How to Start Trading Binary Option in Indonesia? - Step by

2 months back at trading (update) and some new questions

Hi all, I posted a thread back a few months ago when I started getting seriously back into trading after 20 years away. I thought I'd post an update with some notes on how I'm progressing. I like to type, so settle in. Maybe it'll help new traders who are exactly where I was 2 months ago, I dunno. Or maybe you'll wonder why you spent 3 minutes reading this. Risk/reward, yo.
I'm trading 5k on TastyWorks. I'm a newcomer to theta positive strategies and have done about two thirds of my overall trades in this style. However, most of my experience in trading in the past has been intraday timeframe oriented chart reading and momentum stuff. I learned almost everything "new" that I'm doing from TastyTrade, /options, /thetagang, and Option Alpha. I've enjoyed the material coming from esinvests YouTube channel quite a bit as well. The theta gang type strategies I've done have been almost entirely around binary event IV contraction (mostly earnings, but not always) and in most cases, capped to about $250 in risk per position.
The raw numbers:
Net PnL : +247
Commissions paid: -155
Fees: -42
Right away what jumps out is something that was indicated by realdeal43 and PapaCharlie9 in my previous thread. This is a tough, grindy way to trade a small account. It reminds me a little bit of when I was rising through the stakes in online poker, playing $2/4 limit holdem. Even if you're a profitable player in that game, beating the rake over the long term is very, very hard. Here, over 3 months of trading a conservative style with mostly defined risk strategies, my commissions are roughly equal to my net PnL. That is just insane, and I don't even think I've been overtrading.
55 trades total, win rate of 60%
22 neutral / other trades
Biggest wins:
Biggest losses:
This is pretty much where I expected to be while learning a bunch of new trading techniques. And no, this is not a large sample size so I have no idea whether or not I can be profitable trading this way (yet). I am heartened by the fact that I seem to be hitting my earnings trades and selling quick spikes in IV (like weed cures Corona day). I'm disheartened that I've went against my principles several times, holding trades for longer than I originally intended, or letting losses mount, believing that I could roll or manage my way out of trouble.
I still feel like I am going against my nature to some degree. My trading in years past was scalping oriented and simple. I was taught that a good trade was right almost immediately. If it went against me, I'd cut it immediately and look for a better entry. This is absolutely nothing like that. A good trade may take weeks to develop. It's been really hard for me to sit through the troughs and it's been even harder to watch an okay profit get taken out by a big swing in delta. Part of me wonders if I am cut out for this style at all and if I shouldn't just take my 5k and start trading micro futures. But that's a different post...
I'll share a couple of my meager learnings:


My new questions :

That's enough of this wall of text for now. If you made it this far, I salute you, because this shit was even longer than my last post.
submitted by bogglor to options [link] [comments]

Selling your Covered Call - Thoughts on How to Select Your Strike and Expiration

Congratulations! You are a bag holder of company XYZ which was thought to be the best penny stock ever. Instead of feeling sorry, you consider selling covered calls to help reduce your cost basis - and eventually get out of your bags with minimal loss or even a profit!
First - let's review the call option contract. The holder of the call option contract has the right but not the obligation to purchase 100 shares of XYZ at the strike price per share. This contract has an expiration date. We assume American style option contracts which means that the option can be exercised at any point prior to expiration. Thus, there are three parameters to the option contract - the strike price, the expiration date and the premium - which represents the price per share of the contract.
The holder of the call option contract is the person that buys the option. The writer of the contract is the seller. The buyer (or holder) pays the premium. The seller (or writer) collects the premium.
As an XYZ bag holder, the covered call may help. By writing a call contract against your XYZ shares, you can collect premium to reduce your investment cost in XYZ - reducing your average cost per share. For every 100 shares of XYZ, you can write 1 call contract. Notice that that by selling the contract, you do not control if the call is exercised - only the holder of the contract can exercise it.
There are several online descriptions about the covered call strategy. Here is an example that might be useful to review Covered Call Description
The general guidance is to select the call strike at the price in which you would be happy selling your shares. However, the context of most online resources on the covered call strategy assume that you either just purchased the shares at market value or your average cost is below the market price. In the case as a bag holder, your average cost is most likely over - if not significantly over - the current market price. This situation simply means that you have a little work to reduce your average before you are ready to have your bags called away. For example, you would not want to have your strike set at $2.50 when your average is above that value as this would guarantee a net loss. (However, if you are simply trying to rid your bags and your average is slightly above the strike, then you might consider it as the strike price).
One more abstract concept before getting to what you want to know. The following link shows the Profit/Loss Diagram for Covered Call Conceptually, the blue line shows the profit/loss value of your long stock position. The line crosses the x-axis at your average cost, i.e the break-even point for the long stock position. The green/red hockey stick is the profit (green) or loss (red) of the covered call position (100 long stock + 1 short call option). The profit has a maximum value at the strike price. This plateau is due to the fact that you only receive the agreed upon strike price per share when the call option is exercised. Below the strike, the profit decreases along the unit slope line until the value becomes negative. It is a misnomer to say that the covered call is at 'loss' since it is really the long stock that has decreased in value - but it is not loss (yet). Note that the break-even point marked in the plot is simply the reduced averaged cost from the collected premium selling the covered call.
As a bag holder, it will be a two-stage process: (1) reduce the average cost (2) get rid of bags.
Okay let's talk selecting strike and expiration. You must jointly select these two parameters. Far OTM strikes will collect less premium where the premium will increase as you move the strike closer to the share price. Shorter DTE will also collect less premium where the premium will increase as you increase the DTE.
It is easier to describe stage 2 "get rid of bags" first. Let us pretend that our hypothetical bag of 100 XYZ shares cost us $5.15/share. The current XYZ market price is $3/share - our hole is $2.15/share that we need to dig out. Finally, assume the following option chain (all hypothetical):
DTE Strike Premium Intrinsic Value Time Value
20 $2.5 $0.60 $0.50 $0.10
20 $5.0 $0.25 $0 $0.25
20 $7.5 $0.05 $0 $0.05
50 $2.5 $0.80 $0.50 $0.30
50 $5.0 $0.40 $0 $0.40
50 $7.5 $0.20 $0 $0.20
110 $2.5 $0.95 $0.50 $0.45
110 $5.0 $0.50 $0 $0.50
110 $7.5 $0.25 $0 $0.25
Purely made up the numbers, but the table illustrates the notional behavior of an option chain. The option value (premium) is the intrinsic value plus the time value. Only the $2.5 strike has intrinsic value since the share price is $3 (which is greater than $2.5). Notice that intrinsic value cannot be negative. The rest of the premium is the time value of the option which is essentially the monetary bet associated with the probability that the share price will exceed the strike at expiration.
According to the table, we could collect the most premium by selling the 110 DTE $2.5 call for $0.95. However, there is a couple problems with that option contract. We are sitting with bags at $5.15/share and receiving $0.95 will only reduce our average to $4.20/share. On expiration, if still above $2.5, then we are assigned, shares called away and we receive $2.50/share or a loss of $170 - not good.
Well, then how about the $5 strike at 110 DTE for $0.50? This reduces us to $4.65/share which is under the $5 strike so we would make a profit of $35! This is true - however 110 days is a long time to make $35. You might say that is fine you just want to get the bags gone don't care. Well maybe consider a shorter DTE - even the 20 DTE or 50 DTE would collect premium that reduces your average below $5. This would allow you to react to any stock movement that occurs in the near-term.
Consider person A sells the 110 DTE $5 call and person B sells the 50 DTE $5 call. Suppose that the XYZ stock increases to $4.95/share in 50 days then goes to $8 in the next 30 days then drops to $3 after another 30 days. This timeline goes 110 days and person A had to watch the price go up and fall back to the same spot with XYZ stock at $3/share. Granted the premium collected reduced the average but stilling hold the bags. Person B on the other hand has the call expire worthless when XYZ is at $4.95/share. A decision can be made - sell immediately, sell another $5 call or sell a $7.5 call. Suppose the $7.5 call is sold with 30 DTE collecting some premium, then - jackpot - the shares are called away when XYZ is trading at $8/share! Of course, no one can predict the future, but the shorter DTE enables more decision points.
The takeaway for the second step in the 2-stage approach is that you need to select your profit target to help guide your strike selection. In this example, are you happy with the XYZ shares called away at $5/share or do you want $7.5/share? What is your opinion on the stock price trajectory? When do you foresee decision points? This will help determine the strike/expiration that matches your thoughts. Note: studies have shown that actively managing your position results in better performance than simply waiting for expiration, so you can adjust the position if your assessment on the movement is incorrect.
Let's circle back to the first step "reduce the average cost". What if your average cost of your 100 shares of XYZ is $8/share? Clearly, all of the strikes in our example option chain above is "bad" to a certain extent since we would stand to lose a lot of money if the option contract is exercised. However, by describing the second step, we know the objective for this first step is to reduce our average such that we can profit from the strikes. How do we achieve this objective?
It is somewhat the same process as previously described, but you need to do your homework a little more diligently. What is your forecast on the stock movement? Since $7.5 is the closest strike to your average, when do you expect XYZ to rise from $3/share to $7.5/share? Without PR, you might say never. With some PR then maybe 50/50 chance - if so, then what is the outlook for PR? What do you think the chances of going to $5/share where you could collect more premium?
Suppose that a few XYZ bag holders (all with a $8/share cost) discuss there outlook of the XYZ stock price in the next 120 days:
Person 10 days 20 days 30 days 40 days 50 days 100 days 120 days
A $3 $3 $3 $3 $3 $4 $4
B $4 $4 $5 $6 $7 $12 $14
C $7 $7 $7 $7 $7 $7 $7
Person A does not seem to think much price movement will occur. This person might sell the $5 call with either 20 DTE or 50 DTE. Then upon expiration, sell another $5 call for another 20-50 DTE. Person A could keep repeating this until the average is reduced enough to move onto step-2. Of course, this approach is risky if the Person A price forecast is incorrect and the stock price goes up - which might result in assignment too soon.
Person B appears to be the most bullish of the group. This person might sell the $5 call with 20 DTE then upon expiration sell the $7.5 call. After expiration, Person B might decide to leave the shares uncovered because her homework says XYZ is going to explode and she wants to capture those gains!
Person C believes that there will be a step increase in 10 days maybe due to major PR event. This person will not have the chance to reduce the average in time to sell quickly, so first he sells a $7.5 call with 20 DTE to chip at the average. At expiration, Person C would continue to sell $7.5 calls until the average at the point where he can move onto the "get rid of bags" step.
In all causes, each person must form an opinion on the XYZ price movement. Of course, the prediction will be wrong at some level (otherwise they wouldn't be bag holders!).
The takeaway for the first step in the 2-stage approach is that you need to do your homework to better forecast the price movement to identify the correct strikes to bring down your average. The quality of the homework and the risk that you are willing to take will dedicate the speed at which you can reduce your average.
Note that if you are unfortunate to have an extremely high average per share, then you might need to consider doing the good old buy-more-shares-to-average-down. This will be the fastest way to reduce your average. If you cannot invest more money, then the approach above will still work, but it will require much more patience. Remember there is no free lunch!
Advanced note: there is another method to reduce your (high) average per share - selling cash secured puts. It is the "put version" of a cover call. Suppose that you sell a XYZ $2.5 put contract for $0.50 with 60 DTE. You collect $50 from the premium of the contract. This money is immediately in your bank and reduces your investment cost. But what did you sell? If XYZ is trading below $2.50, then you will be assigned 100 shares of XYZ at $2.50/share or $250. You own more shares, but at a price which will reduce your average further. Being cash secured, your brokerage will reserve $250 from your account when you sell the contract. In essence, you reduce your buying power by $250 and conditionally purchase the shares - you do not have them until assignment. If XYZ is greater than the strike at expiration, then your broker gives back $250 cash / buying power and you keep the premium.

Early assignment - one concern is the chance of early assignment. The American style option contract allows the holder the opportunity to exercise the contract at any time prior to expiration. Early assignment almost never occurs. There are special cases that typically deal with dividends but most penny stocks are not in the position to hand out dividends. Aside from that, the holder would be throwing away option time value by early exercise. It possibly can handle - probably won't - it actually would be a benefit when selling covered calls as you would receive your profit more quickly!


This post has probably gone too long! I will stop and let's discuss this matter. I will add follow-on material with some of the following topics which factors into this discussion:
Open to other suggestions. I'm sure there are some typos and unclear statements - I will edit as needed!
\I'm not a financial advisor. Simply helping to 'coach' people through the process. You are responsible for your decisions. Do not execute a trade that you do not understand. Ask questions if needed!**
submitted by x05595113 to pennystockoptions [link] [comments]

The Complete Guide To Pulling Girls Home

Note: This is a guide to the steps of pulling, if you want to learn about how to get women to want you to pull them, see this video: https://youtu.be/6GxYBjI53BI And this video: https://youtu.be/nK2tYyla5Is
 
How To Pull Girls Home
 
Sometimes, pulling is as simple as saying, "Let's get out of here." If a girl already knows she wants to have sex with you, you don't need any special tactics to bring her home.
However, women rarely decide they want to have sex with a man before they're in a bed with him.
One girl told me, "We're not having sex tonight," three times before she went back to my place. Then, on my couch, she sighed and said, "Are you going to fuck me already?"
For men, sexual interest is binary. If we find a woman attractive, we'd probably agree to have sex with her. For girls, sex is more complicated.
In terms of being interested in sleeping with you, women will sometimes categorize you as a "yes" or "no," but most often, you'll be classified as a "maybe." Even if a girl is so attracted to you that she's turned on in your presence, she still may decide against having sex with you.
As a woman, sex comes with a lot of risks—physically and socially. A woman needs to know she can trust a man before she goes home with him.
The average man is more than twice as strong as the average woman. There's a real risk of being harmed.
Furthermore, many women encounter men who are too pushy and aggressive. Even if a girl likes you, she may be subconsciously concerned that you're going to be one of those overly aggressive guys.
Then, there's the risk of being slut-shamed. Although some women encourage their friends to hook up with random guys, other women mercilessly judge their friends when they do something 'slutty.'
Even if a girl thinks you're extremely attractive, she would probably reject you if you were to try to pull her five minutes after meeting her. She needs to go through a process to be ready to go home with you and have sex.
Generally, women need to see that you are assertive, but not pushy. You must take the lead, but at a pace she can relate to. There are no universal rules to this; every girl is different.
As an experiment, I once approached 20 women with the line, "Hey, you're cute, would you like to come back to my place?" Nineteen of them said no, but one girl said yes.
Of course, that's not the best strategy. But don't limit yourself by thinking thoughts like, "I think she's into me, but I can't pull a girl on the first date." Or, "It's the beginning of the night; there's no way she's going to leave with me now."
As a rule-of-thumb, pulling a girl usually takes 45 minutes to 1 hour and 30 minutes, but there are plenty of exceptions.
 

The Process of Pulling

 
Pulling has momentum to it. You're leading the girl—both physically and emotionally—towards having sex with you.
This starts small with intense eye contact or a spark of sexual energy; then, you gradually escalate as the tension increases.
If you rush this, the girl will feel that you're pushing her towards something you want, without regard to what she wants. The pacing is what matters most; you're not fixated on the 'finish line.' Instead, you are slowly escalating.
Think of an entire interaction with a woman like foreplay. If you were to fuck a girl the second she got on your bed without any foreplay, it would be a dull experience for her—there was no time for her to arousal to grow.
Similarly, if you try to pull a girl as quickly as possible, there's no time for her to build a desire to go home with you.
She wants to know who you are, she wants to know she can trust you, and she wants to experience a growing excitement for hooking up with you.
In the following sections, I lay out a comprehensive guide to pulling based on how women want to be pulled. It's a process that takes place over an extended period and gradually builds in intensity.
 

Deciding To Pull

 
Whenever you're talking to a girl you're attracted to, it's crucial to determine the ideal outcome for the interaction.
For instance, if a girl has an interview in 30 minutes, you probably don't have time to pull her. In this case, your ideal outcome for the interaction would be to set up a date with her.
You must find out if pulling a girl home is a realistic possibility. Otherwise, you could easily spend over an hour with a woman only to get a pat on the back and a hearty, "It was nice meeting you!"
In the men's dating advice community, this is referred to as screening for logistics. You're determining how likely it is that you will be able to pull a particular girl later that night.
Whenever you have an interaction with a woman that lasts more than 30 seconds, you should ask a few logistical questions.
For example, you might ask:
Asking the above questions will give you useful information. If, for instance, you learn that a girl drove her five friends to the club, she lives an hour away, and she's flying across the country tomorrow morning, chances are, you're not going to pull her.
Conversely, if a girl lives across the street, she came to the club alone, and she's not doing anything later, the likelihood that she'll go home with you is much higher.
Of course, asking too many logistical questions can quickly become obnoxious. To avoid coming across as inquisitional, sprinkle these questions throughout the interaction rather than asking them back-to-back.
Below, you'll find a general guideline for the best and worst answers to logistical questions:
Good logistics: Nothing, what are you doing later? Bad logistics: I'm going back to my parent's house.
Good logistics: I'm here with my roommate, Sarah. Bad logistics: I'm here with my dad.
Good logistics: I drove here. Bad logistics: My friend Dave drove me.
Good logistics: 5 minutes away from here. Bad logistics: About an hour away.
Good logistics: Not sure yet. Bad logistics: I have to wake up at 4 a.m. to go to work.
To be clear, if a girl really wants to hook up with you, you may be able to find a way to overcome a bad logistical situation.
Once in Vegas, my wingman and I pulled two girls from the club. My girl was excited to hang out more and get a drink back at our hotel.
However, the other girl wasn't so enthusiastic: during the car ride, she repeatedly complained that she just wanted to go home and sleep.
But it didn't matter because the girl I was with was determined to spend more time with me.
My girl told her friend that she could sleep in the car while we had shots in the hotel room. And that's exactly what happened.
Ultimately, it's useful to know a girl's logistics, but you can often make something happen regardless of the situation.
Memorizing all these logistical questions can seem overwhelming. Fortunately, there's a simple way you can get an idea of whether a girl might be interested in going home with you later that night. Say either,
"What are you doing later?" Or, "There's an after-party later tonight; you should come."
More often than not, women will respond to this question based on how they feel about you. If they want to keep hanging out with you, they will make themselves available:
Conversely, if a girl knows she isn't going home with you later, she might say something like,
To be clear, a girl might make herself unavailable when you ask this question only to change her mind later.
But generally, her response to, "What are you doing later?" will give you a good idea as to whether she would like to go home with you.
 

When She Makes Herself Unavailable

 
What should you do when a girl says she's busy later or can't go to an after-party?
If you don't have much experience approaching women, your best option in this situation is to exchange numbers with the girl and start meeting other women.
Maybe she likes you; maybe she doesn't, but you know she's probably not going home with you that night. Remember, your most valuable resource when you go out is time.
Besides, you have her number, so if she is interested in you, she will likely agree to go on a date with you.
As you gain experience meeting women, you will develop an intuitive ability to sense whether you'll be able to pull a girl later.
And in many cases, even if a girl initially seems uninterested in going home with you, you'll be able to change her mind. But when you're new to cold approach, taking this kind of risk isn't likely to pay off.
I strongly recommend you ask this question to every girl you approach. It's the first step to pulling a girl.
When a girl says she's busy later, ask for her number. When a girl makes herself available, move on to the next step.
 

When She Has Good Logistics

 
If you get the sense that you might be able to pull a girl (I.E.she says she's not busy later), you should find out if she will leave her friends to hang out with you in a different area.
Make a suggestion like:
 

When She Won't Go With You

 
If a girl is unwilling to move to a different area with you, it's unlikely she'll go home with you later.
You will have to decide whether you think the girl won't move to another area because she isn't interested in you or because she has a tight-knit group of friends that she doesn't want to leave.
If you think she is attracted to you, you may still be able to go home with her at the end of the night. Instead of pulling her, you can let her pull you (see the section, "Go With Her.")
Conversely, if you think she might not be interested in you, it's best to exchange numbers with her before leaving her to approach other women.
When a girl refuses to leave her friends, you'll have to weigh your options. It isn't likely you'll be able to make something happen with this girl on that same night, but that doesn't mean it's impossible.
Again, as a rule-of-thumb, it's better to play it safe (get the number and move on to another girl) when you're new to approaching women, and it's better to take risks when you're more experienced.
Trying to push an interaction when the girl is giving signs she isn't interested is like doubling down on a bad hand of poker - it's better just to play another hand.
So, if you're new to cold approach, you will get the best results by: Setting up as many dates as possible (on a date, the logistics are very much in your favor).
By finding girls who have a good logistical situation in clubs.
Basically, find the "yes" girls who are actively interested in going home with you that night and exchange numbers with the "maybe" girls who are less enthusiastic and less available.
As you accumulate experience, you will develop a fine-tuned sense of how interested a particular girl is.
You'll know whether you can overcome a bad logistical situation or if it's best to move on to someone else.
 

If She Agrees To Go With You

 
If a girl says yes to your request to go to another area, this is a strong sign that you may be able to pull her. Women will rarely say they want to go home with you: instead, they show interest through their actions.
A girl's willingness to follow you from one area to another is a significant green light that she might be open to going home with you later.
 

Taking Her Home

 
At this point, the girl is following your lead from one area to another.
After you've been talking for roughly 45 minutes to an hour and a half, the next step of leading is to bring her home with you.
Fortunately, pulling isn't rocket science.
So long as the emotions are right, many women will want to go home with you. Often, all you have to do is ask. More than a few times, I've pulled girls simply by saying something to the effect of, "Want to get out of here?"
That said, there are ways to pull a girl more smoothly.
If you mentioned the idea of going to an after-party earlier in the interaction, you can pull by saying, "Hey, let's go to that after-party I mentioned."
Now, inviting a girl to an 'after-party' when it's really just you and her might sound creepy. Here's the truth, if you use lines like the above when there's no mutual sexual attraction, then yeah, it will be a little awkward.
I once brought two girls back to my place to go to an "after-party," but when we arrived, they realized there was no real after-party, and they said they had to get an Uber.
But this has only happened once in my entire life, and it was my own fault—I was focusing on the pull without considering whether there was enough sexual desire and trust.
Ultimately, if a girl is interested in you and she agrees to go home with you, it's unlikely she'll be surprised if it turns out the after-party is just you and her.
If you're unsure whether a girl is attracted to you, you can make a point to physically escalate before bringing her home.
When you've been making out with a girl or grinding with her on the dance floor, you can be fairly confident she's interested. Afterward, you can pull her without worrying about whether she's attracted to you or not.
You don't need a great reason to bring a girl to your place, you just need an excuse that isn't "let's fuck," or, "Would you like to have sex?" (saying that puts way too much pressure on the girl).
If a woman is interested in hooking up with you, she will agree to go to your place for whatever silly reason you come up with.
A friend of mine once pulled by saying, "I have an amazing book collection at my place; you have to see it."
Here are a few more examples of simple excuses you can use to bring a girl home with you:
Or you can pull by inviting a girl to watch a show or movie with you:
What if you don't have a place to pull girls to?
Let's say you still live with your parents, and you can't bring girls back to your place. Is it still possible to pull? Yes, of course, the only difference is that you must pull to the girl's house.
Here's how: when you bring up an excuse to hang out in private with a girl (watching a T.V. show, getting a. drink, etc.), and she agrees, follow up by saying something to the effect of, "Okay, how far is your place from here?"
Whether she replies with, "I'm 5 minutes away." Or, "I'm 20 minutes away," you can say, Okay, cool, that's much closer than my place; let's go."
Sometimes, a girl will not be able to bring you back to her place (I.E., she lives with her parents); in this case, you can either get a hotel or move on to the next girl. However, many of the women you meet will have a place you can go back to.
I've pulled girls back to their place many times, and despite what many guys think, it doesn't need to be much more complicated or difficult than pulling to your place.
 

Go With Her

 
Even if a girl is unwilling to leave her group of friends and move to another area with you, you still may be able to go home with her.
To do this, you should find out what the girl is doing after the bar closes. If she says something that makes her seem uninterested (I.E., she's going to her brother's place to get some sleep), it's unlikely you'll be able to leave with her at the end of the night.
Conversely, if she makes herself available, you may be able to make something happen (I.E., "My friends and I are just going to hang out." Or, "I'm not sure yet, just going home.")
Before deciding to go back to a girl's place, ask yourself, "What would happen if she and I were alone in a room together?"
If the answer is, "We'd tear each other's clothes off," then going with her has a good chance of leading to sex.
If you're not sure, the safer option is to mention that there's an after-party later and invite her (before moving on to meet other people).
You don't want to spend your entire night with a girl who is only interested in you as a friend.
However, if you think she is attracted to you, but she doesn't want her friends to see her leaving with some random guy, you may be able to go home with her at the end of the night.
Once you've decided that you're going to stick with a girl and go with her at the end of the night, just stay with her while making a point of winning over her friends.
If the friend-group doesn't like you, it will be exceedingly difficult to go back with them at the end of the night. I've seen so many men ignore a girl's friends until they got upset and dragged the girl away from him.
Offer value to the friend group the same way you offer value to the girl you're interested in (just without the sexual elements).
Once the bar or club closes (or the girl says she's about to head home), you can go with her. To do this, ask, "What area of town are you headed to?"
Reply to whatever her answer is with, "Oh, I'm near there; we should split an Uber." If she's unenthusiastic about the idea, she's probably not interested in going with you, but if she says something along the lines of, "Yeah, that sounds good." Then you can leave with her at the end of the night.
When you're in the Uber with the girl, you need to create an excuse to enter her house. The easiest way to do this is to simply ask if you can use her restroom while you wait for another Uber to your place.
When you're in the girl's house, one thing should lead to another. You'll both forget that you were "waiting for your Uber".
Now, if you're thinking, "This sounds creepy," it is creepy if she's not into you. However, if she wants to have sex with you, you're simply creating a logical excuse to do what you both want to do.
You can't tell a girl, "Oh, you have to go home with your friends? Can I come along so we can fuck when you get home?" That wouldn't be relatable.
If you want to go home with a girl, it helps to create a situation where it makes sense for you to end up in her house.
Again, you should only do this if you believe that it's on between the two of you.
However, even if it turns out she isn't interested in hooking up with you, it's not the end of the world. Just politely excuse yourself--so long as you don't get bitter or aggressive, she's unlikely to be upset.
With that said, you can often go home with a girl by being direct. When you ask, "What area of town are you headed to?" you can reply to her answer by saying, "I'm going with you."
So long as you come across as confident and your interaction up to that point was strong, she will likely agree to your proposition.
It can be useful to create a logical excuse to go home with a girl because she will be less likely to feel judged for acting 'slutty.' But you can be upfront with your intentions successfully so long as you've built enough trust and sexual tension in the interaction.
 

When She Refuses To Go Home With You

 
If a girl declines your invitation to go home with you, it might mean she's just not interested.
However, sometimes a girl will refuse to go home with you even when she likes you. Maybe the girl has a boyfriend she didn't mention.
Maybe she just doesn't do one-night stands. Sometimes, a girl won't go home with you because she doesn't want to get judged by her friends.
Once again, if a girl won't go home with you, your best option is to make plans to go on a date with her later before going to meet other people. Say something like, "It's been cool talking to you; we should get coffee sometime."
When a girl rejects your invitation to go home with you, it's often not that she's rejecting you, she just can't go home with you at that particular moment. That's why you should make plans to hang out with the girl later.
If you want to see more of my content, check out my YouTube channel: https://www.youtube.com/channel/UC4kTcVi-b_9qQnMCRG9WggA
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Classified: Compiled Intelligence On the Lost Dolls Reclaimer Faction (OC Reclaimer Faction)

Condensed intelligence overview detailing currently known information on the Reclaimer faction known as ‘Lost Dolls.’ Information contained therein has been compiled by Sky Union Intelligence Officer ‘MB.’
Sources consist largely of Sky Union’s own records, as well as shared intelligence reports on the matter, compiled battle data, and found footage shared by Orbital. MB was also able to covertly interview the pilot ‘Port’ directly, though it’s believed that she understood the general purpose of MB’s questioning, and so her testimony must be accepted with a degree of scrutiny.
OVERVIEW
Unit Name: Lost Dolls
“Bringing you the bleeding edge of technology from thirty years ago, today. Let’s get started.”
-MB, initial debriefing.
Time of Operation: Officially, only four hundred and seventy three days. Compiled intelligence suggests that the group has been active in the Oval Link for far longer, with upward estimates reaching as high as twenty years. At the very least, all members were alive at the time of the Moonfall.
Pilots: Five
Affiliations: No known Consortium ties. Joint operations alongside other Reclaimer factions are uncommon, though Steel Knights show up most often with Bullet Works and Immortal Innocence tied for a distant second.
Preferred Mission Profile: Lost Dolls’ mission profile trends toward humanitarian missions. Primarily defensive or retributive actions against Corrupted A.I. incursions, particularly those concerning civilian populations within the Oval Link. It’s generally accepted that this is one of the primary factors contributing to their work alongside Steel Knights.
They are less likely than average to pursue high-risk, high-payout missions such as deep-dives into A.I. territory or the escort of VIPs, such as political or military personnel, out of high risk areas. Conversely, they are more likely to take on high-risk missions with lower pay, such as escorting civilian evacuation caravans in the event of a Corrupted A.I. incursion. This behavior matches with the Dolls’ preference for humanitarian work, as missions fitting these criteria tend to be posted by lower level governmental officials, or even civilians with pooled resources, who have come under sudden attack.
Quirks: All five pilots typically show to missions, in violation of the four-per-squad standard. Normally this would be in violation of the Consortium Treaty, but so far Orbital has refused to take action. It is theorized that this is due to the Dolls’ reluctance to hit military targets, and that Orbital may be letting the behavior slide in the interest of protecting civilian lives.
The Dolls have no known home base. Port has made reference to a ‘bus’ in interviews that she says they use for field repair and transportation; it’s possible she’s referring to an old rapid deployment Arsenal carrier like the ones that were used before the Consortiums established proper infrastructure in the Oval Link, but it’s hard to say where a group like the Dolls could have found an operational one, much less one capable of fielding five arsenals. It’s almost more likely that they actually have two, puttering somewhere around the Neutral Zone. Even that’s a hard pill to swallow, since the old carriers have been out of production for almost thirty years now.
Very little of the Dolls’ equipment is up-to-date. Their plugsuits are all defunct prototype models and in varying states of disrepair; most of their pilots don’t even use the actual connections in the suits themselves, opting instead for permanent ports connecting directly to their nervous systems. I’ve never seen any of them sporting a Blitz, either. At least one, Port, has been observed with what appears to be a traditional slug-throwing sidearm.
The Lost Dolls claim to be a family unit of five sisters. The physical differences between them would imply that this is in a purely symbolic manner (excepting Protoca and Hope. Possibly Port if our facial analysis data is reliable), but the effect is the same. Their loyalty to each other is hard to call into question.
Every one of their pilots has had their age frozen by Outer Syndrome.
It should be noted that all pilots, excepting Earwax, have pilot rankings that do not properly reflect their overall level of competency. The Dolls’ propensity for low-sensitivity missions and unwillingness to work closely to further any Consortium goals aside from preservation of human life has left them low on the leaderboard. In cases where this information is used for planning operations against or alongside the Lost Dolls, assume all pilots are at the level of A rank or higher.
PILOTS/MECHS
“I’ll start off with saying that the Dolls have the most ‘ware I’ve ever seen packed into a unit of this size. Two pilots are almost entirely cybernetic. And I do mean entirely.”
-MB
Callsign: Tachi
Real Name: Tachi Hanamura
Age: Unknown. Appears to be in her late teens.
Height: 197cm outside of Arsenal, 76cm while embarked, 167cm when utilizing her ‘emergency legs.’
Rank: C
Handed: Both
Family: Four sisters
Outer Ability: Unknown. Though she is remarkably receptive to cybernetic augmentations and displays an unusual level of synchronicity with her Arsenal, hovering at anywhere between 91% and 95% at any time.
Piloting Tendences: Aggressive. Highly aggressive. Tachi’s typical M.O. involves charging directly into an enemy formation and smashing the thing to bits before moving onto the next cluster. She often acts as the Dolls’ line breaker and attack dog, flushing high priority targets out of the press or just bowling down the chaff so that the other pilots can focus on more important things.
“The armor is 600mm of over a dozen different laminates and they didn’t include a single thermal dispersion layer for laser fire...”
-Tachi, picking over the husk of a disabled Genbu
Physical Description: Where to start? First, brown hair, cropped into a messy bowl cut. Wide build for a girl. Her entire right arm is cybernetic. Her torso ends above her hips, which have been replaced by a massive version of the nerve-interface hubs found on standard plugsuits. Outside of her Arsenal this is plugged into the top of a massive set of ‘spider legs,’ complete with abdomen, which she uses as her normal mode of transport. When embarked on a mission, she’s lifted off her leg hub and simply plugged into a custom seat in her Arsenal, with a secondary connection at the base of her neck; the normal shoulder connections aren’t used.
The arm and leg hub don’t match any known manufacturer of prosthetics, and the connection format at her hip is dated by at least a full twenty years. A pair of more modern legs are integrated into her piloting seat and act as part of her ejection system should her Arsenal be put out of commission in the middle of combat.
She has a set of rocket thrusters implanted into her back. Actual rocket thrusters; the vents are mostly flush with her shoulder blades, protruding perhaps 5-6cm. Footage loaned from Orbital demonstrates her leaping almost one hundred meters utilizing them while under full load (read: attached to the massive spider leg assembly). Using her Arsenal ejection system, combined with the lighter weight of her backup legs, it’s estimated she could travel as far as three hundred meters on a burst from the thrusters.
Arsenal: Arachne
Weapon Compliment:
Arsenal Characteristics: Beat half to death and heavy.
Arachne’s one of the two Arsenals in the Dolls’ employ that we have a decent technical read on, mostly because Tachi’s a shameless showboat and likes to show off all the tinkering she’s done on the thing. A decent example of the Dolls’ construction strategy, no two armor components on Arachne are from the same model. The left arm is optimized for melee strikes (both the base model, and the aftermarket modifications that have been made by the pilot) while the right is oriented for handling firearms. The unit is sluggish in the air and has middling mobility on foot for it’s durability; fine enough for Tachi’s preferred method of brawling. Combat footage shows she’s the type of pilot that tries to stay grounded anyway.
Tachi’s normal plan of attack is to get in close and personal with the Raven II and Ohabari and shred whatever’s in front of her. The Reaper II is typically reserved for plinking Strais or aerial targets that have gotten spread out. The Agni Flame appears to be used purely as backup.
Frankly, the Reaper II and Ogre Break II are squandered here. With a maximum lock range of only two hundred and one meters, Arachne is right on the edge of it’s rangeband with the Reaper and hopelessly short of the Ogre. That hasn’t stopped the pilot from eyeballing slower moving AI from farther out, but the Arsenal really shows the slapdash nature of the pilot.
“She doesn’t stop. Not for anything. While pouring over the combat footage I actually stumbled onto a sequence where she took a Failnaught round right through the cockpit and all it did was make her angry.”
-MB.
Callsign: Protoca
Real Name: Protoca [no known surname]
Age: Unknown. Appears to be in her late teens.
Height: 182cm
Rank: B
Handed: Left
Family: Four sisters
Outer Ability: Rapid regeneration from injuries, as well as being prone to physical mutation. She can apparently recover from injuries that even most Outers would find lethal; we have combat footage of an ejected Protoca taking a cannon round to the legs, obliterating everything from her hips downward. I met her face-to-face in my interview with Port and she had made a full recovery, complete with a set of genuine flesh and blood legs. You wouldn’t even know it’d happened.
Her mutations appear to be a side-effect of her regeneration, and do not directly benefit her while piloting outside of her absurd physical strength and enhanced reflexes.
Piloting Tendencies: Measured and deliberate, but outrageously dogged. She keeps a wide engagement profile and usually plays mop-up alongside Port when dealing with traditional corrupted AI forces, otherwise she’s running interference when facing off against Arsenals. She’s particularly skilled at close urban combat and swaps between playing rifleman and melee roles fluidly. She also rarely retreats from engagement, regardless of the tactical situation. On at least one occasion, her Arsenal was reduced down to it’s torso, head, and one leg in an engagement with a hostile Arsenal pilot. Instead of withdrawing, Protoca engaged afterburners and tackled her opponent, which bought enough time for Lost Dolls’ other pilots to reach her position and disable the enemy.
Generally speaking, it seems she simply will not withdraw from an engagement unless one of the other pilots is under direct threat or Port herself calls for an immediate withdrawal.
“You don’t take one step further. Not one.”
-Protoca, staring down three fresh Strais after dispatching their forward wing.
Physical Description: A real mess. For the basics; brown hair, trimmed into an angled bob cut. She’s wide shouldered, but nowhere near as broad as Tachi. Her torso and leg profiles are slim, arguably emaciated. Musculature is extremely visible, as if she’s constantly tensing her entire body with every movement. It’s possible that’s the case, as her movement patterns have a habit of being twitchy and erratic.
As for the aforementioned mutations: her right leg is covered in dark, hard scales. An atrophied wing, like that of a bat, shares a dual joint at the shoulder with her right arm. Numerous scars, some clearly surgical in nature. There’s a kind of plant-like symbiont that wraps around her left arm, up her neck, and ends in her hair, sprouting into a pair of green, bioluminescent flowers; it’s unclear if this is a mutation to her person or if it’s a separate entity.
A note about the wing and scales: they’re proofed against small arms. How Protoca’s body is able to produce organic compounds capable of standing up to Femto weaponry is currently a subject of heated debate in R&D’s breakroom. I’m sure more than a few whiteboards have been broken over it, considering how loud they get.
Arsenal: One More
Weapon Compliment:
  • OAW-P54 Aegis
  • OAW-BL74 Cronus Break
  • SAW-RP90F Splendor
  • HAW-CF22 Chaff Flare
  • HAW-R26F Guilty Throne
  • HAW-L05F Stargazer
Arsenal Characteristics: One More is the type of Arsenal you could smack upside the head with a Buster Doom and it would ask for seconds.
True, it doesn’t have the bulk of a true heavy-weight, but the chassis itself is strong enough to take a hit and keep on coming and the Splendor repair system means the Arsenal has fantastic staying power over the course of an extended engagement. And the Aegis shield in the off-hand gifts the pilot considerable bulk in the context of a contained duel.
Like Arachne, One More has a lopsided chassis with a horrendously overengineered sword arm while the other is optimized for handling firearms. Unlike Arachne, One More has access to a far more advanced set of weaponry. Between the Guilty Throne, Aegis, Cronus Break, and Stargazer, Protoca is running a veritable buffet of high performance, low availability equipment. The manufacturers of the Cronus Break and Aegis models aren’t even public knowledge, so it’s an open question where the Dolls could have procured such serious tech with their relatively bare income and (reportedly) spartan operational facilities.
Operationally, One More often acts as the anvil to Port and Tachi’s hammer; a hard to remove obstacle for any conventional AI force and a dogged pursuer for most arsenal-based forces.
“The team’s tactical leader and designated marksman. Methodical, cordial, and a complete horror show like all the others.”
-MB
Callsign: Port
Real Name: Samantha Thampson
Age: Unknown. Appears to be in her late teens.
Height: 167cm
Rank: B
Handed: Left
Family: Four sisters.
Outer Ability: Port’s brain is innately capable of understanding binary code which allows her unparalleled levels of synchronicity with her Arsenal, fluctuating between 99%-100%. It also allows her to eschew the traditional connecting ports in her plug suit (which is good, because they’re all visibly broken) and instead opt for a surgically installed plug that connects directly to her brain stem. Connected this way, her Arsenal effectively becomes an extension of her physical body.
This ability also extends to binary converted into other formats other than a direct electrical feed; Port has often been caught having verbal, and apparently quite in-depth, conversations with the AI unit of her Arsenal via the unit’s external audio systems, with bursts of static standing in for the unit's speech. How coherent/intelligent this ‘dialogue’ from the unit is still up in the air, but analysis of the few samples we do have shows definite patterns in the unit’s ‘speech’ and in how it reacts to Port herself.
Piloting Tendencies: Port’s preferred method of engagement appears to be skirmishing at distance; she fits the rifleman archetype to a T. Unlike Protoca, Tachi, and Lily, Port has no measures for melee combat installed on her Arsenal aside from its fists, and even the one shotgun she keeps on the rear pylons is a choked down, longer range model.
Her usual M.O. when deployed amongst her sisters is to hang back behind Tachi or Protoca and plink. Well, ‘plink.’ The DMR and high performance assault rifle she’s managed to scrounge out of the Neutral Zone could blow through a Rebellion’s kneecap with sustained fire, and her sisters are good at giving her the required openings. While going over the combat footage, I saw her put a round down the barrel of a Slay Dog more than once.
“Oh, we’re just a merry little band of misfits, Sergeant. Looking out for each other, trying to make the world a better place. I’m sure you’ve heard the old song and dance.”
-Port, early in her interview with Intelligence Officer MB.
Physical Description: The most immediately striking thing about Port is arguably her albinism; snow white from head to toe except for her eyes, which are pink from lack of pigment. After that might be the fact that she’s a quadruple amputee with a full suite of military grade replacement limbs (or rather, Port claims that they’re military grade). The hardware itself appears very dated, to the point where our intelligence teams have not actually been able to pinpoint a make or model. Aside from being old, they’re clearly several sizes too large for her. Approximating by their overall scale, we estimate they’re intended for an 180cm adult male. The size difference is exaggerated somewhat by the fact that her legs have actually been installed too low, connecting part way down her thighs rather than at the hip. The limbs themselves don’t appear to be anything special; the arms are conventional replacement limbs with a fully articulated wrist, hand, and fingers while the legs are set up for sprinting, the feet having been replaced with a flexible running fin. The legs also boast a pneumatic jumping apparatus on par with modern Outer modifications.
Port has also undergone extensive cranial modifications, some of which she claims she’s performed herself. These include a large radio antenna mounted behind her right ear and connected via ribbon cable to the base of her skull, a set of four high definition cameras implanted into the ridges of her cheekbones, a manually operated combat stimulant pump on the bottom left portion of her skull, and two white ‘dog ears’ surgically implanted over her ear canals (breed and origin undetermined; possibly vat grown and purchased off the black market).
Moving on from augmentations; Port herself is slightly built. Thin frame, long face, little visible muscle to speak of. Her torso is thin enough that it almost appears emaciated, though there’s some contention on whether this is actually due to nutritional deficit or rather a result of further augmentation or Outer Syndrome. She’s covered in scars and has permanent iris damage in her left eye.
Arsenal: B3-206 (though Port often shortens this to ‘Bee’)
Weapon Compliment:
  • SAW-SR53 Beluga Beam
  • Agni Flame M
  • HAW-R26F Guilty Throne
  • HAW-SH35 Hoggish Spriggan
  • HAW-AM01L Scarlet Star
And a reserve magazine for an expanded ammunition compliment.
Arsenal Characteristics: A solid, all around trooper unit.
B3-206 excels in the roles of medium range fire support and skirmisher. Between the Beluga Beam and Scarlet Star, B3-206 has excellent firepower at range to harass hostile targets while the Guilty Throne and M model Agni Flame offer solid mid-range options for when the fighting gets in a little closer. Port appears to keep the Spriggan on hand as a sidearm more than anything else, usually only resorting to it once her other weapons have depleted their ammunition stores.
As for the Arsenal itself, B3-206 is very much a jack of all trades. Construction focuses on striking a balance between durability, maneuverability, and memory capacity with some minor sacrifices to overall firepower. Of particular note are the Arsenal’s arms, the make of which don’t appear in any of our internal records. Construction closely resembles the make of an old, defunct Zen prototype from over twenty years ago but declassified documents suggest that those never made it past the drawing board before the project was canceled; we’re currently doing some more thorough digging to try and figure out where Port may have picked them up but the current theory is that she found a fabricator on the black market who developed the design independently.
As mentioned previously, B3-206 is on recording having apparently complex conversations with Port via audibly broadcast binary noise. We don’t have enough data to synthesize a translation at this time, but the patterns are definite and subtle variations in the machine’s tone do closely mirror subtleties in human speech resulting from shifts in mood. Port herself has been cryptic on the subject but the implications of a sapient AI operating directly under Orbital authority are something the intelligence community is still exploring.
“Arguably the team’s ace pilot, she ties Port and Protoca combined for Arsenal downs. She lags behind in Corrupted AI kills but then, that isn’t her job.”
-MB
Callsign: Lily
Real Name: Liliana [no known surname]
Age: Unknown. Appears to be in her early teens.
Height: 160cm
Rank: A
Handed: Right
Family: Four sisters
Outer Ability: Instantaneous reaction time. She has a true reaction time of 0.00000000 seconds, meaning she is only limited by the inertia of her own body or Arsenal when maneuvering in combat. This has given rise to some truly hair-raising maneuvering from Lily, as she can change her plan of attack at any point for any reason as long as her Arsenal is capable of putting up with the mechanical stress.
Piloting Tendencies: Highly aggressive, arguably moreso than Tachi. Her ability to outthink and out-react even her own teammates mean that Lily is often extending far beyond them before they can even realize it. The good news for her is that the enemy won't realize it either; not until she's put two full magazines from her Silver Raven IIs right into their back, anyway.
“A real firecracker, this one. You wouldn’t guess by how quiet she is off the field.”
-MB
Physical Description: Short, slightly built (though not so much as Port), with the physicality one might expect of a professional dancer. Her hair is sandy brown and kept braided.
Like Port, Lily is highly augmented. Both her legs have been replaced with prosthetics and, like Port, the make and model are unknown. Visually, they resemble Outer-issue dedicated leaping prosthetics in that they taper sharply down to the feet which appear to be a pair of springloaded fins, not dissimilar to Port’s running fins. Her left arm has also been replaced with an arm of a similar make to Port’s, though it’s not identical. It’s detachable, with the shoulder socket doubling as Lily’s primary connection port while embarked in the Rabbit.
Also like Port, she has a pair of animal ears implanted into her head, though in this case they are in addition to her normal ones as opposed to replacing them; they’re a pair of large rabbit ears matching her hair color.
Some miscellaneous notes: Lily is completely mute. She communicates primarily through a form of one-handed sign language, heavily favoring her right hand. Per Port, all pilots in the unit are fluent enough to understand the broad strokes of whatever it is Lily is signing but only Tachi has put in the time to learn the language properly. Her and Lily will sometimes utilize it to have private conversations. In the field she gets by with a limited set of synthesized voice commands that Port has uploaded into a soundboard in her cockpit.
Lily is also quite near-sighted. A rare condition for an Outer, let alone an Arsenal pilot. She can commonly be found sporting a pair of cokebottle glasses when not in her Arsenal.
Arsenal: Red Rabbit
Weapon Compliment:
  • HAW-M05 Silver Raven II x 2
  • SAW-EB10 Prominence
  • SAW-EB10L Prominence
  • SAW-RP95 Devotion
  • HAW-CS09 Cooling System
Arsenal Characteristics: Red Rabbit is what most experienced Arsenal pilots would describe as ‘selfish.’
Even as part of a cohesive unit, Red Rabbit’s role typically involves acting alone, striking forward ahead of the advancing unit or around the opposition’s flank to pick out high priority targets before the enemy can properly react. Where Arachne’s application is as a blunt instrument, Red Rabbit is a dagger sinking into the enemy’s unguarded flank. Hot shots flock to these sorts of machines because it means they get to wrack up the killmarks, though Lily doesn't seem the type to keep score.
About every aspect of Red Rabbit’s handling characteristics have been redlined for the sake of keeping up with its daring pilot. It’s bleeding fast, turns on a dime, and is practically air-weight as far as Arsenals are concerned. This also means it’s exceptionally fragile but, with Lily at the helm, it’s rare for the Rabbit to incur significant battle damage at all.
A minor note: Red Rabbit is the only Arsenal in the unit to use an after-market body kit. This has made visually identifying the make and model essentially impossible. Femto expulsion readings and in-depth handling analyses have been carried out by our boys in the Intelligence office but I can only speculate as to their conclusion, as the particular details haven’t been cleared for my viewing. I hear it made some of the higher ups break into a cold sweat, for whatever that’s worth.
“Cute kid. Not really sure what she’s doing hanging out in a Reclaimer unit, shy as she is.”
-MB
Callsign: Earwax
Real Name: Hope [no known surname]
Age: Unknown. Her age was frozen while quite young; appears to be about nine or ten.
Height: 121cm
Rank: E
Handed: Right
Family: Four sisters
Outer Ability: Currently unknown. Port has hinted that she might have empathic capabilities.
Piloting Tendencies: Earwax is the team’s high altitude reconnaissance and communications expert. She spends every moment of flight time high over the battlefield, coordinating the other pilots and keeping a bird’s eye view of the battle. There is no known record of Earwax engaging in combat directly.
“Don’t call me that! Ugh. I asked Port not to make that my nickname . . .”
-Earwax apparently doesn’t like her callsign.
Physical Description: The spitting image of Protoca, if Protca were seven years younger and lacking mutations. Going theory in the intelligence circuit is that Earwax and Protoca are twins, with Earwax contracting Outer Syndrome at an earlier date than her sister. Sadly, at this stage all we have is conjecture.
Notable visual distinctions between the two, aside from height, mostly come down to personal style. Earwax wears her hair longer and is more likely to wear ornaments such as hair clips or bands. She is also the team’s only member to be commonly found in civilian clothing, with a penchant for ribbons and frilly dresses. All told, Earwax is almost aggressively ‘normal’ in contrast with the rest of her team, wholly lacking her sister’s enhanced musculature as well as any cybernetic augmentation.
Arsenal: Eden
Weapon Compliment: A single HAW-H05L Trickster and all the sensor equipment you can reasonably jam into the torso chassis.
Arsenal Characteristics: Eden is the Dolls’ high altitude recon and overwatch unit.
Just about every spare or redundant part has been pulled off the frame in favor of saving weight and increasing the maximum operational ceiling of the unit well beyond standard combat load parameters. As a result, Eden is capable of operating above an AO almost indefinitely, feeding the team’s other pilots a steady stream of intel while high and away from any real danger.
Frankly, there isn’t much more to say on the subject. Eden is so pared down that it’s barely more than a trainer unit with a bunch of sensors strapped to the hood. Which is good, because Hope has none of the typical neural implants that normally facilitate handling Arsenal movement, nor any secondary method of connection like most of her sisters. She flies almost purely by instruments.
There isn’t even much evidence to suggest she’s ever fired her Trickster, which is meant as a last resort defensive measure in case something gets by the defensive screen formed by the rest of the unit. There have been all of five occasions where her Arsenal was purposefully pursued by enemy contacts and, the three times they got away from Lily, said contacts burned their own engines out while trying to exceed their operational ceiling.
Closing Statement: The Lost Dolls represent a valuable asset in the fight against the Corrupted AI in that they are a reliable and high-uptime asset dedicated to safeguarding vulnerable towns and cities across the Oval Link. That said, they show no interest in working closely with any Consortium; at this time it is my estimation that we would only ever look to the Lost Dolls as a stabilizing measure in the event of a crisis, rather than a resource to exploit proactively.
If you made it this far, thanks for reading over my post. And thanks to u/Muteki_____ for translating DxM's supplementary materials and ultimately giving me the idea for this writeup.
I sure hope the formatting doesn't break.
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submitted by binaryoptionstra to u/binaryoptionstra [link] [comments]

Ranking the P5R Palaces!

Howdhee-ho everyone!
So the other day I did a ranking of all the Showtime attacks. I’d said that if it got a bit of attention and people seemed interested in this kind of stuff, I’d do rankings for other Persona 5 bits.
So today I thought I’d explore Palaces. Now, this one is going to be a bit lengthy because Palaces have a lot to talk about.
And for the usual disclaimer; Spoilers ahead! And everything from here is just my own take on it. If you feel differently, awesome! I’d love to hear your thoughts as well!
So, here are the main criteria I’m basing this stuff on.
“Story” - Now, this isn’t a plot review, but rather a review of how the Palace feels in relation to the story. Essentially, how well does this Palace fit, and does it make sense for the ruler?
“Creativeness” - How creative does the Palace feel?
“Gimmicks” - Puzzles, areas, things like that. Are they good? Do they fit thematically?
“Atmosphere” - From design, to enemies, to music. How does it feel? Does it match the tone of the current arc?
“Length” - This is not necessarily “how long is the Palace” but rather “How long does it FEEL”. Does it drag on? Does it feel too short?
Also, I will NOT be including major bosses as part of the Palace. I’ll be covering bosses another day!
So without further ado… let’s dive right in with what I feel is the worst Palace. And I don’t think this one will be a very hot take.
#9 - Okumura’s Big Bang Death Star
Yikes
Alright. I’m gonna tackle this one at a time, just going down the criteria list.
So to start with the story, I don’t think that a space station makes sense, because thematically it’s a bit… odd. Realistically, the whole “point” of Okumura’s arc is that he wants to “Ascend to the political world”. And you uh… can’t ascend much further than outer space. I think they could have gotten the same general idea with the Palace being something like a NASA Headquarters. Then you still get the space feeling, and the concept of “escaping to Utopia”. I’ll admit this one is a bit of a nitpick. But it’s always been a nagging issue for me.
Now, this is a pretty creative design for a Palace. A giant space station with faceless, robotic drones sacrificing themselves for their leader. It screams of Star Wars with the Stormtroopers just letting themselves get ripped apart for Palpy and Vader. And honestly I remember feeling this sort of overwhelming sense of wonder as I walked into the Palace for the first time and saw SPACE sprawled out in front of me. It’s cool.
Now, here’s where the problems come in. The gimmicks. Not only are they not good, but GODS ABOVE they are repetitive. First there’s the “robot interrogation” section. Try to find the highest ranking robot. But first you need to go through all the ranks below him. If I wanted to be sent up a chain of command until I talked to someone who is actually useful, I’d call up tech support. And fun fact, calling tech support is awful and nobody does it for fun. Well, except apparently the person who designed this “puzzle”. Then we have the breaking arms and lunchtime puzzles which are just… build a bridge here, hit the button, sprint across to the new bridge, make another bridge, run back to the third bridge. I dunno. It’s very uninspired. And then we have the airlocks. Or as I like to call it, wasted potential. This puzzle COULD HAVE BEEN great. But they made it so overly complex and so long that it gets grating.
Now, for the atmosphere. Honestly, I think this Palace does atmosphere very well (which is ironic since it’s in space). But it really gives the idea of a ruthless, corporate conglomerate. And while I think the music is one of the worst tracks in the game, it really does fit here. It’s tedious, repetitive, and droning. Just like working in fast food (and being in this Palace).
And length. Yeah. It’s long. Probably the longest Palace. It definitely feels like it.
So yeah. This Palace is kind of not great.
#8 - Kaneshiro in the House from Disney/Pixar’s Up
Now, I don’t want people to think I hate this Palace. Because I don’t. But I do find it to be one of the more bland ones. It’s just kind of… uninspired. Eh. I’ll get more into it below.
So as far as the story goes it makes sense but… there isn’t a lot TO Kaneshiro. Like, he’s a guy who likes robbing people. We never get to know him beyond that. So a bank is kind of the only option. So it makes sense because well… nothing else would as far as we know.
And unfortunately, this impacts how creative the Palace is. It’s cool that it’s flying, but the flight part is a little… irrelevant. Once you’re in the bank it’s just kind of… a bank. Like, there’s nothing really unique or cool about it. It’s a bank. All of it. The whole thing is just a normal, run of the mill bank once you’re inside. Well… except the money pit. Which is a full like 5 minutes of the Palace so ya’know.
Now, for the Gimmicks. There is one. One singular gimmick. And I don’t really like it. Kaneshiro’s bank has the “letter math”. Basically he has a bunch of notes with things like D=1, U=2, M=3, and B=4. Then you go to a panel with the word DUMB on it and put in the code 1234 (sounds like something an idiot would put on his luggage). So yeah. It… certainly exists.
Now I will say, I do like the atmosphere. And the BGM is, as the kids say, “A bop”. I’d say it’s the… fourth best Palace track. And the Palace DOES really feel like a bank. It’s heavily guarded, and you really get the feeling of “I don’t belong here” after you pass the main room. This is the only Palace that really made me feel like I was trespassing somewhere I wasn’t welcomed. And if you’ve ever been anywhere in a bank that isn’t the main hall, I’m sure you get the feeling. And the basement level does give me that sort of “bank heist” vibe.
Now, I don’t know how long this Palace is. But it certainly feels long. I think most of this is the basement level. Once you get to the lettenumber puzzle it feels kind of like it starts dragging.
So yeah. This Palace is… it’s okay. It’s not good. It’s not bad. It just kinda exists.
#7 - S.S. Shido
I don’t know how controversial this one will be. But I don’t really enjoy this Palace all that much. It gets REALLY old REALLY quickly. But it does have some merits.
Firstly, the Ship idea makes a lot of sense. Especially after Haru just goes “Here’s the metaphor!” in case the player doesn’t get it. Yeah, it makes sense that Shido has a giant cruise liner filled with only the elite as the country around him collapses. Plus, he does talk about “steering the country” more often than Ryuji says “FOR REAL?!” … okay. Maybe that’s not factual. But you get my point.
Now I will say, this Palace is very creative. The idea of a giant Ship cutting through buildings is cool. And I like how it’s treated as a cruise liner because it allows for a lot of additional areas, like the pool restaurant, and obviously the usual ship bits.
Now for the gimmicks… there is one. It’s the rat puzzle. And it can go fuck itself. Thank you for coming to my TED talk.
Now for the atmosphere. It feels perfect. The Palace itself feels grand, powerful, and intimidating, and the score accompanying it amplifies that feeling by quite a lot. I think it’s a bit of a step down from other Palaces, but it certainly makes sense and really works in regards to Shido.
As for length… holy hell this Palace is long. Both literally and mentally. It has basically 5 mini levels, really annoying and long puzzles, and a whole game’s worth of dialogue. I get that they have a lot of loose ends to wrap up but ye gods this Palace feels like it takes an eternity to beat.
This Palace is the textbook definition of wasted potential. It could have been amazing. It has all the pieces it needed to be. But they squander them by diluting the palace with annoying puzzles and WAY too much tangentially-related plot stuff.
#6 - King Kamoshida’s Crazy Castle
Now, I know that I have this one at 6th. But that isn’t a bad thing. I personally think this is the first “good” palace. It’s nothing amazing or crazy, but for the first Palace it’s nice and fun.
Obviously the Castle aesthetic works with Kamoshida. It makes a lot of sense seeing how he lords his power over everyone in the school. Even Principal Eggman gives in to him. So an idea of him lording over everyone obviously makes a lot of sense. And a bit of a fun fact, the guards in his Palace have the same voices as the other teachers.
And the big Castle is actually pretty creative. For a first Palace it really sets a tone, and standard for other Palaces to follow. It’s grand, absurd, and completely disgusting. Makes sense for something formed from distorted desires. There are also some really cool areas like the chandelier hopping, and the crazy, distorted upper floors.
Now for gimmicks. They’re kind of simple. The two present are the book ones, where you need to place the proper book in the proper section, and the one where you need to kill enemies to get the eyes for the statue. Neither are particularly hard, or particularly inspired. They aren’t bad though. And they aren’t overly-long. They’re standard RPG trope puzzles.
Now the atmosphere is kind of… strange. Honestly, I find it hard to take this Palace seriously. The BGM sounds like something out of a 70’s porno, and the Palace itself honestly feels like 70’s porn meets Dungeons and Dragons. It doesn’t really fit the story content of the outside world. It doesn’t reflect Kamoshida’s abuse or Shiho’s suicide. It feels a little too silly. I still like the aesthetic, but I don’t think it really fits with the plot. It needed to be more serious.
And this Palace, unfortunately, does start to drag. By the time you reach the messed up, hyper distorted floors where the floor tiles are floating around, the Palace is getting a bit old. Though this could be due to the fact that you don’t really get to make any progress during your first like… four visits.
Overall, it’s a solid Palace, and a great starting point.
#5 - Madarame’s Museum (I couldn’t think of a creative name for this one. I’m sorry.)
I really like this one. It’s fantastic. And I realize saying that for the 5th ranked Palace is kind of weird, but honestly I think that’s just a testament to how great the next four are.
Starting off like normal, this Palace makes a lot of sense… but I always found it odd that his distortion is a Museum. Because like… that isn’t exactly unusual. He’s a renowned artist with a ton of very famous works. I feel like he has art in museums. I mean, we’re introduced to him at an exhibit. I dunno. It’s a nitpicky issue that I don’t want to press. Regardless, it obviously makes sense. And I love how all the paintings in here are sort of distorted in their own way to show how Madarame has to change his own cognition to accept his art as his own.
And uh… yeah. This Palace is creative as hell. Sure, at first it feels like a normal museum. But stuff like the weird golden staircase abyss, the awesome courtyard, and the painting puzzles are so cool.
Speaking of the painting puzzles. There are two major puzzles here. The painting ones where you enter paintings Mario 64 style, and the Sayuri puzzle.
The one where you enter the paintings is kind of cool, because ultimately it’s about remembering the path that works, while also unlocking other paths to take and figuring out which path will let you escape. It’s cool, and brief, but a little TOO easy. Then there’s the Sayuri puzzle which I love. Basically you are presented with a few different paintings. All the Sayuri, but with slightly different modifications. And you need to pick the “real” one. I like this because it tests how well you were paying attention. They start off obvious, but the differences get more and more subtle as it goes on. It’s a great gimmick.
As far as the atmosphere goes, this place is great. Not only does it match the overall feeling of an art museum, but it honestly has this sort of tenseness to it. I can’t really describe it, but it almost feels ominous. And I think that fits given that Madarame himself is a rather ominous figure. We know he’s bad, but we can’t really prove it for most of the arc.
And I think this Palace has a perfect length. It doesn’t feel rushed or like it’s dragging, and I think that’s more because of the physical length. It isn’t an overly long Palace as far as playtime goes.
So yeah. This one is pretty damn good. I like it.
#4 - Sae’s Controversial Casino
Yeah. This one is going to piss people off. I know that a LOT of people have this as their favorite Palace. And I can understand why. But it has a few issues that sort of drag it down for me. They don’t drag it down MUCH, but they keep it from getting any higher on my list.
Obviously, the Palace makes sense as far as the story is concerned. Sae sees her job as essentially rigged gambling. Anyone outside “the system” thinks they can win, but in reality it’s not possible. As such, everything in her Palace is rigged to make it unwinnable. Or it SHOULD be. But we have a Futaba. So we get to cheat too. “Mwehehe”.
Honestly, the casino and premise is very creative. The concept of a Casino full of rigged games that you need to unrig is awesome, and the layout and mission is great. Also, I love how they have it set up so Sae actively wants you to try to reach her. It’s incredibly unique as far as that goes.
Now for gimmicks. There’s really only one, because most of the time you’re either walking around or killing things. And this gimmick… kind of sucks to be honest. I’m talking about the House of Darkness. It’s the only part that is more than a cutscene, standard area, or standart fight. But all it is is a standard area you can’t see. And it sort of sucks. It’s really… boring. And kind of lengthy. It’s pretty bad.
As far as the atmosphere goes it uh… well, it certainly feels like a Casino. And Sae’s presence throughout makes it feel much like how the plot does outside. Sae and the SIU are closing in, rigging the game and challenging you to take the fight to them. It’s great, and I love the plot elements here.
And now onto my major gripe. The length. This is definitely the shortest Palace. And it feels short half of the time. The problem is that the parts that DON’T feel short are painfully bad, and feel painfully long. I’m talking mostly about the Dice Game, and the House of Darkness. As I just said, the House of Darkness is little more than some dark corridors. And unfortunately, the Dice Game is the same, but without the darkness. There’s no real “Game” to this Casino. It’s just a bunch of drab, grey hallways that feel like a nuisance to traverse. It sucks when what you WANT is to get to the good Casino shenanigans (like the Arena) but instead have… this stuff. It makes the Palace feel like it drags, even though it’s probably the shortest one.
So yeah. I still love this Palace but it has some glaring issues that I can’t overlook.
#3 - Lil Sister’s Big Pyramid
God I love this Palace. Much like with my Showtime list, I honestly think I could lump my top 3 all in as my “Favorite Palace” but for the sake of this I did want to try to dive into this on a deeper level. I’ll admit, too, that from here on a lot of these placements are more on gut feeling.
Anyway, to start off, this one works incredibly well as far as story. Throughout the entire Palace we see Futaba go back and forth between wanting help and rejecting help. Her shadow knows we’re busting in from day one and follows us around just like Sae does. But due to her desire to push people away, we are constantly fighting an uphill battle against her to save her, even though she wants us to save her. And the fact that her Palace is a pyramid out in the middle of the desert is awesome symbolism for how Futaba’s position is. She hates the idea of being near other people, so she locks herself away.
Now, I personally think this Palace is super creative. It has a nice blend of ancient Egypt with the pyramid, but also ultra-modern tech stuff. Random flecks of data appearing all around, mechanical traps, and the room before the boss which is basically a massive data stream with floating hunks of pyramid floor in it. It’s just so cool. It’s a combination of ancient and modern that shouldn’t work, but does.
As for gimmicks, there are three major ones here and I think they’re all great. Firstly are the Anubis puzzles. These are pretty simple, but the gist is you grab an orb from one statue and need to put it in another. However taking them blocks off certain paths. It’s not super hard. But I like it.
Next, there is the binary puzzle. Again, fairly simple. There’s a red column and a blue one, and you need to put in certain binary codes in these columns to unlock certain doors.
Finally, there’re the picture puzzles. And honestly I love these. You come to a mural of something important to Futaba’s life and you need to rearrange them to make the picture “correct”. I love it because the scrambled appearance is symbolic of Futaba’s distorted view of these events. And they get harder as you do more, but never overly hard. It’s just a quick, fun mini-game.
As for atmosphere, I think it does a great job of showing the isolation, desperation, and mistrust Futaba feels. The music score (my 3rd favorite Palace theme) is absolutely amazing and the wailing guitar helps to show the pain in Futaba’s heart.
And while this one is lengthy, it never feels overly long or overly short. It changes up the pace enough to feel fresh, and doesn’t overuse the elements it has.
So as you can see, I have no problems with this Palace. Only things I like. Which is why Placing these top three was so hard for me. But I think the things I like in the other two I happen to like more.
#2 - The Public’s Prison. Memes and Mentos.
Now, Mementos itself is kinda bleh. We all know this. But the Depths of Mementos, the Prison of Regression, is absolutely incredible. And I KNOW this one is going to be controversial as hell. But I can’t help it. I love this Palace. It’s so good.
To start with, obviously this one works with the story outside because… well… it’s the one most linked to the outside plot. This is about every single person in the world being unwilling to commit and plot their own lives. And this place thematically matches. It’s a prison, because every person sees themselves as a prisoner.
And the creativeness levels are off the charts. Sure, they could have gone with a stereotypical “hell” level but they didn’t. It’s a prison of almost alien design. It’s the kind of weird, off the wall evil that I’d expect to see in Mass Effect. Like I could see the Reapers living in the Prison of Regression while they wait for the next cycle. It’s just so damn cool looking. I love this place. It’s so menacingly malevolent without beating you over the head with the horror it holds. Plus the post-fusion part in the second half is so wild and insane looking. It looks like something I’d expect to see in Doom.
The Gimmicks are also great. While there’s only one real Gimmick, it’s a fun one. A puzzle where you need to light up tiles on the floor. The first one is a gimme. But they increase in difficulty to hilariously easy, to you actually needing to complete other puzzles first in order to do the one necessary to progress.
I already sort of touched on this with the creative part, but the atmosphere of just existential dread this place holds is immense. And the BGM, Freedom and Security (my personal favorite Palace theme) really hammers that home. It has an eerie, ominous feeling to it that really works well in tandem with the rest of the level. And as I mentioned above, tt flips from being dreadful and terrifying, to having our heroes triumphantly running up a staircase of bones, destroying Yaldy’s minions as they march on to kick his ass like Doom Guy sprinting through Hell to kill a big boss demon.
Finally, it’s a perfect length. Not overly long, but not short either. And the plot elements halfway through give a nice breather and tone shift before thrusting you into the awesome second half as you climb up to the Grail’s chamber.
If I had to give a reason why this one is in second place, it’s that the second half is a little too focused on being cinematically badass that it foregoes exploration in exchange for a linear path. And while it works well, I still prefer the first half of the Palace.
#1 - Dr. Snack’s Hospital of Happiness
Here it is folks. My Number one. I don’t think this one will be as controversial as some of the others. But even so. Here we are!
So to start, obviously this Palace makes a ton of sense for Maruki. He was intended to get a research lab built in the spot where this Palace forms, and the Palace IS a research lab. So obviously that works. And the whole concept was about using cognition to change people’s lives for the better. We can see this in the Palace during the quiz section where we see how Maruki guides patients to his happiness. Which is thematically nice because it shows that while Maruki claims he wants everyone to be happy with their desires, he actually wants them happy with his. Anyway, I’m rambling. The Palace is great as far as story and makes sense for the character.
And yeah. This place is creative as hell. It’s not just a research lab. It’s a massive spire with rainbow bridges, massive telescopes, and a dome on top meant to represent heaven since Maruki sees himself as God. It’s the most grandiose, over the top thing in this game. And I’ll remind you, in this game you shoot a God in the face with a sword gun.
*ahem* anyway. The gimmicks here are really damn good. The first thing is the awesome Quiz section. I do think it’s a little bogged down by the whole “The team must meet and discuss” part, but I love how this whole thing is just “How well do you know Maruki?”. If you know him well, you get a reward. If you don’t, you get punished. Then there’s the color bridge section which is just “If the Okumura space tunnels didn’t suck”. It’s so good because it requires a lot more strategy and a lot less luck than the Okumura port. And if you make a mistake it’s a much easier fix.
The atmosphere is amazing too. The sterile but obviously corrupted first bit when you’re in the main building feels very clinical. But the strange bits of oddities really gives off an other-worldly vibe. Remember how I said the Prison of Regression felt like it had Mass Effect vibes? This part has like… Resident Evil vibes. It’s like a modern hospital tainted by an otherworldly monstrosity and it’s awesome (and, actually, not far from the truth. Much love, Azathoth.) Oh, and the BGM is my 2nd favorite. I fucking adore Gentle Madman.
As for the length, I do think it’s probably the longest Palace. It definitely comes close with Okumura. The difference is you’re actually forced out about a third of the way through and, if you’re playing “optimally”, you won’t be back for a bit. So it never feels like it gets old or tired. And it changes up often enough, and with drastic enough changes that it never drags on like the bottom three Palaces on this list. So it’s great.
GOD DAMN I LOVE THIS PALACE.
Aaaaanyway. That’s my list. I’m thinking I’ll do bosses next, but I dunno. What would you guys want a massive rank essay on? Bosses? Awakenings? Phantom Thief members? Party Personas? And what are your thoughts on this here list? How would you rank the Palaces?
I hope you all enjoyed this, and I look forward to hearing your opinions in the comments!
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Finding the Best Advice For Binary Options Trading

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House Party 6/22/2020 - Part Two

Woodbridge: I hate to say it, but it’s unlikely, Allen. It’s a lot easier to pretend everyone else is wrong, and that you had no other option.
The camera pans to a kitchen. We see Tony the Milkman standing there in his leather jacket accompanied by Jim Baker. The table is adorned with ingredients mixing bowls and other baking supplies.
Tony ”Guys, gals and non-binary pals, I welcome you all to the great bake-off! Mr. Baker and I have decided to put our differences behind us but before we officially align we have decided to have one final friendly competition! Since I beat him in our debut match, I picked a stipulation that I believe will help make the score equal.”
Baker: “Tony, you know I’m not a baker, right? It’s just my name?”
Tony: “I get it, Baker, you’re playing a rib on me so I won’t feel bad for losing. It’s ok! We’re partners now!”
Baker “Tony I’m being se-“
Tony: “As is I was saying, The bake-off! Both of us will be baking something, which will then be shared with the rest of the locker room, unless they’re that piece of shit Joey McCarty, or Joey McCarty’s friends.”
Tony stares directly into the camera: “I know how much the people in the locker room love consuming the labor of others without compensation.”
Baker nods in agreement
Tony: “For my entry, I will be making the favored dessert of bisexuals such as myself… Lemon Bars!”
Baker: “And I’m making… uh… cookies I think”
Tomy: “No need to put yourself down, brother! We all know you’re going to smoke me! Anyways let the games begin!
The to go off in opposite directions and begin preparing their deserts. Tony begins making a crust out of flour cornstarch and other ingredients, carefully slicing butter and mixing, while Jim unsuccessfully attempts to make even balls of store bought cookie dough.
Backstage we see Mark Dutch walking around, peeking around corners and down hallways as if he’s searching for someone.
Dutch: Yo Blackwater! We’re done playing hide and seek! Where are you?
Dutch turns around, staring at each door and peeking into some of them, but to no avail.
Dutch: Where the fuck did he go?
After taking a few more steps he stares to the left of him. The camera turns and he comes across Kyle Scott, looking down onto a large map.
Dutch: Kyle. You got a moment?
Kyle looks up, staring back at the tall Dutchman with a focused look on his face?
Kyle: What do you want? Can’t you see I’m busy?
Dutch frowns for a moment, presumably having a brainfreeze from the shake before he peeks at the map. It’s a detailed map of Ohio that Kyle looks at
Dutch: Have you seen Louis? Louis Blackwater?
Confused, Kyle looks back at Dutch before shrugging.
Dutch: Like.. the B in D&B? Have you seen him?
Kyle: Becca?
Dutch: No. She’s dead. Blackwater.
Kyle: Ooooh! Blackwater. No, I haven’t. Why would I know that?
Dutch: I don’t know.
Kyle: Exactly. Now leave me alone, please.
Dutch: Fine. Thanks anyways.
When Kyle puts his head back down into the map, Dutch continues to walk down the hallway until hearing a loud crash. Immediately, Dutch sprints over to where the sound came from, in the background we see Kyle not even having flinched from it. After a few steps Dutch goes around a corner and immediately is heard yelling.
Dutch: LOUIS!
Louis is found on the ground, holding his head and surrounding him are metal pipes. Dutch gets to Louis and checks him out, staring over him as he tries to get Louis’ attention by shaking him!
Dutch: LOUIS! WAKE THE FUCK UP!
Blackwater: I am awake! Stop shaking me!
Dutch: Why the fuck are you on the ground?!
Blackwater: Fuck, man. A fucking mouthbreather attacked me from behind. Hit me right in the fucking liver. REAL LAME, GUYS! I USE IT TO DRINK!
Blackwater holds his hand on his side, presumably where is black, abused liver is supposed to be before he sticks out his hand, trying to get up. Dutch takes it and pulls him up slowly.
Blackwater: Ah.. fuck.. that hurts..
Dutch: You going to be alright?
Blackwater: Yeah.. Fuck me, I had worse. I should check a doc or something. Then go find the cumstain who did this.
Immediately, Dutch’s eyes light up as if he has a bright idea.
Dutch: I got a bright idea! You go visit the doc, I’ll find who did this. I’ll be like Batman doing detective work!
Blackwater: Of course you’d wear leather. You gonna have bat-nipples on your costume too?
Dutch: Fuck off, mate. Let me help you get to the doc.
Wrapping Louis’ arm around his neck, Blackwater begins to walk down the hallway, helping him as they both disappear around the corner.
Blackwater: Really tho, I won’t judge you if you wear leather.
Dutch: ...I’ll think about it.
We then cut back to the ring, where we see Javier not standing solidly in the middle of the ring, but instead rushing down from backstage to it, seemingly not having been ready for once, as he pulls out a card from his pocket, and begins to read.
Javier: At the request of both competitors in this upcoming bout, we will now be staging an impromptu singles match between Dalidus Nova and Buster Braggadocio!
Crowd: WOOOOOOOOOOOOOOO!
Javier: Clears throat And it is a singles match set for one fall, with a 30 minute time limit! Introducing first-
The Kids are Back hits the speakers, as out from the curtain comes Dalidus Nova, swiftly followed by Miles Alpha.
Javier: From Toronto, Ontario, Canada, standing at 6 feet 3 inches and weighing 225 lbs… DALIDUUUUS! NOOOOOOVA!
Crowd: BOOOOOOOOOOO!
Woodbridge: And the crowd here not a fan of Dalidus or Miles.
Paisner: They’re not the only ones…
Dalidus spits out a grotesque, far-too-large mouthful of Hubba Bubba gum at ringside and enters the ring, Miles staying outside but putting himself in Nova’s corner as Freaky Black Greetings hits the speakers.
Javier: And now, from Atlanta, Georgia, standing at 6 feet and three quarters of an inch and weighing 220 lbs… BUUUUUUSTER! BRAGGADOCIOOOOO!
Buster comes out from the curtain, pick in hair and yelling caucasian-themed insults at the crowd with reckless abandon.
Crowd: BOOOOOOOOOOOO!
Woodbridge: Quite clearly, the audience here doesn’t feel too strongly about Buster either!
Paisner: Seems the crowd and I are finally seeing eye-to-eye!
He slides into the ring, flicking his pick towards Alpha at ringside while he does so. Buster and Dalidus eye eachother up from opposite sides of the ring as the bell signals the start of the bout.
DING DING DING!
The bell rings, and Buster is quick to charge Nova, who slips underneath the bottom rope and out of the ring.
Crowd: Booooooooooo!
Paisner: Dalidus wasting no time going to his sleazy playbook.
Woodbridge: But Buster’s not having it, look out!
Buster immediately follows Dalidus to the outside, giving chase as Nova stumbles into a run, not expecting Buster’s aggression. The two make a circle outside the ring, until Dalidus slides right back in through the bottom rope. Buster is seconds behind him, but as he gets to his feet he sees that Nova has slipped back outside the ring, grabbing Buster by the ankle and pulling him down and out to the floor!
Crowd: Booooooooooo!
Paisner: Ooh! Buster landing hard outside!
Dalidus starts to lay boots into Buster on the outside, as Miles yells a mix of encouragement towards his partner, and insults towards the opponent. After several seconds of the officials count, Nova grabs Buster and wrestles him back into the ring.
Woodbridge: Finally, both men back into the ring, the only place the final fall can take place.
Not relenting, Nova drags Buster up to his feet in the corner, striking him in the chest with a chop!
Crowd: Ooooooooh!
He winds up for a second one, but not before Buster strikes him with a forearm strike, creating the separation necessary to connect square in the chest with a dropkick!
Crowd: OOOOOoooohh!
Paisner: Buster with the retaliation!
Nova is sent flying backwards, quickly rising to his feet in the opposite corner as Buster continues his attack, flying in with a corner clothesline! Still not giving Dalidus a second to breath, Buster shoots Nova back towards the other corner with an Irish Whip…
Woodbridge: These two men, back and forth across the ring!
...Charging in for another clothesline, Buster is suddenly met by the rising boot of Dalidus!
Crowd: Woooahh!
Paisner: Back and forth quite literally, Mark! Neither man’s gotten a concrete advantage thus far!
Taking a second to breathe, Dalidus re-approaches Buster, bending down to pick him off the mat only to get caught in a lightning-fast small package!
1…!
2.. - No!
Woodbridge: Nova damn-near got caught!
Dalidus is swift to fight out, both men twisted away from one-another and back up to their feet, backing towards opposite ropes.
Alpha: C’mon, Dali! Get his ass!
With the verbal from Miles, Dalidus rushes Buster, who ducks underneath a clothesline attempt, grabbing the waist from behind and using Nova’s momentum to run him into the ropes with an O’Connor Rollup!
1…!
2…!
No! Dalidus reverses the roll-up!
1…!
But Buster breaks free, and is quickly up to a knee!
Paisner: Two escapes from both - WOAH!
Still kneeling, Buster is caught in perfect position for the Kneeling Superkick!
Paisner: CHEKHOV’S GUN! Buster falls back to the mat, rolling out of the ring and plopping to the floor outside the ring.
Woodbridge: Buster got caught on bad timing, but makes up for it by getting outside the ring, away from any potential pinfall attempts.
Dalidus, with an annoyed look on his face, walks towards the ropes, crossing them and landing outside the ring beside Buster. As Miles stands beside him, Dalidus again tries to get Buster into the ring. This time, however, Buster slips from Nova’s grip, slamming his opponent's head into the edge of the ring!
Crowd: OOOOOH!
Paisner: Buster was playing possum!
With Nova dazed, Buster turns to Alpha, kicking him in the gut before grabbing the back of the Canadian’s head and swinging him into the ring post!
Crowd: YEEEAAAAAAHHHH!
Woodbridge: Miles hit hard, and the crowd loves it!
With Alpha laid out outside the ring, Buster swings Nova’s legs up and onto the canvas, sliding in after him.
Paisner: These two have fought at a lightning-fast pace thus far, and it looks like Buster is aiming for an equally-fast conclusion to this bout!
Buster sits Nova up in the center of the ring, shooting a quick kick into his back to keep him in place. Breaking into a sprint, Buster hits the rope facing his opponent, running back at Dalidus with intentions to hit a running knee strike…
Woodbridge: Bravado Bust - Nonono!
However, Dalidus lays back and the knee flies right overhead, as he reaches upwards and catches Buster between the legs, pulling him back down to the mat with another roll-up!
1…!
2…!
3.. - NO!
But Buster kicks away, breaking the pinfall! Returning to his feet, Buster is unable to avoid a forearm strike from Dalidus, stunning him long enough for Nova to drive a knee into the gut and snap down with a quick DDT!
Paisner: DDT from Dalidus, and these two just will not slow down!
Woodbridge: Ya may not like them, - God knows I don’t - but they’ve got some mighty gas tanks on ‘em!
Dalidus, now behind Buster, brings his opponent to his feet with a waistlock, before throwing Buster’s arm over his neck and throwing him backwards with an Inverted Exploder Suplex! Buster flies far through the ring, but his boots collide with the skull of the official, sending him falling to the mat like a sack of potatoes!
Crowd: BOOOOOOO!
Paisner: Cord Cutter, but the ref’s down!
Woodbridge: Buster ate all of that!
Dalidus begins to go for a pinfall, but spots the official down on the mat. Looking up towards a less-than-admiring crowd, he gives a shout to his partner.
Dalidus: Miles! Gimme a chair!
Paisner: Oh, sonuva…
Miles, still reeling from the collision with the steel post, grabs a steel chair and slides it into the ring as Buster begins reaching for the ropes in an attempt to get back to a standing base. Meanwhile, Dalidus grabs the chair from the mat and sizes up Buster from behind.
Woodbridge: Buster’s gonna get his brain rattled!
As he turns around, Dalidus charges with the chair raised high, swinging it downwards just as Buster sees, quickly rolling underneath the blow leaving the chair to connect with nothing but air!
Crowd: OOOOOOH!
Quickly up to his feet, Buster reaches into his tights to retrieve his signature black marker! Throwing the cap into the crowd, he immediately strikes Dalidus in the left eye with a jab from the marker!
Crowd: OOOOOOOOOOOOOHHHHH!
Nova falls to the mat, clutching at his face! Buster returns to the official, trying to get him back into the match, when he is struck from behind by a sudden forearm blow, courtesy of Miles Alpha!
Crowd: BOOOOOOOOOOOO!!
Woodbridge: The third man! Miles, getting himself involved once more!
Buster falls to his knees as Miles pulls him away from the ref, before swiftly bringing him up in a Fireman’s Carry and driving his boot into Buster’s skull with a Benadryller!
Paisner: Alpha with the Defeater to Buster!
*Woodbridge: He’s out cold, without a doubt!
Looking behind him to spot the official slowly coming to, Miles rolls Buster onto his back and pulls the blinded Dalidus on top of him, before slipping out of the ring and hiding from the officials view as he begins to slowly make the count!
1…!
2…!
3…!
DING DING DING!
Paisner: Absolute bullshit!
Javier: The winner of this bout via pinfall, at a time of 7:02: DALIDUS! NOVA!
The Kids are Back hits the speakers, as Miles comes back into the ring to assist Dalidus out of it, a shit-eating grin plastered on his face.
Woodbridge: In what was looking like quite the match, Dalidus steals one from Buster with the help from Miles Alpha!
Paisner: It’s bullshit, Mark. Complete bullshit.
The two walk through the curtain as the camera cuts away.
Mark Dutch is walking around the backstage area. He comes across Tony the Milkman, seeming to take a breather from the chaos of the kitchen, wiping off a milk mustache.
Dutch: Milkman! Tell me everything you know about the attack of Louis Blackwater!
The Milkman looks confused.
Tony: I don’t have any information for you, unfortunately. I do have a wonderful lemon cake! Would you like a piece?
Dutch takes a good look at the lemon cake Tony is offering, but he shakes his head.
Dutch: No, I cannot be distracted. I have responsibility!
Tony: Your loss!
As Mark Dutch continues to walk around, he peeks into a room and sees Big Money Maverick on the phone talking to someone. Dutch begins to speak to himself.
Dutch: Mav….maybe it was him….
Big Money Maverick: So yeah, if you're interested in doing business, let's talk about financials…
As Mav talks on the phone, and Dutch watches from outside the room, Dutch is suddenly approached by a backstage crew worker holding a bag of cheetos.
Crew Worker: Looking for the guy who attacked Blackwater? I don't think it was Mav.
Dutch: Why do you say that?
Crew Worker: He's been in this room making phone calls for hours, I should know…
The crew member swings the door open, cracking it behind him so the camera and Dutch can still see inside. We see the crew worker hand the bag of Cheetos to Mav, and Mav sets the bag on a table next to him, alongside many other drinks and snacks that Mav presumably forced the worker to get for him.
Dutch: Hmm...maybe not...but…...I don't know….
Dutch walks away from the room, and immediately is face to face with Stephen Romero, who’s holding an athletic jump rope in his hands and sweat covers his tank top.
Romero. Heard you were looking for who snuck up on Blackwater.
Dutch: Yeah. By the way, thanks for going after Balandran for my hotdog.
Romero looks back at Dutch, scratching the side of his head with a confused look.
Romero: Oh yeah. Uhm. No problem, I guess. Look, we two have been in the business for a while.
Dutch: True.
Romero: Yeah, and I noticed a trend which might work.
Dutch’s eyes are wide open as he looks back at Romero.
Romero: Usually, if you go to the ring and call out who did it.. they often show up and take responsibility. That or someone else shows up who wants to fight. It’s a 50/50 chance.
Dutch: Now that you say it, yeah.. you’re right. Thanks, Stephen.
Mark Dutch pats Romero’s shoulder before he looks at his now sweat covered hand. Immediately, Dutch wipes his hand off on Romero before he quickly walks away. Romero looks down at the sweaty handprint before letting out a sigh.
The camera returns to the kitchen, where we see Milkman back in after his break, and his crust has been pulled out and he’s pouring in a filling into it. Baker is on Twitter instead of watching whatever he has put in the oven. Bakers oven start producing smoke, whole Tony’s produces an absolutely gorgeous looking loaf of pastry
Baker: “Shit!”
Baker runs over the oven and opens it, quickly pulling the cookies out without wearing any form of hand protection
We open our next scene, as we see Stephen Romero backstage once again, clad in his wrestling gear and changed into a cleaner, and very small black tank top. So small the tank top is dangerously close to slipping inward a bit and potentially revealing his nipples. With this phone on hand, as he starts an instagram live stream from his phone, quickly getting up to around 14 unique viewers. As he begins to speak.
Romero: Hello world! I’d just thought i’d give a bit of insight into how I go about preparing for whatever I need to do when i’m at a show! The first thing to bring, always, always have this-
Romero opens one of his bags layed in his locker, inside revealing many bottles of water.
Romero: Stay hydrated, constantly! And you can stay hydrated with….uh….actually I don’t have any sponsors for this yet……..use tap water if it’s safe where you live, get some re-usable bottles if you can! I think when it comes to price points it’s not something you’d regret if you splurged on, but not something you need to splurge on either. I might even recommend not splurging, because with some extra money, you can become a patron for 1 cent a month! We are already at fifty-three patrons, and you can get in on the new hotness, and access to exclusive content! Now, to show y’all some more-
Romero grabs a significantly sized lunch box, as it seems to contain generous servings that make up a large rice bowl. First ingredient is obviously a lot of rice, with sliced pork, green onion, cilantro, mushroom, carrot, and avocado all being found in significant portions.
Romero: Being as large as I am and working in such a physically draining industry, the portions that I need to function would incapactiate a normal human being. Whether I am exaggerating or not is up to your own interpretation. And now, some may wonder how I get mentally prepared for a match? It heavily depends, for ippv matches where there’s more on the line, I tend to psych myself up with intense music, let out energy through running in place, my ippv matches are more about being intense. With lower stakes matches or House Party matches, I tend to moreso leave my training at the gym, I just try to show up in as good and happy of a mood as I can. Easier said than done of course, but with things such as forming alliances recently, I always have some others to lift me up. I think specialist and Rizwan are in the break room, lets go visit them actually!
Romero then walks out of the locker room and into the hallways, and as he just enters the hallways, he bumps into someone right in front of his whole stream!
gayboygayboygayboygayboygayboygayboygayboygayboy: omg king u okay??!!??!!
MarioFantatic37: Nooooooooo don’t get hurt from an unexpected collision your so sexy haha
After a moment of surprise, we see the person Romero collided with as he exited the locker room, GiGi, who now sees that Romero bumped into her, and gains a fury in her eyes.
GiGi: Hey! You! The audacatity to have said the things you have and now this?! Do you want to know the consequences! Well i’ll show you them!
GiGi then whips out her phone herself, a look of anger on her face throughout the process of doing this, as she starts up an instagram live stream of her own…….and instantly changes to a fake wide smile as she starts the stream up, hundreds upon hundreds of viewers quickly pouring in. She glances up at Romero with now a smug smile at the sheer numerical differences in their streams, as she begins to talk to her fans.
GiGi: Hello GiGi Gang! Welcome to an impromptu stream, brought on by more severe aggression against me! And guess who’s the person behind it!
GiGi dramatically swings her phone to reveal Romero in the shot, who’s holding up his phone for his stream as well, as GiGi’s chat goes-
Chad68: BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! Feet?: BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! LocalLesbian: BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! Jouster06: HOW DARE YOU HURT HER YOU MONSTER! I’LL BEAT YOU UP MYSELF! xxxsavannahgranger4523: Looking for hot singles in your area? Visit Datebeast.notavirus.com/132342435353324244het43422 for your hook up today! QuirkyGamer!!!: BOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Upon realizing who they’re seeing, as GiGi continues to speak.
GiGi: Once again I have been put in serious danger by Romero, by him as the much larger person trying to bulldoze over me and hurt me in the process!
Romero: I...literally just accidentally bumped into you.
GiGi: You’re lying! I can’t trust a word you say after your threats towards my livelihood, and now my physical well-being! You know what, this calls for retaliation, Kaitlyn, you’re strong, get him!
As GiGi commands this though, we don’t see anything happen, GiGi, confused as to why Kaitlyn is not doing something for her, turns around, and sees that Kaitlyn has mostly fainted due to the sheer scale of her infatuation with GiGi. Connected to GiGi only by holding on to her foot, where many in chat upon seeing this foot holding simply comment “God I wish that was me”.
Romero: Well, considering the state of Kaitlyn, i’m not sure she’s up for much of a fight in this moment. So unless you are, I think we’ll need another method to settle this, through what has been my goal, a stream battle! Where I handle mine with honesty and openness!
GiGi: Is that all? Easy! You’re on! Kait! Come with!
GiGi then begins to walk away, but is very noticeably slowed by the mostly dead weight of the head over heels Kaitlyn clinging onto her. Due to this GiGi is not able to make nearly as smooth an exit from the scene as she was hoping, but tries to make the best of it by highlighting the struggle she’s going through due to this, pointing the camera down in the process, showing her pastel colored shoes, as we see several “POGGERS” and excited proclamations of “FEET!” in her chat at this.
Romero meanwhile heads his own way, as we see support from the members of his chat-
gayboygayboygayboygayboygayboygayboygayboygayboy: Romeo, u r fuckin sick ur gonna do it
BasedAndGaypilled: STEPHEN ROMERO KREYGASM
Thats_So_Shibe: Bro no homo but I would like to have anal intercourse with you
Romero makes his way quickly over to a break room, where we see Rizwan and Specialist chatting over a cup of tea for Rizwan, and several cups of coffee for each member of Specialist, as Romero mutters to himself for a moment-
Romero: Fuck what do people like...spinning, they like spinning right? HEY RONDEL!
Rondel then stands up, he and Romero making intense eye contact.
Romero: DO ONE OF THEM COOL SPINS!
Rondel then jumps on top of the table, Rizwan able to save his tea, but all of Specialist’s coffee gets spilled. Rondel then not only spins, he balances on one leg to do the spin, mixing in several hops into the spin to add even more onto it, before finishing the spin, and stepping off the table. He then offers to replace everyone’s spilled coffee, as he goes to get more, but not before he and Romero both communicate to each other with a thumbs up. As the chat that has now grown to 25 unique views POPS OFF
We then cut back to GiGi, where we see on her stream her attempts to geti Kaitlyn functioning again. We see GiGi more gently poking her, shaking Kaitlyn, throwing a glass of water on her face, all to no avail! Before she finally switches up the strategy, and slaps Kaitlyn across the face, this action finally making her functionable again, as a wide smile forms on her face, as she springs to her feet. This once again drawing many “damn I wish that was me’s” from the chat. As GiGi then speaks to Kait-
GiGi: So, you’ve been allied with Romero before right? Knowing him from that, and knowing him now from his evil actions, what do you think he could be doing right this moment?
Kaitlyn: Uhm, he could be showing off his wardrobe right now? Yours is just, so much more expansive and prettier than his, I think you can easily take away the few viewers he has by showing off your-
GiGi: Not bad...but I think I got an idea better.
We then cut back to Romero again, where he’s showing off more of his wardrobe, where he is currently clad in a maroon red beret, glasses straight from a sexy secretary halloween costume, a white/maroon striped shirt tucked into tight fit jeans, and a leather jacket over it all. Romero hits several poses in this outfit, but as he’s focusing on himself in the mirror and showing off the outfit and his figure in it to the audience in his chat, we see GiGi and Kaitlyn sneak up in the background. Keeping a low profile, but enough to be noticeable in the lower frames of Romero’s stream, and obviously visible on GiGi’s stream as we switch to her view of her slowly crawling her way towards Romero’s set up. Where we see his set up is organized into different pieces, the tops/bottoms/jackets/hats/accessories all put into different sections. We see GiGi and Kaitlyn coordinate to take one thing of each from all of those while Romero is focused entirely on his posing. Then they go to make their escape and with wonderful timing, because as they start, Romero for the first time fully turns around to show off the outfit from behind! GiGi and Kaitlyn barely dodging out the way with all the stolen clothes. As we then hear Romero say-
Romero: Alright, I hope that was enough for all of you! Now, onto the next outfit…
Romero then goes through each his sections, making most of his next outfit….but cannot find the hat for it!
Romero: Yo what the fuck…..you know what, i’ll skip that one, next outfit!
Romero then goes through his next outfit…..but finds that he is now missing the jacket that goes with it!
Romero: HUH?! Again?!! Well uhhh….third time’s the charm I guess!
Romero then looks through his next outfit…..but cannot find the top to it!
Romero: WHAT THE FUCK?! Hold up, somethings going on here….
Romero then goes to grab his phone, and check insta live chat, where they are spamming “GIGI STOLE YOUR CLOTHES” in the chat, as an anger then manifests in Romero’s face.
Romero: She took my clothes?!........I’ve gotta do something about this man..
We then cut to GiGi and Kaitlyn still streaming, where we now see GiGi attempting a try on an article of clothing she stole from Romero, a denim jacket…..emphasis on *try, as we see that the jacket looks less like a normal jacket, looks less like an oversized jacket, but more like a straight up blanket on GiGi, nearly completely covering her all on it’s own.*
GiGi: What do you say Kait? I think these are so big on me they could really work as a unique shoot, maybe make it available for patrons donating $750 and up, or you could take them for yourself if you want, they’d still be quite large on you but not to the point where you could make your bed with it.
Kaitlyn: Oh, um, no, no thank you, I think i’d like to see more you wearing some of his stuff..
GiGi: Ooohhhh, well I know I already have one patron on board, say, how exactly would you enjoy seeing me wear it?
Kaitlyn: Well...uh….maybe with, nothing….uhhh
GiGi: Nothing what?
Kaitlyn: Uh…..umm…......nevermind…
GiGi: Alright, just if you ever do want some of this stuff let me know, you gotta take advantage of your top patron exclusive reward of receiving one individual piece of clothing from me!
As GiGi says this, we then hear the door into where they are get kicked down, as through the rubble, emerges Stephen Romero, Kaitlyn looks defensive and ready to scrap, as GiGi initially panics.
Romero: Hey! All that is my damn clothes!
In her panic, GiGi grabs the oversized denim jacket, and tosses it at Romero’s face as a distraction! Before GiGi bails out the room before anything can escalate! Kaitlyn still looks primed to defend, but GiGi forcefully grabs her anyway, pulling her away from the scene all the same.As Romero the takes his denim jaket he got thrown back in, he smiles that it still fits, and puts in on, striking a pose to his crowd in his chat.
Romero: Well…..I lost several hundreds of dollars and cool pieces of clothing because of that……...but at least this denim jacket is still sick though!
Romero then strikes more poses for the fans, as we gradually fade out on the scene.
We come back to the ring, where we see Javier standing in the middle of the ring, ready to announce.
Javier: The following is a tag team match, set for one fall, with a 30 minute time limit! Introducing first-
The Fall III by Doping Hornets comes through the speakers, as we see Mercenaire and Marshall Wheeler both come out from behind the curtain. Both disregarding the audience, as they stride to the ring with confidence.
Javier: From Houston, Texas, and A Dark, Dark Place respectively, weighing in at a combined 480 pounds, Marshall Wheeler, Mercenaire, Coup d’Etat!
Crowd: BOOOOOOOOOOOOOOOOOOOO!
Woodbridge: Being announced from Houston and A Dark Place as separate things? Ain’t those the same thing?
Paisner: Mark!
Woodbridge: Sorry, had to take the opportunity when I had it. Digressing from that, we’ve got one hell of a tag match coming up! As we got two men who are talented and angry, one hell of a deadly combination if i’ve ever seen it. Feeling overlooked, they have a chance to channel that anger into their biggest tag challenge yet in SPECIALIST. They’ve proven they can take care of those they should absolutely beat, now lets see how they fare against those where it’s more of a 50/50.
Wheeler and Mercenaire continue to stoically march their way down to the ring, paying to mind to the jeers tossed their way, as they both reach the ring apron, and step through the ropes in sync with one another, before the two take a spot at the end of the ring, looking out to the entranceway, awaiting their opponents.
The Anomoly by Scar Symmetry blasts heavy riffs throughout the venue, as we see Presagio Del Fin and Nelson Butterfly out on the entranceway. Clinging onto one another, a look of determination on their face.
Javier: And introducing next, from Parts Unknown, weighing in at a combined 437 pounds, Presagio Del Fin, Nelson Butterfly, S.P.E.C.I.A.L.I.S.T.!
Crowd: YAYYYYYYYYYYYYYY!
Paisner: Now, two very strange men coming down to the ring, the traditional pair of SPECIALIST representing it tonight, and despite their unorthodox in-ring methods, there’s very few others who have as much chemistry and knowledge of each other inside and out as SPECIALIST do. And that unorthodox style? Might be exploitable, but if you don’t know that exploit, you get torn apart by it. And inexperienced wrestlers like Mercenaire and Wheeler may be prime for not knowing, this could be a huge win for SPECIALIST here tonight!
Butterfly and Presagio make their way down to the ring with their arms linked together, interacting with the fans, handing out hand slaps as they walk down the entranceway. They begin to practice their respective underhooks and pins to make sure they’re warmed up, before finishing their way to the ring, as they step into it. We see both Coup d’Etat and SPECIALIST talk amongst one another, as we see Mercenaire and Presagio step onto the aprons. While Wheeler and Nelson stay in the ring, Undersach signaling to see if they’re all ready, and getting nods from everyone, rings the bell!
DING DING DING
As the match starts, Wheeler and Nelson slowly approach each other, they lock up, as Wheeler then goes to slip behind Nelson right after! Grabbing Nelson’s head, pulling it back, and driving a european uppercut into the back of Nelson’s head! Nelson holding at the back of his head, before Wheeler shoots a forearm shot into the back of Nelson’s head! Sending Nelson stumbling forward, as Wheeler then runs the ropes, and comes back to attempt an enzu lariat to the back of Nelson’s head, but Nelson drops down! Fitting in between Wheeler’s legs, as Wheeler stops himself after a moment, and turns around to Nelson who had gotten back to his feet, who grabs Wheeler in a double underhook! Wheeler tries to struggle out, but Nelson lifts his knee up into Wheeler’s face! Doing it multiple times until he has Wheeler sufficiently harmed, where upon which, Nelson tosses Wheeler back across the ring with a butterfly suplex! Wheeler landing hard on his back, gritting his teeth in pain!
Crowd: WOOOOOOOOOOOOOOOO!
Paisner: Wheeler trying to quickly strike Nelson down, but Nelson dropping down, then quickly into offense through his patented double underhook!
Wheeler then begins to push himself up, sitting up, then getting onto his hands and knees to try and make his way to his feet, but Nelson swoops in quickly, nails an elbow to the top of Wheeler’s head, and hooks Wheeler’s arms to bring Wheeler up on his own terms. Nelson takes Wheeler over to his tag corner, shooting a look at Presagio to cue him to tag himself in. Presagio sets himself up near Nelson, as Nelson tosses Wheeler up into the air with the set up for a double underhook powerbomb, but instead of following through with it himself, Presagio instead comes in as the one to catch and add his own force to slam Wheeler down to the mat with the assisted tiger bomb! Presagio sitting down with it!
Crowd: OHHHHHHHHHHHHHHHHHHH!
Paisner: Nelson combining well his double underhook and tag team mastery! And of course Presagio keeps the sit-out for a pin!
1! No! Kickout from Wheeler!
Wheeler kicks out with a bit of force, rolling onto his stomach as he does, as Presagio gets up, sizes up Wheeler as Wheeler begins to push himself to his feet, and runs towards the ropes! Jumping onto and bouncing up off of them as he reaches them, and launching himself back at the now to his feet Wheeler with a springboard hurricanrana! Keeping it for the rana pin!
Crowd: WOOOOOOOOOOO!
1!
2! No! Kickout right at 2 from Wheeler!
The force from Wheeler’s kickout pushes Presagio off of Wheeler, Presagio flung outwards as the two have their backs to one another. Both of them attempt to rise to their feet, but Presagio as the healthier man is a good deal faster, and with that, hooks Wheeler from behind him, gets back-to-back to him, and goes down into a backslide pin on Wheeler!
1!
2! No! Kickout from Wheeler again!
As we get another kickout from Wheeler, both men go to scramble to their feet, and as Wheeler rises, Presagio responds with a knee to the gut to double him over, and keep him in place! Following up by going to the ropes, and jumping off for another springboard! This time going for a springboard crossbody, as he connects with Wheeler! But suddenly, Wheeler rolls through the momentum of the crossbody! Coming out of it with Presagio in his grasp, holding Presagio in front of him! Wheeler then lifts Presagio, and goes to toss Presagio over his head, but Presagio shifts his momentum in mid-air and lands on his feet!
Crowd: WOOOOOOOOOOOOOOOOOOOOOOAAAAAAAAAHHHHHHHHHHH!
Paisner: Presagio nearly reversed, but he finds his own way of escape! Directly countering the counter!
And as Presagio lands on his feet, he grabs Wheeler from behind and goes to roll him back into an o’connor roll!.....but Wheeler once again moves his own momentum through! Going into his own o’connor roll!....but he still does not stop! Continuing to follow through by going to lift Presagio up in a rolling german suplex! Lifting Presagio up halfway, but Presagio desperately struggles! Kicking his feet and swinging his arms, until he lands enough wild strikes to force Wheeler to let him go! Wheeler backs off a bit, as Presagio takes a moment to catch his breath and recover, before beginning to run towards the ropes!.......but not before Wheeler recovers himself, and comes forward to spin around, and connect with a spinning back elbow to the back of Presagio’s head! The impact and suddenness of the strike knocking Presagio flat to the mat!
Crowd: OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!
Paisner: BY GOD! THE SPINNING ELBOW TO THE BACK OF THE CRANIUM! COMPLETELY DEVASTATING PRESAGIO!
Presagio is completely laid out, as Wheeler bends his knees for a moment in order to catch himself, before grabbing the limp body of Presagio, and dragging it over to his tag corner, where upon which he lifts Presagio’s body and tosses it into said corner, and tags in Mercenaire. Wheeler then lifts his leg up high, and presses it up against Presagio’s neck to both keep him in place and choke him out!
Crowd: BOOOOOOOOO!
As he does this, Mercenaire enters the ring, and backs up to about the center of the ring, before rushing towards the corner, and just as Wheeler releases his foot choke and moves out the way, Mercenaire connects with a big boot in the corner to the head of Presagio! Knocking him back down limp to the mat!
Crowd: OHHHHHHHHHHHHHHHHHH!
Presagio is completely out on the mat, as Merc stands over him, leans down to grab him, then tosses him right back in the corner where he begins to lay in body punches to the stomach of Presagio! Doubling Presagio over in the corner, as Merc then lays in pointed elbows to the back of Presagio’s neck! Raining down elbow after elbow on Presagio, forcing him lower and lower down in the corner, until he’s dropped to a seated position. Upon which Merc just puts his boot on Presagio’s face, and rubs it in!
Crowd: BOOOOOOOOOOOOOOOOOO!
Woodbridge: Mercenaire just absolutely relentless right now! No mercy nor respect given!
Undersach begins to count off Mercenaire, and gets all the way to the 4 count before Merc removes his boot and finally relents!
Crowd: BOOOOOOOOOOOOOOOOOOO!
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