Is there any difference between original prints and PoD (Print on Demand) source books?

Regarding source books by Onyx Path/White Wolf (for the World of Darkness), is there any difference between original prints and PoD (Print on Demand) source books?

Basically, is there a way to know if a source book is an original print? Are there any differences in paper or print quality? Are there other ways to tell them apart?

Are Simic Hybrids no longer able to access the features of their original race?

I am creating a drow monk character who, to oversimplify things, was altered by an ex-member of the Simic Combine in order to put them in a sort of Witness Protection. For this question, the only two details that are important are that she’s a drow who still identifies as an elf, and she was enhanced with animal parts, because the more I thought about it, the more I realize this race is a D&D version of a classic philosophical question:

“How many enhancements do you need before you stop being human?”

In GGtR, P. 20, it states:

The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians.

Also:

A hybrid’s biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures.

And:

Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level.

So putting all this together, it seems like the being would still be fundamentally an elf, human or vedalkin, simply with additional parts they have control over (Kinda like Spiderman’s Doctor Octopus without the mind control)

If this is the case, then would my drow still be able to reach her racial feats, or has D&D determined that one enhancement process has no longer qualified her to identify as an elf?

Similarly, the Elf race has it’s players starting with one known cantrip under the idea that you’ve been so exposed to magic, you learned to do one party trick, but do it really well. Since you become a hybrid as an adult, does this mean the Simic Combine stole your ability?

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How is it monetized?

I have added AdSense to a few pages, but nothing to speak of as I haven't given a great deal of thought on placement.

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Articles haven't been added since 2016, though I recently have done website re-design which has made the website look a lot better and reduced bounces….

Original French Recipe Website with 70K visitors in 2019

Counterspell a Counterspell. Is then the original spell being able to cast?

Assume target A casts fireball.

Assume target B casts counterspell on A’s fireball using his reaction.

Now target A can use his reaction and also cast counterspell on target B’s counterspell.

Does this mean that A can finally cast fireball and B can do nothing about it?

Or does this mean that B can cast another counterspell to counter A’s counterspell attempt?

This gets out of hand so I described it as simple as I could. I hope I get an answer because I was on a dispute with one of my PCs for this mechanic.

Finding original command result from MD5 hash

Basically I hashed the result of the “date” command with md5sum:

$ date | md5sum

The output is indeed in the likes of:

e4c94362cd4fd71ec6aca78c7411bdc3 -

My question was: is it possible to recover the result of the date command knowing the date pattern (except for maybe the minutes and seconds)?

I tried using john’s mask option as well as a custom wordlist, without result.

Do you guys have any idea how we could pull that off?

Why it’s never switching cameras and not moving back to the original position the transform?

using System; using System.Collections; using System.Collections.Generic; using UnityEngine;  public class OpenningScene : MonoBehaviour {     [Header("Animators")]     public Animator[] animators;      [Space(5)]     [Header("Movement Settings")]     public Transform target;     public float movingSpeed = 1f;     public bool slowDown = false;      [Space(5)]     [Header("Rotation Settings")]     public float rotationSpeed;     public DepthOfField dephOfField;     public float waitingAnimation;     public float startConversation;      [Space(5)]     [Header("Cameras")]     public Camera[] cameras;      private Vector3 targetCenter;     private bool startWaitingAnim = true;     private bool endRot = false;     private int medea_m_arrebola_index;     private List<int> soldiers_indexs;     private Vector3 originalPosition;      // Use this for initialization     void Start()     {         originalPosition = transform.position;          targetCenter = target.GetComponent<Renderer>().bounds.center;         soldiers_indexs = new List<int>();          for (int i = 0; i < animators.Length; i++)         {             animators[i].SetFloat("Walking Speed", movingSpeed);              if(animators[i].name == "medea_m_arrebola")             {                 medea_m_arrebola_index = i;             }             else             {                 soldiers_indexs.Add(i);             }         }     }      // Update is called once per frame     void Update()     {         if (dephOfField.dephOfFieldFinished == true)         {             PlayConversations.PlaySingleConversation(0);             dephOfField.dephOfFieldFinished = false;         }          float distanceFromTarget = Vector3.Distance(animators[medea_m_arrebola_index].transform.position, target.position);          if (slowDown)         {             if (distanceFromTarget < 10)             {                 float speed = (distanceFromTarget / 10);                 for (int i = 0; i < animators.Length; i++)                 {                     animators[i].SetFloat("Walking Speed", speed);                 }             }         }          if (distanceFromTarget < 5f)         {             for (int i = 0; i < animators.Length; i++)             {                 animators[i].SetBool("Idle", true);                  if (startWaitingAnim == true)                 {                     StartCoroutine(WaitForAnimation());                     startWaitingAnim = false;                 }             }              if (waitinganimation == true)             {                 animators[medea_m_arrebola_index].SetBool("Magic Pack", true);                 waitinganimation = false;                  PlayConversations.PlaySingleConversation(1);             }              if(distanceFromTarget > 10 && BeginningCutsceneTrigger.entered == true)             {                 transform.position = originalPosition;                 cameras[0].enabled = false;                 cameras[1].enabled = true;             }              for (int i = 0; i < soldiers_indexs.Count; i++)             {                 animators[soldiers_indexs[i]].SetBool("Rifle Aiming Idle", true);                 if (!endRot)                 {                     Quaternion goalRotation = Quaternion.Euler(0f, 0f, 0f);                     float angleToGoal = Quaternion.Angle(                             goalRotation,                             animators[soldiers_indexs[i]].transform.localRotation);                     float angleThisFrame = Mathf.Min(angleToGoal, rotationSpeed * Time.deltaTime);                      int index = soldiers_indexs[i];                     animators[index].transform.Rotate(index % 2 == 0 ? Vector3.up : Vector3.down, angleThisFrame);                      // We end if we rotated the remaining amount.                     endRot = (angleThisFrame == angleToGoal);                 }             }         }     }      bool waitinganimation = false;     IEnumerator WaitForAnimation()     {         yield return new WaitForSeconds(waitingAnimation);          waitinganimation = true;     } } 

Maybe the reason is that the player is not in the view range of the other characters ? If I set it to be bigger then 3 it will switch the cameras but not move the transform to it’s original position.

And I want that when the distance is bigger then 10 and the other flag is true then change the transform position and switch the cameras but it’s not working.

This is how I trigger the flag and it’s working I checked with a break point :

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class BeginningCutsceneTrigger : MonoBehaviour {     public static bool entered = false;      private void OnTriggerEnter(Collider other)     {         entered = true;     } } 

Can a character who was True Polymorphed into a Dragon Change Shape back into their original form? [duplicate]

This question already has an answer here:

  • Can you use a Dragon's Change Shape Ability to Turn Back Into Yourself? 2 answers

A level 20 character can be changed permanently by True Polymorph into an Ancient Brass Dragon (CR 20). Ancient Brass Dragons have the Change Shape action that says,

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

I’m unclear if challenge rating could refer to total character level of a specific character, but if it does, could this dragon change into it’s original body?

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