#and like requires more strategy than brute force
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odditycircus-2002 · 6 months ago
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Dom Scorpion x Sub Quan Chi’s daughter Reader SFW and NSFW! I believe Scorpion might have become the new ruler of the Netherrealm by Snowblind, hence he might take S/O as his queen. Not much of a fighter, but wise politically and emotionally, S/O helps him rule politically, teaching him about Netherrealm and also still being kind, sweet, and supportive to him. She always feels bad bc she thought he might be better reunited with his family than her, but he assures her he loves her.
A/N: I hope this is what you asked, since what happened to Scorpion and Sub-Zero during Snow Blind is only hinted at in the movie and behind the scenes. So I had to take some liberties and fill in the gaps.
King and Queen
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With your father killed by Scorpion’s hands, Shao Khan felled by Lui Kang, and Lord Shinnok indisposed, there was no one to manage the Netherrealm’s damned souls or its inhabitants.
You naively thought that because of your father’s position as Shinnok’s High Priest and the Revenants loose upon Earthrealm, Netherrealm’s denizens would accept your authority. But you were so wrong.
Half of the Brotherhood of Shadow thought you unworthy. Noob Saibot thought you were weak and didn’t have the ruthlessness required to rule Hell. However, he wanted your power and your knowledge about the realm. So, to have all that and strengthen his claim to Netherealm’s seat of power, Bi-han planned to make you his bride. You refused, so you ran to a part of the Netherrealm he couldn’t follow.
However, the other half of the Brotherhood of Shadow, which included demons such as Sareena, Jia, and Jataaka, believed you to be the rightful ruler of Outworld. As a result, factions were formed, and a Civil war—not seen since Shinnok usurped Lucifer—broke out in the Netherrealm.
You were not a fighter, yet your magical prowess and abilities were immense. If Sareena were to be believed, they could become strong enough to rival even Shinnok. Yet, it couldn't always be relied upon should you tire or your Shamisen should break too.
However, what you may lack in brute strength compared to Noob Siabot, you made up for with your strategies. Your war with the Spectre was at a standstill as both gained and lost territory or allies. Strategic decisions became more burdensome for you, as you didn’t want to unnecessarily send anyone off to die, especially when they’re demons that have supported and guided you for the majority of your life. You weren’t as heartless as Quan-chi.
The War wasn’t going in your favor after Noob Saibot made a deal with Havik, the Cleric of Chaos, and gained more allies from Chaosrealm. Your allies were nearly overrun and cornered, you were about to be killed, and Bi-han's victory seemed at hand.
Then, descending into the Netherrealm from a portal like some Angel of Justice, was Hanzo Hasashi, Scorpion! Who wasted no time in sending his kunai through Bi-han's chest and ripping him off you. You then transformed into your more demonic form and joined Scorpion in his fight against the former Lin Kuei. You managed to injure the Spectre enough for him to retreat with his forces.
In the aftermath, you offered Scorpion a brief reprieve within your secret base. Despite initial reluctance, the wraith relented upon your earnest insistence and hearing about your goal to keep Noob Siabot off Netherrealm’s throne to keep more Revenants from reaching Earthrealm. A goal that you will learn Scorpion shares with you.
Taking a page out of Noob Saibot’s book, you allied yourself with Scorpion. The Wraith will ensure that you’re put in charge of the Netherrealm and end Noob, so long as your intentions to keep the Revenants contained proved true. You then sealed this bargain with Scorpion with your soul, ensuring you’d be on the chopping block if you broke your promise. This sincerity took the Wraith aback, and nonetheless, he agreed.
Your decision to work with Scorpion has been very sagacious. In life, Scorpion was Grandmaster of the Shirai Ryu for a good reason, as his tactics helped change the tide of war. He proved to be more of a commanding General than you, as he was steadfast and confident in his decisions. Soon enough, he was able to whip your fellow demons into a more strategic fighting force that you didn’t think was possible.
Between each battle, you learn more about the soul of the man within Scorpion. For one, you finally learned his name to be Hanzo Hasashi. You sometimes asked him about Earthrealm, what it’s like to have lived in a world with a sky, oceans, and people who care for you beyond what you can do for them. Expressing your desire to experience it all.
Hanzo barely answered you at first, but the more he saw your love for your people, your unwavering determination to show kindness to those you consider allies, your reminders to your allies to rest and eat when they can, and just how much you are NOT like your father, the more it helped the Wraith open up to you. He told you about his mountain village, clan, and family. Scorpion also told you about the new Sub-Zero, an honorable man once an enemy but then a close ally. So much so that Scorpion gave the former Lin Kuei Grandmaster one of his kunai to summon him in case Kuai Liang should use his Cryomancy again. When you asked what would happen should the Cryomancer use his magic again, your companion told you that Kuai Liang would live out the rest of his days in the Netherrealm, and he would be the one to take him there.
When Scorpion revealed to you that it was your father who killed his clan, wife, and son, which he described to you in great detail, you cried for Scorpion, no, HANZO’S loss and apologized through tears for your father’s cruelty, as you didn’t know. An act that convinced Scorpion that you were being honest. Scorpion’s belief in you was sealed when you offered your life in repentance.
Rather than taking your life, despite a part of him WANTING to, Scorpion offers to take your throne instead, which you accept. Hanzo brushes back a loose hair behind your ear as he promises to restore order within the Netherrealm and keep the Revenants contained. You hug him in response, which Hanzo slowly and stiffly returns. You savored your first-ever hug, not knowing of the inner turmoil that threatened to make the Wraith cry.
During the final battle, you finally broke Noob Saibot’s defenses and were able to storm Quan-chi’s former fortress. The Battle was chaos; the screams of your comrades and the sounds of blades rendering flesh to ribbons threatened to deafen you. Yet, you and Scorpion had a plan. You would keep Havik and Noob’s army occupied with your frontal assault while Scorpion goes up Quan-chi’s fortress through a long-forgotten pathway to kill the Lin Kuei’s former Grandmaster.
When the two Spectre confronted one another, their combat became so intense that the collateral from Quan-chi's floating fortress threatened to wipe out both armies. Unfortunately for Bi-Han, the falling debris fell atop Havik and his fellow Chaosrealmers. Crushing them to death.
After addressing the most significant threats, you left Sareena to command the remainder of your army before teleporting to your former childhood home. When you arrived, you spotted that Hanzo and Bi-Han were on their hands and knees, and the entire throne room was demolished from their fight. You used your abilities to silence your footsteps as you walked from behind Scorpion, whose insides barely stayed inside him. Seeing the man you called your friend hardened your resolve for what you must do, even if you fully don't know if you have the power to do it. You had to try.
Hanzo finally noticed you and tried to ask what you were doing, although the only thing that came out of him was a wet cough. It didn't anyway, as with a snap of your fingers, Hanzo couldn't hear anything, including his heartbeat. What was going on? What were you doing?
You purposefully ensured Hanzo couldn't hear a thing to protect him from what you were about to do to Bi-Han. The latter didn't initially notice you as he tried to launch a Ghostball at Hanzo. Only for you to pluck a single string that sent a soundwave, knocking him off balance. This finally gained the Spectre's attention, who asked if you were here to finish him off after Scorpion did all the hard work.
This Spectre, being the same one who tried to overthrow your birth realm, tried to force you to wed him, wanted to control you, killed so many of your fellow Oni, has done Elder Gods know what other unspeakable crimes... Yet you couldn't hate him.
You knew him in life as someone who defended Earthrealm from the forces of the Netherrealm. Who helped free Sareena from your father's service as a slave. You watched him burn amongst the Hellfire after Scorpion unjustly dragged him into the Netherrealm, Bi-han's pleas of his innocence falling on uncaring ears. You were there when your father merged Bi-han's soul with the shadows of the damned. It was time that he was set free.
”What Hanzo did to you was unjust and unwarranted. I am sorry that you both were dragged in by Quan-chi’s deceptions." "The shadows do not need pity." Bi-han, or what was Bi-han, spat at Y/N. The latter doesn't react visibly but softly replies, "No. I offer you mercy." A grating sound echos from Bi-Han, which took Y/N a few seconds to realize was laughter. "You would spare me after I had done?" Y/N shook her head before readying her shamisen into place. Her hands begin to glow with a ghostly green and purple fire. "I'll finally set your soul free from this shell."
You then begin to play your song. It first started out at a frequency low enough to disrupt Wraith's entire central nervous system, meaning you essentially shut down his brain and began rupturing his organs. You then start to play louder, using your magic to encase you and Bi-Han in a dome of blinding fiery light, ensuring that The Wraith can't use the shadows to escape. From there, you began to tear Bi-han apart, burning skin, muscle, organs, and bone. At one point, you didn't need your hands to continue playing your Shamisen.
The soul was the hardest for you to cleave because it was so submerged in darkness. In fact, you were worried for a moment that you had utterly destroyed the soul until you peeled the darkness enough to be greeted by a bright speck of light, barely bigger than a grape. By then, the dome you made shattered, and your spell on Scorpion was removed.
Hanzo watched you gently cup the soul speck in your hand and hold it over your heart, giving it an odd embrace. You whispered to the soul, telling it you'd grant it safe passage. You gave the speck a tiny bit of your magic to boost it before releasing it into the air. The speck, as if instinctually knowing what it must do next, rocketed off into what counted as a sky above you until it disappeared.
"What did you do?" Scorpion whispered, finding the silence that now hung in the air somehow more deafening than when you took his hearing briefly. You turn to face Scorpion, your red eyes misty. "What I could for him."
Then, you used your magic to send a fire bolt into the air in the shape of a scorpion, essentially announcing to all in the realm that Bi-han has been defeated. Hanzo has won. You confirmed this by gesturing to the demolished black throne and declaring that, as per your deal with him, the Netherrealm is now Scorpion's. You wished him well, turning to leave with the intent of rejoining your army, when you felt a hand on your shoulder.
Hanzo turns you around so you can be face-to-face with each other. He offered you an amendment to your agreement. Scorpion will need someone he can trust to help him rule his new realm, someone who knows the Netherrealm intimately, someone with experience governing its people, someone with a good heart that won't let power corrupt her. You happily accepted and announced Scorpion's first decree to the waiting armies.
Reconstitution was not easy, but with you and Scorpion overseeing it all, your efforts made reconstructing the Netherrealm possible. You and Scorpion's leadership styles complemented one another, balancing each other. Scorpion's harsh and severe rule was necessary to keep the rest of Netherrealm's demons under control, and he was quick to stamp out any more revolts from the remainder of Bi-han's followers. On the other hand, you lead with wisdom and compassion to the denizens of the Netherrealm who weren't mindless beasts such as Sareena and her sisters, who have loyally fought by your side for decades now. Given your understanding of the inner workings of the realm, you often politically guided Scorpion on how the Netherrealm works and what would be best for its denizens.
Eventually, you transitioned from Scorpion's Advisor to being his Queen. While you were hesitant at first, inquiring if Scorpion really wants to be bound to the child of his family's killer. Unwavering in his resolve, Hanzo reassured you that he cared not for your blood but your heart. Your heart is why the former Shirai Ryu Grandmaster deeply fell for you; otherwise, he wouldn't bother asking. With joyful tears, you embraced Hanzo and accepted his proposal. The wedding wasn't a grand affair but an intimate ceremony with your most trusted allies.
Some more years go by, with more trials and errors, whether that be maintaining you and Hanzo's authority over the Netherrealm or your marriage with the Wraith. Despite Hanzo ultimately forgiving you, that didn't erase the guilt and doubts you held. You sometimes felt as if, somehow, you were keeping your husband trapped down in the Netherrealm through obligation, keeping him from spending the afterlife in the Heavens with his family. Yet, when you voice this guilt with Hanzo, he apologizes for doing whatever made you think that. He then reassures you that it was his choice to stay in the Netherrealm, and he wants to stay there with you as long as you have him.
One day, your husband and King told you the time had come to fulfill his promise to Sub-Zero. You told Scorpion that you'll be able to meet his duties while he's away before asking him not to be too hard on Kuai Liang. Hanzo held your forehead against his and promised to do his best. Your husband then disappeared from the Netherrealm in a wall of hellfire.
When you see your husband again, with a much older Kuai Liang in tow, as expected. What you didn't expect was to find both men bleeding from various wounds and Kuai Liang to be missing an arm. You rushed to meet them and asked what happened to them. Scorpion answers that he'll tell you later, but Kuai Liang's presence must be addressed for now.
You held your hand over the old man, where his arm was missing, gently asking permission to heal him. Kuai Liang looked to Scorpion for confirmation whether or not he should let you. When the Lord of Hell nodded, Kuai Liang accepted and let you stop the bleeding before doing the same for Scorpion.
You tell the former Lin Kuei Grandmaster that it's nice to finally meet him, as your husband has told you much about him. This catches Kuai Liang off guard at the news. To confirm this, Scorpion holds up his left hand to reveal his obsidian ring, which matches the one on your left hand. Scorpion held your hand with loving eyes on you as he introduced you to Kuai Liang.
"I could not have picked no better than her to have at my side."
However, Kuai Liang was less surprised in comparison when learning that Scorpion also keeps watch of the Netherrealm as its new Overlord. Because of you and Scorpion's ranks, you had to properly address his banishment to the Netherrealm. As you and your husband agreed, you held court for how his sentence shall be carried out within the Netherrealm. After a swift court session, Kuai Liang's sentence was decided.
“Per your oath, you shall spend the rest of your natural life here, where Lord Scorpion and I may contain and monitor your abilities. Welcome, Kuai Liang, to the Netherrealm.”
You promise Kuai Liang that while he may be stuck here, you’ll ensure his soul won’t remain in the Netherrealm forever. The old man thanked you for your kindness, even if he didn't think he deserved it. You retorted that it doesn't matter whether or not he deserves your kindness; his actions have shown you that he's more than earned it.
From the steps of your fortress, you and Scorpion then show the sprawling city of the dead below, where Kuai Liang shall dwell for the rest of his life.
Playlist While Writing This:
"City of the Dead" by Eurielle
“Conquer (Eclipsa attacks Meteora)” from Star vs the Forces of Evil.
“Kings and Queens” by Ava Max
"This Life is Mine" feat (Casey Lee Williams) by Jeff Williams
"Healing Incantation" ver Annapantsu
"The Cost of the Crown" by Mercedes Lackey & Shandeen
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foreststarflaime · 5 months ago
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If AGS(ZC?) were blades, what would they be?
Ooo thanks for the ask! Well I’ve said things before about how fitting their weapons are for them, so here I’ll branch out from that—this’ll probably be more based on fighting styles I’m more familiar with than anything else so it may stray a bit but I will try to keep to the spirit of the question lol
Angeal: Sword and shield/buckler. There’s the defensive aspect that fits him so well, what with his desire to shield his sword from wear tear and rust, and the drive to protect his loved ones. It also, in my experience, requires quite a bit of discipline when fighting with sword and buckler to remember to keep them together so your opponent can’t slip through your guard.
Genesis: Rapier and dagger. He would love the showiness of how dual wielding looks, and this is really the only practical way to do that—also requires a lot of dexterity and intelligence to have the dagger where it should be to be effective, which Genesis has loads of!
Sephiroth: Longsword! It’s very versatile, which is something I think fits him, since of the Firsts Angeal clearly focuses on strength and Genesis speed/magic while Sephiroth doesn’t have an obvious specific thing like that (at least that I’ve picked up on, he just seems to be nonspecifically better at everything lol). When fighting with longsword, you spend a lot of time in the bind (when the swords are pressed together and you’re trying to wind your sword into a better position to both protect yourself and get at your opponent), and it can be a very good example of the intimacy of violence type thing, I think insane seph would get a kick out of smiling creepily at Cloud from way into his personal space lol. Also it’s very much in the typical hero imagery realm of blades
Zack: Saber I think? He’s a hard one. But I have this friend who loves to do this funny hop hop slash thing on one leg that I very much think is something Zack would be addicted to doing lol
Cloud: Weird one time, khopesh (egyptian sickle-sword for those who do not know). I’ve played with them a little, and from what we were able to figure out, a lot of the swordplay relies on being able to trap your opponent’s blade in its hook, which gives me the same vibes as his over-the-top puzzle sword! It’s very fun to use, and I feel like the strategy of it fits him.
Oops that may have strayed slightly into more answering ‘what style of blade would they fight with’ than what they would actually be, but honestly I’d say they pretty much already are the human versions of the weapons they wield for the reasons I’ve said in the posts I linked at the top. I didn’t go into as much detail with Genesis as I did for the others though, so here:
Rapier fits Genesis so well even outside its perfect match for his style of fighting. Rapiers are much thinner than other weapons, and as such they require a high level of dexterity and control to wield properly—often you can get a hit from a slight movement to barely slip past your opponent’s guard, rather than relying on brute force. They’re often the most stylish blades, with all the different parts that make up a rapier’s hilt—showy, but deadly all the same. Rapiers are often associated with nobility, as well, wielded by learned gentlemen of high class. Just like Genesis fr
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birrdies · 1 year ago
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the art of ship burning
2.6k, smalletho / boat boys ficlet set in my pirate au (reading the original fic is not required to understand this)
If you asked Joel, ship-burning was more an artform than a science. The matters weren’t as simple as a few dry pieces of timber and a spark to light them. To Etho, those matters probably extended into levels of moisture and the direction of the wind. However the objectively correct and all-around better matters— Joel’s matters— lay entirely with one thing: presentation.
Swords clashed on the deck. Streaks of silver cut through the midnight black sky, rivaling that of the moonlight hidden behind a thick weave of clouds. The ocean roared beneath the hull, waves thrashing the side of the ship this way and that— a storm was coming. The electricity danced in the air, teasing and coy. Gods, what a lovely night for a ship to burn.
Joel threw himself at the starboard side of the military ship, climbing up onto the rusted deadeyes to reach the shrouds. His heart hammered in his chest as the song of gnashing blades and pained yells accompanied his great climb. His sweaty palms gripped tight onto the rope, but with one violent lurch of the ship to the right, Joel lost his grip. Terror swept through him, a coldness sinking in his gut like he’d swallowed a cannonball. Perhaps it was his heart.
His legs, tangled in the rungs of the shroud, caught his fall. He dangled upside down from the ropes, all the blood rushing to his head. The frantic beat of his heart pulsed in his temples. Below him the deck’s action continued to brew. In the center of it all: Etho. He fought wildly through a crowd of butter-spined men who, by uniform alone, could be considered naval officers. They came for him at all angles, but whereas the King’s men relied on brute force, Etho relied on something far stronger: strategy.
He weaved between jabbing elbows and sweeping swords, slipping through gaps in the onslaught of soldiers. One officer lunged with his blade aimed at Etho’s chest. He side-stepped it and grabbed the officer by the sword-wielding arm, pulling the both of them backwards until the officer’s blade pierced one of his own men in the shoulder. Without missing a beat, he disappeared from the space between them. They might’ve out-numbered him about a dozen to one, but to keep Etho locked down was like trying to bottle lightning up in a jar. You simply couldn’t, and you looked ridiculously stupid if you tried.
Joel’s vision grew spotty. He’d been dangling too long, his head overfilled with blood and his legs tingling and numb. He heaved himself upright, gripping the shroud and hauling himself the rest of the way upright. Heat rushed down his spine, through his limbs, as the blood returned to its rightful place. He waited for the spots in his vision to clear before continuing his climb up the shrouds.
Usually, Joel liked to let things simmer for a bit before bringing them to a boil. It was nice to savor their targets’ panic, to watch them scurry across the decks like headless chickens as the water filled up to their ankles and they hauled away every valuable thing they had to their name. But there were more of these peacocks than either of them had anticipated; Etho was good, but he was only so good. If Joel didn’t speed things up he wasn’t sure he’d still have a partner to split his earnings with at the end of the day. Good for his wallet, but bad for the ship. Upkeep and raids were much easier when you had someone to split it up with.
So, Joel reached the top of the shrouds, swaying back and forth with the rock of the sea and wind alike. He dug around in his pockets for his flint-and-steel. It was powerful enough to take down the thickest of sails. Tongue stuck between his teeth, Joel leaned out as far as his arms could stretch, sparking the flint-and-steel inches beneath the fabric of one of two large, layered sails. It caught instantly, orange and gold flecks turning into small yet promising flames. A flash of heat kissed Joel’s face; he grinned madly.
If they thought those ridiculously oversized crimson sails stood out, stark and proud, then they weren’t ready for the show in store.
The flames consumed the sail stitch by stitch, fiber by fiber. Joel climbed down the shrouds to keep himself out of the fire’s reach but kept close enough to feel the heat of it. He should’ve quickly moved on to the other sail, to the ratline, to the sacs of flour and fruit on deck— anything to get the flames to catch quicker and get him and Etho both out of there. But don’t blame him for wanting to admire his own handiwork. They didn’t get to do this often, especially not against a military ship. This was a special treat. Etho would be fine for an extra second. Or ten.
The skin of his hands buzzed. The ropes under him shook, a rattle carried down the entire length of the shrouds up towards the nest. At the base, a broad-chested soldier climbed the dead-eyes and climbed after Joel. He was only a few feet away, a sword in his hand.
“You’ve got to be bloody kidding,” Joel groaned.
The flames quickly ate a hole in the center of the front-most sail. The further they traveled, the closer they got to the central mast. They’d start eating away at it any second now. Once the mast gave out, there would be nowhere else to go. Joel needed to get off of the shrouds, preferably before that happened and he got crushed in a mess of wood and embers.
If he got lucky, the Gods would quit toying with him and let the storm break. If lightning struck, it’d either knock this guy off and give Joel some breathing room, or it would strike the ship and fan the flames that much faster. The latter ensured almost certain death, but Joel couldn’t exactly afford to be picky. He’d rather die at the hands of some spiteful god than a military peacock who wore wigs at dinner parties for fun.
But said peacock had him cornered. There was nowhere for Joel to climb except for up, closer to the flames where the fire would burn him and the smoke would suffocate him. He had not one weapon on him aside from the fire-starter, and Joel wasn’t so stupid as to burn his literal life-line while he was still on it, suspended forty feet in the air above solid wood and thrashing blades. That was probably second on his list of least preferred ways to die.
The soldier growled and reached for Joel’s ankles. He kicked like mad, hoping he could at least crunch a bone or two under the force of his steel-heeled boots. But the soldier was tougher than he looked. He took each kick without so much as a wince, and in a second he grabbed Joel’s ankle with one hand. He balanced precariously on the shroud, one hand dragging Joel down and the other raising his sword.
“Shit!” Joel threw an arm up to shield his face from the worst bite of the blade.
But it never came. Instead, a much sweeter sound: the soldier’s cry of pain as a bolt whizzed through the air and buried in his neck. Blood sputtered from around the arrowhead; he immediately lost his grip on Joel and the shroud alike, rolling over. With him, the shroud twisted, but this time Joel was ready.
He hung on tight as it flipped over like a tangled hammock, dumping the soldier’s body unceremoniously onto the now still deck beneath. Several bodies were either dead or unconscious, stacked unceremoniously in piles where they’d fallen. The rest were either tied at the wrists and ankles or cowering with their foreheads pressed into the wood like they really thought any sort of god was helping them.
Beneath him, Etho held a crossbow still aimed at the sky. His cheek bled sluggishly.
“You sure took your sweet time up there, Joel!” he jeered, breathing heavy. “Should I grab you a pillow? Rub your feet?”
“Shut up, Etho!” Joel yelled from where he dangled overhead. “The bloody thing’s already lit, we just need to— woah, woah, watch out!”
It was close. Etho spun right as a cutlass swept through the air over his head. But not close enough. Not fast enough— a blade caught Etho in the shoulder. His pained sound was quiet, but to Joel it might as well have sounded like cannonfire. Etho staggered as the general who had snuck up on him reached for the back of Etho’s collar, hauling him back.
The cannonball he’d swallowed turned into hot, active steel. Shot directly out of a cannon, Joel slid down and leapt from the shrouds when he was confident he was low enough not to break both his ankles.
“Nope, no you don't!” His pulse pounded furiously in his ears as he snatched a sword from one of the bodies at his feet. All it took was a single lunge. A dangerous, incredibly stupid and risky lunge. But a successful one nonetheless. Even with Etho held up between them like a human shield, Joel slipped the tip of the sword in the gap under Etho’s armpit, burying the sword in the general’s gut.
He fell into a heap of limbs on the deck, blood bubbling up between his fingers where he clutched at the wound in the center of his stomach. Joel sneered and kicked him as far away from Etho as he could manage. Which wasn’t very far, he was a lot bigger than Joel, but it was about the principle of the thing.
Furious, sweaty, and buzzing with fear, Joel whirled on Etho. “You bloody idiot, what were you thinking, turning your back?! Let me see—”
Etho swatted his hand away. With the other hand he clutched at the wound. “Next time I’ll let someone poke you full of holes, then,” he said, voice strained.
It bled from the junction where his neck met his shoulder. Blood slicked his hands and dripped down the front of his white shirt, but he wasn’t bleeding as much as the guy he’d shot did. It was bleeding, but it wasn’t oh my gods I’m going to die bleeding. Which was a comfort to Joel, no matter how little. He’d be hurt and whiny, but he wasn’t going to die. He could deal with that.
Joel tilted his head back to admire his handiwork. The red sails blazed a brilliant gold and orange. Embers and ash rained from the sky, a storm of their own making. They didn’t need any gods. The ship went up like a torch, more beautiful than any damn lighthouse or painted sail on the seven seas. It was a mark to be made permanently in the way of ash. It won’t be faded by time or bleached by the sun. Joel’s grin grew wickedly sharp.
He put a hand on Etho’s back. “Let’s get the goods and get the bloody hell out of here.”
***
“Ow! Joel, careful!”
“How can I be careful if you aren’t holding blummin’ still?” Joel snapped, grabbing the back of Etho’s neck forcefully. He sat on a stool behind Etho, armed with a rag doused in drinking alcohol. He examined the wound that bit the worst into the back of his shoulder. It wasn’t as deep as Joel initially feared. The wound’s edges were puffy and oozy (everything Joel detested), but the worst of the bleeding finally stopped. Not that that spared Joel’s sleeves any; he looked forward to burning his shirt as soon as Etho was bandaged and put to bed.
He kept one hand on the back of Etho’s neck while the other dabbed at the edges of the wound. Etho shivered with each touch, the hairs on the back of his neck standing on end every time so much as Joel shifted his hold. Cold air wafted through the ship's calm hull, the steady rise and fall of the sea like a lullaby. A gift for their hard work today (as if the gold and diamonds hadn’t been enough).
“It stings,” Etho complained.
Joel sighed. “You’re the one who told me to do this part.”
He shifted uncomfortably. “Sure, but it still hurts.”
He was a great partner to fare the seas with, but by the gods, Etho could be bloody annoying when he wanted to be. How could a man who was capable of cutting down an entire naval crew be capable of complaining so much? Little about him made sense, and while Joel gave up long ago trying to piece him together, it didn’t stop the puzzle from grating on his nerves often.
With a groan, Joel draped the rag over his thigh, feet tapping a restless, agitated beat on the floorboards. “Alright, it’s clean or whatever,” he said, then hesitated. “… You don’t need stitches, do you? I am not poking a bloody needle through your skin.”
“If I don’t want it to scar, probably,” Etho said, and Joel understood what he meant.
Etho was no stranger to scars. It wasn’t the first time Joel had seen him without a shirt, but it was the first time seeing things this close— close enough to touch. His back was littered with them. Thin cross-hatching lines covered the expanse of his back, some silvery and pale with their age, from a time before Joel, others still red and fresh. As fresh as scars come, at least. A gash on the right flank, a spearhead Etho caught with his body during a rowdy raid on a clan of fishermen. A long, straight cut down the length of his spine. A burn scar to his left shoulder. That one was Joel’s fault — don’t ask.
What was one more to the collection? Besides, Joel wasn’t going to complain about not having to sew Etho’s skin shut. Instead he, without complaint, reached for a roll of bandages he had set out on the table. He called it a roll of bandages, but really it was one of the finer shirts they’d stolen among one of the officer’s luggage cut up into long, thin strips. He was proud of himself for the innovation, even if Etho had pursed his lips at the side of it. Beggars couldn’t be choosers. Etho would have to just get over it.
As he wound the makeshift bandages around Etho’s shoulder and under his armpit, Joel held his breath. Etho didn’t say anything, only lightly wincing when Joel lifted his arm too quickly, which happened every time he needed to reach under the wrap the bandages around. But he endured it without much more complaint. Suddenly, Joel wished he would. Just so he didn’t have to be the one to start talking.
“That was bloody stupid what you did,” he said. “I’ll kill you if you die pulling something like that again.”
“No promises,” Etho said, and by gods Joel could hear the mischievous smirk in his voice. “Someone’s gotta watch your back, Joel.”
Joel scoffed and tucked the edge of the bandage into itself, patting them down. This time Etho groaned and recoiled from his touch, protecting his shoulder with his hands as best he could. “Now you’re just being mean.”
“I’ll stop being mean when you stop being useless and annoying,” Joel said, quickly climbing to his feet and rummaging around in the armoire (another fixture they’d stolen on a previous raid, a rare and expensive mahogany piece that both Joel and Etho found incredibly ugly but both refusing to be the first to admit it). He pulled out a shirt, wadded it up, and tossed it against Etho’s bare chest.
“Cover up before I throw up,” he said. “More ships to burn, more stuff to steal. Up and at ‘em.”
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bigsoftmarshmallow · 3 months ago
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How does the Ganondorfs (Wind Waker, Ocarina of Time, Twilight Princess, Hyrule Warriors, and Tears of the Kingdom) & Demise feel about each other, ranked from 1 to 5?
Here’s a breakdown of how each Ganondorf and Demise might feel about each other if they all existed in the same universe. They’re generally bound by ambition, power, and similar traits, but their vastly different approaches lead to interesting dynamics.
Wind Waker Ganondorf
Ocarina of Time Ganondorf: 3 - Neutral Wind Waker Ganondorf respects Ocarina’s ambition but sees his arrogance and fixation on raw conquest as reckless. Ocarina’s downfall feels like a cautionary tale, reinforcing his own desire for a more tempered approach.
Twilight Princess Ganondorf: 2 - Dislike He finds Twilight Princess Ganondorf too focused on brute force and intimidation. Wind Waker Ganondorf would think Twilight's lack of subtlety is dangerous and could make the royal family more vigilant against them all.
Hyrule Warriors Ganondorf: 4 - Friendly Though more militant, Hyrule Warriors Ganondorf aligns with Wind Waker’s strategic mind. He appreciates Hyrule Warriors’ calculated approach and sees him as a useful ally—someone he could work alongside if their goals align.
Tears of the Kingdom Ganondorf: 3 - Neutral Torn between admiration and mistrust, Wind Waker Ganondorf respects TotK’s charisma and vision but worries he’s too mystical and consumed with his perceived destiny. They’d have mutual respect, though their views might clash.
Demise: 1 - Utter and complete loathing Wind Waker Ganondorf is repelled by Demise’s primal, chaotic nature. He’d see Demise as embodying the worst, most uncontrollable aspects of power—someone who’s too destructive and single-minded.
Ocarina of Time Ganondorf
Wind Waker Ganondorf: 3 - Neutral Ocarina sees Wind Waker as intelligent, but too cautious. He believes ambition requires boldness and would see Wind Waker’s strategy as bordering on cowardice, though he doesn’t completely disregard him.
Twilight Princess Ganondorf: 5 - Besties/Comrades He feels a sense of camaraderie with Twilight Princess Ganondorf, seeing him as a kindred spirit who shares his vision of power through direct action. Together, they’d make an intimidating pair, feeding off each other’s resolve.
Hyrule Warriors Ganondorf: 4 - Friendly Ocarina respects Hyrule Warriors’ strength and strategic mind, viewing him as someone who could actually stand toe-to-toe with him. They’d have a competitive but friendly bond, pushing each other’s boundaries.
Tears of the Kingdom Ganondorf: 2 - Dislike Ocarina sees TotK Ganondorf as too mystical and preoccupied with the divine. He’d find TotK’s introspection and reliance on “destiny” frustrating, dismissing him as someone who overcomplicates things.
Demise: 1 - Utter and complete loathing Ocarina detests Demise’s lack of any refined ambition. He’d view Demise as a mindless embodiment of rage—a blight on the pursuit of power rather than a worthy rival.
Twilight Princess Ganondorf
Wind Waker Ganondorf: 2 - Dislike He would see Wind Waker as too cautious and merciful. Twilight Princess Ganondorf prefers domination and views Wind Waker’s restraint as a weakness, though he begrudgingly respects his patience.
Ocarina of Time Ganondorf: 5 - Besties/Comrades The two would bond over their ruthlessness and belief in raw strength. Ocarina’s decisiveness resonates with Twilight Princess, making them an intimidating, like-minded duo.
Hyrule Warriors Ganondorf: 4 - Friendly He’d find Hyrule Warriors Ganondorf’s sheer power and charisma admirable. They’d spar and strategize together, creating a dynamic mix of force and intelligence, though Twilight would assert dominance.
Tears of the Kingdom Ganondorf: 2 - Dislike To Twilight, TotK’s focus on wisdom and mystical pursuits is a distraction from true power. He’d consider TotK Ganondorf too contemplative and perhaps “soft” for a true ruler.
Demise: 3 - Neutral He respects Demise’s ferocity but keeps his distance, wary of Demise’s chaotic tendencies. Twilight sees Demise as both a cautionary figure and a source of potential inspiration.
Hyrule Warriors Ganondorf
Wind Waker Ganondorf: 4 - Friendly Hyrule Warriors Ganondorf admires Wind Waker’s intelligence and considers him an equal in strategic thinking. He’d view Wind Waker as someone who might occasionally temper his own ambition with practicality.
Ocarina of Time Ganondorf: 4 - Friendly Hyrule Warriors appreciates Ocarina’s confidence and vision, finding him an equal in spirit if not in methodology. Together, they’d form a powerful alliance and have a mutual respect, though Hyrule Warriors might think Ocarina is impulsive.
Twilight Princess Ganondorf: 3 - Neutral They would have an understanding, though Hyrule Warriors might find Twilight’s fixation on brute force excessive. He respects Twilight’s strength but thinks that relying solely on intimidation is a limited approach.
Tears of the Kingdom Ganondorf: 3 - Neutral Hyrule Warriors is intrigued by TotK’s mystical approach but finds it lacking in substance. He respects TotK’s dedication to destiny and the divine but would think it distracts from pragmatic goals.
Demise: 2 - Dislike Hyrule Warriors sees Demise as a blunt instrument with no regard for finesse or strategy. While he respects his strength, he views Demise as a primitive force rather than a true leader.
Tears of the Kingdom Ganondorf
Wind Waker Ganondorf: 3 - Neutral TotK respects Wind Waker’s caution and strategy but thinks he focuses too much on survival. He sees Wind Waker’s restraint as wise, though he’d push him to consider greater ambitions.
Ocarina of Time Ganondorf: 2 - Dislike TotK Ganondorf finds Ocarina’s ambition admirable but misguided. He’d feel that Ocarina’s fixation on power is hollow without a deeper purpose, leading to a lack of respect between them.
Twilight Princess Ganondorf: 2 - Dislike He sees Twilight Princess’s brute force approach as shortsighted and beneath him. TotK’s reverence for destiny and purpose would clash with Twilight’s ruthless, power-driven outlook.
Hyrule Warriors Ganondorf: 4 - Friendly TotK admires Hyrule Warriors Ganondorf’s charisma and strength. They’d find common ground in their mutual respect for calculated power, and TotK would see Hyrule Warriors as a worthy rival and companion.
Demise: 1 - Utter and complete loathing TotK views Demise as an undisciplined, destructive force and the embodiment of everything he opposes. TotK’s focus on destiny and restraint clashes with Demise’s blind aggression.
Demise
Wind Waker Ganondorf: 1 - Utter and complete loathing Demise would have no respect for Wind Waker Ganondorf, seeing his patience and caution as a betrayal of power. To Demise, Wind Waker’s restraint makes him weak.
Ocarina of Time Ganondorf: 3 - Neutral Demise respects Ocarina’s ambition and thirst for power but would be indifferent toward his methods. He sees Ocarina as a tolerable version of himself but still lacking in pure aggression.
Twilight Princess Ganondorf: 4 - Friendly Twilight Princess Ganondorf’s ruthless nature would win Demise’s respect. They share a similar drive, though Demise would still view Twilight as slightly weaker, only tolerating him because of his ruthless ambition.
Hyrule Warriors Ganondorf: 3 - Neutral Demise is intrigued by Hyrule Warriors Ganondorf’s strength and charisma but is put off by his occasional strategy and caution. He finds Hyrule Warriors tolerable but considers him overly controlled.
Tears of the Kingdom Ganondorf: 2 - Dislike Demise would consider TotK Ganondorf’s focus on destiny weak and misguided, despising his contemplative nature. Demise would view TotK’s reverence for restraint as a betrayal of raw power, finding him frustratingly restrained.
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sicklyseraphnsuch · 10 months ago
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DnD Combat and Critiques
Hey, so I have thoughts. I know! How unfortunate.
Combat in DnD is not always going to translate nicely into a narrative that follows storybeats. Like in a good fight, there's a plan - the plan fucks up - then there's a callback to some earlier themes that gets implemented into the finishing blow.
FCG did the last part.
It's the before that's the problem.
BH don't have a lot of synergy. Let's go back to the whole Dungeons and Dragons for all the roleplay - it's still a fighting game. And fighting games require some strategy.
BH does have a strategy. Hit the thing until it stops moving. And they usually do this through raw, brute strength. But when you're facing a high-level, Smart character, it's going to take more than bruteforce
I'm gonna out myself as a LoL player here. I know! It's really quite tragic.
But in teamfights, you do need some characters - like the tank or the support - who can pin down those highly mobile characters so they can just start hitting.
Yes. She had legendary resistances. But her resistances are limited. They had to burn those. Ideally, FCG or Fearne would have done that. Hell, maybe Ashton could have picked her up and squeezed - or tried to. Likewise, Laudna could have cast darkness and it would have crippled everyone but it would be some advantage.
This team desperately needed some way to limit her movement or ability to target them. But without that, FCG had no choice but to remain on healing duty and unable to chance spells like Banishment or fucking Plane Shift. Fearne needed to stay away from damage - let those better at it try - and focus on running utility. Aura of Life came way too late - not that it mattered bc again Otohan's hyper mobility.
I think it wasn't Otohan that was the problem. A lot of babies are kicking and crying that she was too hard. And yeah. She was. And arguably she wasn't the best villain for the audience bc yeah we know fuck all about her. Here's something to consider: Otohan was for the players, not the audience. At most, the audience gets a kick out of BH's reactions whenever she comes up. But her main job was to freak out the players - and she does.
Because BH is not prepared for high level combat. There. That's my critique.
When your healer goes into a rage if he heals too much, that's a liability in a fight. When neither of your tank-utility players have any reliable capture and crowd control capabilities, that's a problem. The most they had was Ashton's gravity well but she could clear that 10 ft difference with ease. They didn't need a fucking slow - they needed a stun.
This team is not equipped for a fight beyond brute force. They don't have a toolkit that lends itself well to tactics.
Otohan was absolutely beatable and I will die on that hill. They just didn't know how to fight her with the weapons they have. Outside of character growth, they really might need a good old fashioned shounen training arc.
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jcmarchi · 2 months ago
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Breaking the Scaling Code: How AI Models Are Redefining the Rules
New Post has been published on https://thedigitalinsider.com/breaking-the-scaling-code-how-ai-models-are-redefining-the-rules/
Breaking the Scaling Code: How AI Models Are Redefining the Rules
Artificial intelligence has taken remarkable strides in recent years. Models that once struggled with basic tasks now excel at solving math problems, generating code, and answering complex questions. Central to this progress is the concept of scaling laws—rules that explain how AI models improve as they grow, are trained on more data, or are powered by greater computational resources. For years, these laws served as a blueprint for developing better AI.
Recently, a new trend has emerged. Researchers are finding ways to achieve groundbreaking results without simply making models bigger. This shift is more than a technical evolution. It’s reshaping how AI is built, making it more efficient, accessible, and sustainable.
The Basics of Scaling Laws
Scaling laws are like a formula for AI improvement. They state that as you increase the size of a model, feed it more data, or give it access to more computational power, its performance improves. For example:
Model size: Larger models with more parameters can learn and represent more complex patterns. Parameters are the adjustable parts of a model that allow it to make predictions.
Data: Training on vast, diverse datasets helps models generalize better, enabling them to handle tasks they weren’t explicitly trained for.
Compute: More computational power allows faster and more efficient training, achieving higher performance.
This recipe has driven AI’s evolution for over a decade. Early neural networks like AlexNet and ResNet demonstrated how increasing model size could improve image recognition. Then came transformers where models like GPT-3 and Google’s BERT have showed that scaling could unlock entirely new capabilities, such as few-shot learning.
The Limits of Scaling
Despite its success, scaling has limits. As models grow, the improvements from adding more parameters diminish. This phenomenon, known as the “law of diminishing returns,” means that doubling a model’s size doesn’t double its performance. Instead, each increment delivers smaller gains. This means that to further push the performance of such models would require even more resources for relatively modest gains. This has real-world consequences. Building massive models comes with significant financial and environmental costs. Training large models is expensive. GPT-3 reportedly cost millions of dollars to train. These costs make cutting-edge AI inaccessible to smaller organizations. Training massive models consumes vast amounts of energy. A study estimated that training a single large model could emit as much carbon as five cars over their lifetimes.
Researchers recognized these challenges and began exploring alternatives. Instead of relying on brute force, they asked: How can we make AI smarter, not just bigger?
Breaking the Scaling Code
Recent breakthroughs show it’s possible to outperform traditional scaling laws. Smarter architectures, refined data strategies, and efficient training techniques are enabling AI to reach new heights without requiring massive resources.
Smarter Model Designs: Rather than making models larger, researchers are focusing on making them more efficient. Examples are:
Sparse models: Instead of activating all parameters at once, sparse models only use the parts needed for a specific task. This approach saves computational power while maintaining performance. A notable example is Mistral 7B, which, despite having only 7 billion parameters, outperforms much larger models by using a sparse architecture.
Transformer improvements: Transformers remain the backbone of modern AI, but their designs are evolving. Innovations like linear attention mechanisms make transformers faster and less resource-intensive.
Better Data Strategies: More data isn’t always better. Curated, high-quality datasets often outperform sheer volume. For example,
Focused datasets: Instead of training on massive, unfiltered data, researchers are using clean and relevant datasets. For instance, OpenAI has shifted toward carefully selected data to improve reliability.
Domain-specific training: In specialized areas like medicine or law, targeted datasets help models perform well with fewer examples.
Efficient Training Methods: New training techniques are reducing resource demands without sacrificing performance. Some examples of these training methods include:
Curriculum learning: By starting with simpler tasks and gradually introducing harder ones, models learn more effectively. This mirrors how humans learn.
Techniques like LoRA (Low-Rank Adaptation): These methods fine-tune models efficiently without retraining them entirely.
Gradient checkpointing: This approach reduces memory use during training, enabling larger models to run on limited hardware.
Emergent Abilities: As models grow, they sometimes display surprising capabilities, like solving problems they weren’t explicitly trained for. These emergent abilities challenge traditional scaling laws, as they often appear in larger models but not in their smaller counterparts. Researchers are now investigating ways to unlock these abilities more efficiently, without relying on brute-force scaling.
Hybrid Approaches for Smarter AI: Combining neural networks with symbolic reasoning is another promising direction. These hybrid systems combine pattern recognition with logical reasoning, making them more intelligent and adaptable. This approach reduces the need for massive datasets and compute power.
Real-World Examples
Several recent models showcase how these advancements are rewriting the rules:
GPT-4o Mini: The model delivers performance comparable to its much larger version but at a fraction of the cost and resources. It achieves these results with the help of smarter training techniques and focused datasets.
Mistral 7B: With only 7 billion parameters, this model outperforms models with tens of billions. Its sparse architecture proves that smart design can surpass raw size.
Claude 3.5: Prioritizing safety and ethical considerations, this model balances strong performance with thoughtful resource use.
The Impact of Breaking Scaling Laws
These advancements have real-world implications.
Making AI More Accessible: Efficient designs lower the cost of developing and deploying AI. Open-source models like Llama 3.1 are making advanced AI tools available to smaller companies and researchers.
A Greener Future: Optimized models reduce energy consumption, making AI development more sustainable. This shift is critical as concerns about AI’s environmental footprint grow.
Expanding AI’s Reach: Smaller, more efficient models can run on everyday devices, like smartphones and IoT gadgets. This opens new possibilities for applications, from real-time language translation to autonomous systems in cars.
The Bottom Line
Scaling laws have shaped AI’s past, but they no longer define its future. Smarter architectures, better data handling, and efficient training methods are breaking the rules of traditional scaling. These innovations are making AI not just more powerful, but also more practical and sustainable.
The focus has shifted from brute-force growth to intelligent design. This new era promises AI that’s accessible to more people, environmentally friendly, and capable of solving problems in ways we’re just beginning to imagine. The scaling code isn’t just being broken—it’s being rewritten.
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mokeonn · 1 year ago
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Why don't you wanna play your other games cuz you can't turn them honor? What part of honor mode has enchanted you so?
I do enjoy my other games but I am having a TON of fun with honor mode, mainly coming down to the following reasons:
- No reloading.
This has been my blessing and my curse. On the one hand, it makes battles WAY more fun because if they go south, I can't just press the magic undo key. It's changed my battle strategy when I lose from "just reload to before the battle" to "have someone escape and prepare to pickpocket Withers at camp," which is a lot more fun imo. It's also why I had so many problems with the phase spider matriarch and why Poetry is technically continuing with dishonor because I kept running away and leaving camp right back to the fight. (Which was my fault, I forgot you can use waypoints in camp)
It also means I don't have to worry about saving often anymore. No more backtracking more than expected because I forgot to save before or after an event, because I simply can't backtrack!
However this also causes a nightmare, if you fuck up and end up wiping out an entire town or giving a character a bad end on accident, you're stuck with that. I have figured out how to turn the tide in my favor for a lot of events, but for others, I am simply out of luck if I mess it up. Like triggering the Isobel kidnapping scene and not winning the fight, or if something happens to a future companion in a battle where they're an ally. You're just stuck with the consequences, which sucks SO much.
- the difficulty is kinda fun and adds new features to fights that freshens it up
I normally go through the game in balanced mode, because that feels just right for me, but I can't help but admit that the new attacks and enemy features of honor mode freshen up the game a lot more. Take the intellect devourer fight at the very beginning of the game when you pick up Shadowheart, I've done that fight so many times it's more of a chore that gets you to level up than anything else. In tactician mode, it's the same fight, but they hit harder. In honor mode??? Those fuckers got laser beams! That's new! That adds something that freshens up an old experience! I like that a lot!
Many fights are like that where an old fight I've already done at least 5 times feels new. Getting the owlbear fight out of the way? Now there's 2 owlbears, bitch. Does the hag have new attacks? I wouldn't know! I just cheese the fight by arcane locking the stairs to the lair when she first reveals herself.
It really adds a breath of fresh air, and it gets me to think a lot more about equipment, spells, battle strategies, classes, feats, and so on. Rather than simply brute forcing my way through and reloading until I win.
-food system
I understand this is just a general tactician mode change, but instead of 40 camp supplies, you need 80.
I tend to pick up any edible substance I can see anyways, leading to me having over 1,000 camp supplies sometimes. I have to constantly distribute supplies to other party members lest my player character have 70% of their inventory and ability to carry things be taken up by food. I am constantly juggling to make sure I don't become encumbered.
So, having that set to 80 instantly helps me cut down on food and has even caused a little challenge. Due to the difficulty of honor mode, I have to long rest more, which means I now ACTUALLY have to worry about camp supplies. There will be times were the party needs to rest but I don't have enough supplies so I need to either find something, or buy something.
I find the food management aspect really fun actually and it's very interesting to want to long rest only to realize you only have 18 supplies and need to scramble to get 62 more.
-gettin' funky with it
I think the biggest part I like about honor mode as well is that there are areas where you can't simply run away to camp if things go south. So the game constantly requires me to think outside of the box and get funky with it.
Things like using enemies as weapons against other enemies, making a healing circle in combat and throwing a potion down in the middle of it, getting rid of an entire boss fight early by simply getting other enemies to fight them, blocking off doorways with boxes or arcane lock, finding out that darkness is your friend it is SUCH a good spell.
It's REALLY fun to figure out wild solutions to get things done without risking the run ending. A dumb example was in grymforge! I wanted to get all the duegar out of the way before fighting Nere, so I did this by going to the upper platform hanging above the entrance of the main room, and using a berserker Karlach to start throwing things down. Most of the duegar were melee fighters so they would end up dashing around and missing turns, and those that could hit far were taken out first. I had potions lined up the wazoo and made shadowheart throw them on karlach when she got low on health, Astarion was sneak attacking, and Poetry (my durge bardlock) was inspiring Karlach and eldrich blasting.
It got even better because some enemies had javelins they would throw up, which meant that Karlach now had more Javelins to throw down.
It was a dumb battle that ended with a solid 8 turns of everyone wailing on the scrying eye hoping to damage it, because we ran out of thunder spells that could hurt it and most of our damage was negated most turns. It cried for help every time, but no help came.
But I had a ton of fun with it! It was a memorable fight! It wasn't like my first fight in my first playthrough where I had to keep reloading, I just got to win by standing up really high and making Karlach throw every Javelin I had found and gave her throughout the game and then some.
-it justifies my bad habits that make gamers cry
To the joy of all my friends, I have stopped using my inventory system I made up. I used to pick up every backpack and pouch I could find and sort everything into 4 bags in the order of: spell scrolls, drinkables, throwables, and coatables.
This kept everything nice and clean as most things outside of these bags either got a special bag (i.e story items or dye bottles) or just got to be sold. It was a little tedious to grab things during battle, but I used the custom page to make things easier. So it was only really a pain getting things out of someone else's inventory.
I have since found out that an auto sort by type button exists, and I can just use that instead. And that a search bar exists. It took until a friend pointed it out for me to realize this. So I stopped doing the bag system since I could simply throw the story items you can't sell into a backpack and just auto sort everything else.
Plus I used to have a treasure pouch I would sell, which is not necessary! That's what the 'add to wares' button is for! Whoopsie!
So, thankfully, for everyone, I stopped doing the backpack system...
However
I had also developed another habit around the same time I developed the backpack system. I was doing a challenge run where I dared myself to use every object I picked up no matter how useless, and it caused me to develop a habit that makes everyone who plays with me cry:
I press take all no matter what.
That's just how I close containers.
There's nothing that makes a friend playing with you cry more than an inventory full of useless garbage, and you keep picking up more garbage off the ground to mess with them.
In honor mode, the shop prices are HIGH. A 80 gp ring of flinging in balanced mode is over 200gp in honor mode. The gloves of missile snaring that are about 200 gp normally? Over 600gp. If you aren't planning on pickpocketting (which admittedly I am clearly under utilizing and I need to plan on pickpocketting more), you need a LOT of money to buy items you need.
You know what gets you a lot of money? Selling a metric fuckton of armor, weapons, rotten food, bones, and whatever other garbage you pick up!
Hell, if you even give some of these to shop keepers for free, they'll like you more and lower the prices!
So next time your friend yells at you for picking up all of the severed body parts you see in on the risen road, consider that each of those parts net you about 3 gold, and you need that bottle of light blue dye Dammon is selling.
- I want the achievement and the gold dice
I've been getting into achievement hunting and I really like how all of bg3 achievements are achievable through story beats or small fun actions, so I want the achievement. I'm already working on the second hardest one which is busking 100 gold, so I need the hardest one. Boost my ego. Plus I wanna see if it gets the tactician achievement out of the way as well.
Also yeah I want those gold dice lmao
So that's why I have only been playing honor mode lately. I still love those regular balanced games, and I will need to revisit my main game soon since I haven't beaten the game yet and have no idea what act 3 encounters there are, but I am having the time of my life with honor mode. The furthest I have gotten so far is right before the Nightsong and the assault on Moonrise Towers. I would be able to tell you how well that went if I didn't proceed to let my hubris get the better of me and mess up the last light Inn.
Anyways, I highly recommend trying honor mode! It really forces you to get into out of the box thinking and try some spells, classes, and methods you might not have used. Whether that's disguising yourself as a drow to get past the goblin camps conflict free, pickpocketting every shopkeeper you can to save money, or saving every smokepowder barrel you can find; there's a lot of fun to be had in honor mode.
Of course, if you normally do explorer and never balanced or tactician, maybe reconsider idk. Also I am weird and absolutely have been trying new classes I never played before in this mode, I highly recommend playing a class you have played before if you're worried about the difficulty. For me? I got act 1 figured out, so by act 2 I'll be used to the class I picked it's no biggie :)
So far the only honor mode game going REALLY well for me is the one I'm doing with my friend, since he was unsure about honor mode and normally plays explorer. That one he is a druid half-wood elf (which is a fantastic pick as the wild shapes are grand for not dying and half-wood elves get an extra 3 meters to their speed) and I am a war cleric of Selune romancing Lae'zel (war clerics RULE for hitting hard, and I wanted to piss off Shadowheart as much as possible with my build.) So if you have a friend who likes playing tactician or honor mode, you can totally mooch off them. Having another player to control half of the team honestly helps a lot imo.
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heretichromia · 1 year ago
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Reductive endgame tier list.
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Operators within a tier are just sorted by class. I'm not trying to argue that Cantabile is stronger than Młynar.
This tier list largely applies to endgame general content, which means things like Adverse Environment story stages, EX- or S-stage challenge modes, Trials for Navigator, risk 0-18 CC, and the like. It does not apply to high-risk Contingency Contract or Integrated Strategies, which would require entirely different lists.
This is also not a new player recommendation list. Several units on this list will not reach their tier without E2, masteries, or even modules (e.g. Gladiia), or without other units (e.g. Guard Skadi, who'll require at minimum Gladiia to achieve her real boss 1v1ing potential). New players, additionally, really don't need a fully kitted-out Flagpipe lineup when just Myrtle will do in most cases.
I'm open to argument about the placements of several of these operators. Some of them could easily raise or drop a tier or two, and their placement on these lists will always be pretty subjective. Operators not on the list aren't completely useless, and in fact might be recommended builds early game (e.g. Steward), but will be used by basically nobody once better options are available.
Some elaboration below the cut.
General Explanation of Tiers
Powerful generalists Operators who excel in basically all content. These alone are probably enough to beat every stage in the game by themselves. That doesn't mean operators from the lower tiers won't make your life easier, but it's almost never wrong to bring these guys, even in situations where they aren't optimal (and they're very frequently optimal). -
Powerful niche operators Extremely powerful units, though you will want to know why you're bringing them. Make sure you understand what they accomplish and how before you take them to a map, because they're less good at brute-forcing general content than the above tier. Several of these, like SilverAsh, Qiubai, and Penance are solid generalists as well, though they're a cut below the operators above in that regard when not used within their specific niches. -
Good generalists Like the top tier, just...not as good at it. They're still units who are fairly generally powerful and will serve you well in most stages. These operators are still frequently the best or close to the best at what they do, but that job just isn't as necessary as it used to be. As mentioned above, several operators from the above category also match or even exceed operators in this category. -
Solid niche operators Operators who are still optimal in some niche, but that niche just isn't as prevalent as the 2nd tier. That doesn't mean they aren't good. Shining is the single best unit at keeping a tank alive in the face of overwhelming physical damage. Irene provides useful crowd control and obscene burst damage. That said, if you're using them outside of their niches, they'll significantly underperform. -
Decent substitutions These operators are, generally speaking, inferior versions of operators in higher tiers who don't often excel beyond their counterparts in meaningful ways. However. Some of these, like Sussurro, are very close to the above operators in most circumstances. To fully replace Sussurro, you'd need a number of much more expensive medics. These operators, if cheaper, might end up being more valuable to you in the long run, as you'll be able to invest sooner in units where you'll get more significant gains. -
Usable It's difficult to recommend that anyone build most of these, unless they're the best options available to them. Meteorite or Ashlock or Ayerscarpe might very well be the strongest operators available to a new player, and they'd be right to build them in those cases. That said, an endgame player without any of these on their lineup will basically not feel it at all. In the very few cases where their niches are optimal, they can just bring them as a support unit if need be—or, in the case of Ethan in Invitation to Wine maps, as a low or zero-investment unit.
Further Commentary
I complained about Gamepress yesterday, so I figured I might as well try my hand at making a list myself. It's...not easy, obviously. Ranking operators comparatively in a game like this is pretty hard, unless you're comparing things that clearly belong at least two tiers apart.
The further down you go, the less confident I am with my placements. Many of the operators in the bottom tier I have limited hands-on experience with, and so I wasn't positive if they should belong in higher tiers, or just shouldn't belong on the list at all. A lot of it was just me extrapolating from what I think they could be used for given their kits.
Hellagur, W, and Rosmontis were operators I have used, but agonized way too much over their placements. Really, I think they're a cut above the operators they're grouped with, but I'm not sure if they belong with the "solid niche" crowd. Conversely, Cliffheart, Enforcer, and Stainless are operators who are invaluable in challenge runs or high-risk Contingency Contract, but are considerably less useful in general content, so I fear I may have ranked them too highly.
Edit 1: Moved Ebenholz and Myrtle up a tier. Myrtle's cheap cost due to easy potentials means she's just as if not more powerful than Elysium for most players. Also moved Meteorite up a tier. She was in the lowest tier by mistake, despite being very helpful for newer players without solid AoE options. Sorry, Meteorite.
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darkdemeter · 4 months ago
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SCP 3456.2 D also known as War is a Thaumiel Class entity who’s the most physically strongest amongst his siblings. Honorable, brutish, and large, he tends to solve things directly and violently though is more reasonable than SCP 3456.2 C. Tends to spend his time training by himself or even MTFs and has fought other SCPs such as SCP 076, 096, and even the infamous 682. Further examination of his weapon Chaoseater had the Foundation recreate another weapon with similar materials.
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[ AUTHENTICATION REQUESTED ]
∎ LOADING FILE . . .
[ ACCESS GRANTED :) ]
Profiled tag: SCP-3456-2-D "War"
Class: Thaumiel (risk of Apollyon level)
SCP description:
Standing at around 8'1 in height and ranked heavy in the weight spectrum, War is a classification of a juggernaut. Bulky and cantankerous, he has demonstrated his ability that proves his physical strength is unmatched and can only be bested by a superior combat thinking mind.
As his sibling. SCP-3456-B "Strife" has mentioned, it took all three of them combined to subdue him when he was in a state of bloodlust and rage.
Adorned in a variety of armour sculpts of harrowing, haunting and grotesque visages of tormented faces, the only part of him that remains uncovered is his face, revealing a light but more natural skin tone but not without the draped scarlet cowl that crowns a hood over his head, obscuring mainly the upper portion of his face in shadow. A searing crescent appears to be tattooed on his forehead, the spiked ends pointed downward and crossing over the bright, blue-white coloured eyes. Beneath his cowl is long, white hair.
War has a very direct approach when it comes to overcoming challenges ahead of himself, often through brute force as his primary charge but despite this, he has proven himself to have a deep-rooted code of honour that keeps his otherwise brutish nature in check. Understanding and able to reason, this is a stark contrast to his fellow SCP-3456-C. He also has a great and key mind for tactics and war-path strategy, earning him access to being the directive head of planning MTFs missions and assignments.
When not restricted to the confines of his containment cell and freely roams the site, he can be found either training by himself or training numerous MTF squads.
For his viscous calling to battle, War is eager to engage a threat head on if it means to protect and preserve, Whether this ideology stems from his code of upholding the balance or to keep his siblings safe. So far, War has come into contact with SCP-076 and 096 and also 682 a handful of times, seemingly determined to eliminate this threat that defies the course of natural order.
As for his weapon, Chaoseater, (SCP-2-D-HC) the weapon is infused to him and somehow pertains a slivered amount of his very lifeforce; perhaps granting him a near immortal state should his physical body die then the blade can somehow act as a form of resurrections point. The blade is as tall as he is alone and not counting the hilt. A wide frame makes up the blade and like his armour, it has a magnitude of sculpted moaning faces.
Though not as semi-sentiant as the Harvester or as magically possessed, the Chaoseater does carry a dark and powerful aura about it. It is bound to War in a way that only enables him to be its wielder and though there have been attempts to replicate the blade during its forging process, there has been no success. Each time there has been a replica of Chaoseater, it quivers and the metal cracks and splinters when in the presence of its parent variant - almost as if it refuses to be copied.
The blade also has a tether to War's ferocity in battle and is able to increase War's tenacity amidst his conflicts. The blade does not require a sheath and by some magical possession, the blade has the ability to stick to War's back with ease, unable to be dislodged unless compelled by its wielder.
For War's second counterpart, he too rides on an equine of his own unique design. Much like each of the Horsemen, War's steed reflects his rider's personality and aspects. The largest of the Horsemen's mounts, Ruin (SCP-2-D-ER) has the appearance of a draft or war horse. A fiery and temperamental creature only able to calm by the hand of his rider.
With a dark ebony coat as hard as rock and smoldering hot as magma, a line of carven runes line the side of his neck, the language or meaning behind such markings is unknown. Unlike Despair, Ruin's coat may be lacking of evident hair, there is a smoothness to his body and his mane and tail are made of coarse, long hair. From within he is like a volcanic surge, a fiery amber glowing from the eyes, nostrils and markings or scarring on his body with his cracked hooves also being engulfed by flame.
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[Hi! For... god, years now, I've had this massive Spreadsheet (yes, it requires a capital letter) of retro JRPGs I've wanted to (1) play my way through and (2) blog about. (1) was fairly easy after I stopped trying to play on original hardware, but I found it surprisingly hard to do (2) without it devouring all my free time. So instead of a dedicated blog, I'm just gonna do these short summary posts here whenever I beat a game. There's two in the backlog right now, starting with...]
What it is: The Tower of Druaga (ドルアーガの塔 Druaga no Tō) for Famicom, released on the 6th of August, 1985, developed and published by Namco. Based on the arcade game of the same name from June 1984, also published by Namco and chiefly designed by Masanobu Endō, creator of early scrolling shmup Xevious, it's the first game in - the Spreadsheet as a whole, yes, but also the Babylonian Castle Saga, a collection of (for the most part) vaguely RPG-like action games that tell the story of a prince named Gil, his lover, the priestess Ki, and their quest to restore peace to their loosely-Babylonian fantasy world.
What it's about:
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I think the attract screen puts it pretty well! There's some more wrinkles to the backstory, which I mostly got from a strategy guide released at the time - an invading empire, the goddess Ishtar, the precise mechanics behind why, exactly, this is our heroes' last chance to save their kingdom - quite a lot for a mid-80s arcade game. It's pretty thin by RPG standards, but as a setup, it works, and I found it surprisingly engrossing.
How it plays: How do you make an RPG work in the arcade? Apparently, you turn it into a Pac-Man clone. Okay, that's a little flippant; Druaga may be a maze chase game, but there's a lot more going on in it than in most arcade games of its day. On the surface, it's a game about running around mazes, killing monsters, and grabbing keys to get to the next floor, until you defeat Druaga and rescue Ki on the top of the tower. All you have to do is fight your way to the sixtieth floor, right?
In any other arcade game of its era, maybe, but not here. Almost every floor of the tower also contains a hidden treasure that can only be revealed by performing a specific action unique to that floor. The higher Gil gets up the tower, the more he'll need them, from books to reveal the layout of darkened floors to a series of items that turn the increasingly common dragons from the most dangerous enemies in the game to an easily ignored afterthought. Pretty much every useful item in the game (there's several duds and a few traps) is needed to defeat Druaga, so knowing where they are and how to reveal them is absolutely key to beating the game.
The catch - because of course there's a catch - is that neither the treasures' locations nor their revealing methods are signposted at all. Every single one has to be trial-and-error brute-forced out, and they can get pretty arcane - entering a fairly long cheat code, defeating several enemies in a specific order, walking over a particular tile in a particular direction... The intent was for arcade-goers to 'solve' the game together, figuring out all its secrets over the course of weeks or months, but when you don't have a friendly mid-80s Japanese arcade crowd to help you out all you're left with is a mountain of guesswork. Or a walkthrough, which has been a standard bonus feature on its Namco Museum rereleases since the mid-90s.
What I thought: I had a lot of fun with this game! Admittedly I was using a walkthrough (in Japanese, because part of the purpose of the Spreadsheet is to practice my language skills) to bypass about half of the Intended Experience™, but the other half, the straightforward arcade action Pac-Man-with-a-sword gameplay loop, was engaging enough in its own right. Gil controls really well, you never feel like you're fighting the programming instead of the monsters, you can always tell why you died even if the game took a cheap shot, and its insanely generous continue system lets you jump right back to the level you were on with all your items intact when you run out of lives. It's still tough, but it's tough in a fair way, breaking up its fast-paced action into discrete digestible chunks with a chance to breathe between every floor. And frankly, though it is 1980s quarter-muncher hard, I've played indie puzzle platformers that were much worse.
And I do think it succeeds at distilling the RPG into an arcade format, though the result is only an RPG by the loosest possible definition. Despite the lack of numbers and exploration (well, in a sense) there's a distinct feeling of progression to Gil's journey up the tower, a kind of character growth uncommon to - basically any genre outside the RPG in 1984. As Gil collects treasures, he grows faster, stronger, better at navigating the labyrinths, to the point that, despite the increasingly tougher challenges the game throws at you, it almost gets easier the further along you get. With the continue system I mentioned, you can even jump back to floors you've already cleared (mostly to replace a particular item that occasionally breaks) and breeze through the monsters that once gave you so much trouble. It's this kind of thoughtful design that makes me really appreciate Druaga, more than I honestly expected to when I first booted it up. Give it a try, it's pretty good!
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mariacallous · 2 years ago
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The original version of this story appeared in Quanta Magazine.
So far this year, Quanta has chronicled three major advances in Ramsey theory, the study of how to avoid creating mathematical patterns. The first result put a new cap on how big a set of integers can be without containing three evenly spaced numbers, like {2, 4, 6} or {21, 31, 41}. The second and third similarly put new bounds on the size of networks without clusters of points that are either all connected, or all isolated from each other.
The proofs address what happens as the numbers involved grow infinitely large. Paradoxically, this can sometimes be easier than dealing with pesky real-world quantities.
For example, consider two questions about a fraction with a really big denominator. You might ask what the decimal expansion of, say, 1/42503312127361 is. Or you could ask if this number will get closer to zero as the denominator grows. The first question is a specific question about a real-world quantity, and it’s harder to calculate than the second, which asks how the quantity 1/n will “asymptotically” change as n grows. (It gets closer and closer to 0.)
“This is a problem plaguing all of Ramsey theory,” said William Gasarch, a computer scientist at the University of Maryland. “Ramsey theory is known for having asymptotically very nice results.” But analyzing numbers that are smaller than infinity requires an entirely different mathematical toolbox.
Gasarch has studied questions in Ramsey theory involving finite numbers that are too big for the problem to be solved by brute force. In one project, he took on the finite version of the first of this year’s breakthroughs—a February paper by Zander Kelley, a graduate student at the University of Illinois, Urbana-Champaign, and Raghu Meka of the University of California, Los Angeles. Kelley and Meka found a new upper bound on how many integers between 1 and N you can put into a set while avoiding three-term progressions, or patterns of evenly spaced numbers.
Though Kelley and Meka’s result applies even if N is relatively small, it doesn’t give a particularly useful bound in that case. For very small values of N, you’re better off sticking to very simple methods. If N is, say, 5, just look at all the possible sets of numbers between 1 and N, and pick out the biggest progression-free one: {1, 2, 4, 5}.
But the number of different possible answers grows very quickly and makes it too difficult to employ such a simple strategy. There are more than 1 million sets consisting of numbers between 1 and 20. There are over 1060 using numbers between 1 and 200. Finding the best progression-free set for these cases takes a hefty dose of computing power, even with efficiency-improving strategies. “You need to be able to squeeze a lot of performance out of things,” said James Glenn, a computer scientist at Yale University. In 2008, Gasarch, Glenn, and Clyde Kruskal of the University of Maryland wrote a program to find the biggest progression-free sets up to an N of 187. (Previous work had gotten the answers up to 150, as well as for 157.) Despite a roster of tricks, their program took months to finish, Glenn said.
To lessen their computational load, the team used simple tests that prevented their program from pursuing dead-end searches and split their sets into smaller parts that they analyzed separately.
Gasarch, Glenn, and Kruskal also tried several other strategies. One promising idea leaned on randomness. A simple way to come up with a progression-free set is to put 1 in your set, then always add the next number that doesn’t create an arithmetic progression. Follow this procedure until you hit the number 10, and you’ll get the set {1, 2, 4, 5, 10}. But it turns out this isn’t the best strategy in general. “What if we don’t start at 1?” Gasarch said. “If you start at a random place, you actually do better.” Researchers have no idea why randomness is so useful, he added.
Calculating the finite versions of the two other new Ramsey theory results is even more vexing than determining the size of progression-free sets. Those results concern mathematical networks (called graphs) made up of nodes connected by lines called edges. The Ramsey number r(s, t) is the smallest number of nodes a graph must have before it becomes impossible to avoid including either a group of s connected nodes or t disconnected ones. The Ramsey number is such a headache to compute that even r(5, 5) is unknown—it’s somewhere between 43 and 48.
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In 1981, Brendan McKay, now a computer scientist at Australian National University, wrote a software program called nauty, which was intended to make calculating Ramsey numbers simpler. Nauty ensures that researchers don’t waste time checking two graphs that are just flipped or rotated versions of one another. “If somebody’s in the area and is not using nauty, the game is over. You must use it,” said Stanisław Radziszowski, a mathematician at the Rochester Institute of Technology. Still, the amount of computation involved is almost incomprehensible. In 2013, Radziszowski and Jan Goedgebeur proved that r(3, 10) is at most 42. “It took, I think, almost 50 CPU years,” said Goedgebeur, a computer scientist at KU Leuven University in Belgium.
If you can’t compute an exact Ramsey number, you can try narrowing down its value with examples. If you found a 45-node graph without five nodes that were all connected and without five nodes that were all disconnected, that would prove that r(5, 5) is bigger than 45. Mathematicians studying Ramsey numbers used to think that finding those examples, called Ramsey graphs, would be simple, Radziszowski said. But it wasn’t so. “There was this expectation that nice, cool mathematical constructions will give the best possible constructions, and we just need more people to work on it,” he said. “My feeling is more and more that it’s chaotic.”
Randomness is both an obstacle to understanding and a useful tool. Geoffrey Exoo, a computer scientist at Indiana State University, has spent years refining random methods to generate Ramsey graphs. In a 2015 paper announcing dozens of new, record-beating Ramsey graphs, Exoo and Milos Tatarevic generated random graphs and then gradually tweaked them by deleting or adding edges that reduced the number of unwanted clusters until they found a Ramsey graph. Exoo’s techniques are as much an art as anything, though, Radziszowski said. They sometimes require him to combine multiple methods, or to use judgment about what kind of graphs to start with. “Many, many people try it, and they cannot do it,” Radziszowski said.
The techniques developed to generate Ramsey graphs could be more broadly useful someday, said Goedgebeur, who has worked on producing other kinds of graphs, such as graphs that represent chemical compounds. “It is not unlikely that these techniques can also be transferred and adjusted to help generate other classes of graphs more efficiently (and vice versa),” he wrote in an email.
To Radziszowski, however, the reason for studying the small Ramsey numbers is much simpler. “Because it’s open, because nobody knows what the answer is,” he said. “The trivial cases we do by hand; a little larger, you need a computer, and a little larger, even the computer is not good enough. And so the challenge emerges.”
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iamgrowingstronger-blog · 2 years ago
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Hotel Transylvania Social Game
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Society, in large part, is held together by fictions. From birth, we are taught words that have been smeared and tampered in meaning for generations before us. To some, the word "Italian" is a word their family taught them to love and cherish, and to others, it is an accursed word, one that their family drilled into them hate for. Both of these meanings are entirely fictitious, yet are more binding than most reasonable laws are.
At its most basic interpretation, one of the great pillars of Christianity is its two fictitious characters: God and the Devil. The former represents all that is good in the world, and the latter all that is evil. These two are both extremes in their own right, and thus, it gives people an easy fiction to follow. Bound by stories of respecting thy neighbor and living a satisfying life, Christian order is established into people. The importance of these lessons, of course, requires the Devil to be a scapegoat for all evil. Without the darkness, we would not know the light. More than brute force, great fictions show people the truths we have deemed good, even if those truths are less true than the words of all conmen.
Hotel Transylvania Social Game, for me, is my Devil. I have played over 300 video games in my lifetime. Some briefly, some for countless hours. I have played some pieces of crap in my lifetime. Even the platformer bonus feature that came on DVDs of Illumination's The Lorax. I can say confidently that the Hotel Transylvania Social Game is the worst game I've ever played.
Produced by Zynga, a company most gamers wouldn't even consider a video game company, it is a cheap piece of crap made for people who don't have any standards for what they play. A lot of people have shit on FarmVille, but at least I get something out of that game. I can make my dumb little farms, my weird avatar, my promotional Megamind decoration. Hotel Transylvania lacks what little soul something like FarmVille has.
The game has you running a hotel. Hotel Transylvania, at that. Monsters will show up at your lobby and you must send them to a room. As you make money from this, you have to construct more rooms for more customers. That is the gameplay. It's vague enough that it sounds almost enjoyable, but keep in mind that there is nothing outside of those confines. The only strategy in the game is to provide someone who will spend less time in the hotel a room before someone who will spend more time. The main thing I can compare this game to is opening a daily chest in a game, especially since many tenants will take hours, even a full day, to conclude their stay. It's certainly about as riveting.
The customization in the game exists, but is incredibly minimal in both artstyle and how much they stand out. Everyone's hotel basically looks the same. The game's art in general is incredibly cheap to the point it feels like I'm playing a kid's game.
Even the social aspect, the very thing on the title of the game, is practically nothing. From what I remember, it wasn't much more than visiting another player's hotel and sending them a daily gift. You get far more social interaction in the general chats of most online games. I get more social interaction playing on a Minecraft server that's in a region whose language I don't know and my base is ten-thousand blocks out.
There are no charm points to this game, nothing I like about it. It is abhorrent garbage. Even something like Crazy Bus I can at least laugh at. There is no laughter here. Hotel Transylvania Social Game is the devil, and as such, resides in Hell. If you ever play it, chances are you're being tormented for your sins.
Final score: 1/10. Unforgiveable.
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macleod · 9 months ago
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People love drama, and trump exploits that as far as he can, but that's what you get from electing an old reality television star.
The American people wanted someone who could keep them on the edge of their seats and play sportsball vicariously through politics and people's lives. Consequences be dammed. The farthest of them wanted him to accelerate the end of society, and bring forth the rapture and the gift of "heavenly immortality" free from the "apparent evils" of our society and others were in hopes he would help accelerate society to the end so that it could be rebuilt from scratch.
Dramatic Accelerationism will be the philosophy of our times, and they pinned their hopes and dreams on a man with a legacy of conning the public, history of bankruptcies, and the drama of a horribly edited reality television show to broadcast the end of the world. Don't forget about the racism and vitriol he threw into the mix, the wish of Dramatic Accelerationism is to create both a caste system and an anarachic society that will be dominated by the worst society has to offer.
But, I think this reign of terror had the opposite effect, his presidency, and conspiracies, and general stupidity of management, didn't lead to the breakdown of society, but it did express the holes in our electoral system, and brute-forced decades of changes into a very small timescale to be fixed.
The American public on the other side is exhausted, tired, and immune to his toddler-like shenanigans, and just generally we burnt out. Just as we are burnt out from overworking and not enough health resources, we are burnt out on extravagant tantrums and vitriol. Some are still addicted to it, as anger is a dangerous stimulant, but as we know you can't keep the habit up without dying or giving up.
The Biden presidency has surprisingly been very effective on their domestic policy, far more than I believe any president since FDR. But they are boring, they don't do well on their marketing front, making inroads with media, or just general propaganda. As much as I detest marketing, I think they could do a lot better. They keep things very minimal and out of the public view, and while I do think this has been a deliberate thing, I think it's a poor choice, but obviously some strategy exists and they are keeping it that way. I don't know why, but perhaps it's because they know we are too burnt out to keep track of everything and requiring everything to become armchair experts in a flash.
As said, the philosophy of our times will come down to the philosophy of Dramatic Accelerationism and the philosophy behind the work ethic result we call "Burnt Out". They are linked, and it's going to be a long time before either of them work their way out of our system as a society.
“It exposes a critical gap of moral imagination to see the Biden era principally as sleepy or boring. Yes, the Trump era was exciting and newsy, like living in a home with an abuser. The Biden era is less fraught. But the drop-off in news readership/viewership was driven in large part because people thought they didn’t have to worry quite as much about the new terrible thing that was going to happen at any moment. They got Biden in and he’d take care of things. They could take a break. The related factor that the journalism business, as well as American civic life, has had to grapple with is that people simply got exhausted. A lot of people who had been regular news consumers through much of their lives decided that the toxicity of American public life was poisoning their personal or inner lives and they tuned out. If you’re wondering where I’m getting this stuff: I have interacted with many readers via email over many years and this is my takeaway based on those conversations. I did no formal study, but this was not just a few stray anecdotes. It’s the upshot of hundreds of conversations over the years in question. It’s a very clear and consistent pattern.”
— The Brass’s Take on the Shake Up at WaPo
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animeking114 · 3 days ago
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Sakamoto Days: The Order Top 10 Members Ranked by Strength
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Introduction The world of Sakamoto Days is filled with a plethora of deadly assassins, each possessing unique abilities that challenge the imagination. At the pinnacle of this world lies an elite group known as The Order. Members of The Order, often termed as 'monsters', exhibit power that rivals or even surpasses legendary assassins like Taro Sakamoto. This outline delves into the very foundation and key members of The Order, tracing its origins and highlighting the remarkable abilities of its members. Origins of The Order - Establishment: - Suborganization of the JAA (Japanese Assassin Alliance) - Composed of only 10 members, usually never all occupied due to high entry requirements - Primarily aims to maintain order within the assassin community - Founding Figures: - Sataro Yamura: The original founder and second-in-command of the JAA - Balance of personal life and duty - Tragic backstory involving family betrayal - Kaka: Another founding member, known for his unmatched speed - Showed care for innocents, which ultimately shaped his moral compass - Takamura: Iconic old man with extraordinary strength and unyielding loyalty - Legendary assassin who instilled fear, even in the strongest foes
10. Kamihate – The Sniping Phantom
🔹 Specialty: Sniping & precision shooting 🔹 Strength Level: 🟡🟡⚫⚫⚫ (2.5/5)
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Kamihate is a long-range assassin known for his unmatched precision with a sniper rifle. His ability to eliminate targets from extreme distances makes him one of the most efficient killers in The Order. Despite his lethal sniping skills, Kamihate lacks close-combat proficiency, making him vulnerable in direct confrontations. His preference for working alone reflects his reclusive and cold personality. He is known to avoid unnecessary engagements, only acting when he is certain of success. This meticulous approach makes him a calculated and efficient assassin, though it limits his adaptability in chaotic fights. His role within The Order is support-based, often covering his allies from afar rather than engaging directly. While undeniably skilled, his reliance on distance keeps him at the lower ranks of The Order's hierarchy.
9. Oki – The Current Leader of The Order
🔹 Specialty: Strategy & leadership 🔹 Strength Level: 🟡🟡🟡⚫⚫ (3/5)
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Oki is the current leader of The Order, known for his sharp intellect and strategic mind. Unlike some of the more aggressive members, he prioritizes tactical efficiency over brute force. Despite being in a leadership role, Oki’s personal combat skills remain a mystery, as he rarely engages in direct fights. His authority comes from his ability to manage and control The Order’s operations, ensuring balance within the assassin world. He has a composed and rational personality, making him a steady presence among the more chaotic members. However, his lack of displayed battle feats leaves doubts about how he compares to his stronger subordinates. Oki’s true strength may lie in his ability to manipulate situations rather than overpowering opponents directly. As leader, he carries the burden of maintaining order, even among killers who respect strength over authority. Also See- The Strongest Sin Archbishops in Re:Zero, Ranked by Power
8. Torres – The Sandblasting Assassin
🔹 Specialty: Sand-based combat & brute strength 🔹 Strength Level: 🟡🟡🟡⚫⚫ (3/5)
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Torres is a veteran assassin who uses sandblasters as his primary weapon, a unique choice that allows him to blind, suffocate, and tear through his enemies. His unorthodox fighting style makes him highly unpredictable, giving him an edge against more traditional combatants. Despite his unconventional approach, Torres possesses immense physical strength, allowing him to overpower foes in close combat. His sand-based attacks provide both offense and defense, making him a versatile fighter. He has a laid-back yet ruthless personality, showing no hesitation in eliminating his targets. Unlike some of his allies, he enjoys toying with his opponents, dragging out battles for his own amusement. Torres’ fighting ability is formidable, but his reliance on his sandblasters as a primary weapon can leave him at a disadvantage against opponents who can adapt quickly. Nevertheless, his experience and versatility secure his place among The Order’s strongest members.
7. Tanabata – The Musical Killer
🔹 Specialty: Sound-based attacks 🔹 Strength Level: 🟡🟡🟡⚫⚫ (3.5/5)
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Tanabata is one of the newest recruits in The Order, wielding a guitar as both a weapon and a tool for unique sound-based attacks. His ability to manipulate sound waves allows him to disorient enemies and even cause physical damage. Despite his unconventional fighting style, Tanabata is a highly skilled close-combat fighter, using his guitar as both a blunt weapon and a sharp-edged tool. His movements are rhythmic and unpredictable, making it difficult for opponents to counter his attacks. His personality is carefree yet sadistic, often treating fights like performances meant to entertain. While he appears playful, he has no hesitation in brutally eliminating his targets when necessary. Tanabata’s creativity in battle makes him a dangerous wildcard, but his reliance on his sound-based techniques can leave him vulnerable against enemies who resist its effects. Even so, his blend of musical precision and combat expertise makes him one of The Order’s deadliest members.
6. Shishiba – The Blunt-Force Master
🔹 Specialty: Blunt weapons & enhanced durability 🔹 Strength Level: 🟡🟡🟡🟡⚫ (4/5)
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Shishiba is a calculated and highly skilled assassin, known for wielding a wrecking hammer with deadly accuracy. Unlike some of his more chaotic comrades, he approaches fights with cold efficiency, never wasting a single movement. His strength lies in his perfect balance of power and precision, allowing him to take down opponents with minimal effort. Despite his reserved nature, he is a ruthless killer, never hesitating to eliminate targets when necessary. Shishiba has an underrated level of durability and endurance, having survived intense battles against powerful enemies. His calm demeanor makes him an excellent strategist, capable of adapting to different combat situations. While he lacks the pure brute force of fighters like Osaragi, his measured approach and experience give him a major advantage. His ability to stay composed under pressure makes him one of The Order’s most reliable and powerful members.
5. Osaragi – The Bloodthirsty Chainsaw Killer
🔹 Specialty: Chainsaw combat & high endurance 🔹 Strength Level: 🟡🟡🟡🟡⚫ (4.5/5)
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Osaragi is a ferocious close-combat fighter who thrives in battle, wielding a massive saw-like weapon with terrifying precision. Her raw strength and relentless aggression make her one of the most dangerous members of The Order. She enjoys the thrill of combat, often displaying a playful yet sadistic personality, taking pleasure in cutting down her enemies. Despite her reckless nature, she possesses exceptional reflexes and combat instincts, making her incredibly difficult to predict. Osaragi’s endurance is remarkable, allowing her to sustain heavy injuries and keep fighting without hesitation. Her sheer battle prowess makes her a one-woman army, capable of overwhelming multiple foes at once. However, her lack of restraint and tendency to prioritize fun over efficiency can sometimes be a weakness. Even so, her monstrous combat abilities solidify her place as one of The Order’s strongest and most feared assassins.
4. Yoichi Nagumo – The Trickster Assassin
🔹 Specialty: Disguise, deception & agility 🔹 Strength Level: 🟡🟡🟡🟡⚫ (4.5/5)
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Nagumo is a master of deception, utilizing disguises, illusions, and unpredictable tactics to overwhelm his enemies. His ability to adapt to any situation makes him one of the most versatile assassins in The Order’s history. Despite his playful and carefree demeanor, Nagumo is an extremely intelligent and ruthless killer, capable of eliminating opponents before they even realize they’re in danger. His combat skills are exceptional, allowing him to fight on par with the strongest assassins. Nagumo’s weapon of choice is a hidden blade, which he uses with both speed and precision to strike lethal blows. His unpredictable fighting style makes him incredibly difficult to counter, as he can switch between offense and deception seamlessly. Even though he was expelled from The Order, Nagumo remains one of the deadliest assassins, feared by both allies and enemies alike. His combination of intelligence, agility, and deception ensures that no opponent can ever truly feel safe against him. However, he was expelled, showing that his methods may have clashed with the organization's ideals. Also See- The Greatest Isekai Anime Of All Time
3. Satoru Yotsumura – The Banished Monster
🔹 Specialty: Unarmed combat & assassination mastery 🔹 Strength Level: 🟡🟡🟡🟡🟡 (5/5)
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Yotsumura was once a high-ranking member of The Order, known for his overwhelming strength and lethal swordsmanship. His battle experience and brutal efficiency made him one of the most feared assassins in history. Unlike some of his former comrades, Yotsumura lacked any sense of mercy, eliminating his targets with ruthless precision. His mastery of the sword allowed him to clash with even the strongest fighters, proving his immense skill. Despite his power, he was ultimately banished from The Order, though the exact reasons remain unclear. His exile, however, did nothing to diminish his reputation as a deadly and relentless assassin. Even after his banishment, Yotsumura remains an unstoppable force, feared by both the JAA and rogue assassins alike. His strength, experience, and killer instinct solidify his legacy as one of The Order’s most terrifying members.
2. Taro Sakamoto – The Retired Legend
🔹 Specialty: Hand-to-hand combat, speed & adaptability 🔹 Strength Level: 🟡🟡🟡🟡🟡 (5/5)
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Taro Sakamoto was once The Order’s most feared assassin, possessing unmatched combat instincts, agility, and raw strength. His ability to eliminate targets effortlessly made him a living legend within the assassin world. Despite his terrifying reputation, Sakamoto chose to leave his violent past behind, embracing a peaceful life as a family man and shop owner. However, even in retirement, his battle-honed reflexes and strength remain intact, allowing him to fight off elite assassins with ease. His fighting style combines brutal efficiency with unpredictability, using both weapons and his environment to outmaneuver opponents. Even in a weakened state, Sakamoto can clash with current Order members and hold his own. Although no longer an active assassin, his legacy as one of The Order’s greatest warriors remains unshaken. His presence alone commands respect, proving that even in retirement, he is still one of the strongest fighters to ever exist.
1. Takamura – The Unstoppable Swordsman
🔹 Specialty: Swordsmanship & one-hit kills 🔹 Strength Level: 🔴 MAXIMUM (∞/5)
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Takamura is The Order’s most feared member, possessing unparalleled swordsmanship that allows him to slice through anything with ease. His strength is so overwhelming that even fellow assassins avoid direct combat with him, knowing their chances of survival are slim. Despite his old age, Takamura moves with blinding speed, cutting down enemies before they even realize what’s happening. His attacks are precise, effortless, and merciless, making him a true embodiment of death itself. He is a man of few words, showing little emotion or attachment to anything beyond his sword. His presence alone is enough to strike fear into even the strongest assassins, reinforcing his status as The Order’s deadliest warrior. Takamura’s sheer combat ability is without equal, as he has effortlessly slain countless enemies without taking any noticeable damage. His reputation as an unstoppable force cements him as the undisputed strongest member of The Order. Conclusion The Order consists of some of the most lethal assassins in Sakamoto Days. While strategy and intelligence play key roles, the top-tier fighters rely on sheer strength, speed, and skill to dominate. Takamura reigns supreme as the deadliest assassin, while Sakamoto remains legendary despite his retirement. Nagumo, Yotsumura, and Osaragi prove that strength alone isn’t everything—adaptability and technique are just as important in the assassin world. Who’s your favorite member of The Order? Let us know in the comments! ⬇️🔥 Source- Sakamoto Days Wiki Read the full article
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Dark Empire: Hellspawn - Phantom
Phantom (Formally Thrust)
Faction: The Dark Empire
Subgroup: Hellspawn
Function: Spy
“In the shadows I’ll be waiting.”
Profile:
Once known as Thrust, Phantom has undergone a transformation, both physically and mentally. He presents himself as a sophisticated and charming figure, often masking his true nature beneath a veneer of refinement and elegance. In this alternate universe, his once-brash and contemptuous attitude has been replaced by a more calculated demeanor, allowing him to seamlessly deceive both friends and foes. His new persona revels in the shadows, delighting in the mastery of espionage and subterfuge. Phantom thrives on feeding his leader vital intelligence about enemy movements, strategies, and weaknesses—often before his adversaries even realize they're under threat.
Phantom's transformations in character not only showcase his adaptability but also serve as a testament to his capability to manipulate situations to his advantage. He relishes the chaos he creates, and while he once belittled the likes of stealth and cunning, he has become an expert in both. He is known for leaving his enemies in a state of disarray, fully aware that their panic is his greatest weapon.
Abilities:
Camouflage: Phantom can blend into environments, making it extremely difficult for enemies to detect him.
Data Extraction: Equipped with advanced technology, he can hack into enemy communications and databases to gather sensitive information.
Stealth Flight: His alternate mode as a jet allows him to perform swift, unnoticed approaches in the skies.
Deceptive Tactics: Master of misdirection, he can create diversions to distract enemies while he accomplishes his objectives.
Weaknesses:
Overconfidence: Occasionally, his arrogance in believing he can outsmart everyone leads to lapses in caution, increasing his risks of exposure.
Isolationist: Phantom often chooses to work alone, which can leave him vulnerable if he encounters unexpected resistance without backup.
Obsession with the Shadows: His penchant for lurking in the dark may lead him to miss viable opportunities for more direct, decisive action.
Tech Spec:
Strength: 7 (While not the strongest, he has enough physical power to defend himself if caught)
Intelligence: 9 (An expert tactician and strategist, adept at manipulating situations)
Speed: 8 (His speed enables quick escapes and surprise actions)
Endurance: 6 (While he can withstand a fair amount, he's not built for prolonged fight)
Rank: 6 (Respected but not in a leading position; serves under higher-ranked Decepticons)
Courage: 7 (Fearless in the shadows but cautious about direct confrontations)
Firepower: 5 (Primarily relies on stealth rather than brute force, but equipped for self-defense)
Skill: 9 (Highly skilled in espionage, reconnaissance, and deception)
Teamwork: 4 (Prefers working alone, which may complicate operations that require cooperation)
Cooperation: 5 (Can work with others if necessary, but often brings his own agenda to the table)
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andrewsobko · 25 days ago
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Boxing: A Dance of Discipline and Devotion
Boxing is a captivating blend of athleticism, strategy, and sheer determination, often celebrated as much for its storied history as for its rigorous demands. This sport offers more than just a physical contest; it represents a profound journey through power, precision, and legacy. Affectionately known as 'the sweet science,' boxing transcends the boundaries of mere sport. It embodies the spirit of combat and the quest for excellence, engaging the body and mind in a dynamic interplay of offense and defense. Each match is a testament to the resilience and tactical acumen of the boxers, making it a compelling spectacle of human endeavor and a deep-seated cultural phenomenon that resonates with audiences worldwide.
The Essence of Power
Boxers harness a remarkable level of physical power, channeling raw strength into each punch. Boxing training goes beyond typical strength conditioning; it involves honing the power to deliver knockouts and withstand hits. This aspect of boxing is not just about muscle mass or brute force—it’s about the explosive use of energy in precise moments. The right cross, the uppercut, and the hook are not merely strikes but the culmination of synchronized body mechanics, from the twist of the hips to the pivot of the feet.
Moreover, the mental power a boxer must cultivate cannot be overstated. The psychological fortitude to face an opponent, control fear, and push through physical limits plays a pivotal role in the ring. This mental toughness is developed through rigorous training and real-world experience, teaching boxers to remain focused and resilient under pressure, turning potential defeat into strategic retreats or a victorious comeback.
Mastery of Precision
Precision in boxing is about the strategic delivery of punches and the artful creation of defense. Boxers must master the accuracy of their strikes, ensuring each punch maximizes impact and conserves energy. This precision is not innate but crafted through years of practice, where technique is refined to become second nature. The jab, often used to gauge distance and create openings, exemplifies the critical role of precision in setting up more powerful combinations.
Defensively, precision is equally vital. The ability to anticipate an opponent's moves and react swiftly requires a keen sense of timing and spatial awareness. Boxers train to perfect their footwork and head movements, which allow them to dodge or block attacks with minimal effort. This defensive acumen ensures they can protect themselves effectively, maintaining stamina and positioning throughout the bout to leverage their strategic advantages.
Legacy and Influence
The legacy of boxing is woven into the fabric of many cultures, with heroes and tales that resonate across generations. Legendary figures like Muhammad Ali, Joe Louis, and Sugar Ray Robinson have dominated the sport and shaped its influence on society. Their stories of triumph and challenges extend beyond the ring, inspiring individuals in various aspects of life to strive for greatness and integrity.
Boxing's impact is also evident in its contribution to community development. Many boxing gyms are beacons of hope in underprivileged areas, providing youth with a safe space to develop discipline, work ethic, and self-esteem. The sport teaches values such as respect, perseverance, and courage—qualities that transcend the physical aspects of boxing and contribute to personal development and community building.
The Art and Soul of Boxing
Boxing is much more than a sport; it is a rigorous discipline that molds character and tests the limits of human potential. This dynamic sport involves an explosive display of power with every punch and requires meticulous precision for each movement, which collectively develops both the body and the mind. Beyond the physical aspects, boxing's true legacy lies not just in the records or titles won but in its profound impact on the lives it changes and the communities it uplifts. For those who embrace the full spectrum of what boxing offers, it provides a pathway to athletic excellence, significant personal growth, and an enduring impact that transcends the confines of the ring. By fostering resilience, strategic thinking, and self-discipline, boxing shapes individuals who can thrive in various aspects of life, making it a profoundly influential and respected discipline worldwide.
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