Both were so good. First for story, second for refinement of the game play.

It's a sex-linked trait, which means information on your body's capacity to keep growing hair is stored on the chromosome pair that also determines your sex. In this pair, women possess two X chromosomes, which both contain information about various traits. In the case of a recessive trait like hair loss, the second X chromosome acts as a "shield" to suppress the expression of mpd.

Men possess an X and a Y, and that Y chromosome is not good for much other than determining sex. This is also the reason men experience higher rates of color-blindness.

For picks i just have one: ABXXF on the otc market (abxx on the neo exchange). If we're talking growth is has huge potential. Developing and owns a physically settled commodity exchange and clearing house, primed to launch q1 24, with ex-Goldman minds at the head.

Multiplayer tethering. It's common in peer to peer connections to save on performance, but it means the guest can only wander the game world in close proximity to the host, generally measured in a radius around them.

Ah, gotcha. A wash roll. I thought you meant some kind of "unroll" incident that somehow deleted the roll by accident.

Can you expand on what you mean by dice cancellation?

How far apart is Long range from Extreme range?Rules Question

I get that it's two maneuvers to go from Long to Extreme (or the reverse). That's not what I'm asking. What I'm trying to reconcile is: Could Long range be considered Medium range from the Extreme range band? I'll frame the question using the Leap function of the Enhance power.

Character A is at Extreme range from character B. Both are on the ground. Character A is trying to close the distance between them using the Leap function of the Enhance power. Character A has every Enhance upgrade. Since the verbiage of Leap only translates the user to a location within Medium range, this has generated some conflict within my game.

Could a character use two activations of Leap to move from Extreme to Long, and again from Long to Medium?

There is some debate within my game. One opinion is more technical: due to "law of conservation of maneuvers" leaping from Extreme to Long is valid, since moving to Medium range with Leap is also worth two maneuvers (origin to Short, Short to Medium).

The other opinion is more abstract: the maneuvers used to close the distance between Long and Extreme is more representative of an all-out sprint, whereas the maneuver used to close the distance between Short and Medium is more about maneuvering/careful battlefield positioning, therefore leaping from Extreme to Long, or Long to Medium, is invalid.

I'd like to poll Reddit. Is one or the other correct? Is there a third way to interpret this we haven't thought of? Was this answered long ago and I missed it?

I had a job in software for years, and dabbled in securities. I had money but it wasn't doing much. Since I knew a bit about sofrware i started looking into hardware. In 2016 I bought shares of Nvidia when it was just under 32 because it had a huge market share of graphics cards. This was way before AI took off but crypto was beginning to really make waves. Based on its p/e ratio it was classically undervalued from a technicals perspective. After the 4:1 split in around 2020 I had essentially bought it for 8 dollars a share. That catapulted me well into 7 figures.

But lifestyle-wise, nothing has changed. I still live humbly just as I did before.The reason I had all that money to invest was because I wasn't wasting it in the first place. In fact I live more in my means than ever since I work retail now instead of software. I keep my investment money separate from my living wages.

Gasoline. When I was really small, the teacher gave us a little worksheet of smells to color in as good or bad. I colored gasoline good and the teacher told me that was wrong. I don't know if I still like it because of spite or not.

is anyone doing any last minute boosting for score 100?Question

if so i'd like to join in. i'm generally a beginner, but i am around Lv170, so not a complete newbie. do people ask for help with boosting score and if so, is here or somewhere else where should i look?

0
3
10mo
Archived

I'm already "rich" and depressed. My net worth is just under 1.9 million and I still stress about money. Most of my wealth is in the form of stocks and any time I'm not contributing to my portfolio (to ensure a safe financial future, you see), I get anxious. I live in a dilapidated house that is completely paid off and doesn't have hot water in the kitchen sink and guest sink, because i dont want to spend money on a plumber. My backyard is totally overgrown because I don't want to spend money on a lawnmower or get a service, and now I'm too embarrassed to get one. I struggle with social life, because shit is expensive. I recognize my issue but that's depression, it doesn't make a lot of sense.

So to answer your question, since it's onw or the other, and happy. Because this would suggest I was able to break out of my mindset and discover the secret to happiness.

Each attendance occurrence automatically purge after 6 months. You're not terminated until you get 20. Even if management doesn't work with you, if you stay on time going forward, the issue corrects itself.

This is very inside OFA, thanks. How do the conversations with the drivers with poor work ethic usually play out? Can you convince them to do their job more often than not? Is it lots of drivers or just one or two bad ones?

I'll take a look at ESVS, thanks.

I don't have a good sense of the store's volume relative to other HD locations. Long ago I was told the store does about 75-80m a year. I get the impression it's a medium size compared to the rest of the district, but as freight I'm kind of shielded from a lot of these metrics. Again, I don't have a good sense of the store's volume relative to other locations.

rec-onnaissance
OP
1Edited
1.1yLink

I also asked this question, "This seems to be an unofficial position." That was confirmed by the ops ASM. Still, I was promised a raise to make the move, and I was lead to believe the store I'm at is on the cusp of splitting the two departments, so it could potentially convert into a DH role, but I'd be happy to get on days with a seemingly consistent schedule.

thanks for the reply. as freight i have all machine licenses, so that part is easy.

what drivers are you referring to?

• Any advice you think would be helpful. What pay increase did you get? Was the job super stressful? Tips to do a better job, busiest hours, anything.

• Whether it was opening or closing was not discussed, so even you asking me that is a great question for me to take to the ASMs, as I did not realize there were opening/closing lead OFA roles. Our store just has the one I believe (whose schedule I don't know), who I suspect is going to get reassigned.

Seeking lead OFA advice.

Two ASMs at my store have asked if I want to take the role of lead OFA. I've been with the company for a bit over a year but I don't have any experience with OFA. I am just a regular freight associate. I have only general knowledge of the role from conversing with order fulfillment associates.

Any OFA or OFA leads have advice? Literally anything you know or can think of would be appreciated.

11
23
1.1y
Archived

you were super close. FaD p.196, top left, bold typeface. reduce difficulty by 2 when modifying attachments on own saber.

• crafting difficulty. yes, basic saber is Average (2 difficulty dice).

• modifying attachments. yes. but if it's your own saber, reduce by 2. effectively means the difficulty starts at Easy and increments up from there.

• modifying crystal attachment. yes, and again since the crystal is also an attachment, you reduce the difficulty by 2. there are many modification options on the bog standard ilum crystal, and they want you to have a decent shot at getting most of them.

• re: "weapon attachments". ask your GM. we can give you our opinions but it really doesn't matter. my suggestion is, plead your case, but brace yourself for a restrictive answer. if you get a lenient one, great!

if your GM allows it, another good non-lightsaber attachment for a lightsaber is the magnetic tether from Keeping the Peace, since it allows you to recover a dropped weapon as an incidental, instead of eating into your action economy on your next turn.

There are a million zillion tips to offer first-timers. I have no doubt that there are plenty of sites out there offering starter tips but once you play a bit, get your bearings, and understand the basics, here are my tips for intermediate play:

Community. The two biggest aspects to your community are your supplies (food, medicine, etc.), and morale. You can manage supplies with ruck sacks, which you'll find by searching various locales, and building outposts (among other things).

Morale can be trickier. If you play on an easier setting, your community gains a boost to morale and it's easy-peasy. You can boost it further by building certain facilities (like the lounge), or adding facility mods (like the comfy chair, or white noise machine). On higher difficulties, your community will have a persistent, built-in penalty (up to -30 for lethal difficulty).

The game doesn't instantly fail you if you don't keep up with these things, but if you neglect them, eventually one or more survivors will become "frustrated". A frustrated survivor is in danger of leaving the community (one way or another), but the game gives you a chance to avoid this by performing an action that increases the survivor's morale, or completing a task the frustrated survivor requests (such as clearing an infestation). You can quickly locate a frustrated survivor by their red morale meter (i.e., not yellow or green) in the community screen.

Community Events. The game will regularly trigger community events as you play. If your morale is "Stable" or lower, this frequently takes the form of survivors fighting with each other (further damaging their morale), or binging on community supplies (food, medicine, etc.) to feel better for a time. If your community is at "Cheerful" or higher, negative events stop and you get positive community events, which are the reverse: survivors boost each other's moods and bring back goodies.

Close Combat. Here are two tricks for fighting: recognizing a bad situation, and stamina management. On higher difficulties, fighting a few zombies can quickly turn into fighting too many. Run away from situations that spiral out of control. Recognize the howls of feral zombies (roars on Nightmare and lower, hissing on Lethal) and move away from the direction of their calls (your survivor will comment on a feral spawn that is unaware of you). Keep some snacks (or better yet, energy drinks) on hand to manage these situations. Use the environment by running through houses, down rocky slopes, or hop fences to create distance between you and a too-large pack of zeds. Drop to a crouch when you break line-of-sight on zombies, and keep moving until you see the zombies give up the chase (but be careful not to run into another pack). If you have Stealth specialization, losing zombies is easy due to the ability to stealth-sprint.

Managing your stamina means not running your survivor's bar completely dry. Once depleted, the bar suffers a delay before it begins to refill, and the survivor dodges and fights much more slowly, to the point where they are practically defenseless against more than one zed. Avoid this by keeping encumbrance in the green (light), having stamina consumables, and leveraging the Marathon physical specialization if you have it. Marathon in my opinion is a game-changer. This allows the survivor to sprint for no stamina cost while lightly encumbered. This means that you can regenerate stamina while running away. It's a good way to make space between your survivor and the zombies, and regen stamina at the same time.

Ranged Combat. As the loading tip says, crossbows are the only completely silent ranged weapon in the game. All other suppressed weapons will draw zombies to investigate the source of the sound. Unsuppressed weapons draw zombies in from a larger radius. On easier difficulties, my experience is suppressed weapons are not required. On higher difficulties, it is always advisable to move away from the location you shoot. Even on Lethal it's acceptable to fire pop-guns as long as you move away from the spot you're shooting from, but use a suppressor if one is available.

Smoke Grenades. These are monstrously over powered. Throwing a smoke grenade at your feet causes all NPCs (human or zombie) to lose track of your survivor. Used correctly, it is an "I Win" button, allowing you to pick off any opposition unopposed (supposing you don't move, and you finish off the opposition before the smoke fades). You can save them for fights against humans and triple feral packs on higher difficulties.

Enclaves. The game will spawn enclaves (NPCs living in their own little bases) around the map for you to interact with or ignore. If you ignore the requests of non-special enclaves, they get irritated and may become hostile (this is not as big a deal as the game leads you to believe, since you can completely ignore hostile non-special enclaves). A normal (non-special) enclave rated neutral or higher will generate random requests. The requests have expirations associated with them and when the timer is halfway, they send a reminder. Each task you complete will increase the enclave's opinion of your community. If you reach "Allied" status, the enclave provides a random, persistent buff to your community. It's up to you to decide which ones you like, but not all enclave buffs are created equal. If you ignore requests from enclaves you're allied with, they will leave the map. This can be a good way to rid yourself of an enclave who's bonus you don't like.

Sometimes an enclave will spawn as hostile. This is normal. On higher difficulties, humans are the biggest threat in the game and can kill your survivors very quickly if you are unprepared, but you are never obligated to interact/fight with them. If you simply ignore a hostile enclave, eventually it will be destroyed on its own through one of two events: either they are all mysteriously wiped out by a murderer using a crossbow, or they are overrun by zombies and call your base for help. If you investigate during the overrun event, they will die once you get close enough, and you can loot them. I have never experienced hostile enclaves shooting at my survivors during the overrun event. It's effectively free loot (although the quality is middling).

Sieges. Occasionally you will be drawn back to base by a notice of an incoming siege. If you fail to return in time, your community will spend ammunition to win, so your attention is not mandatory. However, it is a waste of resources and generally a good idea to return, since the game offers 200 influence for enduring the siege. Keep your base's noise at 13 or below for the easier sieges. You can block gaps in your base's walls using cars. If you block all entrances, zombies cannot get in, but depending on your base, your survivors won't be able to shoot them from inside the base and the opening you leave, so in general it's okay to leave one point of entry.

a meat tenderizer is closer to a war hammer if the frying pan should ever become lost/irreparably damaged.