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LazarX's page

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 33,834 posts (34,269 including aliases). 1 review. 1 list. No wishlists. 22 Pathfinder Society characters. 15 aliases.


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Grand Lodge

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Joynt Jezebel wrote:

It is an intriguing idea.

The question of if Awaken would breed true came up on another thread and someone said it wouldn't. Can't say why they said that. Your argument that the type changes sounds valid to me... or rather its up to the GM.

Because the sentience of an awakened animal has nothing to do with it's genes. Or are you going to argue for Lysenko?

Grand Lodge

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Trust me, it IS you.

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Kalindlara wrote:

The gods are dead.

Next step: everything that the gods had a hand in creating, and every memory and record of their existence.

And every worshiper that remains.

Grand Lodge

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Samy wrote:
LazarX wrote:
The average Nazi soldier was no more a murdering thug than his Allied counterpart.
They fought -- and killed -- other people in order to defend a regime that was committing genocide. It is akin to actively blocking police who are coming to stop a murder.

Both the United States and Germany held innocent people in cocentration camps. The Nazi atrocities to a large part, remained unknown until the liberation of the camps. The United States had it's own fair share of Anti-Semetics, enough to form several Nazi sympathiser Bunds of it's own.

The average German soldier fought for the same basic reasons as his Allied counterpart, patriotism, defense of the homeland, etc. Also keep in mind just how much Germany suffered in humiliation and economic ruin from the victors of the Great War, who were far more interested in twisting the screws, than making sure that democracy would take hold.

This why the vast majority of German soldiers weren't executed at Nuremburg, only those directly responsible for the Holocaust.

Grand Lodge

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I definitely could have lived my life without another Carlos Castaneda reference.

Grand Lodge

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Melkiador wrote:
LazarX wrote:
Melkiador wrote:
If a telekineticist uses Telekinetic Haul on a chair and then sits on it, does the chair fall? Or can the TK now ride it around?
Keep in mind that you now count as part of the load as well.

True, but at level 4 your max load should be 400.

In other thoughts, what if you cast this on a bag of holding and just stick your head out. Or put the bag of holding on the chair.

I would say that at least in the first case, you block your line of effect.

Grand Lodge

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Faelyn wrote:

Just as the title implies. The Kinetic Chirurgeons (KG) replaces Infusions with this ability...

Kinetic Chirurgery (Su): wrote:
A kinetic chirurgeon must select either aether or water as her primary element. She gains kinetic healer as a bonus wild talent at 1st level. At 3rd level and every 2 levels thereafter, the kinetic chirurgeon can select any one paladin mercy that a paladin of that level could select. Each time she uses kinetic healer, she can apply one of these mercies to the target of the healing. A kinetic chirurgeon can never use infusions. This ability replaces infusions.

Does that mean Infusions are completely off the table for a KG? Or would they be able to select an Infusion by using the Extra Wild Talent feat? I am inclined to say that that ability would completely remove Infusions from the table, but... perhaps there is something I'm unaware of that has been dealt with prior to during the playtest.

Any rulings that you guys are aware of would be greatly appreciated! Or even just incites from folks who were heavily involved in the Occult Playtest.

From the wiki dictionary

nev·er
ˈnevər
adverb

at no time in the past or future; on no occasion; not ever.

Never means exactly that. A Kinetic chirugeon is essentially a Healer.

Grand Lodge

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Samy wrote:
TriOmegaZero wrote:
Whose side you are on is irrelevant.

For the most part that's true. The average Nazi soldier was no more a murdering thug than his Allied counterpart. They were both ordered into battle, some drafted, some volounteered, but basically the roles were the same. Many on both sides died at the hands of the other, but for the most part, those that survived, went on and took on new lives.

Grand Lodge

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Melkiador wrote:
If a telekineticist uses Telekinetic Haul on a chair and then sits on it, does the chair fall? Or can the TK now ride it around?

Keep in mind that you now count as part of the load as well.

Grand Lodge

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You do know that damage does scale by level?

Grand Lodge

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Sure... yes, you're going to have those times where you will have problems, but so does everyone.

Grand Lodge

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HorrorshowJack wrote:

Wondering if they can choose not to have it active, or is it something they have no control over? Seems like they should be able to turn it off, otherwise it doesn't make much sense that they're the go to evil wizard squeeze.

Similarly, can medusas choose not to have their gaze attack active, or is that only if you're using the In The Company of Medusas third party thing?

There's a reason why Nale has to stock up on negative protection potions.

Grand Lodge

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Tectorman wrote:


Or to use another example, Roy values all members of the Order of the Stick. Including Belkar. He may have to be more intelligent and judicious in deploying that member of the team, but he values having that member of the team on the team.

On the other hand, he did get to the point where the only reason he was putting up with him was the sense that all he needed to do was run out the clock.

Grand Lodge

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redpandamage wrote:
@LazarX what do you mean?

Greek heroes use bronze weapons which are vastly inferior to steel. They typicaly wear little to no armor, and tend to rely on being some god or goddesse's favorite to survive.

Grand Lodge

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Serghar Cromwell wrote:
I'm going to be allowing this in my games even if it gets FAQed. This is awesome and it's a shame that those of you pretending it doesn't work can't see that.

And of course, you're pretending that it's not cheese smelling enough to make Limberger blanch.

Grand Lodge

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And of course there is using the Argonaut's D20 supplement for Pathfinder... one of the better five buck purchases on the site.

Keep in mind that classical heroes fit best in the Classical setting.. Importing one into Golarion is a case of extremely bad fit, because they are so primitive by comparison.

Grand Lodge

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DM Under The Bridge wrote:
I have not seen people leaving the table over minor differences or due to different social values. No one has stood up and said "well I oppose the opinions and beliefs of what's his name over there" and stormed out in an indignant self-righteous huff. With people of different races, political persuasions and backgrounds, we have all managed to game together.

There's obviously something wrong with you people. :)

Grand Lodge

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Redrazors wrote:
LazarX wrote:
Following the rules as they were originally written pretty much eliminates the problems you created for your game.
I get the idea of limiting cackle to one combat for all the roleplay/skill check/alerting reasons given above, they make sense. Can you elaborate on the rules as written stopping extended cackling?

That's where GM discretion comes into play. You use the same common sense fatigue limitations that prevent people from being combat mode non-stop, the same reasons you can't maintain readied actions for long periods of time.

I follow a basic rule, you can't maintain actions outside of initiative that you normally do IN initative, such as cackle, or anything else of that nature. The rule as written I'm citing is Rule Zero. It's the GM's job to fill the holes that by necessity, RAW will always have.

Grand Lodge

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Arbane the Terrible wrote:
Benchak the Nightstalker wrote:
If I recall correctly, witches did have prestidigitation in the playtest of the class, but it was removed for the final product (the same was true for wall of thorns, which I thought was a very witch-y spell)
Even more bizarrely, they don't get Hideous Laughter.

Not quite true. That spell is granted by the Insanity Patron.

If you're looking for something you consider an "appropriate" witch spell that's not on the main list... check the patrons.

Grand Lodge

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Following the rules as they were originally written pretty much eliminates the problems you created for your game.

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Redrazors wrote:
Rogar Stonebow wrote:
Yeah, not really a nerf. You removed her need to cackle. Your gm can find ways to negate the cackle, or remove you from 30 feet. Also. Yu just made it multi use per day. Originally its good for a single encounter. Which the dm could throw multiple ones at you.
No I'd still need to cackle to extend the duration. I don't see how it is good for a single encounter originally as you can continue cackling between encounters.

I would never ever allow someone to maintain a constant cackle, any more than I would allow someone to maintain a combat action 24/7.

Grand Lodge

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CriticalQuit wrote:

The Divine Bond works on any weapon, not just your favored weapon!

There are a few archetypes that change out, like Divine Hunter only working on ranged weapons, but standard paladin can use it with any weapon they're wielding.

I think he's playing an archetype which specifically alters divine bond.

Grand Lodge

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Secret Wizard wrote:
I want to play an Iroran Paladin but I don't want to use Unarmed Strikes, but I also don't want to waste my Divine Bond feature. Can it be extended to other weapons, altered or something?

Then maybe you need to ask yourself you really want to play a Paladin of Irori. It's pretty much the schtick that he's all about self actualisation and reducing one's dependents on tools and weapons.

It's pretty much like saying you want to play a Paladin of Iomedae and not crusade against Demons or Undead, or a Paladin of Torag who has no interest in defending his homeland.

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Use the Extend Spell feat or the appropriate metmagic rod.

Best you can get is double duration.

A conjuration specialist wizard can keep one SM summon on an extended or permanent basis.

Summoners cast their Summon Monster SLA's for one minute per level. This means however, not having their Eidolon out save for one archetype.

Grand Lodge

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They stay in the blade until released or the blade is smashed. It's a focus point in a PFS series in fact.

Keep in mind that it really takes a lot to move a divinity, especially one so dedicated to neutrality.

Grand Lodge

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Roadie wrote:
LazarX wrote:
Actually I was referring to the combination of burning infusion and searing flame where the target's fire resistance is reduced by the umodified amount of damage you roll for purposes of determining it's fire resistance.
That does nothing against immunity, and reducing fire resistance by 1d6 per round isn't all that impressive, especially when somebody on fire can make a DC 15 Reflex save every round to extinguish it.

If you're constantly facing fire resistant foes at first level, you've got other problems. And keep in mind that if someone has to take their action to put themselves out, that's a turn where they aren't doing anything else.

Also keep in mind that the fire resistance is reduced by the TOTAL amount of damage you do that strike, not just 1d6.

Grand Lodge ***

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GM Lamplighter wrote:
"Your DM" is Mike Brock and John Compton, though, and they are at GenCon right now.

Only Mr. Compton after GenCon until Brock's successor is crowned.

Grand Lodge

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Protoman wrote:
Matrix Dragon wrote:
LazarX wrote:
Roadie wrote:

I'm not sure which is the strongest, but I think fire ends up at the bottom of the heap.

Everybody and their dog has fire resist or fire immunity by mid to high levels, and unlike most of the energy types, there are a lot of high-level monsters that have fire immunity without having the fire subtype. Devils are universally immune to fire, for example, and random demons have immunity to fire on top of their demon traits.

By the time you get to that level, you get the option to laugh at both resistance and immunity.
What ability does that? From what I saw the resistance piercing is really slow (1d6/round and requires a failed save... and the enemy not putting the fire out), and I don't think there is anything for ignoring Immunity.
He probably meant draining infusion for immunity. It only works for things of the same subtype as a kineticist's element focus. Dragons and elementals? Sure. Demons, devils, angels, or other creatures with no element subtypes but still got the immunities? A Kineticist who doesnt branch out would get boned.

Actually I was referring to the combination of burning infusion and searing flame where the target's fire resistance is reduced by the umodified amount of damage you roll for purposes of determining it's fire resistance.

Grand Lodge

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Opuk0 wrote:
Not trying to get into homebrew stuff, but how big of an impact would it have if their progressions were reversed? With a sorcerer gaining 2nd levels before a wizard and so on.

Try it in your game and find out. You'll probably see that no one plays a wizard then.

Thing is sorcerer spell progression isn't any slower than a wizard's it's just staggered for the first 4 levels. after that, they are gaining spell levels one every 2, just like a wizard.

Grand Lodge

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Opuk0 wrote:

What are the reasons for the Wizard having a fast spell progression than Sorcerers whose magic is supposed to be innate rather than studied?

One could also make the argument that one who makes the practise of magic from years of study would learn more than the idiot for whom it just happens.

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Roadie wrote:

I'm not sure which is the strongest, but I think fire ends up at the bottom of the heap.

Everybody and their dog has fire resist or fire immunity by mid to high levels, and unlike most of the energy types, there are a lot of high-level monsters that have fire immunity without having the fire subtype. Devils are universally immune to fire, for example, and random demons have immunity to fire on top of their demon traits.

By the time you get to that level, you get the option to laugh at both resistance and immunity.

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thejeff wrote:
LazarX wrote:
thejeff wrote:
LazarX wrote:
David knott 242 wrote:

You guys also overlooked that they changed the base age from 60 to 20 -- so it is still possible to create a character of any class of any of these three races who is below middle-aged.

The screwy thing with this errata is that the random rolls added to the base age are unchanged, so (for example) anyone playing a dhampir wizard and randomly rolling a starting age would roll 10d6 and add it to 20, which gives a result of anywhere from 30 to 70 with an average result of 55.

Presumably what they forgot to include is that you're supposed to us the human random formulas as well.
Great. The errata needs errata.

Then someone will drop a comma, and the errata to the erratta, will need errata.

Presumably those responsible have been sacked.

Those responsible for sacking the people who have just been sacked have been sacked.

Those responsible for sacking the people who were responsible for sacking the responsible people have themselves been sacked.

Grand Lodge

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TheAntiElite wrote:
I tended to think of 3.x dragonborn as prime examples of transmortalism. On many ways it struck me as being a still living version of the process by which souls became petitioners.

Weren't they just another race?

Grand Lodge

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BigNorseWolf wrote:
polytheism tends to cut down on deciding certain acts are wrong, especially where they remain independent churches.

You've obviously never played Living Arcanis.. :)

Grand Lodge

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Catharsis wrote:


Air: Unlimited flight at 6th and powerful defense against ranged attacks is a killer combo. Not much versatility beyond that, but man, unlimited flight is awesome. I had a beastmorph vivi once and loved having a Fly speed.

You get the same Flight from Fire as well. In fact, one refers to the other for mechanics.

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Sarcasm Dragon wrote:
Chris Lambertz wrote:


I did have to go back and remove some overly sarcastic/gossipy posts and their responses, however. Again, we hear the frustration coming out of this thread, but it needs to be kept civil.

Wat? Are you saying that the moderation team, a VOCAL MINORITY, is unilaterally deciding which posts get deleted on a forum your company owns?

I mean, it's not like we agreed to allow our posts to be moderated in the process of creating accounts, or anything, right?

Yes you did actually. By creating an account here, you agreed to abide by whatever rules the house decides to make. This is a private venue, not a democracy.

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Rhedyn wrote:


Pathfinder was made to address the issue of power creep in the previous 3.5 game.

To be perfectly honest. Pathfinder was made by a company that got it's publishing job yanked by WOTC when they canceled their license to do Dragon and Dungeon and was looking for a new meal ticket.

And then they saw a groundswell of disaffected WOTC players who were less than happy that the plug of their favorite D+D edition had been pulled.

The original core audience of Pathfinder was built on taking advantage of that one-time opening. Since then they'd taken the game in directions TSR/WOTC would never have imagined.

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Snowblind wrote:


I don't know. Derailing every thread with caster/martial discussions is pretty funny, purely because we get to watch Kobold Cleaver pull his hair out (do Kobolds have hair?)

When he first started posting, Kobold Cleaver's avatar was sporting an Afro.

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Icyshadow wrote:
"Paizo's not done an AP for level 20-30 yet" - What was Wrath of the Righteous, then?

An abject lesson on how not to handle Mythic Play.

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JadedDemiGod wrote:

Cthulhu campaigns tend to be dark and gritty full of unknowns. Mystery is probably the most important aspect to any dark horror campaign.

It might help to have the players be part of an organization much like the Pathfinders Organization. A world spanning organization which investigates old ruins and strange mysteries.

If you need ideas there's always the classic H.P Lovecraft books.

If i think of anything more useful i will post it here.

Pathfinder and Cthulhu is really a class of cultures. Pathfinder players go into a session and expect to win. Cthulhu players generate their characters wondering what kind of gore pile they're going to make or what form of sanitarium they'll spend the rest of their days gibbering insanely.

The reason Cthulhu games work the way they do is that the setting is mundane. It's Victorian London, after all. You don't EXPECT to run into zombies, elves, werewolves, and the like whereas for a Pathfinder adventurer such things were last Tuesday's recreation.

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thejeff wrote:
LazarX wrote:
David knott 242 wrote:

You guys also overlooked that they changed the base age from 60 to 20 -- so it is still possible to create a character of any class of any of these three races who is below middle-aged.

The screwy thing with this errata is that the random rolls added to the base age are unchanged, so (for example) anyone playing a dhampir wizard and randomly rolling a starting age would roll 10d6 and add it to 20, which gives a result of anywhere from 30 to 70 with an average result of 55.

Presumably what they forgot to include is that you're supposed to us the human random formulas as well.
Great. The errata needs errata.

Then someone will drop a comma, and the errata to the erratta, will need errata.

Presumably those responsible have been sacked.

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It's to let you know whether they are Alliance or Horde.

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The Dorf wrote:
Wasn't it a AD&D rule that you could set it on fire, but it got phased out somewhere in 3.0 or 3.5?

Yes... the flammable grease spell was left behind with First Edition.

Grand Lodge

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Oddly enough though, the only player I've actually changed alignments for, was an Andoran "Neutral Good" Druid in PFS play. I gave him also a warning that he was threading the line on Neutral Evil, which would ban his character from play.

Given that he was Andoran though, I really should not have been surprised.

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Scarletrose wrote:


Why do so many people let some bad actors define what alignment are allowed in their campaigns?

It's not SOME bad actors. It's practically everyone I've seen with Chaotic Neutral penned in on their character sheet. From those who think "I'll balance the evil I do today with the good I do tomorrow" to the folks who think chaotic neutral means I roll dice to decide what I'm doing now, to others who see Chaotic Neutral as an opening to see just how much of evil line can I push while still keeping to the Neutral flag.

They've pretty much ruined it for everyone else.

But on the other hand what the hell? This isn't a matter for you to work out on the messageboards. It's for you to work out with your DM if you're having a disagreement on alignments.

Situations are going to be different for different tables. If you're playing with very young children, all the PCs should be of good alignment. You've got plenty of time to dump your cynicism on them when they're older.

Grand Lodge

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Ravingdork wrote:

This totally works.

Last thing we need are more unwritten rules saying otherwise...

If the rules are unwritten, how can you say that you have them?

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No... they overlap, not stack. you can't double dip that way.

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BigNorseWolf wrote:

Well, look at the stuff that was outright impossible a thousand or even 200 years ago. We got to the moon. We sent a machine to mars. We're having this conversation.

There;'s solar systems only a few light years away. Thats reachable with cryo sleep, or heck, even slowing/stopping the aging process. Advancements that make space travel possible aren't always just for space travel.

We can push on the limits of reality. We can't exceed them. No matter how well we train and condition ourselves, we can't breathe vacuum. And our bodies can't tolerate extended conditions of microgravity. Hard exercise can slow down but not prevent muscular atrophy, nor bone mass loss.

Our technology can extend the limits of the possible. It can't ignore however, the boundaries of the impossible.

Grand Lodge

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_Ozy_ wrote:
LazarX wrote:
Dallium wrote:


b) a 9th level Mount is a 9th level spell,
This is where you (and others) make your mistake. Mount is not a 9th level spell, it is a First Level spell heightened to be 9th level for purposes of spell save DC's and interactions with other spells that would block spells based on spell level. In all other aspects it is still that same First level spell.

No, Dude, they are not making a mistake.

The Heighten feat is quite clear and you are ignoring what it says:

Quote:
A heightened spell has a higher spell level than normal (up to a maximum of 9th level).

A heightened mount is a 9th level spell because the feat says it is, and it furthermore explains that it is the 9th level spell for all effects relating to spell level.

It couldn't be any more clear than that. This is RAW.

So what? Quoting RAW does not make your text right. Especially when you're deliberately ignoring context that gets in the way of your exploit. I'm done repeating myself. No one will get away with this in any table I run, and if someone wishes to report me to PFS campaign leadership for saying so, I can only say I invite them to do so.

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Krensky wrote:

That's a cute cliche, but there is no difference in kind between life extension or cleaning or genetics up and glasses, replacement joints, coronary surgery or any other medical procedure.

Death is a disease like any other.

At a certain point you get to a class of medical technology that's only obtainable by the uppermost economic tier. These are the people who buy themselves the top lines at the transplant lines. why people like Roger Zelazny died of a heart failure because he was bumped down by someone else who was of the one percenters.

These cutting edge advanced techniques aren't the kind that get cheap. Their availability however winds up differentiating the classes any more... instead of just Haves and Have-Nots, you have those who live and those who die.

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