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just a couple of changers, up to no good

IPAWN was operating as usual, they'd made a sale on a hunting rifle, a paintball gun, and had traded in a nice gold pocketwatch for a good price, coming out ahead in the deal.
Thoughts of profits exited the managers mind as he looked up from his phone to witness a pair of capes? golem? whatever the fuck they were, the one in front is made of rebar? metal pipes? is that aluminim siding?
Whatever they were, he'd instinctively pressed the silent alarm under the counter, he'd only needed it one or twice for disgruntled customers, and a methhead that one time.
Patchwork rubbed his hands together at the bounty of junk before him, eliciting a scraping of metal on metal, Pawnshops were one of his favorites, right below Antique malls, and above storage yards.
His form of choice for the day consists mainly of metal piping, he'd copied from the homedepot, lengths of chain and barbed wire trim, His torso made of a chunk of concrete with aluminum siding like a chest and back plate.
His head a roundish bit of concrete crammed inside a chrome-colored Motorcycle helmet, some red poker chips for 'eyes'.
submitted by Magos_Nashoid to wormrp [link] [comments]

Comeback Opportunities will determine the game’s long-term survival: Here’s how we do it.

Comeback Opportunities will determine the game’s long-term survival: Here’s how we do it.
THE COMEBACK FACTOR: AN INTRODUCTION
There’s no question that one of the most exciting and exhilarating things that can occur in any game is pulling off an absolutely epic comeback. This is true no matter the game or the sport. Just the simple fact of knowing that a comeback is possible is enough to keep both players and spectators captivated and engaged throughout the entire duration of a game no matter what the deficit might be.
Comebacks are responsible for some of the most powerful emotions that someone can experience in a game, whether you're on the winning end or the losing end. And that's what people remember the most about games – not necessarily what happened, but how it made them feel.
Making sure that the comeback element is present is going to be IMPERATIVE for Frost Giant to not only implement, but absolutely NAIL if they plan on creating a game that stands the ultimate test of time.
What I aim to do is to explain the importance of the Comeback Factor, show the Comeback Factor’s relation to RTS and its history, and then propose game elements in terms of economy and unit balance that can ensure that comebacks play a pivotal role in Frost Giant’s mission to create the next great RTS!

SPORTS & THE COMEBACK FACTOR
To emphasize just how important the comeback element is, let’s just take a look at the top 25 sports in the world and their estimated global following:
  1. Soccer / Association Football (4 billion estimated followers)
  2. Cricket (2.5 billion)
  3. Basketball (2.2 billion)
  4. Ice Hockey, Field Hockey (2 billion)
  5. Tennis (1 billion)
  6. Volleyball (900 million)
  7. Table tennis (875 million)
  8. Baseball (500 million)
  9. American Football, Rugby (475 million) -----------------------
  10. Golf (450 million)
  11. Motorsports
  12. Boxing
  13. MMA
  14. Athletics
  15. Cycling
  16. Badminton
  17. Swimming
  18. Snooker / Billiards
  19. Gymnastics
  20. Shooting
  21. Handball
  22. Wrestling
  23. Skiing
  24. Horse Racing
  25. Bowling
Take a look at the top 9 sports on this list. You know what element they share? The Comeback Factor!
If you are a fan of any of the top 9 sports on this list, I am positive that you have multiple memories burned into your brain of absolutely incredible (or heartbreaking) comeback games, and you’re probably replaying some of those memories in your head right now as you read this. Comebacks create memories that stick with us forever, both for better and for worse (if you’re on the losing end), and these memories are what keep us wanting more and keep us coming back.
But it’s not even the comebacks themselves that create this phenomenon. It’s the fact that we know in the back of our minds that even if the team we’re cheering on gets soul-crushingly behind in a game or even gets ridiculously far ahead, a game is never over until it’s over. That’s because in all of the games at the top of this list, at any given moment the players have the power and the ability to completely turn things around, take control of the game, and have a direct impact on your opponent’s failure or success. In these games, even if your opponent gets a decisive lead – and even if he keeps up the exact same level of performance – you still have the opportunity to either step up your game and go above and beyond your opponent's level, you can drastically change up your approach to totally disrupt your opponent’s gameplay, or you can also take a series of high risks that might result in a complete change of momentum in the game.
This isn’t the case for nearly all the sports at the bottom.
In golf, if you get significantly behind halfway through a match and your opponent is scoring birdies on every hole, what are you going to do? Rack up consecutive hole-in-ones? Not gonna happen.
In bowling, if you get significantly behind in the first few frames and your opponent keeps bowling strikes, what are you gonna do? Bowl even bigger strikes? Keep dreaming.
In racing sports, if your opponent is a lap ahead and they’ve been consistently maintaining the same speed throughout the race, what are you going to do? Hope you roll a blue shell on your next power up? Ha!
The only way that a possible comeback can occur in nearly all of the sports at the bottom of this list is if your opponent just happens to make a disastrous blunder (like missing a pivotal shot in billiards) or suffers an unforeseeable misfortune (like pulling a muscle in swimming or clipping another bike in cycling).
Having to be 100% dependent on your opponent making mistakes or suffering a misfortune in order to win is simply NOT FUN. There’s nothing exciting or exhilarating about it at all!
The interesting thing about RTS games is that they share elements with sports on both the top and the bottom of this list. RTS games have both the direct offensive and defensive aspects of the top 9 sports (attacking your opponent, defending your base) and they also share the same indirect, passive aspects of most of the sports at the bottom of the list (building your army, growing your economy, developing your tech). The challenge to ensuring that comebacks are possible will be finding a happy balance between the two.
But before we get more into RTS, let’s briefly take a look at two other games that have stood the test of time due to their Comeback Factor: Chess and No-Limit Tournament Poker.

CHESS & POKER
RTS games often get compared to Chess and No-Limit Tournament Poker due to their emphasis on preparation, coming up with a game plan, executing different strategies, reading your opponent, adjusting to your opponent, and taking risks. But there are also many elements in Chess and No-Limit Tournament Poker that allow ample opportunity to pull off a comeback, and because of these comeback elements, Chess and No-Limit Tournament Poker are games that will more than likely live on forever.
In Chess, if you’re behind in material, it is very possible to still win if you can coordinate your pieces, give yourself a positional advantage, and execute different tactics to either checkmate your opponent, trap your opponent’s majominor pieces, or promote your pawns. Even if these options aren’t readily available, it’s still possible to cleverly weasel your way out of defeat and force a stalemate. Yes, at the very highest of levels of Super Grandmaster (top 30 players in the world) these comeback possibilities are extremely rare and very blundemiscalculation-dependent since Super GMs nearly always play perfect chess (which is a big reason I feel that chess will never gain mainstream spectator popularity despite having been such a popular game for centuries). But for players of all different levels ranging from just the casual player to even players at the Grandmaster level, the opportunity for a comeback is almost always present and happens in games all the time. In chess, you can also even intentionally give your opponent a material advantage in exchange for a positional or tactical advantage, and these tend to make for the most interesting games in chess! These kind of sacrifices happen regularly at all different levels of chess, including the Super GM level.
In No-Limit Tournament Poker, there is a common term that every poker player knows: “Chip and a chair.” For those who aren’t familiar with NLTP, “chip and a chair” basically means that as long as you have a single chip and a seat at the table, there is still a chance that you can actually comeback and win an entire tournament. This element alone is exactly why so many players are attracted to NLTP, because just like in the top sports mentioned above, a game is never over until it’s actually over. But even before you’re down to your last chip, if your chip stack is dwindling and you’re starting to lose hope, you can decide to risk your entire stack and go all-in and take a shot at a doubling up and giving yourself new life. Not only is this kind of risk taking a possibility, but it’s also REQUIRED if you actually wish to have any kind of long-term success. And on the other end of the spectrum, even if you are the dominant chip leader and have triple the amount of chips as the next biggest chip stack in the tournament, you can go from Hero to Zero and get knocked out of the tournament in just a matter of a few hands if you get unlucky or take a number of unnecessary risks. This dramatic level of constant uncertainty is undoubtedly the element that keeps people playing and also why people will always enjoy watching streams and broadcasts of No-Limit Tournament Poker.
But it’s also very important to keep in mind the difference between No-Limit and Limit Tournament Poker. While both games definitely require a lot of skill and understanding of the game, Limit Tournament Poker almost completely lacks the Comeback Factor. If you are ever down to your last chip in LTP, there is literally close to a 0.00% chance for any sort of eventual comeback. And on the other end of the spectrum, if you’re way ahead of the rest of the field in LTP it’s basically guaranteed that you are going to be there for a long, long time and will have an almost definite chance of placing high in the tournament – of course, that is unless you recklessly make a long series of blunders or get really unlucky back-to-back-to-back-to-back-to-back. There’s nothing exciting about any of that. This is why Limit Tournament Poker isn’t popular at all whatsoever. There actually was a brief period of time when LTP was relatively popular during the Poker Boom of 2003, but after the player population really got a good grasp of the game, that popularity fizzled out pretty quickly, because the game is redundant and simply isn’t exciting or interesting.
We want to create No-Limit Poker, not Limit.
(Note: I am not saying that all of these sports/games are perfect by any means and I believe that there are actually some game balance issues in nearly all of them, but that’s a subject for another time.)
So how can we use all this information and implement the Comeback Factor into the next great RTS?
Before we get into what we can do, it’s very important for us to first take a good look at the economic systems of three of the most successful RTS games of all-time: Brood War, StarCraft II, and yes… WarCraft III.

THE OVERLOOKED INNOVATION OF WARCRAFT III
Now, I have to give credit where credit is due. WarCraft III put forth an honest effort to TRY to get this comeback element right, and while I don't believe that they were successful in really accomplishing it, I do think that it would be a mistake to overlook the innovation that WarCraft III actually did manage to bring to the table.
While developing WarCraft III, Blizzard was well aware that a big reason for Brood War’s success was because even if your opponent got a significant lead, players could still stay in the game and perhaps eventually pull off some sort of a comeback. While the comeback element was definitely present in Brood War, it still wasn’t nearly at the degree of any of the sports/games discussed earlier. Blizzard aimed to change that in WarCraft III by implementing upkeep with the goal of encouraging engagement and aggression while also allowing players who get behind to have a higher flow of income than their opponent so that they can build themselves up and get back into the game more quickly.
For those who are uninitiated on upkeep or just need a reminder, upkeep is basically a tax bracket based on active food supply that essentially punishes you for building an army beyond certain points of supply. The three different levels of upkeep are:
- No Upkeep (0-50 Food: 100% income)
- Low Upkeep (51-80 Food: 70% income)
- High Upkeep (81-100 Food: 40% income)
Unfortunately, the implementation of upkeep made the game very unenjoyable for a large percentage of the RTS player base and you can still find WarCraft III players – both loyal fans and players trying to give War3 another shot – complaining about upkeep to this very day! The different levels of upkeep are so punishing that it discourages players from even building up an army much larger than their opponent’s, as their economies would suffer dramatically and it would give their opponent a significant and completely game-changing economic advantage. As a result, at the top levels of play, you basically never see players go above 80 supply and they are even hesitant to even go above 50 supply until they feel the time is right.
So how on Earth are you supposed to have a comeback when the game is systematically designed to prevent players from even getting ahead?
https://preview.redd.it/xdatdlb7x9x51.png?width=292&format=png&auto=webp&s=4d60b32bc0e7bda9560319a1ecbbe414ee35356f
With all that said, it would be extremely shortsighted for us to only look at the flaws of upkeep without acknowledging what it actually did accomplish. The number one thing that the idea of upkeep got right is that it was successful in encouraging aggression. When a player approaches the maximum threshold in an upkeep bracket (50/80 supply), it’s almost immediately necessary for them to attack their opponent in order to either gain an advantage or keep any advantage that they already have – which ultimately also puts that advantage at risk – and there’s really only a small window of time to be able to do that, because if you don’t, your opponent can quickly and easily equalize. When a player is forced to put his advantage at risk, in theory it should create a perfect opportunity for a possible comeback. However, since the possibility of gaining a significant advantage at all is basically non-existent in the first place due to upkeep, the theory doesn’t really perform well in actual practice in terms of an RTS game. This causes the game to place a much higher emphasis on gaining an advantage through hero development rather than unit, economy, and tech development which are basically the three main elements of all RTS games. And in WarCraft III, once a player’s heroes become significantly more powerful than their opponent’s, the possibility of a comeback is nearly completely lost as there is no opportunity to set back any progress that a hero has already made in leveling.
Now what Blizzard seemed to have possibly overlooked when developing WarCraft III was that Brood War already had a form of upkeep innately implemented into the game that they may not have even realized they already had!

UPKEEP, BROOD WAR, AND WORKER VALUES
Brood War has an economic system that is extremely unique and very different from any game that has ever been made and this system is a huge reason why comebacks are more possible in BW than other RTS games. To further explain this point, it’s important to first compare its economic system to WarCraft III and StarCraft II.
In WarCraft III, each worker holds the same amount of value and this value remains the same throughout the entire course of the game unless it’s affected by upkeep, in which case every worker’s value is affected all at once. In terms of income, each base only allows a maximum of 5 workers to mine gold at a time. If workers that are mining are killed, all the races have a pretty easy time immediately replacing them with very little impact on the economy. Of course, it’s slightly more difficult for Undead, but you can still replace Acolytes relatively quickly without much of an economic effect since you only need 5 for 100% mining efficiency.
In StarCraft II, the first two workers per mineral patch all hold exactly the same value. The amount of minerals that 16 workers can mine per minute is roughly double the amount of minerals that 8 workers can mine per minute on a base that has 8 mineral patches (ever so slightly less than double actually, but not significantly enough where “double” isn’t fair to say in terms of game balance). After 16 and up to 24 workers, each additional worker adds value approximately 40-45% of the income value as each of the first 16. After 24 workers (or 3 workers per mineral patch) there is practically no value at all in having any additional workers. This is why expanding in StarCraft II is so incredibly beneficial and has such a high reward. As a result, expanding is always done as early as possible in nearly every single top-level game, because the value that you get from your first 16 workers at every base is just so ridiculously high.
In Brood War, mining works very similarly to StarCraft II except for one MAJOR difference. The rate of minerals mined per minute IS NOT doubled when you have 16 workers mining as opposed to 8 on eight mineral patches. In fact, all the workers between worker 9 and worker 16 only have about 55-60% of the income value as the first 8 workers, then workers 17-24 only have roughly 35-40% of the income value as the first 8 workers. Like StarCraft II, additional workers after the 24th worker have practically no value. These elements of mining are a big reason why Zerg players in BW can equalize their rate of income with other races despite having a lower worker count because their workers tend to be distributed among more mineral patches at more bases.
So what does all this mean in relation to all 3 games?
In WarCraft III, it means that it’s basically impossible to have a major long-term impact on your opponent’s economy unless you take out an entire base.
In StarCraft II, it means that killing just a handful of workers can be a total economic disaster for a player. For example, if you and your opponent both have 16 workers mining and you kill half of your opponent’s workers, you now effectively have an income rate TWICE that of your opponent.
In Brood War, it means that the effect of killing your opponent’s workers isn’t nearly as punishing, because if you kill half of their 16 workers in Brood War, you have only given yourself a 55-60% economic income advantage, which gives your opponent much more of an opportunity to get back into the game!
“But what if I lose ALL of my workers in BW and SC2?”
This is just ridiculously more punishing in SC2 than in BW because now you have to make 16 workers to equalize your opponent’s economic advantage instead of just having to make 8 to at least somewhat get back into the game.
These reasons are also why Drone kills in Brood War are often considered way more valuable than Probe or SCV kills, however this is compensated by Zerg’s ability to be able to produce many workers at once. If Zerg didn’t have this compensation, then killing Drones in BW would be just as punishing as killing Probes or SCVs in StarCraft II.
Because of the economic comeback elements that Brood War somewhat possesses, it's far more difficult for both players and spectators to ever really have a clear idea exactly who is going to win until the game is all but over, and I believe this plays a huge role in why an ASL quarter-finals match can still attract nearly a quarter-million live viewers 22 years after Brood War's release.
So how can we take what we know about the economy of these games and implement them into the Comeback Factor moving forward?

THE ART OF THE COMEBACK: THE ECONOMY
I’m not going to sit here and act like I’m some sort of creative genius and spitball ideas of whether or not the economy should involve mining minerals, collecting coins, soaking energy from the sun, or picking turnips. I mean, I can if you want, but that’s not what this proposal is about. This is about how to create a fair and effective economic system that finds a good and fair balance between allowing players who are behind to get back into the game while also not too harshly punishing players when they are ahead.
While there was a pretty effective form of economic income control through worker values in Brood War and a somewhat effective form of income control through upkeep in WarCraft III, I believe that both forms of control are still far too dramatic and too immediate (albeit much less immediate in BW since only one worker loses value at a time whereas all the workers lose their value at once in War3).
But there is one thing that both games taught us: Income control is necessary.
I would like to propose a simple idea that can be implemented in a variety of different ways whether it’s through gathering gold, mining minerals, or (ideally) picking turnips from a garden.
What if ONLY the first worker got 100% value from gathering resources at a single location? What if the 2nd worker got 95% value, the 3rd got 90% value, the 4th got 85%, so on and so forth...? Of course, these are arbitrary gradients that mean absolutely nothing right now and we don’t even necessarily have to use workers as our means of getting income, but the idea behind it is that if your early workers have more value and your later workers have proportionally less value but still SOME value, then you aren’t as severely behind when you just have a few workers and you also aren’t drastically punished when you have a lot of workers.
If this were implemented into any RTS it would effectively do three things:
  1. It would encourage engagement and aggression just like upkeep did in WarCraft III.
  2. It would encourage expansion and growth just like in StarCraft II.
  3. It would allow even more of an economic opportunity for a comeback than Brood War.
Q: How would it encourage aggression like in WarCraft III?
-- Because once you reach various levels of economic growth, your opponent will be able to equalize with you much more quickly unless you stop him from doing so.
Q: How would it encourage expansion and growth like in StarCraft II?
-- Because once you reach a certain level of income at one base, it becomes more beneficial to establish another base in order to gain higher value from your workers.
Q: How would it allow even more of an economic opportunity for a comeback than Brood War?
-- Because your earlier workers will have an even higher value compared to your later workers than in Brood War.
In order to give you an even better idea of how earlier workers will have a much higher value and allow for a better chance of a comeback, here are a couple of graphs so you can see it for yourself.
But so that we can compare the worker values in my proposed model to the worker values of StarCraft II and Brood War, I reduced the value of each additional worker in 4% increments rather than the 5% in my example earlier, since we will be using 24 workers to reach maximum saturation. Like I said, the actual numbers are pretty arbitrary anyway. It's the idea that I'm trying to get across. This will allow us to visually compare what it looks like going from 0% to 100% mining saturation in SC2 and BW and it shows what my model would look like in comparison.
https://preview.redd.it/yw8o6jxcx9x51.png?width=2392&format=png&auto=webp&s=81da3bd8b9a2c3d063d9bfe785a03a5f3837b5a9
This graph makes it clear why earlier workers in Brood War are far more valuable than in StarCraft II in the big scheme of things, which is why coming back after taking an economic hit is so much easier in Brood War. But as you can also see, my economic model for Frost Giant takes it a step even further, which would make it even more economically easier to recover should you take a big hit, or any degree of a hit for that matter. But at the same time, it's also not so way over-the-top that it makes it completely unfair to the player who holds the economic advantage either.
I've also included this bar graph if you wanted to take a side-by-side look at the difference of values the workers would have at each level.
https://preview.redd.it/4mpzaptex9x51.png?width=2636&format=png&auto=webp&s=36570527f2781788c5be42cd0bb552606ba4cf89
And here are the raw numbers if anyone wants to take a look and check my math for me...
https://preview.redd.it/s8ingv5hx9x51.jpg?width=435&format=pjpg&auto=webp&s=8781e32c8dd1d410b36e13ba09a6dfa6bd49f9b2
If you want to know exactly how I got these numbers, you can find the explanation HERE, because it's annoyingly tedious and it really messes up the overall flow and pacing of this proposal.
From an economic standpoint, I don’t see any downside to this if it is implemented to the primary source of income. Plus I’m just going to assume that there will be at least one additional type of secondary resource that players have to gather that could have a more stagnant and consistent gathering rate, so that can also be a way to kind of balance the flow of income between the resources.
(Edit: I wanted to avoid throwing out specific ideas, but quite a few people have commented and messaged me that this would be difficult to realistically implement. I don't see why workers wouldn't be able to extract resources from a single source that loses extraction efficiency the more workers you have on it. There are probably even far more creative/simple ways to accomplish this.)
But while implementing an economic system like this would be very effective, the Comeback Factor cannot be solely dependent on the economy. It will be very necessary to also implement other game elements to allow comebacks to be possible.

THE ART OF THE COMEBACK: UNIT & BUILDING QUALITIES
Now that we can finally push economics completely aside, there are many unit/building qualities that will be necessary in order to ensure that comebacks are possible. The main ones that come to mind are:
  1. Unit and building fragility
  2. Unit fortification advantage
  3. Units that dramatically hard-counter other units
  4. Efficient static defense
  5. Accessible and completely momentum-changing units
  6. Units that can quickly exploit different specific weaknesses
WarCraft III, StarCraft II, and Brood War all have some of these qualities to varying degrees, but it will be very important to put an emphasis on these particular unit/building qualities and make sure that they have a strong, discernible presence in order to ensure that comebacks are more of a possibility. And again, I’m not going to act like I’m some sort of creative genius, so I’m not going to try to tell some of the best professional game developers in the world how they should design their units. If you can find a way to implement turnips, cool. If not, too bad. But I do feel that these six qualities are all absolutely necessary for comebacks, nonetheless. They are mostly all self-explanatory, but I did want to elaborate a little on the importance of the first three.
1.) Unit and Base Fragility is probably the most important quality on this list. Having an opportunity to find weaknesses and deal damage to your opponent quickly can be extremely critical when trying to make a comeback, and this will only be possible if units and buildings have an exploitable level of fragility. If units and buildings are too difficult to kill, then it becomes impossible to do any kind of serious, game-changing damage to your opponent if you’re trying to equalize. It won’t matter that you snuck a covert task force into your opponent’s undefended expansion if it takes 5 minutes to kill a building. It won’t matter that you caught reinforcements on their way to join the main army if you can’t kill them before they get there. It won’t matter that you just built a direct counter to your opponent’s army if you can’t do any damage before he builds a counter to your counter. The lack of unit and building fragility in WarCraft III is also a big reason why it’s so difficult to ever rally together a comeback. In War3, if you have a bigger army than your opponent, it’s just incredibly easy to pull back weakened units to ensure they don’t die because of how long it takes to kill them. And because it takes so long to kill buildings in War3, it’s also very difficult to just run a few strategical units into a base, do some meaningful damage, and get out before your opponent’s army gets there, especially with Town Portals being a factor.
2.) Unit Fortification Advantage is a pretty big quality that I think took a hit with StarCraft II due to the implementation of unlimited unit selection and units being able to move in swarms, which led to the inevitable evolution of death balls. This made it extremely easy to get all of the units in your attacking army to all fight at once. In Brood War, it’s a lot riskier and more punishing to send your army into a fortified group of units since it’s way more difficult to keep your army close and have them all attack together. Another reason why unit fortification is stronger in Brood War is because the units and spells that work best in stationary, defensive positions (such as siege tanks, reavers, dark swarm/lurker, psionic storm) are far more powerful than those in SC2. I am by no means saying that one game’s mechanics and unit makeup are superior to the other, but it is important to acknowledge game elements that offer either more or less opportunity for a comeback.
3.) Units that Dramatically Hard-Counter Other Units will be an absolute MUST if we want to give players a good opportunity for a comeback. And I’m not talking about $1,000 worth of unit “A” will always beat $1,200 worth of unit “B” kind of counters. I’m talking about counters like $500 worth of unit “A” will embarrassingly DESTROY $2,000 worth of unit “B” kind of counters! It might not be necessary to be THAT dramatic, but you get the idea. These kind of dramatic hard-counters are definitely something that will help make it possible for a player who is behind to effectively defend or pre-empt an oncoming attack if they know what’s coming. (Edit: I'm NOT saying that every single unit should have a super hard-counter, just that dramatic hard-counters should play a clear role in the game.)
I really don’t think that I need to touch on the last three qualities at all, as the importance of those are very easy to see and understand. So in terms of units and buildings that haven’t even been invented yet, I think that’s all I got for that.

THE COMEBACK FACTOR: FINAL THOUGHTS
I really hope that I was able to help you understand the vital importance of having comeback elements in a game. And if I did, I really hope that some of the ideas that I proposed help you guys develop a game that makes comebacks possible and results in an RTS that lives on for generations.
I want to thank everyone who took the time to read this, as I always try put a lot of thought into analyzing any game that I really enjoy playing whether it’s a sport, board game, card game, or a video game. I am very passionate about balance and fairness, particularly in games of course, and I especially have a deep affection for RTS games, so even having you just read this really means a lot.
Thanks again for reading. Take care!
https://preview.redd.it/przhw77nx9x51.png?width=77&format=png&auto=webp&s=0acca35bcbaa0c9fe176ed179f629039f45f184c
submitted by Ted_E_Bear to FrostGiant [link] [comments]

[Saturday Social Media Summary Extravaganza] – 29 March 2020 (on a Sunday)

Hello and welcome. With no racing you'd think that riders' social media would be rather quiet, wouldn't you? That's what fewfiet and I thought too.... but this week we bring you the biggest edition of SSMSE yet.
Kiel Reijnen did an AMA over on the /TrekBikes subreddit on Friday, it's here if you missed it.
RIDER NEWS
More birthdays than usual this week for some reason.
Dani Rowe had a special announcement on Mother's Day
JJ Rojas remembered his late brother Mariano at the 1995 Tour, and rather poigniantly modelled his ONCE jersey
Diego Ulissi posted a sweet picture of his new baby daughter with her older sister
FOOTBALL CHALLENGE
Loads of riders took part in this game of keepy-uppy using toilet rolls (and hopefully kept them to use). Luis Leon Sanchez's professional footballer brother Pedro Leon started them off, and then the floodgates opened.
QUESTIONS AND ANSWERS
With tons of time on their hands, lots of riders are talking live on Instagram for our entertainment.
GCN Italia's Alan Marangoni is going to be as fit as when he was racing if the quarantine lasts much longer, because he's been training as well as chatting. Here he is with Daniel Oss and with Filippo Ganna (who was on his TT bike) – but he's been doing it almost every day so far.
Luis Angel Mate and Juan Pedro Lopez often train together in Andalucia – this time they had to meet virtually to train and to celebrate Mate's birthday
Luckily for us, there have been plenty of written Q&A sessions.
And several riders tackled questions on their Instagram stories
Tadej Pogacar
Nicolas Roche
Lorena Wiebes
TRAINING AT HOME
Bodyweight exercises are usually done using your OWN bodyweight, right? Nope. Use your partner, child or dog, it's much more fun.
Back to solo training
Vincenzo Nibali rode Milan Sanremo at home – right in front of that trophy cabinet he invited Primoz Roglic round to see last year
So did Davide Martinelli – and he showed us as he arrived at the Poggio on his Garmin for good measure
Michal Kwiatkowski remembered his win in 2017 – and the aftermath
TRAINING OUTSIDE
In some places riders are still choosing to ride outdoors.
HOME COOKING
With all that spare time, more riders than ever are in the kitchen.
With all this kitchen activity, not many riders were buying their food.
KEEPING BUSY
No riding in this section. New hobbies and ways to pass the time (in no particular order).
RIDES ON ZWIFT
QUARANTINE LIFE
Lots of riders passed the time with various challenges, including a one to post childhood photos.
That's all for this week, so goodbye until the next time and remember to keep positive!
submitted by BegoniaInBloom to peloton [link] [comments]

Respect Peter Parker, the Amazing Spider-Man (Marvel, 616)

"With great power, comes great responsibility."

Respect Peter Parker, the Amazing Spider-Man!

This Respect Thread was done by globsterzone, TheKjell, TheDrunkenDreamer and KerdicZ in a group effort

Special thanks to shadowsphere and kirbin24 for helping us review and add some feats.
Bio: When the wimpy high-school nerd Peter Parker was bitten by a radioactive spider while attending a science fair, he was gifted with amazing powers corresponding to the abilities of a spider! He initially used his abilities to simply make money as a wrestling star, but after his uncle Ben was killed by a burglar that Peter failed to stop he devoted his life to crime-fighting, driven by the guilt. Peter spent much of his life throughout high-school and college juggling his responsibilities as a crime fighter with his personal life and job as a photographer for the Daily Bugle, a newspaper whose editor was determined to smear the name of Spider-Man as a thief and a villain. Peter made a number of bizarre and dangerous enemies during this time, and served alongside a number of superhero teams such as the Avengers and the Fantastic Four. After graduating from College, Peter started his own business, a millionaire multi-national technology company called Parker Industries, which he then sacrificed to save the world and go back to the status quo.

Rogues Gallery:
These are the classic rogues, known by all and frequently battled by Spider-Man - who sometimes defeats them, and sometimes is defeated by them, which gives you an idea of who he is capable of fighting on the regular.

Strength

Peter has the proportional strength of a spider, which allows him to lift and strike at a level far beyond any human. However, he hardly ever uses his full strength, pulling his punches to not seriously harm his opponents.
Lifting, pushing, pulling and throwing
Striking
Leaping

Durability

Peter's body is far tougher than the average human, enabling him to remain more or less unharmed when hit with attacks that would kill most people. He tires out much more slowly than a normal human, is able to fight for extended periods of time while wounded and can hold his breath under water longer than regular humans. He has a healing factor that lets him heal from wounds very quickly compared to normal humans outside of battle. However, he has no noticeable piercing durability.
Blunt force
Energy
Mental
Chemical, drugs and toxins
Endurance
"Healing Factor"

Speed and agility

Spider-Man has the proportional speed of a trapdoor spider, with reflexes 40 times faster than normal humans. This lets him evade attacks easily and makes it much harder for opponents to dodge his strikes. His strength also allows him to move his body at superhuman speeds. In addition, he can travel very quickly by using his webbing to swing between buildings.
Combat and reactions
Agility and acrobatics
Swinging, traveling and running

Webbing

Peter's webs are stored in liquid form in cartridges on his waist and wrists. They expand very rapidly when exposed to air, and he is an expert at manipulating them into unusual and useful shapes, using them to swing around the city or capture criminals.
Strength and durability
Stickiness
Speed
Accuracy
Manipulation
Formula modifications

Spider-Sense

Spider-Sense is a "sixth sense" that warns him of any imminent danger to himself, and occasionally others nearby. It is used to avoid ambushes, as well as to help him in combat by letting him avoid attacks before they happen. It has other uses outside of simple combat precognition, as it helps him make safe choices and can even function as a kind of primitive Radar-Sense.

Wall-Crawling

Peter can make any part of his skin be adhesive. He generally uses this to climb along vertical walls and the bottom of ceilings but it has a few combat related uses as well.
Misc. usages

Intelligence

Peter Parker was a genius from a young age, creating his famous webbing at 15 years old that not even top scientists have been able to replicate. He continued his success in science throughout his life, designing many inventions. He is treated as one of the top scientists on Marvel Earth, often brought in to discuss very important matters with other top scientists, albeit far from the level of Reed Richards or Tony Stark.
General intelligence
Biology/Chemistry
Technology, inventions and creations
Quick thinking

Limits

It is worth noting that Spider-Man has very well defined limits and hardly ever uses his powers to their full extent, specially his speed and strength, for multiple reasons related to what he believes in, who he is fighting against, his mindset at the moment or simply how his day is going. He doesn't make use of any formal training and actual martial arts, so even though he has immense experience fighting, highly skilled fighters are always trouble, even if there is a physical gap between the two. Furthermore, his speed, agility and Spider-Sense, while amazing, don't make him untouchable. He is consistently tagged by slower opponents and Spider-Sense is not completely infallible either. His webshooters don't work proprerly on cold temperatures and he feels quite out of the loop whenever his webbing runs out or when he doesn't have Spider-Sense.

Misc.

Good butt
submitted by SpiderManRT to respectthreads [link] [comments]

MAME 0.212

MAME 0.212

It’s the moment you’ve surely been waiting for: the release of MAME 0.212! A huge amount of work has gone into this release in a number of different areas. Starting with the software lists, you’ll find hundreds more clean cracks for Apple II, the Rainbow on Disk collection for Tandy Color Computer, all the latest Game Boy Advance dumps, and thousands more ZX Spectrum cassette images. Chess computers now support chess piece simulation using the built-in artwork, support has been added for several more chess computers from Hegener & Glaser, Novag and Saitek, and the Tasc ChessSystem R30 is now working. Three Game & Watch titles, Bomb Sweeper, Gold Cliff and Safe Buster, have been added for this release.
Protection microcontrollers continue to fall, with Rainbow Islands – Extra Version, Choplifter, Wyvern F-0, 1943: The Battle of Midway and Bionic Commando no longer needing simulation, hacks or patches. In some cases, the dumps have confirmed that the protection had been reverse-engineered correctly and the simulation was correct, but it's still important to preserve these programs. It’s also important for people repairing these systems if the original microcontrollers have failed.
There are three important sound-related fixes in this release: FM Towns CD audio playback positions have been fixed, Konami System 573 digital audio synchronisation has been improved, and a special low latency mode has been added for the PortAudio sound module.
For more advanced users and developers, more functionality has been exposed to Lua scripts and plugins. The layout file format has been overhauled to better support systems that make creative use of LEDs and LCDs. Disassembler support has been added for the Fujitsu F2MC-16 and National Semiconductor CompactRISC CR16B architectures. And if you've been following along, you might notice that we’ve waved goodbye to a little more of our C legacy with the removal of the MACHINE_CONFIG_START macro and its associated crud.
We don't have space to list all the Apple II and ZX Spectrum software list additions here, but they’re in the whatsnew.txt file. You get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to emulation [link] [comments]

Doki Doki Island

The Eyes Of Love
It’s that time of year again where the love and passion on Doki Doki Island runs wild! People from all over the seas come to this island to find their one true pleasure in life. Some people come for the world renowned love hotel called “Apaixonante”, known for their very professional workers of “love” that will fulfill your every needs while others travel to Red Rose Blvd., a huge shopping district filled with tons of different shops and cafes for you and you’re beloved to spend time in while eyeing the beautiful rows of bouquets lined down the streets. There even is a beautiful natural hot spring that is infused with “love energy”, making it appear pink! This place is a wonderland...Right?
“Where is Pan!!! He’s been gone for days!!!” Aphrodite angrily yells towards Freyja as she cowers in fear.
“People have been paying for his work but he’s not here to fulfill the role! He’s the only person that can do it too!!! If we lose him...we lose about 80% of our okama fanbase!!! This is bad!!!” Aphrodite shouts as she tugs her hair, pulling out large chunks of it.
“M-maybe y-yy-you can do it!” Freyja says covering up her face in fear of Aphrodite’s anger.
“Also, I cannot find Qetesh at all!!! She’s not even at the casino so where is she?!?!” Aphrodite slaps Freyja’s hands from her face, grabbing onto the collar of her shirt.
“If you’re gonna be a big useless freak...get out of my sight!!!” Aphrodite screams as her terrifying eyes stare into Freyja’s soul. Tears run down her eyes as Aphrodite drops her, giving her the chance to run away. Flopping herself onto her office chair, she rips open one of her drawers, revealing a stash of lollipops. Quickly grabbing her favorite flavor , cherry , she unwraps it and plops it into her mouth.
“Damn...This job gets too stressful...brother please...” Aphrodite mumbles, staring up into the ceiling as she kicks back upon her chair.

Special Landmarks:

The largest hotel on the Island, Apaixonante is a wonder straight out of a fairy tale. The Castle like Hotel is made from pink sandstone that is a trademark of Doki Doki Island. The luxurious hotel has over 500 guest rooms and 5 large halls for different events/gatherings. The main floor also includes many bars and restaurants for guests that are in the mood for socializing. One of the most popular features of the Hotel is the many theme rooms available for couples to enjoy. Some of the popular ones include themes such as Polynesian, Roman, Safari and Igloo rooms. However there are many more that are less publicly advertised like the Jail or Dungeon themed rooms. Each room is complete with a King sized bed, Jacuzzi tub and lovers package unique to each room’s theme.
This tourist hot spot for rest and relaxation is a delight for all the senses. From it’s immaculate parlor rooms to it’s awe inspiring private baths this hot spring resort has every comfort or treatment a couple could desire. Enjoy a variety of romantic packages that include Massages, Aromatherapy, Facials and more. Take a dip in a private or public bath fed from the Island’s natural hot springs, the naturally occurring minerals have dissolved to make the water naturally pink and is said to be infused with strong “Love Energy”.
Elegant boutiques line the covered galleries of the Red Rose Boulevard. These shops sell all manner of romantic gifts from the Luxury perfume shop Mon Amour to upscale jewelry boutique the Palace Royale. Chic nooks can be found in every corner of this place where even the cheapest miser or the richest playboy can find a suitable gift for their special someone. The roads are paved with rose coloured stones giving the Boulevard is flowery name.
The Golden Pair is the premier gambling house on Doki Doki Island, it offers hundreds of table games in separate gaming areas. Gaming options include blackjack, baccarat, roulette, craps, and various others. The most popular game on the Island is Doki Doki Poker, the game is played in pairs with the couples having to combine their cards to make the strongest set. For guests who prefer slot machines, there are more than 500 slot machines to choose from all themed to a romantic atmosphere. Even when the casino is busy, it's large enough that you never feel crowded. The chips are shaped in hearts with the colours denoting the value (Green is 100 Beli, Blue is 1,000 Beli, Pink is 10,000 Beli, Red is 100,000 Beli and Gold is 1 Million Beli.) There's also a romantic lounge with a wide range of performers that will never fail to set the mood. Couples can participate in the weekly Karaoke contest to win prizes. The owner of the Golden Pair Qetesh maintains order and keeps the peace at this establishment. She has trained the staff to fuel romantic endeavors while keeping a sharp eye out for trouble makers.
This Manor is the personal residence of Adonis, the owner of this island and one of the most mysterious individuals on the Island. The building is made of limestone with pink sandstone sculptures decorating the exterior. The entire estate is surrounded by a tall stone wall with elegant iron barbs hanging over the edge, making the only point of entrance the crystal gate located on it’s southern edge. The inside of the mansion is rumored to be even more extravagant than it’s exterior but, only those personally selected by Adonis can enter his personal paradise.
This uniquely heart shaped body of water is located near the Love Hotel “Apaixonante”. It is surrounded by ever-bloom sakura trees, which are a local variety that blooms year round. This gives the lake an atmosphere that is sure to warm the coldest of hearts. The dock nearby provides two person Swan boats available for rent at a very affordable price, which will assure a romantic voyage. Also unique to this lake is a species known as the Doki Doki Carp. This pink carp is attracted to the “love energy” from couples traveling in the boats, they say the truer and purer the love of the individuals the more carp will follow the boat. The current record for a newly wed couple is approximately 100 Carp however most romantic couples can only attract 10-20 of this sensitive animals.
Surrounding the Lover’s Lake is the Love Love Forest. This forest is full of ever-bloom sakura and is the ideal place for couples to get in touch with nature. The forest creatures have evolved over time to blend in with their surrounding and have all turned a pinkish color to better blend in with the sakura blossoms. A nightly event is held called the “Lovers Trial of Courage” where couples are paired off and have to navigate a spooky path by lantern. The spooky atmosphere allows the couple to get closer as they follow the markers to a cabin at the end of the trail. After the trial they can spend the night warm in the cozy cabins. The Okama Love nurse Pan is often found on in the Love Love Forest and has a habit of kidnapping any particularly attractive younger men off to his love den.
(OOC: Please enjoy yourself on this love filled island! You can enjoy all the beautiful landmarks on Doki Doki Island or maybe even tangle yourself in the love nurses’ fiascoes! Don't forget to tag TempNPC!!!)

NPC-List

Map of Doki Doki Island

submitted by TempNPC to StrawHatRPG [link] [comments]

JoJo's Bizarre Adventure OC Tournament #4: R3M4 - Robbert Chitter vs. M.I.A.

The results are in for Match 2. The winner is…
Corazon, with a score of 63 to Buggy’s 40!
Category Winner Point Totals Comments
Popularity Eugene “Buggy” Baxter 15-25 It was a bit of a back and forth, but Buggy 3-5
Quality Sofia Alicia Romero Perez AKA ‘Corazon’ 23-7 Reasoning
JoJolity Sofia Alicia Romero Perez AKA ‘Corazon’ 25-8 Reasoning
These probably weren’t quite the scores many people were expecting, but after much, much deliberation, Judges ultimately came to these positions. Speaking of unexpected, how about voting on a match where a cute little lizard is incredibly menacing?
Scenario - Los Angeles, California:
The sky over the City of Angels swelled with dark, thunderous clouds as rain poured down in the dead of night. Despite the clouds robbing the streets below of the moon’s bright light, the streetlights did their job well enough to illuminate into even the musty alleyways between the impressive buildings the city had to offer.
It was in one of these alleyways that a small group had gathered, huddled together in the cover that the overhangs provided from the pouring rain.
“So… this is all we got, huh?” chimed in a dark-skinned young man in a black and white tracksuit. He checked his watch, a Rolex he’d acquired a while ago in the Motor City, and shook his head.
“Guess so… anyone who planned on showing up would’ve gotten here by now…” said the man next to him. He wore a ski-suit drastically unfit for the climate they were in, and a pair of goggles around his neck. Despite the tense mood surrounding the group, he still managed to crack a smile. “We can still kick some ass though, right Abraham?”
“We’re gonna have to, Anthony. This is all we’ve got, not even grovelling to Mylo worked, he just laughed his ass off and hung up the phone…” Abraham said, grimacing.
Anthony surveyed the group. Including him, there were 7 people total, a far shot from the amount they had when they were following the orders of ‘Major Minus’. “Ever since that situation in Detroit, numbers have been dwindling… Between that fight hospitalizing a bunch of us, Mylo hospitalizing half of the ones that weren’t already, and even more people quitting after losing their matches… we’re down to 7.”
Anthony wasn’t used to this. Before, the 21 Savages could do just about anything they pleased; in Detroit, they were absolutely carefree. But now, it felt like there was a constant weight on his shoulders, especially since he’d become the de facto leader. "...But, we can't let that get us down regardless! We're in for a hell of a prize here; ever since those Black Beetles bastards rolled onto our turf and started slinging that XPLICIT garbage, it's been getting harder to keep our control… but!"
Anthony turned to Abraham, giving a solid pat on the back. "Tell em what you found out, buddy."
Abraham leaned in closer, everyone else in the group doing so in turn. In a hushed voice, he spoke. "Word on the street is… XPLICIT makes your Stand stronger somehow… I heard some of those Black Beetles fuckers talking about it… With that kinda boost, who knows what we'd be able to do? The 21 Savages would be unstoppable!"
Anthony grinned from ear to ear, looking quite maniacal. "I think you can guess why we called you all the way here… there's a warehouse nearby, one that those Beetle Bastards are using to run their shit. We get in their and kick their asses? We get that XPLICIT. And then, we're unstoppable."
There was an uproar from the small crowd, hooting and hollering at the prospect of power. Anthony basked in it. Is this what it's like to lead? He pumped his first in the air, rallying his allies.
"LET'S GET GOING AND SQUASH SOME FUCKIN' BUGS! WHO ARE WE?"
"21 SAVAGES!"
"WHAT ARE WE?"
"THE STRONGEST OF THE STRONG! THE BRUTEST OF THE BRUTES! WITHOUT HESITATION AND WITHOUT MERCY"
"AND WHO CAN TELL US WHAT THE FUCK TO DO?"
"NOBODY!"
In a sea of cheers and rebellious cries, they ran out of the alleyway, the pouring rain no hindrance to their ultimate goal. They were going to war.
It was 1:17 AM. M.I.A. walked the bustling L.A. streets, a spring in her step despite the anonymity of the lonely streets and the late night sky. There may have been something cliche about the scene—the dollar-store fedora gracing her head, the rain, the fact that she was working alone this time—but that couldn’t stop her confidence.
After all, she had proven herself more than capable of unraveling the YMCA’s first mystery! The user of 「No Wild Church」 who had unwittingly terrorized the Mexican suburb was under the influence of XPLICIT, a drug the team had learned more and more about as they continued their run in Urban Uprising. Mysteries continued to swirl around the ARG, but M.I.A. took personal interest in investigating the drug.
The rain continued to pour, but a flock of seven, paper birds, unseen by most of the pedestrians, chirped and hopped happily on her latest hat, the water sliding off their wings and away from M.I.A. herself. Meanwhile, 「Angel's Thesis」 loomed over them, dutifully looking out through the rain at their destination, a warehouse that she discovered was where the drug was being stockpiled.
She reassured herself with a determined nod as she hurried along, by herself but not truly alone. YMCA could continue to focus it and its relatively lighter-hearted games. Her teammates would carry their golden banner forward, but she would have some darker work to do before she could rejoin them. M.I.A. smirked. Not that she couldn’t handle it.
A few days ago...
Six people sat around a table, completely relaxed and going through idle conversation over a game of Poker. A large man looked at the game played by four other members, as a dark-skinned women leaned on his shoulder to explain the rules. He blankly nodded at her explanations, and looked at the five cards on the table: 4 of Hearts, 2 of Clubs, Queen of Diamonds, Ace of Hearts, and 7 of Diamonds.
A slim, pretty boy of a man calmly raised, fairly secure in his choice and his cards down on the table. “This’ll all pay off,” he thought to himself. “They won’t know I have an Ace in my hand since I didn’t raise last turn.”
A shaven, point-nosed man quickly looked at his cards and put them back down on the table. He reached for the chips to meet the raise, but quickly looked back at his cards again, a slight brow of sweat as he glanced over toward the five cards in the center. The sharp nosed man deliberated before he pushed his chips over. “If they have an Ace or the Queen of Spade, they beat me, but they haven’t been raising until now so it’s probably either a 7 or nothing. Easy does it you’ve got this in the bag.”
A delinquent-looking man quickly passed, and pushed his cards forward in resignation. “I needed another Heart, I could have had a Flush damn it.” Right after, a punkish girl grinned wickedly as she looked at her cards and met the raise. “Come on, come to mama!”
And now was the moment of truth, the pretty boy flipped: Ace of Spades and King of Hearts, a pair of Aces. This game was as good as his, he thought to himself, further fueled by the shaven man’s sigh of resignation as he showed his Queen of Diamonds and a 5 of Diamonds. That moment didn’t last long as the punk girl cackled, slamming down her two cards: 7 of Hearts and 2 of Spades. Win with a Pair of 2s and a Pair of 7s.
“So did you get all that?” the dark skinned lady asked the large man, as the punk girl racked in the chips.
“Uh...” He idly glanced around the room, eventually looking out the window and peering over the rest of the warehouse, crates sealed and piled as high as they could survey. He eventually turned back to the lady. “Yeah. Sure.”
The lady excitedly clasped her hands together and went over to the table, picking up the cards to reshuffle the deck as the players cabbitzed and sulked at their loss. She turned back to the large man, pulling out seats for the two of them. “Oh, how about we all play the next round?”
The man rubbed the back of his head sheepishly, still looking around the room. “Uh...uh....” Suddenly, a faint click could be heard. Relief briefly flashed across his face. “Looks like the meeting’s about to start.” Indeed, the door opened, and the seventh member entered the room...
Now...
Chul Ahn moved through the hazy streets of Los Angeles, mind heavy with contemplation and umbrella over his head. He had departed the ARG with little fanfare: it had simply not been for him. He had other, more important obligations. Business of his own and a family who meant the world to him.
Sidestepping a few people who loitered in front of a storefront, he found his mind drifting off to the Sweetwater Visitors. An odd bunch, to be certain, but despite their kindness to him, he did not belong amongst them. While he took pride in the fact that Nico’s charisma had earned him a spot in the following round, he did not have any reason to stay after his elimination.
One night, he had packed his belongings from their various places in the church and had written a small letter thanking Sweetwater for their kindness and wishing them luck in future endeavours. He did not offer a reason for his departure until the very end of the letter: “I’m a father to a lovely girl, and I need to be there for her.”
Yet, the ex-Yakuza member still had his thumb on the pulse of the city’s seedy underbelly. He had heard whisperings of a drug, rumours exchanged between members of society’s underbelly. It drove you crazy, made you go berserk, sometimes it even killed you, but Chul had heard one consistent thing; the high was amazing. What was less than amazing was the collateral. A Stand user took a dose and his ability went berserk, leading to everyone in the town committing suicide.
He’d had run-ins with similar drugs in the past. They caused infighting and death, were often horrifically addictive, and did nothing short of kill a person from the inside out. He frowned at the mortality they brought and the monsters who took no issue with dealing drugs to children for mere lucre. He couldn’t let Soo live in a world where this horror existed. The very idea that she could be exposed to it made his skin crawl, made the hair on the back of his neck stand up, made his stomach churn. Continuing his walk through the city, he steeled himself for one last dive into that past life.
He would do everything in his power to keep it from his daughter.
Then...
The six sat at the conference table, standing at its front was the seventh, a dark skinned man wearing a fedora with a beetle horn on it. “First off, role call.” He spoke with an even tone, keeping his team on task. “Johnny Cash.”
“Here.” The pretty boy, ran a pocket comb through his hair as he was called.
“Fort Minor,” The fedora man called out. “Present,” the point-nosed man replied dryly.
“Coolio, Nikita.” Still reclining in their chairs, the delinquent and the punk raised their hands in order. “Aye.”
“Grand.” A beat passed, no response. The man in the fedora coughed, getting the large man’s attention. “Ahem, Baby Grand!”
“Oh sorry, Dead Kings.” Snapped from his daydream, the large man nodded. “I’m here, I’m here.”
“And Blackbird.”
“I’m here,” the dark skinned lady chirped, as the man in the fedora, Dead Kings, winded down and moved to sit down at the seat in front of them.
“And with that out of the way let’s get to business.” Dead brought out a folder from his coat. “We all already know Paracadute is loose, so keep an eye out for him.” The rest of the group remained silent as he continued, “We have also heard of some potential suspicious activity: people have been looking more into us and our warehouses recently asking about us.” Dead tapped the beetle horn on his fedora before continuing.
“We’re going on standby: we are all going to be staked out here for the next few nights.” A quiet murmur went through the room, this had happened a few times before, but it always meant that something major was about to hit. “I hope you all know what this means right?”
Minor raised his hand. “Sta..Stand users right?” Even when they were prepared, the constant, nigh unpredictable threat to their livelihoods always was a hassle to manage.
Dead nodded, “Carter and Lennon are trusting us to handle this, and we owe it to them to do so.” He stood up and leaned forward, his tone hushed and conspiratorial. “Now, we’re not going to let anybody just waltz in here and ruin our hard work. We got this far because we’re a team who can deal with anything the world throws at us. We’ll manage it as usual, understood?” The members nodded solemnly. There was too much on the line for them to fail here.
“We’ve got a lot of work to do: Cash and Minor, you two are on the main entrance and the security room. Coolio and Nikita will be patrolling the floor. Blackbird, Grand and I will be setting up our sleeping arrangements and rations for the night. You have your assignments; proceed.”
As they filed out to their respective roles, Dead started a long stretch and a sigh of relief. “Good work, Dead,” Blackbird chirped as she guided Baby Grand to get the sleeping bags from the back room.
“Thanks, sis,” Dead responded, briefly rolling out his shoulders and stretching before getting up to help the other two. The group of Black Beetles had a long few days ahead of them.
Now...
However impressive the building known as The Tower of Terra may be, the team itself had seen better days. The remaining contestants had flown down to South America for sight-seeing and Tag winning, but their attempts at the latter were less successful. Robbert barely escaped being forced into elimination, and although Colorado and Mars’s loss had lit a fire underneath Garland’s feet, even he barely eked out a tie to advance to this round. A bit of time to themselves was to be expected; Tags could be won another day.
But for now Robbert found himself in Los Angeles on a rainy night, having just met a contact. Taking up a bit of extra work helped him keep his mind off the ARG, the last outing against Milo and meet up with Mylo. Everything that has transpired had him wondering. The mysteries of Urban Uprising loomed like the storm clouds ahead, but Robbert couldn’t help but wonder if he could answer them. The surge of confidence that had accompanied the appearance of 「Wildflower」’s ACT 2 had faded; he was still just one Stand user of the hundreds.
As Robbert walked down the street, he noticed a small troop of people gathering just out of sight. From their hoodies, he could recognize them as the 21 Savages, the team that Colorado had run into months ago. Trying to figure out why the team would be gathered here, he brought out his phone. No indication of a match in progress.
Robbert frowned, but before he could make further guesses, the group took off into the exporting lot. Mulling over his options, Robbert ultimately decided to pursue them. Something was about to happen, something major.
Chul went to investigate, gathering clues through the sources he had. His main lead was an unassuming warehouse, the windows boarded up, metal grates coated in light rust, and no problem for his ability to get through. Chul brushed off his suit’s lapel, his body pressed against the warehouse’s walls as he slunk around, “An entrance shouldn’t be too difficult to find.”
Clouds loomed low overhead, smeared across the sky, and threatening the ground below with thunder and lightning. There was already a heavy drizzle, something Chul was grateful for, as the smattering of the droplets onto the metal roof did well to mask his footsteps. Poking around further, he discovered an unboarded, unintended entrance to the warehouse, just large enough for him to crawl through.
He pried open the window, making sure he wouldn’t leave any evidence or to use his abilities just yet. There was still little to no clue where to start, but he had all night if he played his cards right. The rain was a double edged sword, drowning out his actions, but also those of others. Chul sneaked further and further into the warehouse, slow but steady, as he peeked from behind for any sort of late night security or if his goal would be anywhere nearby.
Nothing.
His breathing stayed steady, his heart rate settling.
Something, however, knew he was here. It slinked in the shadows, tailed him, watched from the rafters, atop a stack of boxes, from an empty crate...
Chul felt he was getting closer. He came to what appeared to be a dead end, but he knew far better: the marked walls and crates gave away the area as a designated point of some sort. All was well, everything was going smoothly. “This was too convenient wasn’t it?” An easy to open window, no issues with any security, and the designated area being at a dead end. He quickly turned around and caught a shadowy figure swing at him with an overhead strike with a crowbar.
A trap, it couldn’t have been said any clearer. Chul dove to the side, as 「Candyman」 shimmered into existence and struck back. The figure tried to weave back, but the Stand was too fast, continuing the pressure and downing the figure with a series of quick stabs to its stomach. The crowbar clattered to the ground as the figure dropped to the ground and evaporated into smoke.
Smoke that was filling the warehouse, flowing into the shadows that lined the warehouse. As Chul drew his own knives, 「Candyman」 returned his side, watching his back. Scanning the area around them, they readied themselves for the oncoming onslaught. The trap was just the beginning.
After a few minutes, Robbert found himself looking at a warehouse lot. The 21 Savages seemed to be prepared to break their way into the yard. A memory flashed to mind: ‘The Black Beetles,’ a group that Mylo had mentioned before. “They’re not seriously going to attack the front gates, right?” Indeed, the 21 Savages confirmed his worry, breaking open the gate and charging right.
But where was their leader? Robbert looked around the area for some sign of Mylo Xyloto. Eventually he barely found one, squinting into a shadowy alley. One of the rafters looked off from the others, and he noticed that it was covered in spray paint. On the outer edge of the building sat a familiar figure in rollerblades, silently laughing to himself.
“That damn bastard… Not even helping his team, just like Colorado said,” Robbert muttered, cracking his knuckles. “Guess it’s my turn to step in.”
But as Robbert turned back to face the lot, he paused. The Savages’ charge was broken by a mass of shadowy, nondescript figures who quickly outnumbered them. However powerful the Savages and their Stands may have been, they were grossly outnumbered, and even more so outmatched. What the throng of shadows lacked in abilities, they more than made up for in coordination, easily dismantling the disorganized intruders before delivering a brutal counterattack.
This isn’t a gang fight, but a beat down. Robbert looked on, there was no chance they were going to win from how they were fighting. He tensed up. Even if this wasn’t his problem, he couldn’t just stand there and watch it happen. After a moment of hesitation, Robbert rushed towards the warehouse.
Like her fellow Urban Uprising competitor, M.I.A. came across the fight in progress, having tracked XPLICIT back to this warehouse primarily through hearsay. If her intel was correct, then it belonged to the Black Beetles, who were actively producing and distributing it.
What she saw upon reaching her destination surprised her: a group of seven delinquents in various forms of weather-inappropriate attire being overwhelmed by a group of shadowy figures. She ran in to intervene, but out of the corner of her eye she caught a glimpse of another shadow, which she didn’t register as a threat until it would have been too late.
However, the 「Paper Wings」 were more perceptive. Alerted by one of the pieces of paper, 「Angel’s Thesis」 instantly lashed out, impaling a dark figure on its fist.
M.I.A. turned to inspect her would-be assailant and watched as the figure melted back into shadow around her Stand. It had to be a Stand itself—probably belonging to the Black Beetles’ guards—and what the delinquents were currently losing to was probably more of the same. M.I.A. had already been drawn to by her investigation: with a Stand like this guarding it, there had to be something worth hiding here.
She advanced closer to her destination, keeping an eye out for more shadow people, and saw that someone else was doing the same: a man in a gardener’s outfit, fitting the description Milo had given of his opponent in Guatemala. He was her opponent in the ARG, but this wasn’t a game, this was a real threat. Robbert caught M.I.A. looking at him, the woman who defeated Professor Bernal at Louisville. But despite their histories, it was clear to both that each of them had the same idea on their minds: they might be enemies in Urban Uprising, but right now they had bigger fish to fry.
“「Candyman」!” Chul rushed at the nondescript figures trying to box him in. His Stand zipped a few meters ahead of him toward the mob that seemed to be readying themselves. Chul threw from his suit pocket handfuls of Mentos at the floor the figures were standing on as 「Candyman」 touched the floor turning it into soda. The result was near instantaneous: a large explosion to blast aside the figures long enough for Chul to make it to the center of all the warehouse aisles.
Many wielding crowbars, more figures seemed to block the way, but this situation would be fine, all Chul had to do was cut a path through one side and keep moving. As long as he could cut a path he could escape for now. 「Candyman」 then touched the two side paths, turning both sides into large messes of chewed gum as he ran to meet his attackers from the front.
Chul and his Stand moved with a methodical efficiency that betrayed years of experience. 「Candyman」 took the lead against the first crowbar attack. The figure swung, but the Stand grabbed it, wrestling it out of the figure’s hand, turning it into hard chocolate, and tossing it to Chul. Another figure ran up to deliver a punch, but 「Candyman」 easily blocked with its other elbow.
Meanwhile, Chul snapped the chocolate crowbar in half before turning it back to normal. In one swift motion, he shoved one shadow into the sticky mass of gum and stabbed another with his makeshift shiv. The attack proved to be a success as the shadow dissipated on hit. Bolstered by his success and wasting no movement, Chul threw the crowbar at another attacker, piercing its skull and causing it to dissipate as well. Uninterested in celebrating, Chul kept moving, he had to keep moving.
Indeed, the corridor in Chul’s path filled with six more shadows. Fortunately he made light work of these as well. Turning the handles of his knives into taffy, Chul lashed out at the figures. The blades spinning, whirling, and glinting in the dim light, the figures were swiftly cut down in quick succession as 「Candyman」's own strikes created openings for Chul to use to devastating effect.
Chul stepped out of the aisle, the defeated figures dissolving into smoke and shadow behind him. He only afforded himself a quick check of his equipment and stamina—having maintained most of both—and a swivel of the head to get his bearings and decide on his path out. He was out of the aisle now, but—
BANG!
A shot rang out and whizzed past his ear. Even more figures were blocking the entrance, one of them even had a pistol on them. This wasn’t going to be easy as the last few. Another figure charged at Chul and 「Candyman」. As 「Candyman」 charged to meet his punch with his own something strange happened. Another set of arms came out of the torso of the figure and grabbed both of his Stand’s arms...no, wait, there was another one inside the first!?
There were two overlapping shadows facing off against his Stand. Chul grabbed another handful of Mentos, but another shot rang out, forcing him to get back behind cover. His Stand was strong enough to take the hits of the figures, but even more would be on their way. Another fig—pair of overlapping figures quickly charged him behind his cover. Chul swung with his taffy-handled knives, but they were caught and ripped aside by the figures before he was quickly tackled and pinned.
“This was all a set-up. They were testing my Stand’s ability to prepare for this final attack.” Chul had been outplayed from the moment he entered the warehouse and into their trap. The two figures restrained his arms, chest and legs, their combined weight and ability to phase past each other gave them the perfect leverage to keep him pinned.
There was nothing more he could do. A second wave of figures crashed down onto him, the masses pinning him against the floor, his body in agony. Yet, aside from biting his tongue, he didn’t cry, didn’t yell, didn’t show any sign of weakness or desperation.
Instead, he thought for a moment of Soo, and her precious smiling face. The thought warmed his soul, even as a more proper figure of a man looked over him and pressed a gunbarrel against Chul’s forehead.
“You made quite a gamble coming here.” The holder of the gun—a man in a fedora—remarked. Perhaps the leader of the mob, nothing about the man betrayed the ferocity of the shadows. His tone, his dress, his expression were flat and dispassionate. As if this all were simply ‘business’ to him. Chul Ahn grinned up at him, his teeth red as if they were stained with syrup.
“Maybe I did.” He spat blood up at the man. “But I bet I’ll see you in hell.”
Location: A warehouse lot in Downtown LA. The area is 100 meters by 100 meters with tiles that are 5 by 5 meters. The players start in their respective team colored circles. The 21 Savages are the 7 magenta circles and the 「m.A.A.d city」 units are in grey. The light blue rectangles are shipping containers housing reinforcements, miscellaneous warehouse goods in crates, and crowbars. The orange rectangles are cars, the green rectangles are dumpsters, and the gold ovals are light fixtures. The ground is old asphalt, some cracks are fairly obvious and there are some weeds sprouting out at some parts all around the map.
There are currently 63 「m.A.A.d city」 units on the map, 42 in the open and 21 in containers. When half of the active 42 units are defeated, 14 more will enter from the east of the map. The 21 units in the containers will also come out at that time but will guard the goods inside their containers until then. All 35 reinforcements will all be armed with crowbars, while the 42 currently fighting are unarmed, for 77 units in total.
The units are primarily focused on the 21 Savages at the start of the match, but some are turned around and waiting to see what the players will do. Once the players move close enough to get into CQC or start attacking, units will shift their focus onto them depending on how threatening they seem. The Savages appreciate your help, but they are too proud and/or stubborn to listen to any direct orders you might try to give them. The rain has currently subsided into a light drizzle, and has no effect on the match conditions.
Goal: Defeat the forces of 「m.A.A.d city」! Whoever directly defeats more units will be the winner for this match.
Additional Information:
Stand Users: Baby Grand, Blackbird, Dead Kings, Johnny Cash, Fort Minor, Nikita, Coolio (Shoutouts to u/tombola20 for the art!)
Occupation: Operatives of the Black Beetles
User Stats:
Comradery: 3 (They have each other’s backs and have well practiced coordination. This also helps them do their team attacks with their stand)
Gang Fighting: 4 (They know how to fight in large numbers and keep each other well protected. They will use every simple fighting technique at their disposal to their maximum effect in a fight and all know how to shoot a gun, but that second part won’t matter for this match)
Stand Name: 「m.A.A.d city」
Stand Type: Shared, Bound
Stand Ability: 「Shadow Mafia」 - 「m.A.A.d city」 allows its users to create and control gangs of shadowy figures from their own shadows. The figures themselves aren’t too special, being able to be damaged by physical sources and not particularly strong or fast.
That is not to say they don’t have any tricks up their sleeves, 「m.A.A.d city」 units and their attacks are able to phase past each other completely at will (Note: that this includes thrown projectiles, or any physical weapon the units use). This gives them an advantage in large numbers, being able to throw out more attacks freely against lone targets as well as dodge attacks without being body blocked by each other or thrown into each other. Being able to partially phase through each other also means they can climb over each other if the need for it arises.
Power: D (Each unit can throw a decent punch, but individually they aren’t too strong.)
Speed: C (Units are fairly nimble, faster on the uptake than you would think. The fact they are made of shadow probably also makes their body easier to move agilely.)
Range: A (The units are easy to control even from distances of up to 200 meters)
Durability: C (They will go down with a good blow to the head or chest. There are a lot of them, but they do have an eventual limit. However, there is no damage transference.)
Precision: C (They are decently precise considering their numbers, able to coordinate with each other and fight pretty effectively. They are also fairly non-taxing to control with very little mental strain to have them attack or physical strain when they are destroyed.)
Fighting Style: While 「m.A.A.d city」 might not seem like much other than a mindless swarm, it is anything but with how the users coordinate their abilities and attacks. In addition to their teamwork to cut in and cover for their allies, a key component to their fighting style is their adaptability.
When a 「m.A.A.d city」 unit is attacked, the rest will learn from their fallen comrades. For every trick or ace pulled on them, they will learn to counter or at least mitigate it. For example if you swing at them with a weapon, later ones may either go and block with their own weapons or learn to dodge by ducking the attack. If you use Area of Effect attacks, they will learn to look out and dodge them more effectively as well as avoid clumping together too closely. If you start shooting at them, they might learn to zigzag, go prone, or hide behind cover to avoid getting hit.
Nothing is off the table in terms of how they can adjust their fighting style using everything at their disposal to deal with opponents. Some might even act as sacrificial lambs to dive on grenades or learn to counter and preempt certain attacks, all in the name of the greater good of the whole collective. It may not be full proof, but reusing the same tricks will result in diminishing returns when fighting 「m.A.A.d city」.
In general, 「m.A.A.d city」 units will attack by covering each other’s backs in sequence and not giving the opponent any room to counter attack their offense as well as utilizing team attacks and follow ups. They will use simple fundamental street fighting techniques to gain the upper hand against their opponent such as grabs, kicks, punches, and blocks. This plus their ability to phase through each other allows them to completely cover each other in close combat, keep on dishing out hits without the fear of friendly fire and pummel grappled opponents. Needless to say the 21 Savages are going to get RETIREd or worse without intervention.
The crowbar armed units will make fairly simple swings, blocks, and kicks as needed, they may even throw their weapons as the situation necessitates it. Other units may also pick up crowbars from off the ground or make quick passes to their allies if they need it in a pinch.
Team Combatant JoJolity
Tower of Terra Robbert Chitter “That doesn’t look too serious… we can let it slide.” There’s enough targets here for you to deal with already, and though you’re not the friend of anyone here, you hold no real animosity towards either the 21 Savages or to M.I.A. Go a bit easy on them, and minimize damage to everyone except your enemies!
YMCA: GIT GUD M.I.A. “It’s your fault, Jojo! This is your responsibility! This is your fault, Jojo! You did this!” Come to think of it, all of you are facing the same enemy, right? You’re sick of running away, and you’re sick of just letting everyone around you down. Even if they aren’t your allies, they’re your responsibility. Maximize the safety of everyone here…besides those figures, of course.
Link to the Official Player Spreadsheet
Link to R3 Match Schedule
As always, if you would like to interact with the tournament community and be among the first to get updates for the tournament, please feel free to PM a member of our Judge staff for an invite to our Official Discord Server!
REPORT:
A lone attacker with a Stand that turned things into candy, likely ex-Yakuza. Entered through the decoy entrance and was ambushed at the marked decoy.
Stand User: Chul Ahn
Age: 42
Stand Name: 「Candyman」
Stand Type: Close-Range Punchghost
Stand Appearance: A slender, masculine humanoid with a dark chocolate base wearing black slacks made up of Kkul-tarae threads and held up by a Yeot-gangjeong knife belt. A pair of two intertwined hard-candy dragons adorn each arm, one made of dark green hard candy, the other red.
Stand Ability: 「Candy Transmutation」 - On touch, 「Candyman」 and its user can turn anything into ‘Candy,’ any foodstuff in which sugar is the primary ingredient.
Power: D
Speed: B
Durability: B
Range: C
Precision: C
User Status: RETIRED
submitted by Logic_Sandwich to StardustCrusaders [link] [comments]

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