antimatter-for-the-master-plan
antimatter-for-the-master-plan
the almighty goblin goddess
17 posts
dummy thicc and on fire
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this site definitely doesn't allow you to paste the link to any article blocked by a paywall (say, a NYT article) so that you can read it free of charge! that would be illegal and would benefit broke college students too much. it definitely does not do that. promise.
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So uh....some dude apparently recreated Adobe Photoshop feature-for-feature, for FREE, and it runs in your browser.
Anyway, fuck Adobe, and enjoy!
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Blursed Bean
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cowboyes
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Simple explanation of the bills that farmers in India are protesting - in TikTok form!
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“Umm honey, I’ll be late today. I’m stuck in traffic.”
(Source)
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Seaxon Glowpick, kobold paladin of vengeance For Björn 1911 Thank you for commissioning me!
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Herbalism Kit Mechanics by Shylocv
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Tarot Deck of Many Things
Very similar to the regular Deck of Many Things, but this is a full tarot set. You draw three cards at the same time. Here are the effects of the Major Arcana (Some are carried over from the regular Deck of Many Things):
The Fool - You get one point of Inspiration, either to use yourself or give to another player at the time of drawing the card.
The Magician - You have all spell slots restored but must immediately use a spell in your highest slot.
The High Priestess - A random deity picks you as their Emissary. Player gains one Cantrip related to the deity and must work to further their goals. If you do not, the deity enacts a divine punishment.
The Empress - You must transfer a quarter of your health to another member of your party. If doing this would leave the player with 0 hit points, they are instead dropped to 1 hit point.
The Emperor -  A rare or rarer Magic Weapon with which you are proficient appears in your hands. The DM chooses the weapon.
The Hierophant -  At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with Wisdom on how to apply it.
The Lovers -  A nonplayer character of the DM’s choice falls deeply in love with you. The identity of your new soulmate isn’t known until the NPC or someone else reveals it. Nothing less than a wish spell or Divine Intervention can end the NPC’s love toward you. They will pursue their love for you above all else.
The Chariot - Movement speed is doubled for d8+2 hours and player is unaffected by difficult terrain when walking/running.
Strength -  If you single-handedly defeat the next hostile monster or group of Monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
The Hermit -  Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Wheel of Fortune - You immediately change class, with it being in opposition to your original class (For example, a Warlock with a pact to the Fiend may become a Paladin). Your stats and level stay the same, however everything else changes.
Justice - You are forced to tell the truth in regards to any criminal activities. This can only be ended with a wish spell or Divine Intervention.
The Hanged Man - You permanently lose five hit points but gain Proficiency in any skill.
Death - You have to re-roll all but one of your stats.
Temperance - You are immediately restored to full health. If the player already has full health, there is no effect.
The Devil -  A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
The Tower -  You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
The Star -  Increase one of your Ability Scores by 2. The score can exceed 20 but can’t exceed 24.
The Moon -  You are granted the ability to cast the wish spell 1d3 times.
The Sun - You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.
Judgement - If the player decides to multiclass when they next level up, they gain two levels in that class. You must do it the next time you level up, otherwise the effect is lost.
The World -  Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die.
As for the Minor Arcana:
For the Coins suit, you get gold equalling the amount on the card.
For Swords, you lose an amount of hit points for each sword.
For Cups, you gain an amount of hit points for each cup.
For Wands, you get sticks equalling the amount on the card. I’m out of ideas.
Court cards - the Page, Knight, Queen and King - are all worth 15 of the respective suit.
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no nerds
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Heh 😂
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tyjo with long fluffy hair reblog if you agree
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A friend and I were having a conversation....... and this... gem.. was the product 😂😂😂😂😂
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Witness the glorious birth of #Arnold×Glenn😂
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