Cannot get aspect ration to 1 with simple Graphics

I am learning Mathematica and doing a simple animation project which animates the harmonic motion of a pendulum. For some reason, I cannot get the simplest thing to work — the aspect ratio for my pendulum graph will not go to 1. I have whittled my code down to something extremely simple that illustrates my problem:

Graphics[Line[{{0, 0}, {.5, -.5}}], Axes -> True, PlotRange -> {{-1.1, 1.1}, {-1.1, 0}}, AspectRatio -> 1]

Output of the code above

Can an Aspect of the Moon Warlock choose to sleep?

Aspect of the Moon (an eldritch invocation for the Pact of the Tome warlock) grants this benefit:

You no longer need to sleep and can’t be forced to sleep by any means.

This seems to leave open the option to sleep if the warlock wants to. Normally characters (or real people) can’t just decide to fall asleep, though, they have to be sleepy/tired. But presumably the warlock does not get this kind of sleepy, ever, at least not so much that they’d need to sleep.

If a warlock wants to go to sleep for some reason, how does this work? Can they just choose to fall asleep at any time (if it’s quiet enough etc), despite not needing to sleep?

Does the Totem Barbarian feature Aspect of the Beast; Eagle overcome Sunlight Sensitivity?

Some races, for instance a kobold, have a disadvantage of Sunlight Sensitivity:

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

The Totem Barbarian gains a feature called "Aspect of the Beast" at level 6. The player can choose as animal as a totem and gain some aspect of them.

The aspect of "Eagle" states:

You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

So how would this play out?

By nature, the kobold has disadvantage in sunlight (both being and seeing things within). But the Barbarian feature clearly states they can see "…up to 1 mile away with no difficulty".

Would the "no difficulty" cancel out the issue with seeing something in the sunlight? Specifically, would they be able to perceive (up to a mile) without a disadvantage?

Note: I’m ignoring the factor of the kobold BEING in the sunlight as they can be in a building, under an umbrella, whatever. I’m specifically curious about how well they can see.

Can a Totem Warrior Barbarian choose a second Totem Spirit in place of an Aspect of the Beast?

Is it possible for a Totem Warrior Barbarian to select another totem from level 3 instead of the Aspect of the Beast at level 6?

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. (Player’s Handbook)

This means that it’s possible for a Barbarian who selected the bear on level 3 (resistance) to e.g. select the eagle on level 6 (eyesight).

However, is it possible to select the eagle level 3 upgrade (Dash bonus action) on the Barbarian level 6 upgrade, when the bear was selected on the level 3 upgrade? As the Totem Spirit of level 3 is "lower" in some terms, I wouldn’t mind to allow it. This would create a level 6 Barbarian with resistance and Dash as a bonus action, a pretty fast tank character (for example).

And is this also valid for level 14 Totemic Attunement, thus allowing to select another (not yet selected) totem from the previous levels?

Aspect Permissions and combat

This question and this other question have excellent answers describing the concept of “aspect permissions”. To summarize my understanding of the answers, they explain that aspects shift the boundaries of what’s trivial and what’s impossible for a character, moving actions in and out of what you should roll for. So if the Strongest Man in the World wants to kick down a door they probably don’t need to roll for that, but a character without that aspect probably would. The Strongest Man in the World can lift a heavy gate with a roll, but a character without that aspect couldn’t do it at all. And the aspect doesn’t have to be on a character; asking directions from an NPC probably doesn’t require a roll; asking directions from an NPC that’s part of an Angry Mob at least requires a roll and might be impossible.

So far so good. My question is how this interacts with combat, where rolls are opposed, particularly in games where aspects might significantly influence approach to combat.

Say you have a superhero game, and we have two characters:

  • Alice, who is Precognitive, and has Fight at +2. Game discussion has established that Alice uses her precognition to be a frighteningly effective fighter, but without it she’s only a Fair fighter.
  • Bob, who is Clairvoyant, and has Fight at +2. Game discussion has established that Bob uses his clairvoyance to help the team’s situational awareness, etc., and it doesn’t have a direct combat use.

When Alice and Bob are in combat, without invoking aspects, they’re equally effective at Fighting. But that seems a bit odd; Alice’s aspect should have very strong applicability to combat, but Bob’s doesn’t. That does mean that Alice can probably invoke her Precognitive aspect in combat more often, but now she has to pay a limited resource to make use of something that’s narratively always there, and if Bob can find things to invoke he’s still just as effective. This feels a little odd.

Is this how this is meant to work? Should Alice have assigned skills so that she has a higher Fight to represent her precognition’s assistance? (but then how would you mechanically handle a Power Nullifier?). If aspects with this significant an effect on combat are going to be involved should some kind of extra system be built up around them, like a Powers skill that can be used for anything you use your power to do?

Does the Aspect of the Moon Eldritch Invocation effectively allow for unending Wild Shape?

Let’s assume minimum, Moon Druid 4, Pact of the Tome Warlock 3

Wild Shape works by:

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

With level 4 Moon Druid, the PC has 2 hours of wild shape time without expending another use. Moon subclass lets them use only a bonus action to expend a use of wild shape. And a short rest is only an hour. So I am thinking that taking a bonus action every other hour of resting would help here.

Aspect of the Moon is:

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Could the druid spend their week of down time in town wild shaped the whole time, and could the same druid stay in a tiny form like a house cat and be carried by the party to stay in wild shape indefinitely until strenuous activity or being dropped to 0 hp occur?

Does the increased travel pace from the Elk option for the Totem Warrior barbarian’s Aspect of the Beast feature apply to combat?

So I have been looking into the various ‘Aspect’s of the Beast’ you get from the Totem Warrior Barbarians in 5e, as my own character is about to hit that level I am looking for clarification in regards to the rules associated with the wording for the ‘Elk’ aspect.

In the Sword Coast Adventurer’s Guide, pg. 122 it states:

Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to 10 companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The elk spirit helps you roam far and fast.

And then referring to Chapter 8: Adventuring, Pages 181-182 it states:

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in this chapter for more information).

Now does this increase movement also apply to in combat? I believe it does not but the term Travel could be interpreted into all movement. Again I do not believe this to be the case as it would then make my character’s movement in Combat 90ft without dashing or spells.

What is the point of the barbarian wolf aspect to track while moving fast?

On PHB 50 the totem warrior barbarian’s 6th level wolf ability is

You gain the hunting sensibilties of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).

So, on PHB 182 the Travel Pace chart says that you can normally only move stealthily at a slow pace, but there is no mention of a restriction on travel pace for tracking. So the stealth benefit for the wolf aspect is useful at least. Fast movement is a -5 to passive Wisdom (perception) scores only. The portion on Tracking on PHB 183 states:

A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it.

Again, no mention of travel pace being a factor. A check of the DMG section on tracking, DMG 244, lists several modifications for checks to track, none of which mention travel pace. Even the chase section (DMG 253-255) doesn’t mention anything where this part of the wolf aspect would come into play.

So, is the tracking at fast speed portion of the wolf aspect just for fluff, or is there some game mechanic it adjusts?

What’s the interaction between darkvision and the Eagle Aspect of the beast?

Darkvision enables you to see in darkness as if it were dim light (within the first 60/120/180 feet, of course, depending on the quality of your darkvision).

The Eagle totem for the 6th-level Totem Barbarian’s Aspect of the Beast feature enables you to ignore your disadvantage from dim light on sight-based Perception checks.

Does that mean that a character with both darkvision and the eagle aspect can make Perception checks (within his darkvision range) without disadvantage, even when in complete darkness ?

Security aspect in the API gateway area

I am currently planning security testing procedures within an API gateway. We want to define in advance what we expect to be covered on the security level.

Scanning REST APIs (see http://docs.w3af.org/en/latest/scan-rest-apis.html)

  • SQL Injection
  • Command Injection
  • Header Injection
  • Cross-site scripting – reflected.
  • Cross-site scripting – stored.
  • Cross-site scripting – dom based.
  • Missing security headers
  • Sensitive Information disclosure in response headers
  • Sensitive Information disclosure in error messages
  • Missing Server Side input Validation
  • Unwanted use of HTTP methods
  • Improper HTTP Response

Vulnerabilities Test

  • Login (Anonymous user )
  • Login (Registert User)
  • UI (Authentification)
  • Weak Session ID Test
  • Sensitiv Information Disclosure – phpinfo.php Test
  • Weak Password Policy Test
  • Verb Tempering Test
  • Direct Dynamic Code Execution – Eval Injection
  • Cross site Scripting – reflected
  • SQL Injection
  • Command Injection.
  • Header Injection.
  • Cross-site scripting – stored.
  • Cross-site scripting – dom based.
  • Missing security headers.
  • Malicious JS script execution.
  • Using components with known vulnerabilities.
  • Jquery Vulnerabilities
  • Angularjs Vulnerabilities.
  • Bootstrap Vulnerabilities
  • Sensitive Information disclosure in response headers.
  • Sensitive Information disclosure in error messages.
  • Missing Server Side Validation.
  • Javascript Dynamic Code Execution.
  • Sensitive Data Exposure

Questions:

Especially the factor penetration tests in the REST API area (here in the special gateway) is somehow not yet completely clarified on our site. Therefore we still need more information here.

Are the approaches we have given here sufficient? Here there are approaches to implement this on the one hand via a tooling correspondingly via a Jenkins automation.

The projects that are behind the API gateway are to be tested in the V area. This will also be done by an appropriate tooling that meets our requirements.

But are there points, rules, or approaches we have not yet thought about in this area?