Shocka Serif Font

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Sheila Cast

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Aug 3, 2024, 5:04:16 PM8/3/24
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This font is a clean and elegant serif with many ligatures that will make your project more stand out. A very versatile font that works in both large and small sizes. This font is suitable for a wide variety of projects such as: headlines, logos, labels, branding projects, magazines, homeware designs, product packaging, mugs, quotes, posters, and more. It can also be more expressive and fun, thanks to the many alternatives and binders that combine harmoniously in this font and make it more interesting and versatile. Try to change alternatives, binders and you will get many options for your project which will make it bold & beautiful.

Shocka is a serif font with minimalist, clean and elegant beauty featuring soft curves and beautiful ligatures that makes an impressively versatile font that can be used both small and large sizes. Perfect for headlines and logos; labels and branding; magazines; homeware designs, packaging for products such as mugs; quotes posters etc;

Shocka Font is a modern serif font that has individual styles. Muhajir is the designer of this typeface. Skinny Type is the publisher of this serif typeface. This font comes in two styles including regular and outline. It comes with a clean and visual look that is suitable for various types of projects.

Its generator tool is good for creating similar graphics to this font and you can use it for different projects. This font family is suitable for pairing with its similar font like the seasons font which is a serif family. It is also useable in CSS and other designing languages for different processes.

By using this font, you can give an awesome touch to your designs. This font family is also suitable for creating social media post designs, profile designs channels logos designs, and symbols designs. You can utilize this font for product packaging, branding products, and animated text designs.

This font family is suitable for use in magazines, mug designs, and a variety of design purposes. It is also good for versatile text designs, wedding invites card designs, wallpapers designs, and gift card designs. You can easily use this font for letterhead designs, invoices, and documentation purposes.

This font family is also good for headline designs, titling purposes, and postcard design purposes. You can easily utilize this massive typeface for making more effective designs and similar text designs to its similar fonts like marlowe serif font. The designers can easily use it for newspaper design purposes.

If you need a freeware version of this typeface that is free from all the license issues while using it for your personal projects then click on the below download button to get it on your operating systems.

Shocka font family contains a total of two styles. These styles are regular and outlined. The regular style is the standard form and the main style of this typeface. This style is used for different types of custom text and for writing lengthy paragraphs.

While on the other hand, the outline style of this typeface is very useful for headlines and display types of plans and projects. The graphic designer picks the styles according to their desire and requirements.

This staggering font family has more than 230 unique glyphs and hundred characters including numerals, uppercase letters, and special characters. This typography also includes some special symbols and numerals. It is also suitable for fun design purposes and available in both OTF and TTF formats. This amazing typeface has distinctive look characters with unique features.

If anyone wants to get its license, contact the author or the owner of this typeface and pay some money to him. After that, it is useable for all commercial projects. This typeface is free for all of your personal as well as secret projects.

Absolutely! Shocka typeface is fully secure for different types of web projects and you can easily get its all features for any type of project. Most designers use this typeface for Website designs, templates, Web pages, web images, and other plans.

With the notorious calendar change, the stars are right for another review of Call of Cthulhu. This classic of horror roleplaying games has gone through around a dozen editions, albeit spread out through versions one to six, along with several other new systems (Trail of Cthulhu, D20 Call of Cthulhu etc). The edition being reviewed here however is 5th edition, by which I mean 5, 5.1, or 5.2 for the sake of argument. Anyone would think that Chaosium is playing with our head, but they wouldn't do that would they? In any case, we're referring to a game that has won at least three Origins awards, so we know where we're at. The fifth edition consists of 240 pages, two-column justified with a serif font and several styles of boxed and highlighted section.

Page numbers and chapter titles are clear, there is an ideal amount of white space to separate the text without losing density. The writing style is mostly very good, although there are some sections where it becomes annoyingly chatty. There is a handy section tab for "Rules" on the margin, but oddly not for anything else. The cover art "The Eye of Cthulhu" by Lee Gibons, illustrates the Great Old One gazing upon some hapless investigators; it is fair-good in terms of creativity and technique. The internal art is a combination of black and white sketches from previous editions and some excellent newer line drawings with a slightly cubist and pop influence. Many of the latter are used for chapter title pages and fillers. The portraits in the Lovecraft personalities section however leaves a little to to be desired. The artwork is mostly appropriate to context, especially (thankfully) in the "Creatures of the Cthulhu Mythos" section. There is a table of contents and index, but both are somewhat short, however there is an excellent selection of tables and example characters in the appendix. As a softback book, the book is very well glued and seems to be able to take a fair bit of usage.

There is an introductory chapter entitled "Orientation", which establishes the source material for the game (the mythos generated by horror writer H.P. Lovecraft), recommended characters (investigative), an non-systematic encouragement to roleplay ("A player has a duty to roleplay an investigator"), a distinction between Investigators (the Cthulhu word for "player characters") and the Keeper (the Cthulhu word for "game master"), and recognition of the three potential settings of the game (1890s, 1920s, and 1990s). A very sensible set of general hints is recommended for player characters ("use your head", "avoid gunfights"), concluding with use of figures, source material, and an extremely handy two-page graphic summary of character generation.

As a number of other BRP-derived games CoC has seven main characteristics used to generate an Investigator; STRength, DEXterity, CONstitution, POWer, APPearance all rolled on 3d6 and INTelligence and SIZe rolled on 2d6+6. There is an implication that these are rolled in order, but it it is not exactly clear. In addition these there is an EDUcation characteristic, rolled on 3d6+3. These characteristics generated characteristic rolls, percentile, roll-under checks, expressed in multiples, and typically of 5x. Of sufficient importance to make their presence on the character sheet are Idea rolls (INT*5), Luck (POW*5), and Knowledge (EDU*5). Hit points are derived from the average of CON and SIZ, Magic Points are directly derived from POW, and Damage Bonus from cross-referencing a table from SIZ+STR. Characteristics also receive a guernsey for the Resistance Table, which cross-reference equivalent values to derive a percentage change of success. Essentially the formula is (CHAR*5) - (CHAR*5) = percentage chance of success. So a STR 14 character has a 60% chance of lifting a SIZ 12 rock etc.

There is also a very interesting characteristic called a SANity, which starts at POW*5, but can never be more than 99 minus the character's Cthulhu Mythos skill roll. In this single brilliant design decision the central theme of Call of Cthulhu - that certain knowledge is dangerous to one's mental health - was incorporated into the game system. Characters simply cannot have knowledge of the Cthulhu mythos without tragically ever-increasing their risk of madness. And what glorious madness it is! From being surprised by a mutilated corpse to encountering a gibbering Outer God various levels of SAN are blown away from the character's mind; some causing short term shock (a failed SAN check resulting in more than 5 points lost), to indeterminate (more than 20% of SAN lost in a short period), to permanent (character reduced to 0 SAN). If a Keeper doesn't have DSM-V readily available, there is a handy set of typically insanities and associated behaviour in a short chapter dedicated to the subject. It should be mentioned that it's possible to improve SAN, through psychotherapy, mythos monsters and plots, and even through skill improvement.

Character starting wealth is determined with a flat probability distribution, a particularly unrealistic design. Also, the wealth charts for 1920s and 1890s are confused due to an editorial omission. Appropriate occupations are selected which provide a set of several skills that background experience can be added into based on EDU*20 skill points. Characters also receive personal interest as background experience as well, at a value of INT*10. In addition to these skill points, many skills also have a base chance (e.g., Climb 40%). Skills are almost invariably utterly independent from characteristics (with the exception of Dodge and Own Language). A character can be, for example, a complete dullard with the charismatic empathy of a slug and suffer no penalty to Fast Talk.

Call of Cthulhu uses a percentile roll-under skill system. Remarkably however - and probably due to a design and editorial oversight spanning several editions - there are no rules for skill roll modifications in standard use. Rules-as-writ (and paraphrasing comments by others I have discussed this with), performing tonsillectomy in a well-equipped hospital is the same difficulty as performing brain surgery in a remote log cabin. This is so bad, I lost a point of SAN as I searched desperately searched through the eldritch tomes (i.e., the rulebooks of multiple editions) praying that I could possibly be wrong; I wasn't. Such a decision has very real effects. Rather than being a more difficult implementation, Medicine is a separate skill to First Aid, Psychoanalysis is separate to Psychology and - especially odd given that the monsters are real - Occultism is separate to Cthulhu Mythos. Despite claims to be an investigative game, combat skills are given particular variation: rather than "Brawling" there are separate skills for Punch, Kick, Head Butt, Grapple, and even Martial Arts, rather than "Firearms" there are separate skills for Handgun, Rifle, Machine Gun, and Shotgun.

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