terça-feira, 22 de setembro de 2020
CITY OF LOST CHILDREN
Anyone with even a passing interest in French cinema has probably heard of the directing duo Jeunet and Caro. The former made inroads into Hollywood by directing Alien Resurrection before returning to his Parisian roots in a big way with the sublime Amelie. After a directorial hiatus, the latter made the underrated sci-fi Dante 01. It's their combined efforts that have earned them their early acclaim with Delicatessen in 1991 and a little oddity from 1995 known as The City of Lost Children. This visually arresting fable even got a belated video game adaptation a few years later thanks to Psygnosis.
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segunda-feira, 21 de setembro de 2020
All You Need To Do Is Have Self-Compassion! And It's Rather Easy!
Therefore, as therapists, you accept and support the person, without question. You accept the client, including their flaws, after all, everyone has weaknesses, no one is "perfect".
By giving unconditional positive regard, the client then begins to regard themselves more positively after being heard, accepted and supported, they begin to see that they're worthy. And, because they're worthy, they'll be more motivated to change - you take care of things that are valuable, which includes you!
For some reason, this message has been strangely forgotten after my training, because the concept of self-esteem was the fetish. To the point where we have clients write positive things about themselves to improve self-esteem. Esteem, meaning, that you value yourself for your positive qualities, and the more positive qualities, the better your self-esteem.
Do you see the fatal flaw? When you start thinking of your negative traits, and we all have them as human beings, your self-esteem will fall. Also, what if one of the things you find positive about yourself is that you have beautiful skin, but as you age, it will "sag" and then your self-esteem will crumble. Or, that you're a kind person, but there are going to be times when you act unkindly (out of stress, we're all human), so that will also lower your self-esteem.
However, if you can accept yourself fully, warts and all, because you know that you're not perfect, and no one else is perfect, you begin to accept yourself, and in turn, accept others for not being perfect as well! Thus ending the deadly poison of self and other-criticism, that destroys creativity, inspiration, passion, productivity, and love.
Once you have self-compassion, you will be more motivated to act in more healthy ways such as exercising, not procrastinating, not being critical of others because you see that you're a valuable person. And if you're valuable, like all valuable things, you want to take care of yourself.
Here is the scientific breakdown for why self-compassion works, and why self-esteem doesn't:
How do you have self-compassion? The easiest exercise is to treat yourself as a best friend would treat you. You don't even have to be that mindful it's very obvious when you feel bad because they're such strong, obvious emotions:
Anger, stress, hatred, comparing yourself negatively to another person leading to jealousy and envy, criticizing yourself (which makes you feel down in the dumps), and so forth.
In this post, I will outline the steps with the best friend strat, and then give five very common scenarios when we tend to be really mean to ourselves, and show how you use this best friend approach.
BEST FRIEND APPROACH
Step One: As soon as you feel that sinking, negative gross feeling, stop and think about what you're upset about.
Step Two: Talk to yourself (internally or out loud) as if you're your own best friend, using this three step method:
- Best friend will acknowledge the shittiness of how you feel and allow you to bitch and complain.
- Next, best friend would say this shit happens to all of us, you're not alone, and of course you'd feel horrible, who wouldn't?
- Lastly, how can we move forward and problem-solve?
As a best friend, he would tell you, that really sucks you got an F (or whatever failure), that's crushing and heart-breaking. He will say that we all fail, Edison failed millions of times, it never feels good but at least you tried and had the guts to show up and take that test (or do whatever project).
How can we do better to crush that test? And then come up with solutions in terms of studying "smarter" not "harder" (i.e. Gordon Greene's "Getting Straight A's"). You get excited and motivated so you order this used on Amazon.com and thank your best friend for support. Your friend says, "that's what friends are for!" You then get an A (at worst B+) on the next test.
Analysis: We see in this scenario how your friend acknowledged your feelings of suckiness when you got that big fat F.
He then universalized failure, that you're not the "only one" in the world who fails, so you're not the "sole loser outcast". Rather you're human just like everyone else.
Lastly, what can we do to change the outcome? Problem-solve and act upon the problem at hand!
Scenario Two: You're too tired to exercise yet again, even though exercising a mere 13 minutes, three times a week, can prevent major cardiovascular conditions that lead to death.
You say to yourself that you're a lazy, pathetic, useless piece of shit who can't even do something as short as 13 minutes. You feel awful, which is the signal to go into best friend mode.
Best friend would say, no one likes to exercise, why do you think there are all these memes about hating exercise, and there's this viral cat video where the cat's so miserable to even move her left paw!
You're not lazy, you're human and like all the mammals in the world! ALL mammals are biologically wired to go the path of least resistance since calories are so scarce back then! Pampered pets tend to be overweight to obese, and inactive. The goal was to conserve the energy and hibernate in winter!
You feel better about yourself. Then he'll problem-solve and say, just go to the gym as the goal. If you don't want to exercise, then go back home. Most likely what happens is that you'll end up doing the 13 minutes, perhaps rounding up to 15 minutes or more.
Scenario 3: Your boyfriend dumped you, and you feel anger toward him. You also start feeling that you'll never find love again because you failed in this relationship. You tell yourself that you're unloveable, hideous, disgusting and trash. No one would love you ever again. You become depressed, which is signal to use the approach.
Your best friend might actually have a girl's weekend at your place to wallow in the sadness Friday night after work. She'll bring 12 different flavors of Ben and Jerry's, various chocolates, and order out pizza. You process the breakup and she tells you that everyone goes through breakups, it's a part of everyone's life - you're just like everyone in the world who's gotten rejected, I still love you. You feel better because of this truth. Then binge on Downton Abbey episodes.
But, on Sunday night, after you enjoyed the binge and wallow fest, your best friend tells you that you need to work on yourself and get healthy. She doesn't want to see you wallow in self-pity for months on end.
She tells you to go back to your life, go to work, take it one day at a time, socialize with your friends - you may meet eligible men. Feeling encouraged and supported, you begin to get over the break-up and taking healthy steps.
Scenario four: This is taken directly from my recent experience. You compare yourself negatively to another person. You begin to think why can't you be as fluent, as on point, as passionate, as humorous as Dr. Ramani:
Your friend notes that of course she's on point, she teaches this stuff every day to her students so she has to know the material like the back of her hand. For these interviews, she most likely prepared these answers in advance, and she has done so many, that it gets easier and easier!
I then feel better and interestingly, I felt gratitude (rather than feeling down on myself for "not measuring up") toward Dr. Ramani for helping people avoid getting involved with a narcissistic partner in the first place! Avoiding these people who destroy and crush others' souls (a malignant narcissist can conceivably kill his partner), literally saving lives.
Scenario five: You berate yourself for procrastinating yet again because you'd rather indulge yourself by playing video games. You call yourself pathetic, lazy and useless because you can't accomplish anything at all!
How would you treat yourself with self-compassion? This is what I would tell myself, using the best friend approach:
I consciously tried self-compassion at work today which compelled me to write this post.
It was the first time where I felt light-hearted and a genuine joy, feeling full-hearted toward my coworkers without effort. I always feel the irritability when I'm at work, and use immense amount of energy to be pleasant to my coworkers since I like all my coworkers.
While they all say that I'm very easy to work with and non-intimidating, it takes up so much mental energy that I get drained at work. Which is why I end up playing video games after work. However today, having self-compassion, I have enough mental energy to write this post!
Despite being stressed today, interrupted every minute to sign, to make calls, and having to eat lunch in front of clients, I didn't feel mental fatigue, only physical fatigue. (The physical fatigue was my fault for not realizing I didn't have iron or synthroid in my weekly pill reminder box for the last 2 weeks, as well as untreated sleep apnea, and not exercising for being so tired).
At any rate, it was a wondrous feeling of being light and having this outpouring of love toward my coworkers (I do love them, I just don't feel it often due to work stressors), that I came up with rather creative solutions for a family, that surprised even myself!
The trap of doing any other exercises aside from self-compassion - activities such as keeping a gratitude journal, exercising regularly, and the like, is that if you don't do those things, you start feeling bad about yourself for being lazy, and you quit out of demoralization.
However, with self-compassion, you start feeling better. Even when you get down upon yourself for having a critical thought about yourself, you can snap out of it due to feeling the warning signs.
You may even laugh at yourself because of the irony. You're criticizing yourself for criticizing yourself! But by laughing at that, as your best friend would (perhaps even teasingly saying that you're a dork, but that makes you lovable), you can regain self-compassion.
Finally, as you accept yourself, flaws and all just like everyone else, you feel a sense of connection for others when you see them struggling, and end up having compassion towards them.
This feeling of love that you have to others make you feel even better and light - no jealousy, no bitterness, just a wonderful feeling of connection. We humans, as all the researchers say, are hard-wired for connection, and people tend to depression when you feel disconnected.
With self-compassion, as you feel better and find yourself worthy and worth doing all these hard things. You become more motivated to make healthy choices, do the gratitude exercises, eat healthy, get enough sleep, eat fruits and vegetables, just from self-compassion alone.
The love you feel inwards and outwards becomes effortless, love being the powerful force, empowering you to do the hard, necessary things that are fulfilling to you.
The How of Happiness Review
sábado, 12 de setembro de 2020
People Behind The Meeples - Episode 235: Aaron McDonell Moline

Welcome to People Behind the Meeples, a series of interviews with indie game designers. Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before. If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!
Name: | Aaron McDonell Moline |
---|---|
Email: | aaron@bardsharkcom |
Location: | New York City |
Day Job: | I am a journalist by profession, but I've been working on Antematter full time for the past many months. |
Designing: | Three years. |
Webpage: | bardshark.com |
BGG: | Antematter |
Facebook: | BardShark |
Twitter: | @BardSharkGames |
YouTube: | Bardshark |
Instagram: | @bardshark |
Find my games at: | On Kickstarter this August! |
Aaron McDonell Moline
Interviewed on: 7/18/2020
In 2017, Aaron McDonell Moline founded BardShark Games with his friends and family with the goal of designing and publishing exciting, new games. His first design, Antematter, will be on Kickstarter next month. Read on to learn more about Aaron and his current projects.
Some Basics
Tell me a bit about yourself.
How long have you been designing tabletop games?
Two to five years.
Why did you start designing tabletop games?
Because I love games, and because I think that working on what you love is the best kind of life.
What game or games are you currently working on?
Antematter, and some preproduction stuff I'm not gonna get into just yet.
Have you designed any games that have been published?
Not yet!
What is your day job?
I am a journalist by profession, but I've been working on Antematter full time for the past many months.
Your Gaming Tastes
My readers would like to know more about you as a gamer.
Where do you prefer to play games?
In my home.
Who do you normally game with?
My wife, my friends, my brother. Basically all the people I work with at BardShark.
If you were to invite a few friends together for game night tonight, what games would you play?
Something fun and not too rules heavy, like Codenames.
And what snacks would you eat?
New York has the best delivery in the world, so we tend to vary our team meals.
Do you like to have music playing while you play games? If so, what kind?
Depends on the game. For Antematter, some Jazz might be what I'm looking for.
What's your favorite FLGS?
Hex and Company
What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
It's a hard one. I love Boss Monster. I wanted to love Scythe and I've enjoyed playing it, but it's not for me. I've played a LOT of very bad games over the years. Have you ever heard of Floating Runner?
What is your favorite game mechanic? How about your least favorite?
I dig games whose narrative and mechanics are blended together to form a whole better than the sum of its parts. My least favorite things are just bummers like durability or inventory systems that take you from playing something fun to managing something clunky and boring.
What's your favorite game that you just can't ever seem to get to the table?
Man, what I wouldn't give just to have my friends over for a regular old game of Poker.
What styles of games do you play?
I like to play Board Games, Card Games, RPG Games, Video Games
Do you design different styles of games than what you play?
I like to design Board Games, RPG Games, Video Games
OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
I like cards and humanity.
You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.
When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
I think that development is an iterative process that should intertwine story and themes with the gameplay. In our case, the theme and world our games take place in was devised over the course of years, but the mechanics of the game were built on their own and have shaped and been shaped by the theme we've chosen.
Have you ever entered or won a game design competition?
Nope.
Do you have a current favorite game designer or idol?
I think what Jamey Stegmaier is doing over at Stonemaier Games is pretty awesome.
Where or when or how do you get your inspiration or come up with your best ideas?
I think the best ways to get inspiration are to immerse yourself in games, talk about games, and collaborate.
How do you go about playtesting your games?
First we do a whole mess of internal playtesting. Then we bring in trusted friends and family who like to play games. Then we playtest it ourselves some more. Then we take it to conventions where enthusiasts can get their hands on it and provide feedback. Then we go back and playtest it some more, and repeat the process. So far it's worked out for us.
Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I have the best team behind me. Artists, mechanics, problem solvers, all friends and family.
What do you feel is your biggest challenge as a game designer?
Coming from out of nowhere and trying to get people as excited as we are about this new game we've been working on.
If you could design a game within any IP, what would it be?
Our IP. The Engine Star Universe. Although if you twisted my arm to mention an outside IP, I'd have to confess that I would love to do something in fantasy, like A Song of Ice and Fire or Lord of the Rings.
What do you wish someone had told you a long time ago about designing games?
That I'd love it this much, and to start earlier.
What advice would you like to share about designing games?
Work with people you trust, and learn how to juggle.
Would you like to tell my readers what games you're working on and how far along they are?
I'm planning to crowdfund: Antematter
Are you a member of any Facebook or other design groups? (Game Maker's Lab, Card and Board Game Developers Guild, etc.)
Board Game Reviewers and Media Tabletop Game Kickstarter Advice The Boardgame Group
And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!
Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Wars/Coke/VHS
What hobbies do you have besides tabletop games?
Video games, for sure. I'm a voracious reader of nonfiction and history. I also love a bad/good B-Movie.
What is something you learned in the last week?
I learned that getting the first prototypes for your very first game feels pretty freaking awesome.
Favorite type of music? Books? Movies?
My music taste is pretty broad. Books I tend to read mostly nonfiction but I do read science fiction and fantasy. Lord of the Rings, Dune, A Song of Ice and Fire, classic Asimov.
What was the last book you read?
Gods of War, a look at various military rivalries throughout history from Scipio vs Hannibal to Patton and Montgomery vs Rommel.
Do you play any musical instruments?
I am pitiful at guitar.
Tell us something about yourself that you think might surprise people.
I don't eat cheese. Except on pizza. (I am so sorry).
Tell us about something crazy that you once did.
Right after college I moved to Prague, a city I had never been to and where I knew absolutely no one.
Biggest accident that turned out awesome?
I met my wife entirely by accident in college. My friends and I had the last open room on campus and she became our fourth roommate.
Who is your idol?
I tend not to idolize. But probably an artist who is unapologetically themselves creatively, like Tarantino or Paul Tomas Anderson, or Wes Anderson. What is it with Andersons?
What would you do if you had a time machine?
I would go back in time and convince myself to start making games much earlier.
Are you an extrovert or introvert?
Introvert by temperament, extrovert by necessity.
If you could be any superhero, which one would you be?
When I was a kid and we played superheroes, I would invariably pick Wolverine.
Have any pets?
Not yet, but hopefully a dog soon.
When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
Hopefully some of mine! I think that there are games out there that absolutely will pass the test of time, and I think lots of the most popular ones now will recede into the background. I'm at pains to try to wish oblivion on anyone's creative work, but I must confess that I think some of the lazier installments of certain long and tired games series could stand to be culled.
If you'd like to send a shout out to anyone, anyone at all, here's your chance (I can't guarantee they'll read this though):
To our fans and the friendly people who helped us test our game and gave us such fantastic feedback, I'd just have to extend a sincere thank you.
Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?
Just to feel free to reach out to learn more about us or our game.
Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html
Did you like this interview? Please show your support: Support me on Patreon! Or click the heart at Board Game Links



Lost Wing Review (NSW)
Title: Lost Wing
Developer: Box Frog Games
Publisher: 2Awesome Studio
Genre: arcade, action adventure, endless shooter
Number of Players: 1
Platform: Nintendo Switch
Release Date: July 31, 2020
Price: $7.99
Lost Wing is a bit weird to describe. It looks and kind of plays like a racing game, since you control a spaceship that moves forward through a meandering path filled with enemies and obstacles, but you don't compete with others. It is actually an endless shooter, and you have to avoid these obstacles and enemies or shoot them to clear the way. Quite simplistic gameplay. It even has no story to boast, the title coming from an aspect of the gameplay wherein it is possible for your spaceship to lose a wing or two if you get clipped from the side. You'll have the chance to get them back, of course, which is a good thing.
So, how does it game play? As mentioned, this looks like a racing game but you're just on your own, speeding through a level. At the start of the game, only the tutorial and the first level is available to you, with only the easy difficulty unlocked. Each unlockable additional levels, spaceships, and challenges are unlocked by reaching certain levels. You level up by accumulating points during a playthrough of a level. You gain points simply by continuously moving forward and also by destroying obstacles. Destroyed obstacles leave behind points that can also pick up for additional score. You have three lives for each playthrough, and it is game over when you lose them all. Higher difficulties makes you earn additional XP, which helps a bit in leveling up.
During a playthrough, you get to steadily speed up as you progress into a level, and you can go faster by pressing the right trigger, which also makes you gain charge. Charge is like the currency of the game, as this serves as your bullet to shoot at obstacles/enemies, and also used for slowing down, which is done by pressing the left trigger. Aside from speeding up, you can also gain charge by collecting orbs that are scattered throughout a level. Collecting them can be tricky, due to the obstacles that block your way. Those colored blue can be destroyed, while those in red cannot. To avoid them, you can move to the left or to the right, and you can even press B to make your ship jump. Aside from the orbs, you can also pick up power-ups such as a small drone that can assist you in shooting down obstacles, smartbombs that can clear obstacles en masse, and recovery wings that can make you regain your lost wing or two, as previously mentioned. There are slightly negative pickups: one that makes your ship larger (makes it more susceptible to getting clipped from either side), one that makes your ship smaller (makes it weaker), and one that turns the level upside down and reverses the controls for a short while.
Speaking of going upside down, there will be a time during a playthrough when an "anomaly" happens: the camera gradually goes upside down and back to normal and will almost always result to you ship crashing because the controls also get reversed. This is very disorienting and very annoying and I wish it was not in the game, but alas it's there and there is really no way to avoid it. But I guess if you spend enough time playing the game more, you'll get used to it.
A level is divided into three sections, with a boss fight at the end. These boss fights are quite interesting, and I wish there are more of them in the game. Beating the boss doesn't end the level, though. You get to contiue playing the level to get more and more points until you lose all of your lives. There is an online leaderboard, but unfortunately, no online multiplayer modes.
Overall, Lost Wing is pretty decent, and could be worth your time to play in short bursts, unless you have the tendency to keep on pushing your limits to overcome challenges, in which case, this game is recommended to you. It plays well handheld, so you can play it anywhere and anytime. I played it mostly docked, and I had a good time with it. It looks and sounds good and the performance is mostly stable, though I did encounter at least two crashes, and those are two crashes too many. So if you are a fan of this genre, go and give it a try and try not to lose any of your wings.
Replay Value: High
PROS
- Good visuals, with vibrant neon aesthetics throughout
- Cool electronic soundtrack (you can switch music tracks on the fly by pressing the shoulder buttons)
- Good amount of challenge
- The boss fights are cool and challenging
- Procedurally-generated levels
- Stable performance
- Good price point
- Ideal for handheld gaming
CONS
- Very repetitive gameplay
- Very grind-heavy
- Only three worlds to play in
- No story
- No online multiplayer mode
- Unlocked spaceships could be better if they offer enough difference from one another and could be customized further
- The moment when the level goes upside down is very annoying and shouldn't have been added to the game
RATING: 3.5/5 wings and orbs
sexta-feira, 4 de setembro de 2020
Commands & Colors: Fantasy Update!
My interest in this project was jump started when I traded for a Warhammer Empire army. Now, adding a pre-painted army to my collection was a huge motivator. While there were a number of unpainted figures in the collection, they can be assembled and painted later. Along with the other Empire figures I have lying about. What can I say, I like the look of these dudes with their armor and plumed hats.
Anyhow, I wanted to get these guys on the table and have them go up against my (partially) painted Skaven. Now, I'm not going to lock myself into the Warhammer setting, but many of the figures I'm using are GW in origin. But not all. Many of the Empire figures I recently traded for are actually Wargames Foundry. Gorgeous figures. I need more of them. Or the Warlord/Pro Patria Landskechts. But I digress.
Not wanting to place a high Medieval/Rennaissance veneer on the existing C&C: Ancients units, I opted to tweak some of the ratings and abilities. For example, Human Halberdiers are essentially CCA Auxilia without the ranged attack. Human Bowmen are pretty much CCA Light Infantry Bows.
I created a wholly new unit in Handgunners and Crossbowmen. These guys are light foot infantry as one would expect. They move 2 hexes and have a ranged attack of 3 hexes, like Bowmen. When they fire their weapons, they roll a respectable 3 dice. In close combat, they roll 2 dice but do not strike with swords.However, due to the relatively cumbersome nature of handguns and crossbows, they may not move and fire in the same turn. I suppose on a "Move, Fire, Move" command, they could hold their movement, fire and then move. But that might be a risky endeavor. Or it could be a highly profitable gambit. Fortune favors the bold.
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I really liked the pistoliers in small three-model units. I'd like to get more of these dudes. |
Other units include flagellating Zealots (basically Warrior infantry, but they can ignore one banner result in a given attack), light mounted pistoliers (light mounted cavalry), and mounted knights (heavy mounted, move 2 hexes, CC with 5 dice if they moved the full 2 hexes, may momentum advance, take an additional hex and battle again with the same 5 dice since they moved another 2 hexes), and even a Dwarf unit (heavy foot).
And what about the Skaven, or as I'm calling them, the Ratmen of Suttar? They have some nifty units of their own. Plague Monks are basically like Warrior Infantry, but they'll get some type of limited magic ability in the future. Ratmen with swords are basically light infantry. Rats with spears are basically auxilia. Rat ogres are heavy cavalry, through and through.
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"We ignore everything but green when we evade, right? Damn." |
The real neat thing about Ratmen units is that they can always evade. Even into friendly units, so long as they move completely past and through the friendly unit. I just love the idea of units of Rats passing one another as they swarm over, around, past and through each other. To make up for this undeniable advantage, Rat units require three adjacent units to claim support. I like this as a nod to their cowardly and craven ways. And it simply encourages evading through the Rats' own lines!
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The Zealots punch a hole in the Rats' line and advance in the breach to attack the spear rats to their left! |
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The Spear Rats turn to face the threat and send the crazed humans running! Can't ignore all those banner results, boyo! |
A few things we'd like to add:
- Objective-based scenarios beyond "Collect X banners." BattleLore does this right and I will definitely be taking a page or two from their scenario books for this.
- Named characters with special abilities. Maybe an elf ranger hero allows a ranged attack unit to reroll a single die, or a heroic knight makes one sword hit count double.
- Simple magic. I don't want magic to be a mini-game like it was with versions of Warhammer I've played. We're kicking around an idea where magic using heroes and units have a menu of available spells. In order to cast a spell, you order a unit or leader as you normally would, but you can dump additional orders into the unit or leader to cast more powerful spells. I'll explain this further.
- Much, much more!
As I've stated in previous blog posts, this is a long-term project for me. While we are using a 6-inch hex mat, it's still the basic 13x9 (6.5 foot by 4.3 foot) hex playing area. Eventually, I'd like to have a full 26x9 (13 foot by 4.3 foot) mat for a full 8-player Epic experience. To get the most painted bang for my buck, I will concentrate on getting my Rats painted up. My goal is to have a 2-player game fully painted for J3 and I'll take it to Recruits this year as well. I also have an undead force that I will be adding to at some point. I'd like to add more dwarves and some elves to the "good side." Stay tuned!
segunda-feira, 31 de agosto de 2020
Rootkit Umbreon / Umreon - X86, ARM Samples

Research: Trend Micro
There are two packages
one is 'found in the wild' full and a set of hashes from Trend Micro (all but one file are already in the full package)
# | File Name | Hash Value | File Size (on Disk) | Duplicate? |
---|---|---|---|---|
1 | .umbreon-ascii | 0B880E0F447CD5B6A8D295EFE40AFA37 | 6085 bytes (5.94 KiB) | |
2 | autoroot | 1C5FAEEC3D8C50FAC589CD0ADD0765C7 | 281 bytes (281 bytes) | |
3 | CHANGELOG | A1502129706BA19667F128B44D19DC3C | 11 bytes (11 bytes) | |
4 | cli.sh | C846143BDA087783B3DC6C244C2707DC | 5682 bytes (5.55 KiB) | |
5 | hideports | D41D8CD98F00B204E9800998ECF8427E | 0 bytes ( bytes) | Yes, of file promptlog |
6 | install.sh | 9DE30162E7A8F0279E19C2C30280FFF8 | 5634 bytes (5.5 KiB) | |
7 | Makefile | 0F5B1E70ADC867DD3A22CA62644007E5 | 797 bytes (797 bytes) | |
8 | portchecker | 006D162A0D0AA294C85214963A3D3145 | 113 bytes (113 bytes) | |
9 | promptlog | D41D8CD98F00B204E9800998ECF8427E | 0 bytes ( bytes) | |
10 | readlink.c | 42FC7D7E2F9147AB3C18B0C4316AD3D8 | 1357 bytes (1.33 KiB) | |
11 | ReadMe.txt | B7172B364BF5FB8B5C30FF528F6C5125 | 2244 bytes (2.19 KiB) | |
12 | setup | 694FFF4D2623CA7BB8270F5124493F37 | 332 bytes (332 bytes) | |
13 | spytty.sh | 0AB776FA8A0FBED2EF26C9933C32E97C | 1011 bytes (1011 bytes) | Yes, of file spytty.sh |
14 | umbreon.c | 91706EF9717176DBB59A0F77FE95241C | 1007 bytes (1007 bytes) | |
15 | access.c | 7C0A86A27B322E63C3C29121788998B8 | 713 bytes (713 bytes) | |
16 | audit.c | A2B2812C80C93C9375BFB0D7BFCEFD5B | 1434 bytes (1.4 KiB) | |
17 | chown.c | FF9B679C7AB3F57CFBBB852A13A350B2 | 2870 bytes (2.8 KiB) | |
18 | config.h | 980DEE60956A916AFC9D2997043D4887 | 967 bytes (967 bytes) | |
19 | config.h.dist | 980DEE60956A916AFC9D2997043D4887 | 967 bytes (967 bytes) | Yes, of file config.h |
20 | dirs.c | 46B20CC7DA2BDB9ECE65E36A4F987ABC | 3639 bytes (3.55 KiB) | |
21 | dlsym.c | 796DA079CC7E4BD7F6293136604DC07B | 4088 bytes (3.99 KiB) | |
22 | exec.c | 1935ED453FB83A0A538224AFAAC71B21 | 4033 bytes (3.94 KiB) | |
23 | getpath.h | 588603EF387EB617668B00EAFDAEA393 | 183 bytes (183 bytes) | |
24 | getprocname.h | F5781A9E267ED849FD4D2F5F3DFB8077 | 805 bytes (805 bytes) | |
25 | includes.h | F4797AE4B2D5B3B252E0456020F58E59 | 629 bytes (629 bytes) | |
26 | kill.c | C4BD132FC2FFBC84EA5103ABE6DC023D | 555 bytes (555 bytes) | |
27 | links.c | 898D73E1AC14DE657316F084AADA58A0 | 2274 bytes (2.22 KiB) | |
28 | local-door.c | 76FC3E9E2758BAF48E1E9B442DB98BF8 | 501 bytes (501 bytes) | |
29 | lpcap.h | EA6822B23FE02041BE506ED1A182E5CB | 1690 bytes (1.65 KiB) | |
30 | maps.c | 9BCD90BEA8D9F9F6270CF2017F9974E2 | 1100 bytes (1.07 KiB) | |
31 | misc.h | 1F9FCC5D84633931CDD77B32DB1D50D0 | 2728 bytes (2.66 KiB) | |
32 | netstat.c | 00CF3F7E7EA92E7A954282021DD72DC4 | 1113 bytes (1.09 KiB) | |
33 | open.c | F7EE88A523AD2477FF8EC17C9DCD7C02 | 8594 bytes (8.39 KiB) | |
34 | pam.c | 7A947FDC0264947B2D293E1F4D69684A | 2010 bytes (1.96 KiB) | |
35 | pam_private.h | 2C60F925842CEB42FFD639E7C763C7B0 | 12480 bytes (12.19 KiB) | |
36 | pam_vprompt.c | 017FB0F736A0BC65431A25E1A9D393FE | 3826 bytes (3.74 KiB) | |
37 | passwd.c | A0D183BBE86D05E3782B5B24E2C96413 | 2364 bytes (2.31 KiB) | |
38 | pcap.c | FF911CA192B111BD0D9368AFACA03C46 | 1295 bytes (1.26 KiB) | |
39 | procstat.c | 7B14E97649CD767C256D4CD6E4F8D452 | 398 bytes (398 bytes) | |
40 | procstatus.c | 72ED74C03F4FAB0C1B801687BE200F06 | 3303 bytes (3.23 KiB) | |
41 | readwrite.c | C068ED372DEAF8E87D0133EAC0A274A8 | 2710 bytes (2.65 KiB) | |
42 | rename.c | C36BE9C01FEADE2EF4D5EA03BD2B3C05 | 535 bytes (535 bytes) | |
43 | setgid.c | 5C023259F2C244193BDA394E2C0B8313 | 667 bytes (667 bytes) | |
44 | sha256.h | 003D805D919B4EC621B800C6C239BAE0 | 545 bytes (545 bytes) | |
45 | socket.c | 348AEF06AFA259BFC4E943715DB5A00B | 579 bytes (579 bytes) | |
46 | stat.c | E510EE1F78BD349E02F47A7EB001B0E3 | 7627 bytes (7.45 KiB) | |
47 | syslog.c | 7CD3273E09A6C08451DD598A0F18B570 | 1497 bytes (1.46 KiB) | |
48 | umbreon.h | F76CAC6D564DEACFC6319FA167375BA5 | 4316 bytes (4.21 KiB) | |
49 | unhide-funcs.c | 1A9F62B04319DA84EF71A1B091434C64 | 4729 bytes (4.62 KiB) | |
50 | cryptpass.py | 2EA92D6EC59D85474ED7A91C8518E7EC | 192 bytes (192 bytes) | |
51 | environment.sh | 70F467FE218E128258D7356B7CE328F1 | 1086 bytes (1.06 KiB) | |
52 | espeon-connect.sh | A574C885C450FCA048E79AD6937FED2E | 247 bytes (247 bytes) | |
53 | espeon-shell | 9EEF7E7E3C1BEE2F8591A088244BE0CB | 2167 bytes (2.12 KiB) | |
54 | espeon.c | 499FF5CF81C2624B0C3B0B7E9C6D980D | 14899 bytes (14.55 KiB) | |
55 | listen.sh | 69DA525AEA227BE9E4B8D59ACFF4D717 | 209 bytes (209 bytes) | |
56 | spytty.sh | 0AB776FA8A0FBED2EF26C9933C32E97C | 1011 bytes (1011 bytes) | |
57 | ssh-hidden.sh | AE54F343FE974302F0D31776B72D0987 | 127 bytes (127 bytes) | |
58 | unfuck.c | 457B6E90C7FA42A7C46D464FBF1D68E2 | 384 bytes (384 bytes) | |
59 | unhide-self.py | B982597CEB7274617F286CA80864F499 | 986 bytes (986 bytes) | |
60 | listen.sh | F5BD197F34E3D0BD8EA28B182CCE7270 | 233 bytes (233 bytes) |
part 2 (those listed in the Trend Micro article)
# | File Name | Hash Value | File Size (on Disk) |
---|---|---|---|
1 | 015a84eb1d18beb310e7aeeceab8b84776078935c45924b3a10aa884a93e28ac | A47E38464754289C0F4A55ED7BB55648 | 9375 bytes (9.16 KiB) |
2 | 0751cf716ea9bc18e78eb2a82cc9ea0cac73d70a7a74c91740c95312c8a9d53a | F9BA2429EAE5471ACDE820102C5B8159 | 7512 bytes (7.34 KiB) |
3 | 0a4d5ffb1407d409a55f1aed5c5286d4f31fe17bc99eabff64aa1498c5482a5f | 0AB776FA8A0FBED2EF26C9933C32E97C | 1011 bytes (1011 bytes) |
4 | 0ce8c09bb6ce433fb8b388c369d7491953cf9bb5426a7bee752150118616d8ff | B982597CEB7274617F286CA80864F499 | 986 bytes (986 bytes) |
5 | 122417853c1eb1868e429cacc499ef75cfc018b87da87b1f61bff53e9b8e8670 | 9EEF7E7E3C1BEE2F8591A088244BE0CB | 2167 bytes (2.12 KiB) |
6 | 409c90ecd56e9abcb9f290063ec7783ecbe125c321af3f8ba5dcbde6e15ac64a | B4746BB5E697F23A5842ABCAED36C914 | 6149 bytes (6 KiB) |
7 | 4fc4b5dab105e03f03ba3ec301bab9e2d37f17a431dee7f2e5a8dfadcca4c234 | D0D97899131C29B3EC9AE89A6D49A23E | 65160 bytes (63.63 KiB) |
8 | 8752d16e32a611763eee97da6528734751153ac1699c4693c84b6e9e4fb08784 | E7E82D29DFB1FC484ED277C702187818 | 55564 bytes (54.26 KiB) |
9 | 991179b6ba7d4aeabdf463118e4a2984276401368f4ab842ad8a5b8b73088522 | 2B1863ACDC0068ED5D50590CF792DF05 | 7664 bytes (7.48 KiB) |
10 | a378b85f8f41de164832d27ebf7006370c1fb8eda23bb09a3586ed29b5dbdddf | A977F68C59040E40A822C384D1CEDEB6 | 176 bytes (176 bytes) |
11 | aa24deb830a2b1aa694e580c5efb24f979d6c5d861b56354a6acb1ad0cf9809b | DF320ED7EE6CCF9F979AEFE451877FFC | 26 bytes (26 bytes) |
12 | acfb014304b6f2cff00c668a9a2a3a9cbb6f24db6d074a8914dd69b43afa4525 | 84D552B5D22E40BDA23E6587B1BC532D | 6852 bytes (6.69 KiB) |
13 | c80d19f6f3372f4cc6e75ae1af54e8727b54b51aaf2794fedd3a1aa463140480 | 087DD79515D37F7ADA78FF5793A42B7B | 11184 bytes (10.92 KiB) |
14 | e9bce46584acbf59a779d1565687964991d7033d63c06bddabcfc4375c5f1853 | BBEB18C0C3E038747C78FCAB3E0444E3 | 71940 bytes (70.25 KiB) |
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