A list of puns related to "Rebellion Developments"
Both Whitney and Hunterβs lives are so unlike Glenβs stated preferences for how men and women should act, I wonder if itβs their outward rebellion against him from unaddressed teenage resentments?
Expectations Glenβs stated on the show about Men:
-steady job, -family man, -clean cut, -speaks politely/ no vulgarities (Buddy once apologized for swearing in front of Glen).
Hunter:
-in a metal band, -wears A LOT of leather, -single at age 41, -his band, which is pretty good, has some really dark (metal, obv) themes
Expectations for women:
-nice body, -no 2-piece swimsuits for fat women,
Whitney:
-not fit, -loves to take off her clothes in public, -single, -tattoos, -loud and braying, -pees in confined/ shared spaces, -Hawaii 8K, -chub rub.
#Hello everyone!
An update from TaleWorlds about some upcoming additions to the game!
Greetings warriors of Calradia!
After a short hiatus, weβre back again with another development update! In this video, weβll be taking a look at some of the updates that will be making their way to the live and beta versions of the game in the near future, as well as, a couple of new missions that are still in the works!
We hope you enjoy the video.
##GRANT/RELINQUISH FIEF
First up is the ability to grant and relinquish fiefs.
When playing as a faction leader, you will be given the option to grant fiefs to your vassals, allowing you to diversify the ownership of fiefs across your kingdom, or bolster relations with a clan that might not be too fond of your rule.
Similarly, when playing as a vassal, you will have the option to relinquish control of a fief back to the kingdom, allowing a new round of voting to start on which clan should receive the fief.
These changes will give you much greater control over your lands, allowing you to plan ahead without any unexpected acquisitions complicating matters.
##SETTLEMENT EVENT NOTIFICATIONS
Next, we have some new icons on settlement nameplates to indicate if thereβs any issues or tournaments happening within a settlement, without needing to enter.
##DISABLE DEATH
A new campaign setting has been added that allows you to disable the birth and death systems. Please note that you will need to start a new game to enable this option, and it canβt be changed afterwards, but the option is now there for those of you that are looking for a bit of a less dynamic and more familiar playthrough.
##SIMULATION IMPROVEMENTS
A few important changes have been made to the campaign simulation that we wanted to highlight, some of which are already on beta and others that are coming in the next updates.
First, AI characters are now able to get married. And second, being somewhat connected is the addition of many new AI clan members. These change
... keep reading on reddit β‘This is the best tl;dr I could make, original reduced by 56%. (I'm a bot)
> On the eve of the 100th anniversary of its founding on July 1, the Chinese Communist Party seeks to write its own version of history.
> On June 28, the Chinese government news agency Xinhua released a brief official history of the CCP titled "Chronicle of 100 years of the Chinese Communist Party".
> Compiled by a Party research institute, it tells the story of China from the 1840s to the present from a partisan perspective aimed at justifying CCP one-party rule.
> One of the events mentioned in the Chronicle is the Tiananmen Square crackdown on June 4, 1989.
> The Party and the government, relying on the people, took a clear-cut stand against the unrest, suppressed the counterrevolutionary rebellion in Beijing, defended the country's socialist state power, protected the people's fundamental interests, and guaranteed the continuation of reform, opening up and modernization.
> "Many young Chinese today see Tibet, Tiananmen, Taiwan, the legitimacy of the Communist Party, or Chinese sovereignty over the South China Seas exactly as Beijing would wish," wrote Quartz in 2016.
Summary Source | FAQ | Feedback | Top keywords: Chinese^#1 Party^#2 June^#3 CCP^#4 Communist^#5
Post found in /r/worldnews, /r/China_Debate, /r/ChunghwaMinkuo, /r/chinesepolitics and [/r/China_Debate](http://np.reddit.com/r/China_Debate/comments/oa0om6/on_eve_of_its_100th_anniversary_chinas_
... keep reading on reddit β‘The following news headlines come from sources which may limit or restrict access to those with a paid subscription.
Elko Daily Free Press
Sanders hosts second town hall in Elko
Simons to run for district judge
Las Vegas Review Journal
Conspiracy theories abound on Allegiant Stadium construction, scheduling
Reporterβs takeaways from 3 years covering education in Clark County
EDITORIAL: JOA law not meant to burden viable publications - Editorial
COMMENTARY: BLM interim director sympathetic to Sagebrush Rebellion crowd - Opinion
VICTOR JOECKS: Guns provide the best chance of stopping gun violence - Opinion, Joecks
Las Vegas Sun
EPA is OK with risk of poisoning pets, people with cyanide bombs - Editorial
Biden endorsed by 3 former Nevada Democratic party chairs
Lincoln County Record
Nevada Appeal
Positions open on Carson City committees
Andersen Ranch developer to look at traffic for Carson City project
[Carson City school board OKs new classrooms at middle school](https://www.nevadaappeal.com/news/carson-c
... keep reading on reddit β‘I just have to share a neat little mechanic I've discovered for driving character development/motivation. Though it's a little wonky/artificial in some respects, it's also an elegant way of ensuring everyone gets their time to shine.
In Age of Rebellion--one of the FFG Star Wars RPGs--each character has a "Duty." Their Duty represents their particular job within the party, and within the Rebellion as a whole, and is associated with a particular action: for example, your Duty could be killing Imperial troops, hacking security systems, stealing Imperial secrets, or making sure everyone gets out alive. Additionally, each player has a Duty score, representing how much they've been performing their Duty. In every session in which you complete your Duty, your Duty score increases.
At the beginning of each session, the GM assembles, then rolls on, a "Duty Table"; this is the weirdest part of the system, but I'll try to give you a TL;DR. Basically: the GM rolls a d100, and, if the result is less than the total Duty of the party, the entire party gets a bonus for that session, representing their lingering inspiration from their collective awesomeness. Further, the roll may indicate one particular party member's Duty; this particular Duty is going to become especially important in the coming session (e.g., there will be extra troops to kill, or security systems to disable, and so on).
Finally: when the party's collective Duty reaches or exceeds 100, the party as a whole "levels up"--they gain a rank in Contribution (representing their, well, contribution to the Rebel cause), and gain a large reward (extra vehicles, their own base, etc.). Players may then choose to change their particular Duty to something else, or may randomly select a new Duty, if desired.
I really like the system. Though I've only read the rules, not actually played with it, here's my impression of how this impacts the game.
Players choose, or are assigned, a particular Duty, representing their character's skills/motivations and/or a playstyle that will earn them rewards.
Playing to their Duty increases their Duty score. Higher Duty scores lead to party-wide bonuses, giving strong incentive to fulfill said duty.
GMs are more-or-less required, by the rules, to give players opportunities to fulfill their Duties, especially as their Duty score increases. Thus, each player is given a way in which they can be in the spotlight, and is given opportunities to do so.
When pla
My friends and I were having a discussion over why low-income white Americans, especially in the South, are stereotyped as racist when that line of thought was never really in their economic interest. Is it going too far to say that Baconβs Rebellion is the reason for this hatred, at least to a certain extent?
~Spoilers~
In watching the Rebellion movie, and then reading what many fans had to say about it (as well as "critics" and other semi-legitimate reviews, I have been disappointed ad nauseam. I had though the tremendous talent and artistic acumen of Gen Urobuchi would not be lost on Magica fans, and Rebellion is slowly proving me wrong. For reference, I am going to keep this primarily based on logical sequence, and bring rebellion back to earlier narratives in Madoka Magica rather than cloud this post with fatuous and ill supported ties to arcane religious or philosophical tenets. Often such claims have little insightful application to the story at hand. While stories often contain variations on classical character and philosophical archetypes, pointing out similarities or claiming inspiration based on similarities is a valueless task.
To start, the Rebellion story is in no way discordant or inconsistent with the original story. As a matter of fact, Rebellion is the necessary next point in the story, and this is made spectacularly clear when rebellion is at least lightly considered within the full context of the original Magica story.
Beginning with the end (of Madoka Magica), we see Madoka help magical girls through out time and space to never become witches, while being rewarded (punished?) by an eternity of entrapment and torment as the consumer of all despair among the magical girls. She becomes "Madokami" a concept, a "law of cycles" if you will. It has been suggested that Madokami represents happiness and ultimate hope. This was never the case (Urobuchi is not known for happy endings, and I'm not sure why people assumed Madoka's ending was a happy one...maybe the pretty colors?). Madoka trapped herself in a tortuous cycle transferring the despair of all magical girls to herself. She didn't eliminate despair, she only managed to transfer the despair of magical girls to herself ad infinitum. Leaving the despair of others to fester and form "demons" and other negative influences that still had to be fought by magical girls.
If the implication of this wasn't clear at the end of Magica Madoka, it was made so with QB's expose in Rebellion. Madoka's wish was not strong enough to end despair. It may have provided hope to magical girls, but they still fought and died for the benefit of the incubators. To be abundantly clear... Madoka's wish was in vain. It failed to end despair, and while it prevented witches from being born from magical girls it didn't en
... keep reading on reddit β‘A new development update for TaleWorlds Entertainmentβs sandbox RPG Mount & Blade II: Bannerlord highlights a number of new features coming to the game as part of its next few early access updates. These features include expanded fief management, simulation improvements, an emissary system, prison break missions, and keep assaults.
You can check them out in this video:
And here's a transcript:
Greetings warriors of Calradia!
It's about time for another development update, don't you think? In this video, we take a look at some upcoming changes to the game, including two new mission types.
We hope you enjoy the video and we look forward to reading your comments about the updates! And as always, a text version can be found below for those that prefer to read.
Greetings warriors of Calradia!
After a short hiatus, weβre back again with another development update! In this video, weβll be taking a look at some of the updates that will be making their way to the live and beta versions of the game in the near future, as well as, a couple of new missions that are still in the works!
We hope you enjoy the video.
GRANT/RELINQUISH FIEF
First up is the ability to grant and relinquish fiefs.
When playing as a faction leader, you will be given the option to grant fiefs to your vassals, allowing you to diversify the ownership of fiefs across your kingdom, or bolster relations with a clan that might not be too fond of your rule.
Similarly, when playing as a vassal, you will have the option to relinquish control of a fief back to the kingdom, allowing a new round of voting to start on which clan should receive the fief.
These changes will give you much greater control over your lands, allowing you to plan ahead without any unexpected acquisitions complicating matters.
SETTLEMENT EVENT NOTIFICATIONS
Next, we have some new icons on settlement nameplates to indicate if thereβs any issues or tournaments happening within a settlement, without needing to enter.
DISABLE DEATH
A new campaign setting has been added that allows you to disable the birth and death systems. Please note that you will need to start a new game to enable this option, and it canβt be changed afterwards, but the option is now there for those of you that are looking for a bit of a less dynamic and
... keep reading on reddit β‘Please note that this site uses cookies to personalise content and adverts, to provide social media features, and to analyse web traffic. Click here for more information.