#Solo For two
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lalalilylulu · 3 months ago
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My favorite toxic couple ☠️😍
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sonyday · 3 months ago
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Eu não estou bem!!!! Mds tudo que envolve eles é doloroso do início ao fim, eu n to bem não
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Não dá de tirar print onde li😭
Última att: cap 67
Em andamento 💚
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boysloveuniverse · 1 year ago
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umayashla · 4 months ago
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posting my fave two kon drawings in this blog too
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andminnequin · 5 months ago
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PRIDE MONTH’S ALMOST OVER AND I JUST REMEMBERED I HAD TO DO THIS
SPEEDRUNS IT
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dmitryanya · 6 months ago
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happy may the fourth to my favorite scene in the whole franchise
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deadpoets · 7 months ago
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SOLDIER, POET, KING by The Oh Hellos
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yangjeongin · 1 month ago
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JEONGIN | VOGUE KOREA
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kotalketz · 2 months ago
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COURTS NOW IN SESSION HARVEY DENT!
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iszapizza · 11 months ago
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small skysolo doodle
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cassimothwin · 2 months ago
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Which house will be you be assigned at Brackroot Academy??? Pause or Screenshot the gif at the top to learn your destiny!
Then "Keep reading" to learn more about your house!
Brackroot Academy is part of Tangled Blessings, a magical school horror roleplaying game that uses tarot cards to uncover your fate as a student.
If you like this fun exercise, learn more about the crowdfunding campaign happening now!
Learn more about your house further below! Does it suit you?
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House of Celestials 
The skies borrow from the elements to paint a backdrop for life. Featuring iconography of the sun, moon, and constellations, celestials are known for their inner glow. Still, they do not shy away from the dark surrounding them, understanding that all things require balance. Students in this house often carry at least one or more of these marks: discipline, passion, or indifference. This dorm overlooks the lake. 
House of Dahlias 
Dahlias rely on the energy of celestial bodies for growth and endurance. As a vibrant flower, dahlias are a symbol of elegance and devotion. The plant may seem abundant, but it requires careful nurturing in the wet and cold climate of Brackroot. Students in this house often carry at least one or more of these marks: creativity, perfectionism, or obsessiveness. This dorm is connected to the greenhouse. 
House of Panthers 
The panther needs a garden to rest from its daily stroll, and the dahlias always supply. The panther is a symbol of grace, athletics, and agility but still elusive and rare — a fierce creature of the shadows. Students in this house often carry at least one or more of these marks: observation, punctuality, or ruthlessness. This dorm is at the edge of the forest. 
House of Spires 
The spires are only safe in their tower because of the panthers who keep guard. The House of Spires represents the connection blades, pens, and spirituality share. While members of this house may only show interest or aptitude in one of the represented icons, they are a full member of the spire. Students in this house often carry at least one or more of these marks: empathy, isolation, or judgment. This dorm is in the high tower. 
House of Elements  
Elements are the wildest of the quintet, but they maintain control with help from the spires. The elements symbolize excess and power, but together, they represent the strength of unity. Students in this house often carry at least one or more of these marks: cleverness, hunger, or negligence. This dorm is under the school, but furnished with enchanted windows that overlook the neighboring mountains.  
House of None
Accessible by only walking along the edge of a bridge in the right invisible spot, students in the House of None often think of themselves as beyond reality. These thoughts only worsen the more they understand magic on cosmic and atomic scales. Students in this house are often detached, cold, and fiercely intelligent Symbols commonly associated with this house include the number zero, a black hole, a vortex, lanterns, and knots. 
House of Divines
Hidden beneath the campus Chapel and graveyard, this house was annexed centuries ago for blatant misuse of dark magic. Some stories claim this house serves as the birthplace for demons and vampires. Whatever the reason for the House's former eradication, blood stains remain in the foundation. Students in this house are often vengeful, patient, and not above harming others to get what they want. Symbols commonly associated with this house include blood, fruit, teeth, bones, claws, horns.
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lalalilylulu · 3 months ago
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I like these 2 panels from the newest chapter 🥺
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Read Solo for Two, y'all!!! It's amazing!! 😍
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hyunjining · 2 months ago
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skz loves to clown on each other but as soon as it’s time to say something heartfelt about their members they pull out the sappiest lines you’ve ever heard…. and that’s on true friendship
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tritoch · 6 months ago
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i know a lot of people (very understandably) dislike the paladin job quests in ffxiv, particularly HW, but i do think it's fun that, now that the pre-ShB MSQ revamp is complete, paladins now have a very cool and thematic in-game storyline that happens without a word being spoken: the development of passage of arms.
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none of the below is directly stated in the script, but imo it's a fairly obvious gloss on what the game presents, if you assume a paladin warrior of light. spoilers for all expansions through the end of 6.X.
in the new version of steps of faith, as vishap breaks through each ward protecting ishgard from attack, lucia mounts a final desperate effort to hold him back, with a very familiar looking animation:
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but even lucia can't hold back vishap's flame alone, so the temple knights surge forward to assist her. their efforts make the shield visually more powerful and larger. the temple knights here band together in defense of ishgard, and their knightly resolve to protect their home is the difference between victory and defeat.
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lucia and the knights do ultimately succeed in defending the last ward, as you have to defeat vishap before their shield falls or you lose.
later in heavensward, obviously, we will get ffxiv's most famous (failed) attempt at blocking something with a shield.
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this moment can be read as fairly impactful on the warrior of light's development; as i've noted elsewhere, after the trauma of watching haurchefant bleed out in their arms at level 57, at level 58 paladins learn to channel their magic into healing (and it's called "clemency," or mercy. mercy for whom? who was guilty?), and as someone pointed out on that post, at level 58 dark knights used to get "sole survivor", letting them heal in response to a marked target's death.
for a time, you literally carry haurchefant's shield with you, and 3.3 very much literalizes in genre fashion the idea that even when you are standing alone, your fallen friends stand with you. you don't need to call any allies to stand at your side and raise their shields with you because they are already there, in spirit.
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stormblood marks a pretty important turning point in the warrior of light as a combatant, in my opinion, and the text makes this clear in several ways. first, in pretty much all your jobs, you've now far exceeded your trainers and are pioneering new techniques. this is no less true of paladin, which for 60-70 abandons any trainers at all for you to show off your peerless skills in a tournament.
second, stormblood is straight up a story about you getting stronger. at level 61, zenos kicks your ass. at level 70, you kick his ass. why? because you fought and got stronger and developed incredible new techniques and became a one-man army.
for a lot of classes, this story lines up nicely with the big rotation changes or flashy new finishers on the way from 60 to 70. SMN is now busting out bahamut and casting akh morn; RDM gets verflare and verholy; DRG starts harnessing nidhogg's power directly through dragon sight and nastrond.
the tanks are divided in two: warriors and gunbreakers get huge damaging upgrades at 70 in the form of inner release and continuation, each of which lets them hit the same button many times for lots of damage and satisfying animations. paladin and dark knight get more protective abilities; dark knight gets the blackest night, and there's been plenty said about that already by pretty much everyone.
paladins get passage of arms. instead of a relentless new attack (and you get requiescat at 68, which is a way bigger deal for your dps rotation), your big reveal at 70 for zenos in your fight in ala mhigo is a superior way to protect your party, a shield that lets you stand for your allies so they never have to fall for you again. it's lucia's same shield, except you need no allies' shields to reinforce you, proof of your martial prowess and your ability to transcend limits, and perhaps in truth a reminder that you never really stand alone.
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in many respects passage of arms should really feel like a paladin signature move to you now if you are playing it at this point, because you should be popping it in pretty much every fight (you are using your mits, right...?). basically every FFXIV fight has at least one big AOE with downtime that warrants passage of arms usage, usually after the mid-fight add phase with slowly filling bar. since that AOE usually drops during downtime, there's no reason not to pop passage of arms (which otherwise restricts your movement and actions), and even on normal, sometimes every little bit counts on a damage check even if it means dropping DPS (thinking here of harrowing hell P10N on release, which was...less consistent for a lot of roulette parties than you might hope).
so from 70 onward, passage of arms is in a sense a paladin warrior of light's signature move, and certainly the one a player gets to most actually enjoy (since if you're using it, you're by necessity not doing anything besides moving your camera and admiring your sick animation). it doesn't have any competition in terms of spectacle until confiteor, and those you're usually throwing out in the middle of movement.
it's such a signature, in fact, that the only other person shown using your one-person version of passage of arms is your greatest admirer, who studied your legend for over a century.
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and it's when he fails (should've popped arm's length, bud) that the warrior of light decides they can't let their friends fall for them, and sends them away with the transporter beacon. this is all wrong: you were meant to die for them, not the other way around. yours is the shield that stands between your allies and defeat. it is you who will win this passage of arms and break your opponents lance. and you do.
and then later, when they need to quickly establish zero's domain as a place of fallen grandeur, the home of someone who once believed in heroes but is now a cool and cynical vampire hunter d, what do they use? a decayed statue of someone in the paladin endwalker gear doing the passage of arms animation, of course.
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from a visible instantiation of knighthood as a joint effort to defend what is sacred, to a tribute to the fallen friends whose memories stand by you and animate you, to a symbol of the wol's power as emulated by their allies or darkly mirrored in other shards.
not bad for a mit button you hit once per fight and otherwise never think about!
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phoutube · 1 month ago
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the dan and phil gaming channel is so funny to me like . pc gaming is a solo activity… like what other duo gaming channel can you name? feels like instead of watching one youtube personality, i’m watching two of of them synchronously doing ONE person’s gaming/commentary bits and also they’ve been doing this on the internet for 15 years
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heavysighing-dreamyeyes · 4 months ago
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Failure
Takes place between Betrayal and A Step Towards Him. AKA, the story behind the Gotham vigilantes knowing your name. I actually hurt my own heart writing this so angst and hurt/no comfort warning. ~400 words
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Jason can't breathe, he can't think, his heart is going to beat out of his chest. Part of him knows he got hit by Scarecrows fear toxin, but the image of you in front of him looks so real, sounds so real.
He reaches for you, despite knowing he'll never be able to touch you again. "Please" He breathes out, begging as he says your name.
"I hate you, Jason." The ghost of you says, disgust written into every feature. You've never looked at him like that before, never shown him anything but softness, at least not until he broke your trust. But even then you never tried to hurt him. "You're nothing to me, you know that?" Your voice, made louder and more haunting by the fear toxin, hisses at him.
He tells out a sob, crawling towards the image of you. If there's even a chance that this is real, and not some twisted nightmare caused by Crane, well, doing anything else isn't worth the risk. "Please, please" He repeats your name until his voice scratches, until his words run ragged. "I didn't mean to hurt you– never meant to hurt you. Please. I love you. I swear. I love you. Don't go."
His fingers reach for the fabric of your clothes, and he cries louder, more desperate when his hand passes through them. He screams your name. "I need you. I need you. Come back, please." He's shaking, he can't seem to hold onto the thought that this isn't real.
Adrenaline courses through his veins. He vaugley registers that if his heart beats any faster, he might die. That line of thinking vanishes when he sees the clown sauntering up behind you, crowbar dragging along the ground, grin maniacal and sadistic.
"No!" He yells, frantic and terrified as he lunges for something that isn't there. He has to save you, has to protect you.
He doesn't. He can't. He failed. You're not moving. Not snapping anymore venomous words. But you are screaming. Screaming for him. Jason's screaming too.
The clown won't stop swinging the metal bar.
Jason is spiraling, hysterically begging to any diety that can hear him to save you. So far gone, he doesn't feel the needle breaking into his skin. His world starts to go black, and it's a blessing.
"We have you, Jason. You're going to be okay." Garbled voices break through the haze of the fear toxin. He doesn't care. None of them are yours. He says your name again. He knows he's begging. He knows he needs to be near you. Keep you safe.
He doesn't speak again, when the antidote finally takes hold, letting him slip into unconscious. It's not a restful or peaceful recovery, the sight of you screaming plauges his every dream.
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