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Seth Breedlove, a filmmaker known for his documentaries about Sasquatch, said he's been exploring this rural area outside Minerva for a new YouTube series titled, "The Bigfoot Project.

Filmmaker Seth Breedlove recently explored the Minerva area wilderness for potential evidence of a Bigfoot-type creature. Seth Breedlove and the Small Town Monsters film crew posted recording devices in a wooded area outside Minerva in Carroll County to search for evidence of Bigfoot-like creatures. The Bolivar native's latest YouTube series, "The Bigfoot Project," explores what he believes may be an undiscovered creature that has been roaming remote woodlands. Filmmaker Seth Breedlove, left, and crew members Heather Moser and Mark Matzke display the cast of what Breedlove believes was a roughly inch long footprint he found while working on the new YouTube series, "The Bigfoot Project," which documents strange activity in the rural Minerva area in Carroll County.

A cast is prepared of what is believed to be a large footprint found in the Minerva area wilderness. The film is the latest installment in an ongoing series about the search for Bigfoot. Heather Moser, of the Small Town Monsters film crew, has been leaving objects in the wilderness of her family's Minerva area property as part of an investigation into strange sounds and occurrences.

Objects have been moved and sometimes returned without explanation, she said. Our goal is to create a safe and engaging place for users to connect over interests and passions. In order to improve our community experience, we are temporarily suspending article commenting.

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Would love to have your number, girl and we can see you moving on my dime but i cant fall in love with you this time i think you "beneficial? Library Artists Billboard Contributes. Widen Your Eyelids - Wilderness Crew. Print it! B44, to increase The GM who wishes to grant a race a bonus with a small num. This is not intended to be a complete list of all possible nonhuman powers.

The GM is encouraged to come up with all the original nonhuman advantages he can think of. The GM desiring still more exotic abilities for his fantasy races is referred to that source for further inspiration. When an advantage can be enhanced or limited in some special way, this will be noted in the description.

The price for these enhancements and limitations is given as a percentage of the cost of the advantage. Enhancements increase the cost of the advantage e. All enhancements and limitations are totalled before figuring cost. Amphibians do not need the Swimming skill p. B49 ; they auto. Amphibians must still breathe but see the Gills advantage on p.

There is no cost positive or negative for an aquatic race that can function normal. Sonic and vibratory attacks are automatically "armor piercing" against stone creatures. Special Enhancement: The race's body is amorphous rather than crystalline, and does not suffer the extra effect from sonic or vibra.

They get Acrobatics at DX. If the race has a racial average ST of 11 or less, individuals must use four limbs to brachiate. If the race has a racial average ST of 12 or more, individuals just need one pair of arms. Base Move while Brachiating is half the race's ground Move. Breath-Holding clinging attempt had on the fall.

Special Limitation: Individuals can only cling to one particular substance. Cultural Adaptability 25 points The race has an instinctive knack for getting along with every. This Each level doubles the length of time that members of the race advantage includes 1 level of Charisma, 2 levels of Language can hold their breath see p.

This advantage can be com. When confronted with a completely alien concept or custom, the bined with the Breath Control skill p. Finally, members of the race get an IQ roll when The race can eat almost anything gristle, spoiled milk, confronted with a Odious Racial Habit. If successful, they avoid mildewy grain, half. Compare with Damage Resistance Universal Digestion, p. This functions as the Toughness advantage see p. B23 , but can be purchased in as many levels as desired.

This DR will protect Catfall 10 points The race subtracts 5 yards from a fall automatically this is con. This may be armor, a magical force field, thick skin, or any other mechanism A successful DX roll halves all damage taken from a fall.

In any situation of attacks. For example, a race might have extra resistance only where being seen is a factor, members of the race have an addi. Common Attack Type: 2 points per level of DR. This advantage will not help in the dark, or against someone Occasional Attack Type: 1 point per level of DR. The race can walk or crawl on walls or ceilings. Dark Vision 25 points If it is, a successful DX roll is needed to touch the wall.

Once the The race can see in absolute darkness, using some means other wall has been grabbed, a successful ST roll must be made, modified than light, radar or sonar. It cannot detect colors in the darkness. If the ST roll is failed, 5 yards are sub. Members of the race have a sense of smell far beyond the human norm, and can determine distinc. An individual may memorize an odor by sniffing it for at least one minute and making a successful IQ roll.

If this roll is failed, the individual may not attempt to memorize that odor again for at least one full day. Doesn't Breathe 20 points Enhanced Strength The race absorbs the oxygen it needs through osmosis.

Individuals can't be strangled, and are immune to most gases their bodies won't absorb anything harmful. Individuals will still suffo. The race can live underwater as long as the water contains oxygen. Doesn't Eat or Drink 10 points The race does not require food. Its bodies are powered in some other manner solar power or ambient magical energy, for exam.

Note that a sufficiently rare power source would qualify the race for the Dependency disadvantage; see p. Doesn't Sleep 20 points The race does not need regular dormancy periods. Individuals can operate at full efficiency with only periodic breaks.

A race with one level of this advantage reaches maturity in 9 years, two levels 4. A race with one level of Extended Lifespan and one level of Early Maturation reaches maturity in 18 years. Move is only increased if the indi. Basic Speed, Dodge and Move in combat are unaffected, but anyone tar. Example: A plains. B13 are essen. While such a curve is capable of modelling most other traits, it clearly fails to reflect the realities of ST.

Enhanced ST offers a more realistic way of representing the upper end of the ST spectrum. Enhanced ST is priced differently from other attributes. It is expensive at low levels to discourage realistic PCs from having unusually high ST scores, but becomes cheaper at higher levels because increasing an already huge ST score reaches a point of diminishing returns — that is, each added point becomes less and less likely to make any real difference in game terms.

Enhanced ST costs the usual amount for ST up to 15 60 points. After that, it costs 10 per point of ST from This advantage is used to determine the base ST of the race. Such adjustments are always bought on the usual attribute chart p. B13 , not according to the costs above. This also applies to improvements made to individual ST during play. Note that a negative individual ST adjustment of.

Enhanced ST is identical in every way to "normal" ST, and should be used to deter. However, any kind of natu. This ST is bought at full cost. Then, the GM should determine how much addi. The difference in cost between this total ST and the lower amount of "true" ST that the race possesses is reduced by the following limitation: Special Limitation: Natural. The race has a huge build to match its mighty ST.

This is a combination of No Fatigue Bonus. Individual ST adjustments still affect these things. Note: The GM may choose to mix and match these smaller limitations, or ignore them altogether for truly supernatural species.

As well, if the No Fatigue Bonus limita. Enhanced ST bought with the Natural limitation should be listed as a "split ST," with the first number being the full Enhanced ST and the second, lower, number representing the ST bought without the limita. Individual ST modifiers, bought on the attribute chart on p.

B13, apply to both scores. Since the first ST 20 applies to everything, it is bought at full price points.

The next 20 levels of ST are bought with the Natural limitation. Enhanced ST 40 would cost points, normally an additional 70 points, but the. He uses ST 43 when figuring weapon damage or encumbrance, but only ST 23 to power spells, figure his jumping dis. In general, Natural races with a racial average ST of 20 or more should also be assessed the Inconvenient Size disadvantage, and be required to pay at least twice as much for specially. Armor for such races should likewise be more expensive.

Note that bestial races such as intel. On the other hand, they lack hands and cannot make full use of their great ST. For such races, apply the following limitation instead: Special Limitation: The race has the No Fine Manipulators disad.

A GM who wishes to allow physically powerful, spellcast. This can be accomplished by applying the No Fatigue Bonus limitation to some fraction of the race's ST. ST for hybrid races that are part humanoid and part beast is treat.

Special encum. One level of Extended Lifespan doubles all these values Two levels triples the base values, etc. Extra Encumbrance 5 points The race has a "load. The race can run far. Extra Fatigue goes into a separate pool that can be used to power extra effort, magical spells or natural attacks.

This pool recharges at the same rate as normal Fatigue, but will only begin to regain points if regular Fatigue based on ST has been completely regained first. This costs 2 points per Fatigue point, to a maximum racial average spellcasting Fatigue of This allows small, highly.

Only damage is subtracted from the second value Hit Points. Note that if an individual of this race bought his HT up to 14, his Hit Points would be 17 at no additional cost.

Fearlessness is a spe. B23 that only applies to Fright Checks and attempts to intimidate. Individuals add their level of Fearlessness to Will when making a Fright Check or resisting the Intimidation skill p. B , and subtract it from any Intimidation rolls made against them. Fearlessness is cumulative with regular Strong Will, and also assists when resisting spells that rely upon fear, such as Fear, Panic or Terror. A race with a high level of Fearlessness will quite often have a racial Reputation of some kind!

Flexibility 15 points Members of this race can bend their bodies in absolutely any direction. This advantage is like Double. Jointed p. B20 , only more so; a race cannot possess both Flexibility and Double. Individuals cannot stretch or squeeze themselves individual with Full Coordination makes an All. Out Attack, it may abnormally, but any part of their body may bend any way. This advan. The individual could not, for instance, swing twice with Flight 40 points one weapon while aiming carefully with another!

The "defaulf'' is full. Out haps using magic or natural jets. Various forms of gliding and winged Attack could make three attacks: two normal attacks plus one bonus flight are also possible see below. Out Attack. To aim two or more weapons at once els of the Enhanced Move Flight advantage possessed see p. Races capable of true flight not Gliding or Winged Flight may also 10 points "fly" at half speed underwater.

This advantage does not confer the Gills Members of the race have the ability to extract oxygen from the ability to do complex acrobatics and tight turns; for that, buy the Flight skill see sidebar, p.

B for detailed rules on flight. This allows them to remain submerged indefinitely in normal By default, flying beings may hover and may fly as high as they want water. If there is no oxygen to extract, they will still suffocate. The race can still breathe normally out of the water. There is no cost pos. Special Limitation: Winged Flight. The race flies using large, func. In order to take off, The race is incredibly difficult to kill. If an individual miss.

As above, except hour per point of negative HT. The 25 points race uses its wings only to help steer, not to lift. If the wings are seri. Healing ously damaged in flight, the individual can land safely on a success. The race has the ability to heal others. The individual must be in ful Flight roll. This is a limited form of Winged Flight can be healed. The Fatigue cost of a successful healing is 1 for every above. Gliders cannot gain altitude while flying, and descend at 1 2 hits healed round up.

Failure costs the healer 1d of Fatigue; criti. Enhanced Move does not affect speed, but each time it cal failure also causes the recipient 1d damage. The healing roll is at. As above, except that con. It can't restore a lost limb. Freshly broken limbs trolled gliders can gain altitude, by riding updrafts or "thermals" should be carefully set before healing is attempted, otherwise the assuming such currents are present.

A normal thermal will raise a healing will result in a crippled limb. Crippled limbs are restored at a glider at 1 hex per turn. If thermals are present, a member of a race. Healing cannot with this advantage can locate them on a successful IQ roll one bring back the dead. Note: this works exactly like the Healing Power p. Not available for Gliding; a because they are the same thing! If you have the Healing advantage, glider can't hover anyway. Individuals must always move with at least you are a psi with a Healing Power of 7 and the Healing skill at IQ half maximum speed when flying.

It is assumed that this power works on the user's own race and Special Limitation: Low Ceiling. The race cannot fly very high, on all "similar" races. In a fantasy campaign, all the warm. This does not limit speed in "similar. This isn't the ground. Special Enhancement: Xenohealing. The max. The race can move normally on ice — no DX penalties are For instance, a race with four arms could buy Full incurred for bad or slippery footing.

Note that if the race moves nor. Similar arm once. Physical attacks are limited to punches, kicks or weapon advantages can be invented for species which are uninhibited by snow attacks, not the natural attacks described on pp. When an "Snow Shoes" or other difficult terrain. This is simply a combination of Instant bleeding normally caused by Cutting or Impaling weapons.

Regeneration p. For 30 points, the race can treat both Cutting and Impaling Immunity to Poison 15 points attacks as Crushing damage. The race is immune to the effect of any toxins. Individuals cannot be stran. If there is a question, the gled or choked, and blows to the "Neck" or "Throat" hit locations GM's decision as always rules. This increases Move, Dodge, an individual's place in the combat The race has no particularly vital organs.

The special effects for sequence and anything else that is based upon Basic Speed. Note: These advantages are usually only appropriate for highly The race can focus in two separate directions, allowing an indi.

Members of the race can become insubstantial; perhaps they Races with more than two eyes can buy this advantage again for each additional eye to be focused independently. Three phase into a different dimension or actually become a "spirit.

They cannot pick up normal cost 45 points and so on. Infravision 15 points objects or affect them in any way. The GM may rule that certain types of energy barriers or magic spells e. They are unaffect. No matter what the temperature, the individual suffers but they're still vulnerable to psionic and non. Physical and energy attacks from an insubstantial opponent assuming the opponent is of a race that emits heat!

This advantage also allows the race to follow a heat trail when tracking. A sudden flash of heat, such as an Exploding Fireball, acts as a Flash see p. Note: Infravision can be taken in conjunction with the Blindness disadvantage. Blind creatures with Infravision always operate as though at night. They can only track if the trail is less than one hour old. The race does not suffer certain effects of injury that are nor.

The cost depends on the pre. Individuals never have to make Bleeding rolls see sidebar, p. B and are unaffected by blood. The special damage effects of blows to the "Brain," "Head" and "Jaw" hit locations are ignored, and blows to the Brain including thrusts to the eyes do not score quadruple damage. An insubstantial individual is at. Although it can pass through solids, the individual must still breathe.

When moving through a solid object, treat this as if the indi. Insubstantial creatures can not materialize inside a solid object. Insubstantial races must take the Invisible advantage below if they are to be unseen when insubstantial. Special Enhancement: Objects may be carried. They take on the changed form when they are picked up, and regain normal form when put down. This also applies to clothing or armor. Inanimate objects cannot be materialized inside of anything. Special Enhancement: The race has abilities which can affect the substantial world even while the individual remains insubstantial.

Special Limitation: The race is always insubstantial and cannot become substantial. There is no penalty for spell. Invisibility 40 points The race is invisible to normal sight, Infravision and anything else that uses the electromagnetic spectrum. Invisible creatures still make noise, leave footprints and can be smelled, though. If carrying noth. The individual cannot be visually scried, but can be detected by magical devices.

The individual doesn't cast a shadow and doesn't show up in mirrors. Special Enhancement: The race is normally visible, but can become invisible at will. They become invisible when they are picked up, and regain visibility when put down.

This also applies to clothing or armour. Special Limitation: The race can be seen in mirrors. Special Limitation: The race casts a shadow! Mana Enhancer variable The race is inherently magical, and individuals actually radiate mana. In some campaigns, this could force the race underground to hide from unethical mages — one of the few times that a GM may wish to assign a racial Enemy! For 25 points, the race can increase the local mana level by one step, but only for themselves and persons or things that they're actu.

For 25 more points, this effect extends to everything in the same hex. Each additional 25 points extends the radius of the effect by one hex. The race can increase local mana by two steps by paying the base cost for their range again, and so on. They must also pay the base cost again for the ability to turn the power on and off. This advantage does not confer any special ability to cast spells; for that, purchase Magery. Of course, a race which can raise the local mana to "high" or better can cast spells even without Magery.

Example: A race has Mana Enhancer in a 2. This is the race's base cost. The GM decides the race can turn their ability on and off at will, and pays the base cost again, for a total cost of a walloping points. Contrast this advantage with the Mana Damper natural attack, p. Note that this advantage can be very easily abused, and should be kept under strict control — perhaps even reserved for NPC races.

This skill would help an individ. This allows the individual to enter a deathlike trance; a physician unfamiliar with the race's metabolism must win a Quick Contest of Skills Physician.

HT to realize that the individual isn't dead. While in this state the individual is completely unaware of its surroundings. The individual will auto. Knockback can still occur, however. The cost varies according to how matically awaken if it takes any damage. Common Attack Type: points mally needs to stay alive. Each level doubles the amount of time it Occasional Attack Type: points can safely go without food or water. Wooden Weapons for a Vampire. The race can duplicate any familiar sound.

A new sound becomes Note that this is a powerful advantage and should not be used familiar if the individual spends five minutes listening to it and makes unless ordinary Damage Resistance p. This ability can also be used to imitate Also note that this is an expensive advantage and that many attack voices.

To memorize someone's voice the individual must spend at forms have cheaper specific defenses e. A personality may be shared by several telepathic bodies who Touch only:. Several options are Multi. First, the GM must decide what type of link the race has. Friday 19 November Saturday 20 November Sunday 21 November Monday 22 November Tuesday 23 November Wednesday 24 November Thursday 25 November Friday 26 November Saturday 27 November Sunday 28 November Monday 29 November Tuesday 30 November Wednesday 1 December Thursday 2 December Friday 3 December Saturday 4 December Sunday 5 December Monday 6 December Tuesday 7 December Wednesday 8 December Thursday 9 December Friday 10 December Saturday 11 December Sunday 12 December Monday 13 December Tuesday 14 December Wednesday 15 December Thursday 16 December Friday 17 December Saturday 18 December Sunday 19 December Monday 20 December Tuesday 21 December Wednesday 22 December Thursday 23 December Friday 24 December Saturday 25 December Sunday 26 December Monday 27 December Tuesday 28 December Wednesday 29 December Thursday 30 December Friday 31 December Saturday 1 January Sunday 2 January Monday 3 January Tuesday 4 January Wednesday 5 January Thursday 6 January Friday 7 January Saturday 8 January Sunday 9 January Monday 10 January Tuesday 11 January Wednesday 12 January



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