Q: Is there a similarity between the Oil mindscape and the polace she is now trapped? (Unlikely) No ACTION: Tatters Attune (Desperate, Standard) to free herself from the demon's influence (Push) 3d: 5,3,4 (Success with Consequence) CONSEQUENCE: Harm
In this episode, Allison chats with the dynamic duo of Mary Beth Giltner and Rebecca W. Martin, creators of The Catholic Wedding Planner, available now from Our Sunday Visitor. What a wonderful rush of memories when I opened my examination copy in the mail. Recalling the details from the engagement to invitations, to dress selection, reception (oh the sitting arrangement), to the dreaded invitations. However, THIS planner is so much more with inspiring reflections, the beauty of the Sacrament, and so much more!A thoroughly engaging conversation about God's plans (and ours, of course—which don't always necessarily jive. Just as these two amazing ladies whose own weddings needed to pivot thanks to covid). Learn more: OSV Catholic Book Store - The Catholic Wedding Planner #CatholicMarriage #WeddingPlanning
In this episode Mina finds herself on the run from a pack of mech-fixated maniacs, and we learn who sent her to investigate them, and why. Links Level Up Monstrous Menagerie: https://www.drivethrurpg.com/product/376472/Level-Up-Monstrous-Menagerie-A5E#:~:text=The%20Monstrous%20Menagerie%20provides%20nearly,khalkos%20and%20the%20phase%20monster. Mythic GM Emulator: https://www.drivethrurpg.com/product/20798/Mythic-Game-Master-Emulator Kobold Fight Club: https://koboldplus.club/#/encounter-builder Game Mechanics SCENE 1: Night Flight MINA Cast Feather Fall (reaction) FATE Do enemies follow? (Likely) 04 Exceptional Yes (1d6+2=7 enemies) DESCRIPTION What do they look like? 20 Crazily 67 Modern FATE Members of a Machine Cult? (Likely) 51 Yes (Level Up MM pg 472) FATE Does Mina land on Rooftops? (50/50) 57 No (streets) FATE Streets busy? (unlikely) 11 Yes, and Random Event EVENT NPC Action (Machine Cultists) 17 Antagonistic 86 Hope (Threaten) FATE Do all enemies land safely? (50/50) 42 Yes FATE Do enemies attack? (A sure thing) 64 Yes FATE Any into Melee range round 1? (Unlikely) 46 No Kobold Fight Club 7 Cultists (Deadly) INITIATIVE Cultists 20 Citizens 18 Mina 7 NPC Tactics NPC opponents have an Aggression rating of 1 to 6, with most starting on 4. To find an opponent's tactic for the round, roll 2D6 of the same colour and one of a different colour. If the single die comes up a 1, 2 or 3, continue the same tactic from the previous round. On a 4 or 5, total the two same-coloured dice and add Aggression, then pick from the Tactic table. If it shows a 6, roll it again and pick an action from the Twist table. As they take or inflict wounds, gain or lose the advantage in a fight, NPC opponents' Aggression will raise or lower. Experienced fighters will change only a small amount, while green, frightened or vengeful opponents will change more. Each time someone in the fight (either PC or NPC) suffers a setback, there should be a chance for Aggression to change. If the NPCs are nervous or demoralised, Aggression will drop when they suffer a setback and rise when a PC does. If they are angry or undisciplined, Aggression will rise when they suffer a setback and drop when a PC does. If you don't want to bother with Aggression, roll 3D6 for a tactic. If you want a more straightforward fight, without unexpected moves, drop the Twist die. NPC Tactic table Panic - flee without caution, open self up to opportunistic attack Surrender - throw down weapons and submit to opponent Disengage - attempt to divert opponent's attention away from self Retreat - move towards cover or out of range Guard - defend only, no attack Probe - attack cautiously, testing opponent's defenses Wear down - draw the fight out and try to tire the opponent Stand-off - wait for opponent to make the next move Balance - attack and defend evenly, no particular strategy Feint - try to trick opponent into defending against the wrong move Reverse - rapidly switch from aggressive to defensive fighting to off-balance opponent Taunt - try to anger or dismay opponent into making a mistake Press - keep opponent on the defensive and hope their skill is inferior Strike - try to penetrate opponent's defence with a fast attack Charge - attack with ferocity, risking injury to wound opponent Frenzy - attack wildly, risking death to wound opponent Twist Table Re-enforce - Call for help from allies/bystanders Change - weapon/objective/ground Disadvantage opponent - throw a burning candelabra, maneuver into uneven terrain, cut a curtain so that it falls over their head Advantage self - take the higher ground, move so that they are not facing the sun, draw/pick up a second weapon Bargain - try to persuade opponent to surrender/back out of combat/change sides Trick - try to convince opponent they are about to suffer a setback or gain a false advantage ROUND 1 Cultists Double Move (Difficult Terrain) Citizens (aggro 1) 1 Twist (Trick) 9 Wear down Divert/ distract Mina Stealth (ADV) vs PP 10: 15 Success. Move away. FATE: Cover nearby? (Likely) 10 Yes DESCRIPTION What sort of cover? 24 Defiantly 93 Tranquil (bath house) FATE: Does the airship crash this turn? (50/50) 57 No Huge explosion (Infernal Powder) ROUND 2 Cultists (aggro 6) Perception vs PS 11: 17 Success. 1 Same (Chase Mina) Citizens (aggro 1) 4 Change Tactic 6 Retreat Remove from Character List Mina Crossbow 2 Miss, Move (into bath house) FATE Notable occupants? (50/50) 71 No (bathers) FATE Does the airship crash this turn? (50/50) 35 Yes FATE Any cultists hit? (50/50) 99 Exceptional No (Bath house hit) DEGREE (Motif) 1 Minimal damage DANGER (Motif) 1 Easily avoided threats ROUND 3 Cultists (Aggro 5) 5 Change Tactic 8 Probe Mina Double Move FATE Does she get clear? (50/50) 61 No (spotted in side alley) SCENE 2: Street Pursuit (Chaos Rank 6) SCENE MODIFIED 5 Altered (Fire is spreading rapidly) https://www.hipstersanddragons.com/new-chase-mechanics-5e-dnd/ Chase Rules Determine starting gaps (X) and gaps required to escape (X + 3, 4 or 5) Quarry and pursuer roll for complication (DMG pg 254) Quarry and pursuer select appropriate skills and roll, adding any move modifier Success for quarry vs pursuer adds one level of separation (gap). Success for pursuer vs quarry is no change Success for pursuer by 5 reduces 1 gap. Participants move and dash each turn, or lose a gap for each not taken If a pursuer ends their turn with zero gaps they may attack (successful grapple will end the chase and return the scene to normal combat) No opportunity attacks allowed during a chase Participants can dash 3+CON mod times. Each additional dash requires a DC10 CON check, or add 1 level of Exhaustion CONDITIONS Mina 2 gaps away from Cultists, needs +4 gaps (6) ROUND 1 Mina Comp 19 (none) Cultists Comp 20 (none) Mina check Athletics 14 Cultists check Athletics 6 Result Mina 3 gaps away ROUND 2 Mina Comp 3 (stained glass, STR check) Cultists Comp 5 (slippery ground, DEX check) Mina check STR 9 Cultists check DEX 12 Result Mina 2 gaps away ROUND 3 Mina Comp 12 (none) Cultists Comp 16 (none) Mina check Athletics 17 Cultists check Athletics 1 Result Mina 3 gaps away FLASHBACK FATE Was she sent to the airship? (50/50) 39 Yes DESCRIPTION Who by? 36 Foolishly 36 Flawless FATE A faction rep? (Somewhat Likely) 65 Yes FATE House Montisario? (50/50) 59 Yes ROUND 4 Mina Comp 17 (none) Cultists Comp 13 (none) Mina check Athletics 3 Cultists CON check 17 (passed) Cultists check Athletics 1 Result Mina 4 gaps away ROUND 5 Mina Comp 12 (none) Cultists Comp 10 (impassible obstacle, DEX check) Mina check Athletics 4 Cultists CON check 16 (passed) Cultists check Athletics 10 Result Mina 3 gaps away ROUND 6 Mina Comp 14 (none) Cultists Comp 1 (horse and cart, DEX check) Mina check Athletics 14 Cultists CON check 19 (passed) Cultists check DEX 3 Result Mina 4 gaps away FLASHBACK FATE Were they carrying explosives? (Likely) 43 Yes (Infernal Powder) FATE Did Mina set the fire? (Somewhat Likely) 12 Yes FATE Did they see her face? (Unlikely) 80 No ROUND 7 Mina Comp 4 (barrels, DEX check) Cultists Comp 17 (none) Mina CON check 3 (1 level Exhaustion) Mina check Athletics 14 Cultists CON check 9 (1 level Exhaustion) Cultists check DEX 5 Result Mina 5 gaps away ROUND 8 Mina Comp 4 (barrels, DEX check) Cultists Comp 17 (none) Mina CON check 3 (1 level Exhaustion) Mina check Athletics 14 Cultists CON check 9 (1 level Exhaustion) Cultists check DEX 5 Result Mina 5 gaps away ROUND 9 Mina Comp 18 (none) Cultists Comp 5 (Mina trick, INT check) Mina CON check 5 HERO POINT 5 (2 levels Exhaustion) Mina check Athletics 6 Cultists CON check 20 (1 level Exhaustion) Cultists check INT 9 Result Mina 3 gaps away ROUND 10 Mina Comp 7 (brawl, DEX) Cultists Comp 11 (none) Mina CON check 9 HERO POINT 7 (3 levels Exhaustion) Mina check Athletics 12 Cultists CON check 8 (2 level Exhaustion) Cultists check Athletics 3 Result Mina 4 gaps away ROUND 11 Mina Comp 2 (crowd, STR check) Cultists Comp 19 (none) Mina CON check 14 (3 level Exhaustion) Mina check STR 10 Cultists CON check 2 (3 level Exhaustion) Cultists check Athletics 5 Result Mina 5 gaps away ROUND 12 Mina Comp 2 (crowd, STR check) Cultists Comp 1 (crowd, STR check) Mina CON check 10 (3 level Exhaustion) Mina check STR 16 Cultists CON check 2 (4 level Exhaustion) Cultists check STR 9 Result Mina 6 gaps away, and free
In Pieces by Rhonda Ortiz, author Chrism PressOur interview ran the gamut between why and how to write fiction to ways we balance work and family, to actually talking about this incredible new book!! Set in historic Boston, incredibly well done!! Story engaging, characters believable, likable, and dare I say, fascinating. Loved it!! And I know you will too! Purchase Here: www.chrismpress.com/books/in-pieces #Fiction #GoodStuff #NewBook #HighlyRecommend
Estamos repasando el libro de La Llamada de Cthulhu 7ª edición, Manual del Guardián, juego de rol ambientado en los mundos que H.P. Lovecradft creó en sus libros. En el anterior capítulo vimos a los Angeles descarnados, Antiguos, Byakees y el Color surgido del espacio... Hablamos de si era spoiler o no comentar a todos los monstruos que puedan existir, pero no llegamos a un consenso, ante la duda seguimos comentándolos. Chthonians Son criaturas parecidas a enormes calamares de tierra, vermiformes y alargados, cubiertos de baba. Son excavadoras, protectoras de sus crías y van acompañadas de unos cánticos. El especimen más destado es Shudde M'ell. Se comunican telepáticamente y pueden hacerlo desde cualquier lugar de la Tierra, los adultos pueden controlar, con su poder, de esta forma a otras especies. Viven más de mil años, horadan la roca como si fuera mantequilla y pueden soportar hasta 4000ºC de temperatura. Suelen vivir cerca del núcleo del planeta, solamente salen a la superficie los marginados, vagabundos o arrastrados por corrientes de magma ascendente. Son extremadamente sensibles al agua y una inmersión los destruiría, pero están protegidos de pequeñas cantidades por la baba que los rodea. Habitan por todo el planeta, pero en el África occidental se encuentra la misteriosa ciudad de G'harne que suelen frecuentar, quizá porque fueron apresados allí hace eones. Poderes especiales Control telepático: pueden emplearlo para controlar a los seres humanos, aunque solo lo usarán si tienen algo que les interese, como huevos de chthonian, extrañas formaciones minerales esféricas. Tirada enfrentada de POD para intentar evitar caer en su poder, después con una tirada de INT podrá darse cuenta que ha sido utilizado. También podrán contactarles, esté donde esté, en la Tierra una vez que los hayan conocido. Ataques Sísmicos: Los adultos pueden producir terremotos, sumando todos los puntos de POD de los que intervengan dividido entre 100 dará la escala Richter de la magnitud del mismo en los 100m de diámetros donde se halle el monstruo, cada 100m siguiente se perderá un punto de magnitud. Hechizos: Tienen el 50% de posibilidad de conocer 1D6 hechizos relacionados con Sgudde M'ell y los primigenios que residen en este planeta... Características Tienen una gran Fuerza y Tamaño multiplican por 25 su tirada, su Inteligencia y Poder son 5D6x5, su Constitución 3D6+30x5 y Destreza tiene una media de 35, su peor stat. Con 45 Puntos de vida, corpulencia de 6 y perdida de Cordura 1D3/1D20. Armadura 5 puntos piel y musculatura, se regenera 5 puntos por asalto. Ataques Tienen 1D8 ataque por turno, aunque solamente podrán usar una vez el de aplastar, pero son enormes y pueden utilizar sus tentáculos para golpear en cualquier momento. Retener y drenar Con sus tentáculos puede golpear y adherir a ellos una víctima, comenzando a drenar su sangre y fluidos, 3D10 de CON por asalto para siempre. Aplastar Pueden utilizar su enorme masa para aplastar a su enemigo. Puede aplastar un área igual a su TAM, se podrá intentar esquivar o saltar o perderán una cantidad de PV igual a su bonificación al daño. Dagón e Hidra Dagón e Hidra, padre y madre profundos que han crecido hasta ser enormes, 6m de altura, y quizá tengan millones de años de antigüedad. Gobiernan a los profundos adorando a Cthulhu. Son muy activos aunque no es común encontrarse con ellos. Sus características son iguales, han crecido hasta alcanzar una fuerza y tamaño semejantes. Ambos conocen los hechizos de Convocación y Atadura. Los humanos han tenido devoción por ellos desde la antiguedad, sumerios, fenicios, cananeos o filisteos ya habían venerado a un dios llamado Dagon o Dagan. Hoy en día se cree que la Orden Esotérica de Dagón es muy popular entre los pueblos de la zona costera de Nueva Inglaterra. Características Su Fuerza es de 260, Constitución 250, Tamaño 300, Destreza e Inteligencia de100 y Poder de 150,
What the heck does this clown have planned for the coming months? A little GURPS, Earthdawn, more GURPS, some BFRPG, bit more GURPS and then yet more GURPS! For complete Randos2Heroes rules/procedures and weekly full length videos please consider becoming a member of at www.randos2heroes.com Use code coupon code "3D6" for free access until end of Aug 2021 Use coupon code "CAKEDAY" for $3 off membership until Nov 2021. --- Send in a voice message: https://anchor.fm/easygurps/message
Seguimos esgrimiendo el grimorio del libro de La Llamada de Cthulhu 7ª edición, vamos ya por la letras M y los siguientes son para hacer daño a los investigadores, de diversas formas. Mal de ojo De repente un escalofrío recorre tu cuerpo, notas una cierta incomodidad. Miras a izquierda y derecha y no ves nada ni a nadie, bueno quizá alguien allí a lo lejos, pero sin más pena ni gloria. Con el coste de 10 Puntos de Magia y 1D4 de Puntos de Cordura el hechicero ha conjurado el Mal de ojo hacia un objetivo que solo necesitaba ver, a partir este de ahora llevará la mala suerte por donde quiera que vaya. A nivel de juego tendrá que reducir a la mitad la probabilidad en sus tiradas de Suerte, y no podrá gastar puntos de Suerte si se utiliza esta regla opcional. La víctima deberá aplicar un dado de penalización en sus tiradas de características, las armas se encasquillarán con una tirada superior a 75 y las probabilidades de tener éxito en convocar/atadura se reducen a la mitad. Esto durará hasta el nuevo amanecer, hasta hacer sangrar al hechicero o hasta que la víctima muera. Nombres alternativos: El rito de la mala fortuna, Maldición funesta, Maleficio de la bruja Maldición de Azathoth El hechicero recurrirá a los Dioses Exteriores para drenar el POD de una víctima. Repetir el nombre secreto de Azathoth hará sentir temor y reverencia a cualquier criatura que posea conocimientos de los Mitos, el hecho de conocer el nombre implica conocer la Última sílaba secreta. Esta se puede dirigir contra un enemigo, después de una tirada enfrentada de POD el enemigo perderá 3D6 de POD Nombres alternativos: Pronunciación de la última sílaba, El drenaje pesaroso, Por el autentico nombre que tu poder se debilite. Maldición del pellejo pútrido La víctima sentirá que su piel se está pudriendo y corrompiendo, no sabe que son ilusiones, pero su apariencia externa parecerá deteriorarse rápidamente, su cuerpo se desgarrará y saldrán los organos vitales cayendo al suelo. Perdiendo 1D10 de Puntos de Cordura. Luego se desmayará y despertará a los pocos minutos, indemne y normal. Se necesita una tirada enfrentada de INT, el objetivo tirará con un dado penalizador si duerme o es de noche. El coste es de 5 Puntos de Magia y 10 de Cordura. También debe conocer al objetivo y tener alguna posesión de este para usarlo como foco. El efecto es devastador, el efecto del psicoanalisis podrá ayudar a la víctima a asimilar estos sueños y recuperar la mitad de los Puntos de Cordura. Nombres alternativos: Pesadilla insidiosa, Marchitar la mente de los débiles. Nublar la memoria Coste 1d6 Puntos de magia y 1D2 Puntos de Cordura El hechizo impide que la víctima se acuerde de un acontecimiento especifico. Se debe ver al objetivo y se le tiene que poder dar instrucciones. Tiene que ganar una tirada enfrentada de POD , El hechicero debe conocer el acontecimiento y dar instrucciones precisas para que este olvide o cambie por otro recuerdo. No se puede bloquear el conocimiento de los Mitos, ni capaz de curar la locura, ni evitar pérdida de Cordura. Nombres alternativos: Desconcertar, confundir, dejar sin palabras. Ola de olvido Coste 30 Puntos de Magia 1D8 Cordura 1 hora El poderoso hechizo crea una ola oceánica de 85m cubicos, suficiente para volcar o hacer zozobrar una pequeña corbeta, las personas quedarán engullidas bajos sus aguas. El hechicero debe ver al objetivo y debe haber la suficiente cantidad de agua salada y estar en ella. Para hundir transatlánticos, acorazados o la isla de Manhattan otras personas pueden aportar Puntos de Magia. Los que conozcan el hechizo podrá aoprtar los puntos de magia que quieran y 1D8 de cordura. 30 Puntos de Magia la ola tiene 3m de largo y ancho y 9m de alto, por cada punto adicional se le añade 30 cm de grosor y longitud a la ola. Nombres alternativos: Canción del puño del océano, El don de la sal, La perdición acuosa. Palabras poderosas
Shake off the attic dust and start taking notes! Bethany is letting you know what junk is NOT going to fund your retirement on eBay. (She finally digs into the hot topic of Kathleen’s Princess Diana Beanie Baby, too!) And Kathleen has big news! As a result, she needs to save money and she’s sharing some tips on how to do it. Plus, Kathleen blows Bethany’s mind with #DaytimeUnderwear and #NighttimeUnderwear. ------ Miran Kim’s #StopAsianHate resource site: https://miran.kim/stopasianhate ------ Check out our *NEW* merch! —> https://store.dftba.com/collections/an-acquired-taste-podcast ------ Please support the companies that support us! Hairstory - Thousands of women have ditched shampoo and switched to New Wash! Check out Hairstory at Hairstory.com and use our promo code TASTE to get 15% off your first purchase! Curology - Take control of acne, dark spots, breakouts or whatever your unique concerns may be with a powerful skincare treatment made for YOU today! 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If you don’t love it they’ll give you a full refund! ------KATHLEEN'S SOURCES:https://www.thesimpledollar.com/save-money/trimming-the-fat-forty-ways-to-reduce-your-monthly-required-spending/https://www.cheatsheet.com/money-career/strange-money-saving-tips-that-actually-work.html/https://www.daveramsey.com/blog/the-secret-to-saving-money https://moneyning.com/frugality/20-crazy-ways-to-save-money/ BETHANY’S SOURCES:https://blog.cheapism.com/worthless-collectibles-14471/https://www.businessinsider.com/collectibles-collectors-items-worthless-not-valuable-todayhttps://gazettereview.com/2017/05/top-10-rarest-valuable-pogs/https://www.mentalfloss.com/article/77144/10-records-you-might-have-owned-are-now-worth-fortunehttps://www.retiredpreciousmoments.com/God-Loveth-a-Cheerful-Giver--Precious-Moment-Figurine_p_8.htmlhttps://www.workandmoney.com/s/most-valuable-pennies-bbc306580a144162https://www.invaluable.com/blog/most-valuable-stamps/https://www.mentalfloss.com/article/504519/15-happy-meal-toys-worth-big-bucks-ebayhttps://www.eightieskids.com/21-beanie-babies-that-are-now-worth-an-absolute-fortune/http://www.tycollector.com/the-scoop/princess-bear.htmhttps://www.ebay.com/itm/TY-Beanie-Baby-Princess-Diana-Charity-Bear-1997-PVC-Indonesia-Rare-RETIRED-/393191735907?hash=item5b8c0dc263%3Ag%3AKoUAAOSw7T9gQeDL&autorefresh=true&nma=true&si=jVz7qS96WKykMqmwWam2%252BRcpT8A%253D&orig_cvip=true&nordt=true&rt=nc&_trksid=p2047675.l2557https://www.ebay.com/itm/Extremely-Rare-Beanie-Baby-Princess-Diana-INDONESIA-SPACE/184364463915?_trkparms=aid%3D1110018%26algo%3DHOMESPLICE.COMPLISTINGS%26ao%3D1%26asc%3D20200818142838%26meid%3D759e4ed9d80b44bba5334965ffa3d71a%26pid%3D101197%26rk%3D2%26rkt%3D12%26mehot%3Dpf%26sd%3D393191735907%26itm%3D184364463915%26pmt%3D1%26noa%3D0%26pg%3D2047675%26algv%3DItemStripV101HighAdFee%26brand%3DTy&_trksid=p2047675.c101197.m1850http://tybeaniebabiesrare.net/tag/ghost/http://www.tycollector.com/the-scoop/princess-bear.htmhttps://www.ebay.com/itm/PRINCESS-DIANA-1st-Edition-Beanie-Baby-Ghost-Version-PVC-MUST-READ/254496436785?hash=item3b412b7231:g:wikAAOSw3xJVV79xhttps://www.ebay.com/itm/11-super-rare-Beanie-Baby-Princess-Diana-Bear-Authenticated-Includ-GHOST-VERSION/174673112679?_trkparms=aid%3D1110006%26algo%3DHOMESPLICE.SIM%26ao%3D1%26asc%3D20200818143132%26meid%3D94f492a612c04a86afac27834a8a31bb%26pid%3D101198%26rk%3D6%26rkt%3D12%26mehot%3Dpf%26sd%3D393191735907%26itm%3D174673112679%26pmt%3D1%26noa%3D0%26pg%3D2047675%26algv%3DSimplAMLCvipPairwiseWebWithBBEV2bDemotion%26brand%3DTy&_trksid=p2047675.c101198.m1985https://www.ebay.com/itm/Original-1997-TY-Beanie-Baby-Princess-Diana-Bear-Rare-and-Retired/184707807274?_trkparms=aid%3D1110006%26algo%3DHOMESPLICE.SIM%26ao%3D1%26asc%3D20200818143132%26meid%3D94f492a612c04a86afac27834a8a31bb%26pid%3D101198%26rk%3D3%26rkt%3D12%26mehot%3Dpf%26sd%3D393191735907%26itm%3D184707807274%26pmt%3D1%26noa%3D0%26pg%3D2047675%26algv%3DSimplAMLCvipPairwiseWebWithBBEV2bDemotion%26brand%3DTy&_trksid=p2047675.c101198.m1985https://www.ebay.com/itm/1997-Ty-Beanie-Baby-Princess-Diana-The-Bear-Rare-and-Retired/402742546835?_trkparms=aid%3D1110006%26algo%3DHOMESPLICE.SIM%26ao%3D1%26asc%3D20200818143132%26meid%3D94f492a612c04a86afac27834a8a31bb%26pid%3D101198%26rk%3D2%26rkt%3D12%26mehot%3Dpf%26sd%3D393191735907%26itm%3D402742546835%26pmt%3D1%26noa%3D0%26pg%3D2047675%26algv%3DSimplAMLCvipPairwiseWebWithBBEV2bDemotion%26brand%3DTy&_trksid=p2047675.c101198.m1985https://www.ebay.com/itm/1997-Ty-Beanie-Baby-Princess-Diana-The-Bear-Rare-and-Retired/353422461502?_trkparms=aid%3D1110006%26algo%3DHOMESPLICE.SIM%26ao%3D1%26asc%3D20200818143132%26meid%3D94f492a612c04a86afac27834a8a31bb%26pid%3D101198%26rk%3D1%26rkt%3D12%26mehot%3Dpf%26sd%3D393191735907%26itm%3D353422461502%26pmt%3D1%26noa%3D0%26pg%3D2047675%26algv%3DSimplAMLCvipPairwiseWebWithBBEV2bDemotion%26brand%3DTy&_trksid=p2047675.c101198.m1985https://www.peterharrington.co.uk/blog/is-my-harry-potter-book-valuable-2/https://www.ebay.com/sch/i.html?_from=R40&_trksid=p2380057.m570.l1311&_nkw=harry+potter+1st+edition+uk&_sacat=0https://www.today.com/home/your-furby-90s-might-actually-be-worth-big-bucks-t157534 https://www.mentalfloss.com/article/502831/5-most-valuable-pokemon-cards#targetText=PIKACHU%20ILLUSTRATOR&targetText=In%20late%202016%2C%20Heritage%20Auctions,be%20in%20virtually%20perfect%20condition. https://www.businessinsider.com/valuable-things-from-the-90s-worth-money-a-fortune-today#original-sky-dancers-from-japan-go-for-around-200-8
Ultimo arrivato direttamente da Kickstarter, nuova incarnazione della serie di Fragged Empire, gioco compatto con meccaniche curiosamente ibride, appena uscito e pronto ad entrare nel nostro speciale dedicato allo sprawl, check this out, Punks!LinksDrive Thru https://www.drivethrurpg.com/product/340831/Fragged-CyberpunkKickstarter https://www.kickstarter.com/projects/wadedyer/fragged-cyberpunk-tabletop-rpg?lang=itSito di Fragged Empire e co. http://fraggedempire.com/
https://us15.campaign-archive.com/?u=012a44d6e7986cf7f82de120f&id=b8806ab3a7 1. ABDUCTION OCTOBER 13TH on a. Satanic rituals • Adduction • Holding • Preparation • Rituals THE RAGGED EDGE RADIO LIVE NOTES BY RUSS DIZDAR © WITH 31 DAYS ABLAZE PRAYER – ACTION 9 b. Hunters c. Missing ………. never found d. Getting rid of evidence The stories • Bury • Burn • Chipper • Casket • Water 2. ACTS 12 AND THE SEARCH PARTY d. Immediate search e. Immediate prayers …. Do not stop until found f. Call in the calvary WATCH Colossians 4:2 https://www.bing.com/videos/search?q=chistian+song+saved&&view=detail&mid=EE02AA2FD83CC661790CEE02AA2FD83CC661790C&&FORM=VRDGAR&ru=%2Fvideos%2Fsearch%3Fq%3Dchistian%2Bsong%2Bsaved%26qs%3Dn%26form%3DQBVR%26sp%3D-1%26pq%3Dchistian%2Bsong%2Bsaved%26sc%3D6-19%26sk%3D%26cvid%3DE0777AB864D042ED8F7D5E23028172CA
This episode is all about Bottega Veneta and their recent explosion in popularity. I begin the episode with some brief history of the Bottega Veneta fashion house and then go over some interesting patents and trademarks the company owns. I discuss a few lawsuits that the fashion house was involved in against Chinese shopping giant, Alibaba. I end the episode by providing updates on two outstanding lawsuits from Season 1 of my podcast series - Sealaska v. Neiman Marcus and the patent infringement lawsuit, Jacob's Jewelry v. Tiffany and Co. Thank you for listening. Enjoy! Episode Notes: 1. Bottega Veneta Handbag patent: https://pdfpiw.uspto.gov/.piw?Docid=D0894595&homeurl=http%3A%2F%2Fpatft.uspto.gov%2Fnetacgi%2Fnph-Parser%3FSect1%3DPTO2%2526Sect2%3DHITOFF%2526u%3D%25252Fnetahtml%25252FPTO%25252Fsearch-adv.htm%2526r%3D1%2526p%3D1%2526f%3DG%2526l%3D50%2526d%3DPTXT%2526S1%3Dbottega.ASNM.%2526OS%3Dan%2Fbottega%2526RS%3DAN%2Fbottega&PageNum=&Rtype=&SectionNum=&idkey=NONE&Input=View+first+page 2. Bottega Veneta Table patent: https://pdfpiw.uspto.gov/.piw?Docid=D0858162&homeurl=http%3A%2F%2Fpatft.uspto.gov%2Fnetacgi%2Fnph-Parser%3FSect1%3DPTO2%2526Sect2%3DHITOFF%2526u%3D%25252Fnetahtml%25252FPTO%25252Fsearch-adv.htm%2526r%3D6%2526p%3D1%2526f%3DG%2526l%3D50%2526d%3DPTXT%2526S1%3Dbottega.ASNM.%2526OS%3Dan%2Fbottega%2526RS%3DAN%2Fbottega&PageNum=&Rtype=&SectionNum=&idkey=NONE&Input=View+first+page 3. Gucci America Inc et al v. Alibaba Group Holdings Ltd et al, No. 15-03784 (SDNY) 4. Sealaska Heritage Institute Inc v. Neiman Marcus Group LTD, LLC et al (1:20-cv-00002) 5. Jacob's Jewelry Co., Ltd. et al. v. Tiffany and Co. US Sales, LLC, 1:20-cv-04291 (S.D.N.Y.)
Patreon Patron of the Week - Case Vickers (@case_vickers) Came in and immediately shared his Yuriko Deck. Patreon Contest - Show us the one card that you play that people always have to pick up and read. #WaitWhatsThatDo. You can win a 20$ gift card to Mothership Ryan - @greenegeek Zack - @z4ck38 Together - @commandersocial Twitter contest - Show us the one card that you play that people always have to pick up and read. #WaitWhatsThatDo. You can win a 10$ gift card to Mothership You can find us on Twitter Mike Condon for audio engineering and the Metamucil Thanks https://store.mothershipatx.com SOCIALSHIP - free shipping on orders of $50 or more SOCIAL10 - 10% off in stock MTG singles spelltable.com https://discord.gg/MMXQJqf Thursday nights come play at mothership! Our LGS has setup an online store! @BearMaulings - 1:00 @case_vickers - 1:09 @MothershipGames - 1:49, 6:56, 1:06:15 @jasonsudeikis - 3:05 @rebeccasugar - 3:05 @danaroach - 3:05 @SpellTable - 7:26 @ChannelFireball - 8:07, 1:04:17 @GavinVerhey - 8:45, 12:42, 39:07, 45:28, 57:38 @SixthComma - 8:45, 9:10 @JulesRobins - 8:45, 48:05, 56:09 @scryfall - 9:10, 35:17 @blairwitchgreen - 9:39 @TolarianCollege - 12:42 @maro254 - 16:11 @sebmckinnon - 25:15 @SheldonMenery - 49:03 Ep 62 Community Spotlight: Disclaimer: We’re recording this the week after Command Fest Online 2, huge shoutout to CFB! Very cool to participate and raise some money for charity at the same time. Video is here: https://www.youtube.com/watch?v=CcnTf1caAUM They announced the entire Commander Collection Green (Designed by Ari) https://scryfall.com/sets/cc1?as=grid&order=set Chord of Calling Cultivate/Kodama’s Reach Eternal Witness Sylvan Caryatid Greater Good Beastmaster Ascension Rampaging Baloths Sakura-Tribe Elder Our predictions are BOOOOOOLLLLLLLD Back in episode 31 we predicted the following cards for Commander Collection Green Ari talked about “White in Commander” and what they are looking to change (or already have that we haven’t seen yet) Congratulations Gavin! So crazy that Gavin has been working on this for 6 years! If I ever need a confidant, I’m picking Gavin! The set’s flavor can pull from any place AND any time Any A1 Bold predictions here? I wanna see old stuff! -Z Ryan Bold Prediction - We’ll see at least one card set on Phyrexia This means, only 4 non-evergreen mechanics, 3 old, 1 new A1 bold predictions for the 3 old (Does partner count here?) Ryan Bold Prediction - 3 old mechanics: Kicker, Renown, Flashback Zack Bold Prediction - Storm, Affinity, Shadow. It isn’t mechanically Commander Horizons Draft is 3 20 card boosters, Draft 2 cards from EACH pack. you end up with a 60 card deck. 2 legends and a foil in every pack Sengir, the Dark Baron I’ve been wanting this since partners released in 2016 Mono-colored Partners! Hal and Alena! How cool is it finally getting to see these 2? Prismatic Piper Ryan Bold Prediction - 1 prismatic piper, 10 rare mono-colored legends (2 of each color). 30 uncommon mono-colored partners (6 of each color) Ryan Bold Prediction - Teferi, mono blue rare Partner (pre spark, so a creature) Zack Bold Prediction - Mono color weatherlight crew partners 41 monocolored Partners! Over 1500 partner combinations now :) 71 Total new Legends in the draft boosters 30 non-partner, 2 / 3 color legends (so this means no 4 or 5 color legends in the set, if my math checks out) Keeper of the Accord Ryan Bold Prediction - Teferi’s Protection will be reprinted! Zack Bold Prediction - Blind Obedience will be reprinted Powerful white cards Extended Art Commander’s Sphere and Command Tower extended art Ryan Bold Prediction - Cultivate extended art Ryan Bold Prediction - Arcane Signet extended art Zack Bold Prediction - Brainstorm Extended Art (ice age) Zack Bold Prediction - Blood Artist Many other common/uncommon stables will get this same treatment 32 Popular legends will get reprinted with Etched Foil treatment (These can appear in draft boosters) Each new legend (71 of them) can also appear in Etched Foil Etched foils appear in draft boosters infrequently Etched foils appear in every Collector booster Zack Bold Prediction - There will be a Niv Mizzet, Parun Etched Foil Man, this is giving me a conundrum, cause I want to draft the set, like BADLY, but also may be a while before I can get together with folks, and the extended art cards look awesome. Also are there extended art etched foils? Extended art cards ONLY appear in Collector Boosters Video of the treatment on Gavin’s Youtube channel: https://www.youtube.com/watch?v=PG3p0xlcQJU Prossh, Skyraider of Kher Ryan Bold Prediction - Kess, Dissident Mage will be one of the reprint commanders Ryan Bold Prediction - Teysa Karlov will be one of the reprint commanders Etched Foils No double-faced cards Ryan Bold prediction - This will be a changeling, because the two legendary options don’t seem like fun draft environment cards: https://scryfall.com/search?as=grid&order=name&q=%28type%3Alegendary+type%3Akithkin%29 (Could also be a non-legendary creature, but the way Gavin said it makes me think it was a Ruse) Zack Bold prediction - it will be a five color sliver. At least one kithkin They used a spreadsheet to test the partners (so you know it’s serious!) Jeska will likely be a Planeswalker that can be a commander Ryan Bold Prediction - This will be a new card, the current options aren’t great: https://scryfall.com/search?as=grid&order=name&q=type%3Acreature+commander%3AG+cmc%3D6+rarity%3Ac&unique=cards (Or Elvish Aberration is downshifted to common) Zack Bold Prediction - It will be Vorstclaw. 6 mana common green creature that is NOT Colossal Dreadmaw Ryan Bold Prediction - We will see a mono-Black Aetherborn uncommon legend Zack Bold Prediction - people holding a piece of fence New Characters All mono-colored legends have partner. Any 2 color or more legends won’t have partner (Stand-alone as Jules said) Enemy Crowdlands (Battlebond) are in this set! Releases November 6th Questions Anything goes here, let’s each at least put 3 bold predictions Ryan Bold Prediction - We will finally see the W/B Angel that is a sister to Sigarda, Bruna, and Gisela Ryan Bold Prediction - A pre-spark U/R Dack Fayden legend Ryan Bold Prediction - We will get a legendary creature that is a hint about the Wanderer, and it somehow involves Fblthp Zack Bold Prediction - Praetors will be reprinted. Zack Bold Prediction - Primeval Titan will be reprinted / unbanned Zack Bold Prediction - Urza Planeswalker Final Bold Predictions Booster Fun Commander Legends!!! Gavin Verhey, Ari Nieh and Jules Robins (Lead final designer of Commander Legends) Commandfest Preview Panel What did you think of the Commander Legends panel from Command Fest Online 2? What cards are you most excited for? What predictions do you have for Commander Legends? Summary Main Topic - Commander Legends Keep it Social! Komiku - Battle of Pogs https://creativecommons.org/publicdomain/zero/1.0/ Zack Gets it Together Theme Consider becoming a Patron: https://www.patreon.com/commandersocial You can check us out at commandersocial.com YouTube - https://www.youtube.com/CommanderSocial You can email us directly at cast@commandersocial.com Instagram: https://www.instagram.com/commandersocial On twitter @commandersocial twitch.tv/greenegeek Ryan individually @greenegeek Zack individually @z4ck38 Contact Info © Copyright 2020 Leaky Dinghy, LLC
Former detective (and now fisherman and a fisher of men) Kevin Hill joins Bob Enyart to discuss the murder of George Floyd by ex-Minneapolis police officer Derek Chauvin. At 6:55 into the NYT's important video (see below), onlookers yell out, "Check his pulse! Check his pulse!" As of the time of this BEL broadcast the ensuing riots have resulted in at least a dozen deaths. Donald Trump (who we strongly oppose including for his funding of aborting a million black babies and many other children) was correct when he stated that looting leads to shooting, and it leads of course to other ways that rioters, and victims, die in riots. Then, wickedly, at the end of the New York Times video and as expected, the paper effectively justifies the violence of the Floyd riots by describing the past week's violence, looting, murder, and arson as, well, as understandable outrage. No, like Chauvin's killing of Floyd, the premediated riots are not understandable. As for Chauvin's guilt, the Minnesota complaint, as shown above, indicates that officer Kueng checked Floyd's wrist for a pulse and could not find one. Yet the knee remained for another two minutes. See more about the charges, just below, and please consider our kgov.com/list-of-ways-to-reduce-crime. * Homicide, Murder, Negligence: Among further particulars in the Floyd case to note, the very top "subdual" line of the county's autopsy supports their cause of death finding released a week later of: "Manner of death: Homicide" and "Cause of death: Cardiopulmonary arrest complicating law enforcement subdual, restraint, and neck compression". Some have been under the impression that the coroner found a substance-abuse cause of death whereas they did find drugs but not as the cause of death. Some have also claimed that Floyd didn't die at the scene. However, the one-hour later "time of death" was the time when a doctor certified him as dead. The coroner, like the family's autopsy, apparently found that Floyd died while his neck was being compressed. Reviewing the pulse matter, recall that onlookers yelled out, "Check his pulse! Check his pulse!" The complaint quotes Officer Lane saying, "I am worried about excited delirium or whatever" (by which he meant, as Det. Hill points out in today's BEL broadcast, positional asphyxia, with delirium as a complicating factor). Chauvin said (to his credit), "That's why we have him on his stomach." Then at at 8:24:24, Floyd stopped moving. A minute later Officer Lane asked again in vain if they could "roll him on his side." At 8:25:31 Officer Kueng said, and this seems to be among the most serious evidence against Chauvin, that he couldn't find a pulse. Still, Chauvin kept his knee on Floyd's neck for another couple minutes. It seems that anyone who objects to a murder charge would have to take from this information, provided that it is accurate, and conclude that at the very least, Chauvin is guilty of negligent homicide. However, as mentioned below for example in former Judge Jeanine Pirro's recounting of the case, it seems that there is more than sufficient warning to Chauvin to justify a murder charge. Emotions don't usually help sort things out. But those who disagree can try imagining that it was one of their kids on the gorund. I think they could see, as Pirro points out, every single warning given to Chauvin as something he had to consciously reject in order to continue pressing on. We've said on air that the Black Lives Matters heros, which includes Floyd, are all thugs, addicts, criminals, and drunks. Floyd was a bad guy, on drugs, and uncooperative. And regarding Jeanine Pirro, I am no fan of hers either. But the recounting of the case against the officers from this former D.A. takes into account more lines of evidence than just the one video that most people have seen. I believe she is far more correct than incorrect (even though Pirro may have been incorrect in what she says about their department policy). Today's Resource: Have you seen the Government Department at our KGOV Store? We are featuring our classic God's Criminal Justice System seminar and our important videos God and the Death Penalty, Live from Las Vegas, and Bob on Drugs DVDs, and our powerhouse Focus on the Strategy resources! * Fighting Religion, C.S. Lewis, Mere Christianity: At Google Books... For Christianity is a fighting religion. It thinks God has made the world- that space and time, heat and cold, and all the colors and tastes, and all the animals and vegetables, are things that God ‘made up out of His head’ as a man makes up a story. But it also thinks that a great many things have gone wrong with the world that God made and that God insists, and insists very loudly, on our putting them right again. * KGOV Wrong About a (non) Fake News Photo: See kgov.com/fake-news for the explanation of how BEL came to wrongly conclude the photo of a burning kiosk was fake (after Matt Drudge's use implied that an L.A. police station had be set on fire).
Episode 0129 - Dressing Up Your Car How much dressing up your car is too much. According to Lefty, washing it is too much. Through a rocky start B squad discusses the question of plain jane or all tricked out. Show Notes: Custom Badge: http://www.madhornets.com/3d-metal-front-grille-grill-badge-emblem-decals-hood-car-flag-usa-united-states/?gclid=CjwKCAjwv6blBRBzEiwAihbM-QoRqd7lbp8W2YzjF4-9wzGq2AYr6sNImtIiU97Zm4SnQ9GvPBLweBoCX0UQAvD_BwE Demon upgrades for $1 https://www.universitydodge.com/dodge-challenger-srt-demon-upgrades-one-dollar/ Fake Air vents https://www.amazon.com/Side-Vent-Air-Flow-Fender/dp/B01G6PDR9I/ Two tone Hudson https://www.flickr.com/photos/drontfarmaren/18843661471 Hudson Hubcaps https://www.ebay.com/i/202647371597?chn=ps https://www.ebay.com/i/264266300323?rt=nc&_trkparms=aid%3D222007%26algo%3DSIM.MBE%26ao%3D1%26asc%3D20160908110712%26meid%3De3aac7f4e89d41cb89a59232612cf68e%26pid%3D100677%26rk%3D3%26rkt%3D6%26sd%3D202647371597%26itm%3D264266300323 Individual intake manifold: https://speedmaster79.com/chevy-gm-ls7-downdraft-efi-stack-intake-manifold-system-satin/ Eleanor Mustang and hood: https://www.ebay.com/i/264266300323?rt=nc&_trkparms=aid%3D222007%26algo%3DSIM.MBE%26ao%3D1%26asc%3D20160908110712%26meid%3De3aac7f4e89d41cb89a59232612cf68e%26pid%3D100677%26rk%3D3%26rkt%3D6%26sd%3D202647371597%26itm%3D264266300323 Gene Winfield: https://www.winfieldscustomshop.com/about https://en.wikipedia.org/wiki/Gene_Winfield Fusible wire: https://www.summitracing.com/parts/pco-8122pt?seid=srese1&cm_mmc=pla-google-_-shopping-_-srese1-_-pico-wiring&gclid=EAIaIQobChMIgoSdr9C_4QIVzh-tBh16vgJWEAQYBCABEgJqD_D_BwE Thanks for listening, downloading and subscribing. For questions, comments or complaints please e-mail us at: Hosts@BsquadHotrod.com And if you really want to help us out, share and subscribe a friend to our podcast.
George and Jeremy discuss test and measurement equipment - RF Power Meters, DC Power Meters, and Digital Multimeters. Digital Multimeter Comparison Video - https://youtu.be/tl76f0S3iOU LM317 power supply Kit - http://www.ebay.com/itm/LM317-Adjustable-Voltage-Regulator-Step-down-Power-Supply-Module-LED-Voltmeter/141812241288?_trksid=p2047675.c100005.m1851&_trkparms=aid%3D222007%26algo%3DSIC.MBE%26ao%3D2%26asc%3D37470%26meid%3D8a24a918e95b4208bffa4707fe8c0eed%26pid%3D100005%26rk%3D4%26rkt%3D6%26sd%3D330942829760 Cheap kits and electronics - www.banggood.com https://blog.adafruit.com/2016/08/11/portable-adjustable-power-supply-3dthursday-3dprinting/ Icom released a new ID-51 Plus2 - http://www.icom.co.jp/world/news/160808/ID-51_PLUS2_colorvariation.pdf Kenwood TH-D74A Information - http://www.jvckenwood.com/en/press/2016/08/press_160808.html KF7IJZ’s Raspberry Pi 3 Cluster - https://www.youtube.com/watch?v=KJKhRLKXr-Q Must have Digital Multimeter features Auto Ranging True RMS A/C Measurement Check max voltage and current specs Backlight Kick stand Continuity testing beep >4000 counts / 3 ¾ Digits - https://www.youtube.com/watch?v=U4JFeU-o2kc Nice to have Digital Multimeter features Capacitance Diode check Transistor check Frequency counter Computer connectivity High quality probes Impact resistant / weather proof case (rubbery) What do you get as Digital Multimeter price increases? Precision “Nice to have” Features Non contact sensing Computer connectivity Accessories Power Handling Faster continuity test response Good test probe characteristics: Silicone insulation not cheap wire Good strain relief Flexible Sharp probe points Removable alligator clamps FLUKE TL71 10A PREMIUM DMM TEST LEAD SET FOR DIGITAL MULTIMETER PROBES NEW $18 Digital Multimeter Recommendations Tenma 72-7780 6000 count TRMS - $60 - http://www.mcmelectronics.com/product/TENMA-72-7780-/72-7780 Extech… Tenma 72- 10410 - $67 6000 count TRMS w/ USB - $67 - http://www.mcmelectronics.com/product/72-10410 Tenma 72-10415 22000 count TRMS w/ USB Connectivity $100 - http://www.mcmelectronics.com/product/TENMA-72-10415-/72-10415 EEVBlog Branded Bryman BM235 - ~$100US - https://www.eevblog.com/product/bm235-multimeter/ Fluke 87V - $340 - https://www.amazon.com/Fluke-FLUKE-87-V-Digital-Multimeter/dp/B00T3LZLFG/ref=sr_1_1?ie=UTF8&qid=1469753599&sr=8-1&keywords=fluke+87 Fluke 287- $450 - https://www.amazon.com/Fluke-287-Electronics-Multimeter-TrendCapture/dp/B01HAWOWO0/ref=sr_1_1?ie=UTF8&qid=1469753537&sr=8-1&keywords=fluke+287 Keysight (Agilent) U1272A - $390 - http://www.mcmelectronics.com/product/KEYSIGHT-TECHNOLOGIES-U1272A-/72-8935 Clamp Current Probes - Tenma - $40 - http://www.mcmelectronics.com/product/72-9180#review RF Watt Meters: MFJ 822 (HF, 2m) - $60 - http://www.mtcradio.com/mfj-822-wattmeter-hf-vhf-1-8-200-mhz-300-w-mobile/ MFJ 842 (2m,220,440) - $60 - Diamond SX-200 (HF 2m) - $90 - http://www.hamradio.com/detail.cfm?pid=H0-000009 Diamond SX-600 (HF, VHF, UHF) - $180 - http://www.hamradio.com/detail.cfm?pid=H0-000013 Bird Model 43 and slugs ($300 for meter + ~$50+ per slug) http://www.birdrf.com/Products/Wattmeters_Line%20Sections/PortableWattmeters/43_General-Purpose-Wattmeter.aspx#.V6tGLpgrKUk DC in-line power monitor: Powerwerx Wattmeter-PP $50 - https://powerwerx.com/watt-meter-analyzer-inline-dc-powerpole RC Digital LCD Watt Meter Battery Voltage Current Power Analyzer Tester - http://www.ebay.com/itm/Digital-LCD-Watt-Meter-Battery-Voltage-Current-Power-Analyzer-Tester-60V-100A-RC-/281826900593?hash=item419e313a71:g:NZoAAOSwl9BWHPwg West Mountain Radio PWRcheck - $185 - http://www.westmountainradio.com/product_info.php?products_id=pwrcheck Sparkfun - How to use a multimeter - https://learn.sparkfun.com/tutorials/how-to-use-a-multimeter Fluke - ABC's of DMMs (Digital Multi Meters) - http://support.fluke.com/find-sales/Download/Asset/1260898_6116_ENG_M_W.PDF Ideal Industries - Basics of Digital Multi Meters - http://www.triotest.com.au/shop/images/basics_of_digital_multimeters.pdf EEVBlog Multimeter Videos DMM Buyers Guide for Beginners: https://www.youtube.com/watch?v=gh1n_ELmpFI How a Multimeter Works: https://www.youtube.com/watch?v=yuCXsT3_WRE Multimeter Counts and Resolution: https://www.youtube.com/watch?v=U4JFeU-o2kc
Tierärztliche Fakultät - Digitale Hochschulschriften der LMU - Teil 06/07
Die vorliegende Arbeit befasst sich mit der Entwicklung und Charakterisierung monoklonaler Antikörper (mAk) gegen die C-Komponente des Non-haemolytic Enterotoxin (Nhe)-Komplexes von Bacillus cereus sowie deren Einsatz zur Analyse der Rolle des NheC im Hinblick auf die Wirkungsweise von Nhe. NheC wurde in Escherichia coli rekombinant exprimiert und mittels Immunaffinitätschromatographie aufgereinigt. Nach Überprüfung durch SDS-PAGE und Quantifizierung mittels SYPRO® Ruby Protein Gel Färbung wurde das gereinigte Toxin als Immunogen eingesetzt. Nachfolgend konnten drei mAk vom IgG-Subtyp (mAk 2G8, 1E12, 2F10) und ein mAk vom IgM-Subtyp (mAk 3D6) gegen NheC hergestellt werden. Die Charakterisierung der mAk erfolgte mittels Enzymimmuntest (EIA), Western Immunblot und Immunfluoreszenzmikroskopie. Bei Verwendung eines indirekten EIAs erlaubten die mAk den sensitiven Nachweis von rNheC im unteren Nanogrammbereich (Nachweisgrenze 10 – 15 ng/ml). Untersuchungen zur Spezifität der mAk innerhalb des Nhe-Komplexes mittels indirekten EIAs und Western Immunblots zeigten, dass die mAk 2G8 und 1E12 substantielle Kreuzreaktionen mit der strukturverwandten NheB-Komponente aufweisen. Dies konnte durch Epitopanalysen und kompetitive Bindungstests noch bestätigt werden. Während die mAk 2G8, 1E12 und 3D6 mit allen überprüften B. cereus-Stämmen reagierten, weist das von dem mAk 2F10 erkannte Epitop eine stammspezifische Variabilität auf. In Zellkulturtests war keiner der vier mAk in der Lage die zytotoxische Aktivität des Nhe-Komplexes zu neutralisieren. Demgegenüber gelang es mit allen mAk mittels Immunfluoreszenz erstmals die direkte Bindung von NheC an die Zielzelle darzustellen. Unter Verwendung eines polyklonalen Kaninchen-Antiserums gegen NheC als Fangantikörper und der vier mAk gegen NheC als Nachweisantikörper wurden hochempfindliche Sandwich-EIAs für den Nachweis von gereinigtem NheC entwickelt. In natürlichen B. cereus-Überständen konnten jedoch nur geringe Mengen (< 10 %) des theroretisch vorhandenen NheC nachgewiesen werden. Die auf diesen Ergebnissen basierende Hypothese, dass NheC in Lösung an NheB gebunden vorliegt, konnte zunächst in artifiziellen Systemen bestätigt werden. Mangels SDS-Stabilität der NheB-NheC-Komplexe, erfolgte der Nachweis mittels intermolekularem Cross-Linking und Dot Blot-Analysen. Durch Kombination des NheC-spezifischen mAk 3D6 als Fangantikörper und des HRP-gekoppelten mAk 1E11 gegen NheB als Nachweisantikörper konnte ein spezifischer NheC/B-Sandwich-EIA zum Nachweis von NheB-NheC-Komplexen in B. cereus-Kulturüberständen etabliert werden. Zur Analyse der Funktion der NheB-NheC-Komplexe wurde zum einen die Komplexbildung mit der Zytotoxizität verglichen, und zum anderen per Durchflusszytometrie deren Zellbindung mittels NheB-Quantifizierung (durch mAk 1E11) bestimmt. Fazit ist, dass scheinbar sowohl eine definierte Menge an NheB-NheC-Komplexen, als auch ausreichend freies NheB vorhanden sein müssen, damit effiziente Zellbindung und Zytotoxizität von Nhe gewährleistet sind.
https://portalzine.de/services/podcast-5aes/folge/008/ ÜBER DIE FOLGE -------------------------------------- Folge 008 - 12.01.2014: Digitale Comics, Desktop, iOS, Android und Windows Phone 8 Reader. LINKS -------------------------------------- * comiXology- http://www.comixology.com/ * Windows Phone 8 - Comic Time- http://www.windowsphone.com/de-de/store/app/comic-time/c150ba2a-b8ec-493f-a754-37b0433e0ed5 * Windows Phone 8 - Comic Book Reader- http://www.windowsphone.com/de-de/store/app/comic-book-reader/4cd82f26-e35d-41ef-a6e8-92e591960f84 * Android - Komik Reader- https://play.google.com/store/apps/details?id=com.komik.free * Android - Comic Reader Mobi- https://play.google.com/store/apps/details?id=mobi.ComicReaderPlatform * Android - Comic Viewer- https://play.google.com/store/apps/details?id=net.androidcomics.acv * iOS - Comic Zeal Comic Reader- https://itunes.apple.com/us/app/comic-zeal-comic-reader/id363990983?mt=8 * iOS - Comics- https://itunes.apple.com/us/app/comics/id303491945?mt=8 * iOS - ComicFlow- https://itunes.apple.com/app/comicflow/id409290355?affId=747172&ign-mpt=uo%3D6&mt=8 * Linux - Comix- http://comix.sourceforge.net/ * Mac OSX - Simple Comic- http://dancingtortoise.com/simplecomic/ * Windows - Comic Rack- http://comicrack.cyolito.com/ * Dark Horse Comics- http://www.darkhorse.com/ * DC Comics- http://www.dccomics.com/ * Marvel Comics- http://comicstore.marvel.com/free-comics SOCIAL MEDIA -------------------------------------- ♡ Blog: https://portalzine.de/news ♡ Facebook: https://www.facebook.com/portalZINE ♡ Instagram: https://www.instagram.com/pztv/ ♡ Twitter: https://twitter.com/portalzine PORTALZINE® NMN - Development meets Creativity -------------------------------------- Alexander Gräf Stettiner Str. Nord 20 49624 Löningen Deutschland https://portalzine.de #podcast #tech #geek #woche #portalzine #pztv
Episode 6 Topics:- Happy Birthday Mario Lemieux- Getting Critical on PG+ and Shelly Anderson's Twitter Account- Wilkes-Barre Scranton Roster Cuts- WBS has an iPhone app, that keeps crashing on me- Bill Plaschke evidently has never heard of the NHL- Petr Skyora a Devil Again- Get Will Wishes for Cy ClarkTwitter Accounts Mentioned:Shelly Anderson - @pgshellyAllan Walsh - @walshaBill Plaschke - @BillPlaschkeCy Clark - @malkamania71Websites Mentioned:Chirps From Center Ice102.3 The Mountain (WBS Pens Radio Stream)Full Audio Download: A Great Day For A Podcast - Episode 6 - 10.05.11
The band Leiahdorus joins us in the studio to talk about the first Ultimatum music video! The video for "Forward Blindly" from the album Ode to the Builders is finished and has launched online; please check it out! We tell all about our video shoot, and our new experiences in the music industry.We make last minute plans for the 48 Go Green.Schmollywood:The Alien prequel is now PrometheusThe Coen Brother's "full-on horror movie"Monsters gets a not-so indie sequelSex and The City prequelTrailer reactions: X-men: First Class & Atlas Shrugged: Part 1Jay's weekly Hobbit update featuring this photoThink How I Think:The King's Speech